Going Under gave me an existential crisis back in 2020... Lol... Thankfully I don't work at that job I don't work at anymore, but man... I related WAY too hard to that game than I should have...
Composer and sound designer for Perennial Order here. The fact you enjoyed our game, and my music and sound design, is insanely awesome. Thanks for playing!!
@@LavaCreeperPeople currently the soundtrack is over an hour long with more to come! There are 15 bosses, each with their own orchestral theme, in addition to a lot of world music. There are many adaptive elements to the score as well!
I never heard of raindancer but i looked you up on youtube and listened to the soundtrack a bit. I love the bloodborne vibes but also i feel some OG god of war and assassins creed vibes too. Very well done. After listening to it im so down for more from this game. Great job
Gonna be honest, I think this was the first time I've seen a Frogger-inspired souls-like boss fight. Was that on purpose or just a hilarious coincidence?
Hey, dev of INTO EVIL here! Thank you so much for playing! I've actually released some very hefty updates to the demo since the version you played! Also, there's a free demo available - so if anyone watching thinks it looks like fun you can go give it a shot!
@@4anq I've actually never played Darkwood! (seen gameplay though) My main inspiration was Teleglitch actually😃(and Hotline Miami/Dark souls obviously haha) Teleglitch is a great game, definitely play it if you like kinda old-school Roguelikes!
Fun fact: Witchfire's combat design was originally just a series of sectioned-off arenas like a traditional rogue-like, but the lead designer felt that it would waste the intricate environments the team had designed, so they completely overhauled the game design to accommodate for open environments. It's one of the reasons the game has been in development for so long.
Well it was definitely a great decision. That kind of "go wherever" into different encounters really made the Destiny inspiration shine through, along with the tastefully spitefull environmental effects that reminded me of the Emperor Calus raid, and the "manuever to survive, combo and powerweapon to kill" combat style.
Our team is ecstatic you featured Perennial Order in one of these videos! We've watched this series for a long time and always talked about how awesome it'd be to be included one day, we really appreciate it!
Really like the putteteer style animations in your game they done usually look that great but it works so good with the style of everything else and the iso perspective
Omg, hello I'm the Prison of Husks dev, thank you so much for playing! I've been watching your videos for sometime! I had a big smile on my face seeing you progress through the prison and discovering its secrets. I'm still developing this project so if anyone is keen I'll continue to make more devlogs on all my pages! :D
I was hoping to find you here, I hoped you would do more with the project. The concept of exploring a place with limited keys is amazing. The dolls mouvement is nicely creepy. For me it looked like a Sekiroborne if Tim Burton was to make one. The option to kill the chapel key doll was ingenious as well. You have such a great concept in hands.
I haven't played yet, but I'm very seriously considering it now. IP has featured a lot of games on this channel, but of all of them yours seems to capture the aesthetic of FromSoft perfectly. I just kept thinking about Sens Fortress the whole time your game was on screen, it's really well designed
Designer and engineer from Cervus Blade here. I've been following this series, and it's really hype to see our game getting featured! Thanks for playing our game!
Super happy to see this comment. Cervus blade genuinely had some of the best sword animations I've seen in a game. Either one of y'all really did your homework or one of you knows how to use a sword. Awesome work!
Really cool sword mechanism. The only downside is the blant environment and lifeless asset textures that make them seem out of place otherwise a good game.
Oh my god, the boss names in Another Crab's Treasure are such a treat. Lycanthrope -> Lichenthrope, Imitation Crab -> Intimidation Crab. Just a small part of what looks like beautiful sense of world building and immersion. Fantastic take
Little info for Witchfire: Apparently devs have "Big update" which among other things includes 2 new zones. They'd planned to release it in December, but realised that it would drown among other things fighting for your money/attention during Christmas time, so they've decided to postpone it to the very early next year.
I just appreciate how this channel has gone from dark souls memes to being such a big positive influence in the souls and indie dev scene. I love seeing all these cool games and devs actually taking you seriously with the feedback provided.
