Thank you for making a video about my game! I don't think it is a perfect game, and I am always looking for feedback to make it better. I was the only person to play it before it was released on Steam. I think you are right that less than 10 people have beaten it. When I play, I do not kill all the monsters but instead run past many. I think you made many great suggestions! I think I will make "normal mode" (the one you played) require a password (like the even more difficult modes). I play the game mostly on the "Relaxed Difficulty" (which I hope a newcomer would use). In terms of waypoints, I struggled with their placement because I did not want fast travel to dominate. I was concerned about having waypoints in areas with lots of ammo, but on the other hand it is more important that the game be fun to play. Adding minigun (and rocket) ammo all over should be easy. I can see your points about how perhaps many one-way waypoints could be two-way. It is also an interesting idea to replace white box devices with toll bridges. Music for the game is a great idea, I would just need to figure out how to make that happen. Improving monster AI is a good idea a well: maybe hit scan monsters could make a sound when they first see the player. A lot of weapons are not very good when you first get them. I could make their baseline level better. On the version of the game that was released a couple days ago I turned down the sounds the player makes when he gets hurt (someone else complained about that). I think also music might make sound effects less annoying. What I really want to convey is a massive world that the player can explore. Combat is suppose to complement that, and all ideas for changes are welcome. Thanks for playing! I appreciate you making this video!
Hello! Apologies for taking a while to reply. I had some difficult days, got distracted, and it slipped my mind for a bit. Regardless, it's great to know you've seen my video. It's probably the first time the creator of a game themself has visited my comment section. It seems you've taken my criticisms well. In fact, I'm writing this response shortly after seeing you released an update that made a lot of my proposed changes! I'm really happy to see it. I've never had such a major influence on a game before. I need a break from this game for a while (it's nothing bad, it's more that making these videos can be so exhausting that I have to distance myself from the games I cover for a while), but I promise I'll pick it back up again soon. I don't usually make followup videos but I likely will make one in the near future, since the update clearly fixes a lot of the issues I had. I still do wish for more dungeon layout variety and enemies with more advanced behaviors, but as things stand, it sounds like the game is in a significantly more comfortable place. A friend of mine promised he would purchase and play this game soon, so I'm looking forward to see what he has to say about this current version. I might be slightly late to the punch on this part, but I worry that hitscan enemies having "wake up" sounds could contribute to the odd soundscape I mentioned in the video. I know a lot of classical shooter do that kind of thing though, so I guess it depends on how it's implemented. Also, that tidbit about the cannon's alt-fire is interesting. It's definitely rather exotic and I would have mentioned it if I noticed it. I probably missed a terminal that mentioned it. Also, funny little side thing - the sleep cube has become an in-joke between me and a handful of my friends. I am curious if the sleep cube has any significant purpose? And what is the significance of the 1939 New York's World Fair? The sleep cube room is such a memorably strange and bizarre sight, and it's perhaps the exact moment that made me fascinated with this game. I'd love to see more odd, inexplicable sights like that in future versions of the game. And out of curiosity: Was this game influenced by System Shock 1 and Marathon? Assuming you were inspired by other games, I am curious to know what some of your inspirations for Fractal Block World were. Anyways, my channel is small, but I'm still hoping this video brought a good few eyes on this game. Have a good one, and good luck with future development!
