Creating New Ways To SUFFER In My Game [Disinherited Devlog]

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Published 2024-07-05
Because Samuel had it too easy, before.

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All music composed by Dryden Thomas

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LudicrousBiscuit:
Artstation: www.artstation.com/artwork/6Nd9v5
Game: ludicrousbiscuit.wordpress.com/

Breadcast

Echo:
Cara: echo02.carrd.co/
Instagram: www.instagram.com/echo._.0000/

Drahmen:
Discord: drahmen

Mentally_Unstable

Lax:
www.instagram.com/laxahdasie/

All Comments (21)
  • I just see the father figure's projectiles being letters of disappointment and bills and when parried turns into either symbols of poetry or self love. Do with that what you want. Im enjoying the devlogs. Good luck with your journey!
  • The chains make it look like samuel is gonna be the new hollow knght
  • @Jadon-44
    I love the design of the shackled enemies. One idea for them is if you stay immobilized for too long, they could smash you with the ball and chain they wield, giving your a much larger incentive to escape.
  • @sharptrickster
    "...and spend their time coming up with new ways to inflict excruciating situations(pain) on themselves and each other" Oh, it looks like my ranked Dota2 games!
  • @Vedhon
    How about making Samuel's glasses break in the death animation too? I think that would be pretty nice
  • i think adding bloodstains and such to the groundtiles would make the monestary even more horrifying
  • one of my favorite aspects of rougelikes, is that the character changes appearance based on what items you pick up, i think that would be a very cool addition to Disinherited
  • @ParsleyDev1
    since the new area is more open I think it would be cool to add a grapple enemy that uses a chain and throws it to the ceiling, then swings at you
  • @ZachNagy
    That little outtake at the end is so relatable lmao Another awesome update as always! So happy to see all of the community involvement showing through in the videos now! So cool!
  • Look, i like the blackthornprod videos, but this is literally the only game I've discovered through their channel that is actually memorable in any way at all. Watching you develop this game since day 1 (only on YouTube, not a discord user) has been such a joy. I'll never forget death.
  • Im so happy the breaking wheel and brazen bull made it. Im glad i suggested them
  • @Zaluuk
    0:21 Thanks for the idea! I placed it on top of my list of things to do some decade.
  • @reedepley1835
    i love the wokr but one thing is missing MORE BONES
  • @bl00dyfish47
    I love how the game started out a “cute” game that included death, but now it’s a truly horrifying experience. Poor Samuel. Bros not gonna sleep for days.
  • You could make a skeleton with a cage from medieval rat torture and when you kill the skeleton, the rats attack you
  • I have three item ideas one is hermes boots that slow your fall, another is odysseus's silvered boar helmet that could do something like slow the loss of light or something else, and the last is king Arthur's crown that you could find a purpose for if you like it.
  • Looking amazing, especially the shackled, they give me the creeps...:_cat:. Keep up the good work, also bones :_bone::_bone:
  • glad to see the devlogs are becoming more about the bones Junji Ito, what a great source of inspiration for this very cute game! Also, really like how the effect shows the radius of where agony will hit you (a standard practice I think, but still appreciated) Editing at ~4:29 makes me giggle and I will be stealing it in some capacity for my own vids (mostly just the clouds in the background, while the foreground scales down, idk why I never thought of it) Poor samuel, he looks so troubled when immobilized with his eyes all big Ghost Samuel was integral, thank you ah, googled it, how dare they do that to the bones on the bone wheel still happy about bone mark #15 tho, really immerses me in the world I NOTICED THE PILLARS IN THE BACKGROUND NEAR THE BEGGINGING (meant as beginning) Meant to compliment, got distracted Yeah, the wood paneling goes hard I'm kinda curious about minigame implementation from the last video, cause for me personally, where it might be accessible from would inform what kind of minigame it is (like do I have to worry about light, would it be an in-between area that could impact the run, is there/will there be a hub/beginning area, etc) Great dev-log as always