Ngl, after knowing about this channel not too long ago and seeing this series. Makes me want to buy dark souls myself or any of the games were present in the video
Same here. I was not a souls fan until I started these videos. I took a start with some of the less serious games and the genre has grown on me. Im playing Remn II now! @@SomeGuyWithABlueMask
Yeah I love what he’s doing with the channel. Some other souls channels are scraping the bottom of the barrel for content or just not releasing anything, but he cleverly found a way to stay unique and relevant while not having tie his entire livelihood to Fromsoft’s release schedule.
The Destiny influence is there for people who know where to look. You have a hunter's double jump, a titan's left hook and that hand cannon looks to be a 180 with Outlaw.
As a designer, I massively appreciate this series because it teaches me about a genre I don't normally engage with and gives me insight on What To Do and What Not To Do in ways that I don't normally consider. Thank you for your efforts.
I was not expecting you to play our game Perennial Order! (I'm the artist) It means so much to us that you checked out our game, we really appreciate it!
holy shit, im the animator for Perennial Order been watching your videos for ages lol, didn't expect you to check out game so early! thank you so much! i hope you enjoyed and that you check out the full release too.
As soon as I saw that crab pull out the chopsticks, I knew there'd be a second phase where the chopsticks got split in half to dual wield. That is absolutely peak design. That's probably one of the only games I've ever seen you play that I absolutely HAVE to play.
I saw those chopsticks and immediately said "there had better be a phase change into dual wielding." These devs know what they're doing. This one's going on my wishlist.
the fact it didnt break into two even ones either but made a short sword/big axe combo is even more sick I hope thats a weapon you can get after beating that boss
I played Witchfire right through and it's a phenomenal achievement for a small indie team. I highly recommend supporting them by giving the game a try. If you like a challenge, even in its current state, it's a lot of fun, and the final version looks in my opinion like it'll be a must-play.
you can tell that they really liked destiny given that the animations are basically the animations from destiny lol, cool lookin game, I'll pick it up when I can
I just love how the crab uses chopsticks as a weapon, but they don't break evenly - one breaks in half and the other has this massive chunk on. That's so real.
God I hope Witchfire succeeds. It's such a neat concept and looks great. I would play it forever if the gameplay loop and progression system feel good.
unfortunately the EGS exclusivity seems to be a handicap from the get-go. a LOT of people refuse to use it out of principle. If it comes to Steam I will for sure pick it up
another +1 in the 'EGS is a barrier' camp. followed the game for years and that announcement was a big wind outta the sails moment. looks like it's morphed pretty heavily in its core mechanics and gameplay loop from its early showcases and i dunno if i like the look of it anymore, but i'm still keen it give it a whirl once it hits Steam - AS LONG as they don't pull that classic double dip on pricing bullshit. if you take the timmybux and then release your game later on steam for full price, i'm not rewarding that behaviour with my money.
Can't develop games without money, so I don't mind it, it's understandable. I'd still wait for full release and steam release, but I won't be waiting with a grudge.
@@eclipseeffigy EGS is honestly a double edged sword nowadays. On one hand, the money the devs receive for it can actually help the game become a reality. But on the other hand, simply being on EGS instead of steam is gonna dramatically hamper the sales and even when it does come out on steam, it will probably release without any fanfare and a good chunk of people waiting on the steam release might have forgot about the game.
For the Crab game, there's actually a funny idle animation where the crab is playing with his heals and drops one and you actually lose it, it's a funny neat mechanic lol
Koler dev is here😺, found this awesome channel from a suddenly burst in the Koler discord server. It's really happy to see Koler getting featured. I Really appreciate you playing Koler and giving so many good points❤ that I will definitely consider during the parallel overhauling (I plan to create a 'new' project and try to keep overhauling and updating to the old Koler at the same time, and when the time comes, the old one will be replaced. But I don't really have that much time recently since I just got a job in the industry a few days ago, and I need time to find the balance). And there are many updates since the version you played (yes they are in the review update), fixes to stupid AI, weird mountain, random crashes and so many bugs you had generously cut from the video. And also, there are many newly added contents, mini dungeon bosses, challenging rooms, more challenging bosses, friendly beginner guide etc. So if someone is interested in, welcome to wishlist or just have a try (there will be a 50% discount soon during the autumn sale) and I'm looking forward to heard from you!