@@marriedtomychair I really appreciate you making your video! It is always good to get feedback. Over the next 6 months I will make changes addressing your ideas. I will make monsters have a delay before they shoot the player, making some kind of indication. The indication will be a white dot that appears on the attack display. By the way, the attack display on my version (which I will upload soon) now uses a cylindrical model as you suggested instead of a spherical model (the spherical model was because the game originally had 6 degrees of freedom). That is, now it shows "verticality". I also think that some monsters should be part of a hive mind, where once you are seen by them for a few seconds, then they start shooting you. This way you cannot fly through a lot of them quickly without being hit. However you can stand at the edges and chip away at them. This is not as much of a problem for the monsters that are on a larger level of detail than the player (these monsters can simply have a personal delay). I want to have more monsters move around, which is a technical issue with the engine. The only real problem is I need to write the code in a way so it does not slow down the program. More varied dungeons is a good idea. Ideally most dungeons would be of the "hub" type of area you described. So the game would be hubs inside hubs insides hubs. I think I2 needs more of these. I2 is supposed to be the canonical place to improve your railgun. When I play that game (on the purple cat difficulty), it usually takes me an hour to get to I2, but then the game becomes more difficult and it would be good for me to put more places to explore there. I try to leave I2 as quickly as I can and go into I3, which paradoxically is easier (if you have a good railgun weapon). There I can farm nuke upgrades. By the way, have you been to outer space? You can get there from the Tau Caves. You want to go up the Oak Trees using your rockets first to kill the monsters (before you enter the tree). Having more ammo and waypoints is a good idea. In this next version you will be able to respawn while keeping all your ammo for a fee (8% of your gold). I am on a mission to replace all white box devices with alternative mechanisms (such as toll doors). For example, Montreal cities now have a 300 gold toll door, which once are open are open forever. Some white box devices are used in "arcades" where you are given infinite ammo when you enter, but all your ammo is stolen when you leave. These can be replaced by a system which when you leave, it sets your ammo to what it was when you entered. When you play it again, I would recommend the "purple cat" difficulty, which is now the normal difficulty. In this mode it is quicker to kill monsters and tanking damage is less of a problem. There is also less upgrade grind. I mostly play on the purple cat mode. I also added more to the storyline. The laser secondary is now much better at wiping out a horde of monsters. I am also going to add a weapon mode to the cannon designed to replace the primary mode. This new mode (the tommy gun) will be able to hit monsters larger and farther away. The 1939 World's Fail room is a reference to my dad, who loves that fair. The sleep box is intended to let you sleep so that you can pick up ammo boxes again (most ammo respawns in an hour). However I don't want people to abuse that mechanic. Speaking of ammo, one of the big reason for so many one-way doors and one-way waypoints was so players would not keep using waypoints back to certain places over and over again to pick up ammo instead of just picking it up as they played normally. The fix that I made in the last update was to have a new type of ammo which does not respawn. Then having that next to a waypoint is not such a problem. I have not played System Shock 1 or Marathon, but I will have to check them out! This game was inspired by Infinifrag/Infiniminer, Descent (1994), Diablo 2, and Ken's Labyrinth. I am not sure if you know this, but I was the codeveloper with Zach Barth on Infinifrag 2. He went on from there to make Infiniminer (which inspired Minecraft), and I went on to make what I called "Block Arena" which then turned into Fractal Block World. So the common ancestor of Minecraft and Fractal Block World is Infinifrag 2! You can read about Infinifrag 2 in the credits area of Fractal Block World in the game (go behind the pictures in the credit area).
"It's a game about taking an infinite left turns into Albuquerque when you're already 12 Albuquerques deep into Albuquerque" - you had my curiosity but now you have my attention
@@sn0wy88 Except, of course for the undeniable fact that every single morning my mother would make me a big bowl of sauerkraut every morning. AHHH- ** BIGBOWLO'SAUERKRAUT! ** It was driving me crazy!
I like how a recent video review about this game showed so many suggestions that you made actually make it into the game, be it by "dagerous shrink" circles or the toll bridges
Hi everyone! After 6 months in (extremely slow) development, hopefully, it's been worth the wait. I've had a lot of trouble with audio balancing this time around, so I hope it doesn't get too quiet or loud. I've also had a ton of technical issues with my editing software. As a result, I've spent most of last week troubleshooting and re-exporting the video. Fun stuff! Anyways, I'm definitely going to make something a bit shorter and more digestible for my next video. I can't consistently put out hour+ content like this. It'll be a rare treat going forward. Also, yes, I did repeatedly call the minigun hitscan despite my footage obviously showing it's not hitscan. Consider this one of the more obvious cases of the disconnect caused by the time between recording, writing, and editing. Oh, and don't forget to praise the Sleep Cube for good dreams!
Flashbacks! When I first played Ken's Labyrinth on a shareware compilation, never in my wildest dreams did I expect Silverman's tech to become the most licensed FPS engine of the 1990s.
Funny you say that, as the developer discusses on his website that Ken's Labyrinth was a significant inspiration for the game. One enemy type (that I only saw in the monster manual) even had "Ken's Lab" written right on its texture. I guess he's quite open about his influences.
Crazy that this game is technically like a lost cousin of minecraft given its dev worked on the game that eventually became infiniminer, which ofc inspired minecraft
Let me mention two things about the weapons I did not see in your video: 1) You can use the secondary cannon to kill multiple enemies, because it has a chaining effect. This is useful in the early game. 2) When you should your nuke, you should be using your brake.
I heard playing this game for hours gives you strong "Tetris effect": you can see tiles in your bathroom and think you're shrinked. VR version would make this 100 times stronger
I genuinely think of buying this everyday eince i found out about it. Due too inflation, the game is absurdly expensive and i dont wanna pirate it. passion projects like this should get imense praise, i doubt this game is not gonna blow up somehow, it tickles the same part of my brain of when i played VVVVVV, and some chinese mobile shooting game from 2004, those games where insanely fun but i see that they are so insanelly underated games, that cant easily grab the attention of people nowadays. There seems too be a "meta" sometimes on how games should present themselfes too catch the attention of what soon would be the playerbase, and im my opinion its really hurting the gaming insustry.
i was playing this game shrinking in the ying fotest and i wanted to look outside to see how deep i was and all i see is red and suddenly it hit me IT WAS A GIANT FUCKING GOBLIN THE SIZE OF THE UNIVERSE HEADING STRAIGHT TOWARDS ME my heart DX
I think nuke ammo became a lot more common across updates made to the game in the past half a year. It was incredibly scarce in the version I played, and the few locations you could acquire it were extremely late-game or isolated.
Is that a Reisen profile picture? Making a video about FRACTAL BLOCK WORLD? How can one man be so BASED.... I've been playing the game a TON recently and I've been LOVING it. Thank you for the video, and given the fact that your recent videos all look great, I think you've just earned yourself a subscriber!
That's a fun concept though I personally wouldn't describe FBW that way. I'd like to play something like that as long as it doesn't have the grotesque default controls of SS1 cyberspace.
Oh, that's interesting! I could imagine it being a light inspiration. I remember hating the way Cyberspace controlled, but thinking the concept was fun and the tech was ambitious for the time. Also reminds me I'm overdue for a replay of SS1.
This was really awesome! I honestly wasn't expecting to sit through the entire video, but something about the bizarre nature of the game, combined with the drive by nature of the jokes you wrote in, made the entire video really fun. consider me a fan
I feel kind of stupid for commenting without fully watching this video. But dang, this video has been a good show of the game so far, I put it on my wishlist and will try to get it in the future. And your commentary has been nice so far! Maybe I'll give and update comment when I finish the review. But thanks for bringing such a surreal game to attention.
this game is so fucked up, im not sure i could finish a full playthrough. so yknow, a+ 10/10 this might be autisms most fractalest cultural output so far
@@marriedtomychair Rip. My one problem is that I have no goddamn clue where Burlington is. I've gone through the vault and have the combo lock solution, but can't use it.
@@artasky6093 Maybe it's been buffed since I played but the radius seemed a little small (I didn't even realize it was effectively an AOE in the first place) and the damage was often weaker than a single blast from the primary fire.
Anyone knows a 3d indie (I think survival) game with similar artstyle to this and also has sound effects made with mouth? I think it’s around 10 years old
Man your video is so comprehensive and I want to hear everything you have to say about it because I find it fascinating and your script is so in depth but... My brother in christ... Please don't talk like that. I couldn't make it my dude. I have to find someone else to talk about this game, probably not half as comprehensive as you
I just sound that way. I've tried mild voice modulation in the past but it usually sounds unnatural or blatantly edited. Out of curiosity, is there something specific you dislike about the way I talk?
27:40 its difficult for me to watch, it's the sort of game i'd expect if you asked an Octopus to make a Diablo clone. Interesting none the less. Edit: a game that Vulcan children play
Thank you for making a video about my game! I don't think it is a perfect game, and I am always looking for feedback to make it better. I was the only person to play it before it was released on Steam. I think you are right that less than 10 people have beaten it. When I play, I do not kill all the monsters but instead run past many. I think you made many great suggestions! I think I will make "normal mode" (the one you played) require a password (like the even more difficult modes). I play the game mostly on the "Relaxed Difficulty" (which I hope a newcomer would use). In terms of waypoints, I struggled with their placement because I did not want fast travel to dominate. I was concerned about having waypoints in areas with lots of ammo, but on the other hand it is more important that the game be fun to play. Adding minigun (and rocket) ammo all over should be easy. I can see your points about how perhaps many one-way waypoints could be two-way. It is also an interesting idea to replace white box devices with toll bridges. Music for the game is a great idea, I would just need to figure out how to make that happen. Improving monster AI is a good idea a well: maybe hit scan monsters could make a sound when they first see the player. A lot of weapons are not very good when you first get them. I could make their baseline level better. On the version of the game that was released a couple days ago I turned down the sounds the player makes when he gets hurt (someone else complained about that). I think also music might make sound effects less annoying. What I really want to convey is a massive world that the player can explore. Combat is suppose to complement that, and all ideas for changes are welcome. Thanks for playing! I appreciate you making this video!