Putting a lot of time into something doesnt guarantee success. Especially if you dont take second opinion. I think only good remarks are useless, because they dont tell what is wrong with the thing. But from what i see it does have great potential it just lacks polish. Less of a souls like and more vampire survivors vibe with all the passive spells firing. I dont see a lot of multiplayer/co-op vampire survivor games so that could be your way to success
Would I be correct in thinking that the game is inspired by Risk of Rain (especially RoR2)? The artstyle, gameplay, and perspective look like inspiration was took from it.
We need more games like Another Crab's Treasure because a lot of games don't have that unique inspired direction anymore. Everything feels like samey asset flips that takes little risks.
Right? Like I know making a game is hard but I'm bored of these generic fantasy medieval settings with some fallen kingdom yadda yadda, it's cool in concept but there's just SO many of them that they all blend in to the ocean.
Dude the GUN mode is the best difficulty option I have ever seen implemented in a game, if you really get annoyed with a boss, just GUN them, it's funny, it's silly, this is how easy modes should be!
That Koler game was a bit heartbreaking. You can tell the dev put a lot of time into it, but it was clearly made in a vacuum chamber. So many things just weren't done, or weren't balanced. It seems like he drank his own Kool-Aid and added anything he could think of without thinking about what makes games fun or engaging. Props to the dev for getting a game developed and out there.
Yeah just because you put a ton of work into something doesn't mean others will like it. It sucks, but you don't just get X dollars per hour spent on the game. Hopefully he learned a lot from making it that will serve him in the future
As soon as it started I could tell it was rough. Games made by a single dev are so rare for a reason. It’s incredibly uncommon to be talented in every developer role, a good artist, and a good composer. Nothing against the guy, it’s impressive that he put out a game at all, it’s just very apparent this game was made by an inexperienced solo dev.
Yeah, there were a lot of things that stood out as being rough. For me, the lighting was just terribly, terribly flat and washed out. It made everything look fake, like it's all been drag-and-dropped from an asset flip shop. I can appreciate hard work, but something was definitely missing in the development process - probably just analysis from a detached third party who _hasn't_ spent money on the game.
@@Kyneship I spent 4-5 years writing and publishing a book. And I've made maybe $100 off of it in 3 years. I do find it a shame he seemed to jump in with everything riding on it if he was asking. For me it's more "Fair enough" let's see how the next one does (and let's wait for people to recognize my genius haha). Very hard to get feedback when you self publish something. Family and friends are normally just blown away you could do something they couldn't.
Prison of Husks might actually be the most soulslike soulslike you’ve ever played. The environments, the level design, the combat, the mechanics, the item descriptions and flavor text…legit the most soulslike game I’ve ever seen.
I don’t know how much motivation you have to continue this series, but if it means anything, please continue it I absolutely adore this and I watch almost every single one of these you put out I’m laughing and cringing right along with you
Doubt its going anywhere, been going strong for over... 2, 3 years? Not to mention it's arguably where he got most of his success from (last one is a bit of a spitball though)
i think one of the things i appreciate most about this series is how consistently student projects show up, and while they get fairly critiqued, the overall tone is often really encouraging and always points out cool parts of them. just feels nice!
What I like most about this series is the feeling of someone just showing me weird little games they discovered, and experiencing them through that lense. Always a fun time
When I started watching Iron Pineapple 5+ years ago I never imagine I would one day think: this is the most wholesome Souls content around. You are truly grossly incandescent.
When Heikea pulled out the chopsticks and just used them as a single weapon I was like "OK, calling it, there's gonna be a phase two where he does break them apart and dual-wields" and the game did not disappoint.
So fun fact about that boss Heikea from One Crab's Treasure; the Heike crabs are an actual phenomenon where locals believed they were possessed by the souls of the Heike clan and fisherman would throw back crabs whose shells look like Samurai masks leading to a crazy case of artificial selection where a lot of Heike crabs now look uncannily like Samurai masks it's cool as hell. It's also where the Genji 2 game demo Giant Enemy crab meme came from in a roundabout way.