Hello! Apologies for taking a while to reply. I had some difficult days, got distracted, and it slipped my mind for a bit. Regardless, it's great to know you've seen my video. It's probably the first time the creator of a game themself has visited my comment section. It seems you've taken my criticisms well. In fact, I'm writing this response shortly after seeing you released an update that made a lot of my proposed changes! I'm really happy to see it. I've never had such a major influence on a game before.
I need a break from this game for a while (it's nothing bad, it's more that making these videos can be so exhausting that I have to distance myself from the games I cover for a while), but I promise I'll pick it back up again soon. I don't usually make followup videos but I likely will make one in the near future, since the update clearly fixes a lot of the issues I had. I still do wish for more dungeon layout variety and enemies with more advanced behaviors, but as things stand, it sounds like the game is in a significantly more comfortable place. A friend of mine promised he would purchase and play this game soon, so I'm looking forward to see what he has to say about this current version.
I might be slightly late to the punch on this part, but I worry that hitscan enemies having "wake up" sounds could contribute to the odd soundscape I mentioned in the video. I know a lot of classical shooter do that kind of thing though, so I guess it depends on how it's implemented. Also, that tidbit about the cannon's alt-fire is interesting. It's definitely rather exotic and I would have mentioned it if I noticed it. I probably missed a terminal that mentioned it.
Also, funny little side thing - the sleep cube has become an in-joke between me and a handful of my friends. I am curious if the sleep cube has any significant purpose? And what is the significance of the 1939 New York's World Fair? The sleep cube room is such a memorably strange and bizarre sight, and it's perhaps the exact moment that made me fascinated with this game. I'd love to see more odd, inexplicable sights like that in future versions of the game.
And out of curiosity: Was this game influenced by System Shock 1 and Marathon? Assuming you were inspired by other games, I am curious to know what some of your inspirations for Fractal Block World were.
Anyways, my channel is small, but I'm still hoping this video brought a good few eyes on this game. Have a good one, and good luck with future development!
@@marriedtomychair I really appreciate you making your video! It is always good to get feedback. Over the next 6 months I will make changes addressing your ideas.
I will make monsters have a delay before they shoot the player, making some kind of indication. The indication will be a white dot that appears on the attack display. By the way, the attack display on my version (which I will upload soon) now uses a cylindrical model as you suggested instead of a spherical model (the spherical model was because the game originally had 6 degrees of freedom). That is, now it shows "verticality". I also think that some monsters should be part of a hive mind, where once you are seen by them for a few seconds, then they start shooting you. This way you cannot fly through a lot of them quickly without being hit. However you can stand at the edges and chip away at them. This is not as much of a problem for the monsters that are on a larger level of detail than the player (these monsters can simply have a personal delay).
I want to have more monsters move around, which is a technical issue with the engine. The only real problem is I need to write the code in a way so it does not slow down the program.
More varied dungeons is a good idea. Ideally most dungeons would be of the "hub" type of area you described. So the game would be hubs inside hubs insides hubs. I think I2 needs more of these. I2 is supposed to be the canonical place to improve your railgun. When I play that game (on the purple cat difficulty), it usually takes me an hour to get to I2, but then the game becomes more difficult and it would be good for me to put more places to explore there. I try to leave I2 as quickly as I can and go into I3, which paradoxically is easier (if you have a good railgun weapon). There I can farm nuke upgrades.
By the way, have you been to outer space? You can get there from the Tau Caves. You want to go up the Oak Trees using your rockets first to kill the monsters (before you enter the tree).
Having more ammo and waypoints is a good idea. In this next version you will be able to respawn while keeping all your ammo for a fee (8% of your gold). I am on a mission to replace all white box devices with alternative mechanisms (such as toll doors). For example, Montreal cities now have a 300 gold toll door, which once are open are open forever. Some white box devices are used in "arcades" where you are given infinite ammo when you enter, but all your ammo is stolen when you leave. These can be replaced by a system which when you leave, it sets your ammo to what it was when you entered.
When you play it again, I would recommend the "purple cat" difficulty, which is now the normal difficulty. In this mode it is quicker to kill monsters and tanking damage is less of a problem. There is also less upgrade grind. I mostly play on the purple cat mode.
I also added more to the storyline.
The laser secondary is now much better at wiping out a horde of monsters. I am also going to add a weapon mode to the cannon designed to replace the primary mode. This new mode (the tommy gun) will be able to hit monsters larger and farther away.
The 1939 World's Fail room is a reference to my dad, who loves that fair. The sleep box is intended to let you sleep so that you can pick up ammo boxes again (most ammo respawns in an hour). However I don't want people to abuse that mechanic.
Speaking of ammo, one of the big reason for so many one-way doors and one-way waypoints was so players would not keep using waypoints back to certain places over and over again to pick up ammo instead of just picking it up as they played normally. The fix that I made in the last update was to have a new type of ammo which does not respawn. Then having that next to a waypoint is not such a problem.
I have not played System Shock 1 or Marathon, but I will have to check them out! This game was inspired by Infinifrag/Infiniminer, Descent (1994), Diablo 2, and Ken's Labyrinth.
I am not sure if you know this, but I was the codeveloper with Zach Barth on Infinifrag 2.
He went on from there to make Infiniminer (which inspired Minecraft), and I went on to make what I called "Block Arena" which then turned into Fractal Block World. So the common ancestor of Minecraft and Fractal Block World is Infinifrag 2! You can read about Infinifrag 2 in the credits area of Fractal Block World in the game (go behind the pictures in the credit area).
@@danielhathaway5491The 2 deadly yappers of the Fractal Block World
..
@@marriedtomychairhey can you give me a link to the enimie list
@@Im4nch1k Говорит какой-то 8 летка.
i am very heavily trying to resist the urge to immediately get this (i hate impulse-spending)
*BUY IT~*
"It's a game about taking an infinite left turns into Albuquerque when you're already 12 Albuquerques deep into Albuquerque" - you had my curiosity but now you have my attention
That is an actual review for the game
only in A-A A-AALBEQUERQUE…
When I was a itty bitty boy, I lived in a box under the stairs near Jerry’s Bait shop. You know the place
@@usering1 well anyways, back then life was going well and everything was juuuust
**P E A C H Y ! ! !**
@@sn0wy88 Except, of course for the undeniable fact that every single morning my mother would make me a big bowl of sauerkraut every morning.
AHHH-
** BIGBOWLO'SAUERKRAUT! **
It was driving me crazy!
Glorb Core cruelty squad but inside fractal cubes, that game should be called Manifold Genocide
34:02 "it starts fully automatic and only gets fully automatic" xD
I like how a recent video review about this game showed so many suggestions that you made actually make it into the game, be it by "dagerous shrink" circles or the toll bridges
Who else made a video review on this game? I noticed a sharp uptick in activity here but I couldn't find any other video reviews.
@@marriedtomychair OrangE made a video, its named "Minecraft's Secret Cousin"
Hi everyone! After 6 months in (extremely slow) development, hopefully, it's been worth the wait. I've had a lot of trouble with audio balancing this time around, so I hope it doesn't get too quiet or loud. I've also had a ton of technical issues with my editing software. As a result, I've spent most of last week troubleshooting and re-exporting the video. Fun stuff! Anyways, I'm definitely going to make something a bit shorter and more digestible for my next video. I can't consistently put out hour+ content like this. It'll be a rare treat going forward.
Also, yes, I did repeatedly call the minigun hitscan despite my footage obviously showing it's not hitscan. Consider this one of the more obvious cases of the disconnect caused by the time between recording, writing, and editing.
Oh, and don't forget to praise the Sleep Cube for good dreams!