Prison of husks almost perfectly blends that PS1 Silent Hill survival horror aesthetic with a spice of Kingsfield/Dark souls in a way that so fits that strange nostalgic feeling that both titles are well known for. That's insanely impressive and I would love for a legitimate full-length dedicated project in that style.
So many small brilliant details. The gun that shot the little pills that turn into dinosaur sponges in water, a boss named Intimidation Crab, I love it
i played this game and loved every bit of it. If u r skilled enough u will have great time running around killing stuff, if u r trash, then u will struggle@@austinhuffman855
Not surprised *Another Crab's Treasure* looks like it'll be good, it's the same dev as *Going Under.* Which was generally received as a well developed game. So they clearly know what they're doing and not just making a cash grab. Also giving a tiny adorable crab a realistic sized glock maybe one of the funniest things I've seen in a game. 10/10, GOTY
You dont have to wait for the other player to die or finish the fight alone. Which is a big problem in co-op that is mostly solved by either helping the other player up or both players loosing. I really like the solution they went with
I feel like when I watch Iron Pineapple videos, I'm always conscientious about how much more time of the video is left. It's like I'm a peasant savoring his scraps, excitedly waiting for more amazing content from this dude! Keep on making these awesome videos my man, been a big fan for years!
Prison of Husks gives BIG Silent Hill vibes. Like a mirror into an alternate world where instead of being inspired by Berserk, Miyazaki was inspired by Silent Hill.
I know everyones commenting on the crab one but - omg, perennial order actually looks sick. These videos are... usually "my wishlist is going to increase" - remains true 😂
Now that Another Crab’s Treasure is actually out, I can confirm everyone’s suspicions: It’s a masterpiece. If you’re on this channel, you owe it to yourself to check it out. I’ve been playing all weekend, and I think it’s now my fave non-FromSoft soulslike! Incredible stuff, Aggro Crab. Please make a sequel.
Can confirm, binged it and beat it in 17 hours. I will say I found a pretty OP build that trivialized the last 6 or so bosses, but I was already specced into it so it felt like too much of a hindrance not to use it. Still overall had an amazing time.
@@cmanatlan Just finished, myself! Took me a lil longer, like ~28 hours, haha. Maybe I didn’t find your build… 😅 However, I do agree that even for me the last handful of bosses were a bit trivialized by power level. Pretty much bulldozed them, while some of the earlier bosses had me putting in 45 min. or so of attempts… just a tad anti-climactic. Still, over all, I was so stoked on the exploration, platforming, story, and sheer cleverness of the enemy designs that it was hard to much mind. Great ride, one *shell* of a game! :D
@@rutterer9684 I maxed my umami stat, used phytoplankton stowaways to restore umami charges on kelp hearts, maxed out the tentacle ability and used the lil bro shell to juggernaut for infinite poise, and spam r1 to lifesteal through all the damage you're taking. It melted every boss in like 15-30 seconds
@@cmanatlan Sick. I took a totally different route because I found the parry/riposte combo really fun, so I was going for Res for a while. Once I was satisfied with that tree I swapped to Predator and started doing mostly hammering, using sinker and cockle stowaways for big swings and lots of capsizing/criticals (which it looks like they actually buffed a bit right around when I reached the endgame). But similarly, I think the lifesteal from adding Lamprey+ to the mix is what made it truly busted. Was finishing the last few bosses without expending a single heartkelp!
@@rutterer9684 nice, I loved parrying too and did a lot of that early game. before I went my build I was using hammers and was eyeing sinker but back then using the finisher broke the hammer so I decided against it
Yeah in general quite a bit of that felt quite Risk of Rain (2) inspired to me. The way the enemies just became stronger as it went on, not sure if on a timer exactly, but it did just seem like it, as well as enemies just becoming a bit spongey if you don't get some good upgrades.