I think there’s a balanced audio switch that viewers can activate or deactivate
The OrangE man brought me here now I’m getting more vids about this game
oo, this game looks cool. ken's labyrinth vibes from this, that kind of programmer-tech-demo game where they just tossed everything in
Flashbacks! When I first played Ken's Labyrinth on a shareware compilation, never in my wildest dreams did I expect Silverman's tech to become the most licensed FPS engine of the 1990s.
Funny you say that, as the developer discusses on his website that Ken's Labyrinth was a significant inspiration for the game. One enemy type (that I only saw in the monster manual) even had "Ken's Lab" written right on its texture. I guess he's quite open about his influences.
As an 8 years old gamer I spent half the time dreaming about developing high budget games, the other half I dreamt of this
Same
But I’m 10
Crazy that this game is technically like a lost cousin of minecraft given its dev worked on the game that eventually became infiniminer, which ofc inspired minecraft
well, it's not lost, it's right there
Infinifrag -> Infinifrag 2 -> Infiniminer -> Minecraft -> all of the spinoffs
> Fractal Block World
bro had a vision 😱
Let me mention two things about the weapons I did not see in your video: 1) You can use the secondary cannon to kill multiple enemies, because it has a chaining effect. This is useful in the early game. 2) When you should your nuke, you should be using your brake.
If this game gets any form of vr port im buying it immediately no questions asked.
I heard playing this game for hours gives you strong "Tetris effect": you can see tiles in your bathroom and think you're shrinked. VR version would make this 100 times stronger
@@ker0356 im down for it
I would be ok with that
I genuinely think of buying this everyday eince i found out about it. Due too inflation, the game is absurdly expensive and i dont wanna pirate it. passion projects like this should get imense praise, i doubt this game is not gonna blow up somehow, it tickles the same part of my brain of when i played VVVVVV, and some chinese mobile shooting game from 2004, those games where insanely fun but i see that they are so insanelly underated games, that cant easily grab the attention of people nowadays. There seems too be a "meta" sometimes on how games should present themselfes too catch the attention of what soon would be the playerbase, and im my opinion its really hurting the gaming insustry.
i was playing this game shrinking in the ying fotest and i wanted to look outside to see how deep i was and all i see is red and suddenly it hit me IT WAS A GIANT FUCKING GOBLIN THE SIZE OF THE UNIVERSE HEADING STRAIGHT TOWARDS ME my heart DX
...also nuke ammo becomes slightly easier to get ahold of once you figure out the loophole of how to find ying forest inside an alpha cube
I think nuke ammo became a lot more common across updates made to the game in the past half a year. It was incredibly scarce in the version I played, and the few locations you could acquire it were extremely late-game or isolated.
@@marriedtomychair so alpha cubes and the secret reward room in white cubes didn't exist then? huh.
The GOAT returns with another upload, also please do make that Borderlands 2 slag teardown vid
It's something I've thought about covering for a good while. I could probably do it as a quick one-off at some point, sure.
God dammi this game invading my feed because of OrangE and I love it
Thanks for reviewing this game I played it a long time ago and it was really fun and it was fun to explore and learn everything
Is that a Reisen profile picture? Making a video about FRACTAL BLOCK WORLD? How can one man be so BASED....
I've been playing the game a TON recently and I've been LOVING it. Thank you for the video, and given the fact that your recent videos all look great, I think you've just earned yourself a subscriber!
It's actually Seiran! Unfortunately for you though, I happen to be changing it to art I commissioned within the next week or so.
@marriedtomychair Oooooh okay!
Still though Seiran is a good choice. I love the moon bunnies.
57:57, he's in the thick of it!1!!!11!!11
…everybody knows…
8:16 Nice save. 🤣
is the fucking jerma gas sound bite used in this game?! i swear i heard it during the sound section
THAT'S WHAT I ALWAYS THINK WHEN I HEAR IT
C for laser might be because c is the speed of light...
That's actually a pretty clever observation. Of course, I could imagine it's also just because C is a relatively convenient key on the WASD layout.
Feels like the game is an open world version of cyberspace sections from the original system shock
That's a fun concept though I personally wouldn't describe FBW that way. I'd like to play something like that as long as it doesn't have the grotesque default controls of SS1 cyberspace.