I love how used to souslike games Pineapple is, so when he plays an fps for once - a common staple of which is explosive barrels and stuff you can shoot - he breaks everything to watch the physics engine and it literally blows up in his face
In fairness, I'm used to explosive barrels being red, having skulls on them, glowing in some way, or are otherwise marked as "I AM OBVIOUSLY DANGEROUS PLEASE DON'T JUST RUN INTO ME?" Amusingly the main exception to this rule is in Souls-like games, where it's not uncommon for pots to have hidden enemies or be filled with poison. But even then it's usually in appropriately themed areas and I don't think I've seen them introduced in the first level.
@@ArtofVincentVanHoofSeriously? Those designs are incredible! As soon as I saw the art alone it made me want to play it. Great job, especially on the Fallen Rider boss, honestly that's one of the coolest and most eerie things I've seen lately.
You should give Death’s Gambit another shot. In 2021 they released the Afterlife expansion which gave a massive overhaul to the game. It’s now much closer to your typical metroidvania with area redesign and character upgrades, and there’s a much more satisfying ending if you are willing to go through the hardships to obtain it. Went from being one of the most ok soulslike metroidvanias to one of the top best. Highly recommend it.
I 100% Agree with this sentiment. I'm one of the late arrivals to the game in that I never played before Afterlife, but it is up there with Bloodstained in my opinion as one of the best Metroidvanias in recent years. The story was genuinely cool, too. Almost cried during the penultimate boss fight. I never understood why people hated it, but again I never played before Afterlife. Must have been a big change.
@@christophertheofilos1063 Still haven't played the DLC. Was it actually story related? The description made it sound like a boss rush mode or something, even though it featured your homeland?
Death's gambit afterlife is incredible and probably my favorite metroidvania. I feel like calling it an "overhaul" is underselling it, the size of the map, the number of mechanics and the number of bosses basically doubled. The combat is amazing, I spent a lot of time tryharding heroic bosses but was still having fun. It's also good to know that the main dev is also working on deltarune (more specifically, the non-bullet combat part) and I feel like afterlife really benefited from him working on chapter 2 at the same time.
Man I got actual goosebumps from that Stray Pigment boss music. What an absolutely hauntingly beautiful track. Replayed that part a couple of times just to hear it again. Big props to whoever composed that.
hexosphere (the solo dev) composed all of the music as well. highly, highly recommend having a look at the other stuff they’ve made - they are insanely talented!!
As a massive fan of Destiny, Witchfire was like looking at a near carbon-copy with the recoil animation, reticle style, reload animation, and even the swingy melee. The Destiny inspiration was spot on lol
I've been feeling really poorly and I can't tell you how excited I was to see this pop into my recommendations, this is by far my favourite youtube series. Thank you so much!
Yeah I was thinking the same thing Time ( 3years) doesn't mean you did something great, and after seeinf the game I was thinking that he was kinda dellusional of his work
Kinda a harsh opinion on my part but: i really believe a decent game dev could at least do the basic mechanics a in a month or less. i mean, i could be totally wrong, my knowledge of the subjet is basically "a couple cool videos i have seen". Maybe it was is first project to learn how to dev , but i don't see "3 years" of improvident that it should have
Yeah I mean its not as bad as some other games and it seems the dev at least tried and wasnt lazy .... but for the customer stuff like that doesnt really matter if you can spent your time just playing a better game. At some point you just gotta be honest and say that the game doesnt really stack up compared to even other single dev projects.
@@jonathascordeiro9629 I think the thing with making big games like this a first attempt, or a learning experience, is a playable engine would be one of the first things to be made I'd think. Because of that even as you improve your own abilities, the base that you're working from is still spaghetti. So once you improve, you then would need to go back, rebuild your engine with not spaghetti code, and because you've rebuilt the engine, you now need to rebuild everything you built on that last engine. I think something like that is the reason that your best bet earlier on is smaller projects before slowly expanding onto bigger ones, so that you don't need to scrap nearly an entire project when you improve
Dude you're a fantastic reviewer. I love this series so much and I think you should expand it outside of games that roughly fit the soulslike genre. I would absolutely love to watch you critique other games out there even if you cover more mainstream things I just like hearing your thoughts. Great work as always metal fruit!
Ngl, that last game seems like a hell of a sleeper hit. It seemed pretty simple at first, but clearly had a lot of attention to detail and love for the genre behind it. Looking forward to the full release!