SEWERSLVT MENTIONED 🗣🗣🗣📢📢📢 omg i love you for putting the recomendation in
This looks like a perfect game for those who really enjoyed Cyberspace in original System Shock
Oh, that's interesting! I could imagine it being a light inspiration. I remember hating the way Cyberspace controlled, but thinking the concept was fun and the tech was ambitious for the time. Also reminds me I'm overdue for a replay of SS1.
wtf haha I know this game - my applied linear algebra teacher made this.
❤🔥❤🔥❤🔥Love you Dan!!! I still sing your praises lol
Damn, you're lucky to have Dan as your algebra teacher
22:16 OrangE found that the Cannon is good for crowd control (and homing is better)
This game seems super interesting. Will check it out!
57:58 if this was posted later that would have been a perfect reference, everyones ears would bleed, a nice touch to the video
From the screen to the ring to the pen to the king
This was really awesome! I honestly wasn't expecting to sit through the entire video, but something about the bizarre nature of the game, combined with the drive by nature of the jokes you wrote in, made the entire video really fun. consider me a fan
I feel kind of stupid for commenting without fully watching this video. But dang, this video has been a good show of the game so far, I put it on my wishlist and will try to get it in the future. And your commentary has been nice so far! Maybe I'll give and update comment when I finish the review. But thanks for bringing such a surreal game to attention.
this game is so fucked up, im not sure i could finish a full playthrough. so yknow, a+ 10/10
this might be autisms most fractalest cultural output so far
"this might be autisms most fractalest cultural output so far" is a very colorful descriptor. i'll have to borrow that.
Maybe the increasingly smaller UA-cam channels were the real fractals we explored along the way :)
feels like a dream
You get to go ham with emps and nukes deep in the post game...or when fighting the final boss.
The art style reminds me of this other game, Vivian Clarke
I'm kinda intrequed now. (also im still waiting for the update video you hinted at)
If only I had a computer, steam, and money.
Can’t wait for more FraBlLikes!
I see promise and novelty, yet I feel fear.
Great analysis of a cool game!
I count Caves of Qud as an open-world game and it's mostly procedurally generated
this is amazing
Care of George Costanza.
5:53 is this a boinical reference!
I forgot I was subscribed to your channel, good to see your content again.
this game is more closely related to minecraft that you might think
"I'm not usually the hole entering sort" is that.. a bottom joke?
Yes.
There is no way ppl are making this game go mainstream, please 😔😔
How could you not find the purple house?? It should be noted that they're the only way to escape the universe.
Probably wasn't persistent enough, or maybe it became easier to find in more recent versions. Hard to say for sure.
@marriedtomychair it seemed to me that they were in one out of every 200 or so layer 10 quicksand grass chunks.
@@TheWisme I popped open the game and found one almost immediately. I think I must've just been hideously unlucky.
@@marriedtomychair Rip. My one problem is that I have no goddamn clue where Burlington is. I've gone through the vault and have the combo lock solution, but can't use it.
50:10, what about cannon alt fire?
Developer stated that it has a "chaining" effect, allowing it to hit multiple enemies at once.
@@marriedtomychair it's sound really useful isn't it? Basically cheap rocket
@@artasky6093 Maybe it's been buffed since I played but the radius seemed a little small (I didn't even realize it was effectively an AOE in the first place) and the damage was often weaker than a single blast from the primary fire.
Anyone knows a 3d indie (I think survival) game with similar artstyle to this and also has sound effects made with mouth? I think it’s around 10 years old
Is it just me or does he sound in some parts of the video like GDcolon?
Man your video is so comprehensive and I want to hear everything you have to say about it because I find it fascinating and your script is so in depth but... My brother in christ... Please don't talk like that. I couldn't make it my dude. I have to find someone else to talk about this game, probably not half as comprehensive as you
I just sound that way. I've tried mild voice modulation in the past but it usually sounds unnatural or blatantly edited.
Out of curiosity, is there something specific you dislike about the way I talk?
27:40 its difficult for me to watch, it's the sort of game i'd expect if you asked an Octopus to make a Diablo clone. Interesting none the less. Edit: a game that Vulcan children play
I'm not sure this is what they meant by a 2.5D game.
if u want to b an ant or a giant
i wish there was r/fractalblockposting
That's a dream you could make come true!
@@marriedtomychair i cant i got banned from reddit (i didnt do anything im innocent officer)
why do u talk like that???
It's how my voice sounds.
@@marriedtomychair u kinda sound like the burguer king foot lettuce guy