I'm astounded at how good Another Crab's Treasure looks. Such a great concept and style, with great gameplay too. Bravo! Props to Mr Pineapple for bringing this to our attention.
I cannot WAIT for the return to Witchfire in a future video after its full release, a la Thymesia in this one (glad to hear that game sorted itself out BTW); it's already awesome to see it in the series in the first place, since I've been dummy interested in it for a while anyway, and you have some really really insightful thoughts on it EDIT: also goddamn Prison of Husks fucks so hard
I have nothing super productive to say. But i really really enjoy the content even though the games aren't ones i play! Keep it up Pineapple, content's fantastic, the gameshowcases are fun, and your reviewing style is very comforting in the more honest and down to earth nature
This series just makes me feel good about humanity in general. Seeing passionate people pour their souls out creating these games and then getting wider recognition from a respected creator and his audience is unbelievably wholesome and satisfying. Watching these videos makes me want to create art. Whether it's good or bad is mostly irrelevant, it's just good for the soul to create things that express ideas within you and share them with other humans.
"Witchfire, from the developers of Vanishing of Ethan Carter" That is such a weird genre switch, VoEC was a walking simulator, and Witchfire seems like a huge step in a different direction from that. e: ooooh, they also made Painkiller and Bulletstorm, both excellent FPS games. That explains why the shootyfeel of Witchfire is so on point.
Looking up the company history is interesting. The founders left People Can Fly (which made Bulletstorm and Painkiller) because it was getting bought out by epic, and they weren't interested in Tencent and Epic's focus on GaaS. Which is a stark contrast considering Witchfire is Epic exclusive. Guess money always beats morals.
I love it when devs go completely left field and put out an unexpected banger. For example, did you know that Hi-Fi Rush is made by the same devs who brought us The Evil Within and Ghostwire Tokyo? Talk about tonal whiplash.
@@Dorraj"money beats morals" easy there lil bro. It's a 1 year exclusive while it's early access and in return they get a bag of money to help with development costs.
@@Dorraj I'm failing to see the immorality in the 1 year exclusive contract that keeps the devs paid and their families fed. Did they have to perform a child sacrifice in order to seal said contract?
@@Dorraj it's abundantly clear that you are not a developer, nor do you understand that someone can not want or approve of a particular vision for their games while not condemning everything associated with those holding the vision to irredeemable, all-consuming hell. You are of the lesser kin -- the so-called 'modern man' that cannot think save for swathes of light and shadow painted by the thousand-faced clowns, dyed firmly in the wool pulled oh-so-far down over your fettered eyes. I would bid you awaken, to see rather than to assume, but I know even from these scant moments of communication that already I have fallen in the eyes that see for you into that lightless stain of the second of the two things you have unthinkingly borrowed the wherewithal to perceive.
It seems like it was inspired by risk of rain, and could totally work with some refinement that doesn’t overhaul every single system. I hope that they stick with it!
@@Battle_Bearcatyeah I think the animations need a bit more work, the levels need some extra stuff to be more interesting, and the roll needs to be faster in order to give the player a true feeling of action. Not bad by any means, but I can understand why it hasn't sold well
The amount of personality that Crab game has is incredible. Some good ones in this episode. Also, whenever you feature one of these solo-dev practice projects, it makes my inner dev wannabe scream "don't give up, skeleton!"
Witchfire has an odd dichotomy of feeling absolutely horrible when you’re down and out. However, when you’re popping off, you reaaaaallly feel like you’re firing on all cylinders.
Witchfire really caught my interest, hopefully they release on steam because I'd love to get it based on what you've shown! Love these videos (practically feature-length films) and reviews, and my steam wishlist is growing with each video! Keep up the good work and the game-grind! Parennial Order looks amazing. The artstyle, the music, sound-design, grotesque and really great.
heard it'll be like darkest dungeon 2, epic only on early access and full release on both steam and epic (I really don't want it to die on epic like so many other small exclusives)
You should do a video going back over some of your favorite soulslikes you’ve played. When you said Thymesia was in your top 15, I wondered which others were your favorites
+1 to this! even just a text list of the 15 would be alright if you don't want to do a full video. I'm sure the entire internet will understand and respect whatever 15 you pick.
Agreed. Or even just like, at the end of each video in the series, a "top 15" list, maybe also a "top 15 I'm keeping an eye on" meaning, these aren't worthy of top 15, but they aren't yet fully finished and show promise.
@@JCSopko imagine if his top 15 will be so controversal he goes viral :) just say lords of the fallen top 1 and dark souls 2 second place and elden ring 14
@@arigatameiwaku He was talking about non-From Soulslikes so Dark Souls and Elden Ring wouldn't be on the list. Would kinda defeat the point to include those.
What I find amazing is that, in addition to how great of an influence this series has been for devs not just of souls likes but aspiring devs in general, it has remained an incredibly popular series despite its ironically clickbaity title.
I'd assume for the crab game the reason some don't telegraph well is to make it less dodge focused so you actually use your shells and the other ones available, making you cycle through more of them because you'd lose them when using their respective specials and from blocking fast normal attacks
6:10 it looks like they placed a bunch of shot glass shells around the boss fight areana. I imagine they intended for you to use the shot glass ability when he eats you. This game looks unironically good.
Dude, what a gigantic video! There's like 3 or 4 huge topics you could cover off of this. Another Crab's Treasure, Thymesia, Witchfire and Koler all could have been their own video. Amazing work.
Prison of husks seems like such a cool idea, I would love to see like a fully fleshed out 20 hour game of it. Art style is amazing and it looks so ethereal
Honestly I think a plot based around repeated runs through the same area with some variations could really work with the vibe of trying to escape a prison. Sort of a "cycles of guilt" style of approach.
@@XSniper74184 Dead Cells is a roguelike that's all about trying to escape the island and its prison that you're stuck in. While you don't figure out a way to escape, you do slowly uncover more about the island's history and your connection to it.
Can't thank you enough for putting Thymesia on the spotlights. It's really one of the best non-from soft souls like game I've played. I hope that the people that watch your vid will try it out (and maybe there will be some more speedrunners, I feel alone).
I wasnt feeling the area of Another Crabs Treasure at first, but once i realized it was also a platformer, I immediately got hooked again (haha!) this game is about Crabs and Fish and it runs with that charm by fleshing out many aquatic mechanics and i love it, super excited to see what they do with the full release
I once made a joke RPG maker game where the final boss was called, "Grind Lord," where his only challenge was his massive health pool. Those boss fights in Koler kinda reminded me of that.
Yea from the beginning it's a pretty awfully designed game, like it has to be a meme game. There's no way somebody spent 3 years making that and then went "why nobody want my game???". Kinda annoyed by how hand holdy Iron was with the dev too, like don't shit on the guy but he's been way harsher to way better games, indie or not.
At first Prison Husk looked wsy too janky to me but once you got to that second boss the I realized the aesthetic was already growing on me after a couple minutes
I dig that you really go out and dig up some gems that most people are not going to have heard of. I also think its really cool that you actually went and played Koler, took it seriously for what it was, and pointed out both what it did well and where it could improve. I hope that the dev sees this.
weapons, shells, boss attacks, the name of the currency... everything is so creative and on point. it's clever, smart, critical. this one can be referenced to in a lot of studies outside of gaming/game design.
MASSIVE W FOR THE CRAB FANS ❤🦀 Thank you Iron Pineapple!!! 😤
Looks awesome ! I hope the final game will have car batteries to recharge your powerclaw or I will be very disapointed. 😂
This game looks legit so fun
We gonna make it out the beach with one 🗣️🗣️🔥🔥
looks amazing, good job!! ❤
Going Under gave me an existential crisis back in 2020... Lol...
Thankfully I don't work at that job I don't work at anymore, but man... I related WAY too hard to that game than I should have...
time for crab
crabbing time
Please play Let it Die. It has weird aesthetic and can be completed for free
Therefore, Rave ahead!
Why no lords of fallen?
What da crab doin
Composer and sound designer for Perennial Order here. The fact you enjoyed our game, and my music and sound design, is insanely awesome. Thanks for playing!!
Is the soundtrack really that good
@@LavaCreeperPeople currently the soundtrack is over an hour long with more to come! There are 15 bosses, each with their own orchestral theme, in addition to a lot of world music. There are many adaptive elements to the score as well!
Some Castlevania level stuff going on there. Really cool!
I never heard of raindancer but i looked you up on youtube and listened to the soundtrack a bit. I love the bloodborne vibes but also i feel some OG god of war and assassins creed vibes too. Very well done. After listening to it im so down for more from this game. Great job
Gonna be honest, I think this was the first time I've seen a Frogger-inspired souls-like boss fight. Was that on purpose or just a hilarious coincidence?
that crab boss with the chopsticks was insanely cool, the fact that the chopsticks dont break right is perfect
based cruelty squad profile photo
i frikin loved that, made all the time when I was a kid where I would pretend the chopsticks were swords real
Don't break right? Wym?
7:15 that's neat
7:35 reminded me to the lower burg dogs in ds1
Hey, dev of INTO EVIL here! Thank you so much for playing!
I've actually released some very hefty updates to the demo since the version you played! Also, there's a free demo available - so if anyone watching thinks it looks like fun you can go give it a shot!
Was there any inspiration of darkwood in making Into evil?
@@4anq I've actually never played Darkwood! (seen gameplay though) My main inspiration was Teleglitch actually😃(and Hotline Miami/Dark souls obviously haha)
Teleglitch is a great game, definitely play it if you like kinda old-school Roguelikes!
The game looks real cool. Out of curiosity, were the dialogue sfx inspired by Golden Sun?
Om does this use the exanima engine?
@@GameTimeWhy unity! And a bunch of custom stuff
Fun fact: Witchfire's combat design was originally just a series of sectioned-off arenas like a traditional rogue-like, but the lead designer felt that it would waste the intricate environments the team had designed, so they completely overhauled the game design to accommodate for open environments. It's one of the reasons the game has been in development for so long.
Well it was definitely a great decision. That kind of "go wherever" into different encounters really made the Destiny inspiration shine through, along with the tastefully spitefull environmental effects that reminded me of the Emperor Calus raid, and the "manuever to survive, combo and powerweapon to kill" combat style.
daring decision that was SUPER good
@@erickschusterdeoliveira2662 Yeah it's totally not my kind of game, but that fact made me give it a second glance
That is the mark of an artist
@@Americanbadashh these guys have made one of the most interesting games, The vanishing of ethan carter.
Our team is ecstatic you featured Perennial Order in one of these videos! We've watched this series for a long time and always talked about how awesome it'd be to be included one day, we really appreciate it!
Game has great mechanics, the way you get your weapon reminds me a lot of the Scorn game on steam!
your game seem really cool
Thank you so much for a playing my game!
Really like the putteteer style animations in your game they done usually look that great but it works so good with the style of everything else and the iso perspective
Pog Deserved
Pressing A to “Acknowledge Knowledge” is so stupidly witty, now I want that game
Omg, hello I'm the Prison of Husks dev, thank you so much for playing! I've been watching your videos for sometime!
I had a big smile on my face seeing you progress through the prison and discovering its secrets.
I'm still developing this project so if anyone is keen I'll continue to make more devlogs on all my pages! :D
I was hoping to find you here, I hoped you would do more with the project. The concept of exploring a place with limited keys is amazing. The dolls mouvement is nicely creepy. For me it looked like a Sekiroborne if Tim Burton was to make one.
The option to kill the chapel key doll was ingenious as well. You have such a great concept in hands.
yours felt SO MUCH like an actual souls game, you seem to have an incredible grasp on the vibe of that universe
even just from the video you can tell the haunted PS1 vibes are immaculate, really impressive for a solo dev project, good luck!
I haven't played yet, but I'm very seriously considering it now. IP has featured a lot of games on this channel, but of all of them yours seems to capture the aesthetic of FromSoft perfectly. I just kept thinking about Sens Fortress the whole time your game was on screen, it's really well designed
Brother pretty cool Game
Looks like they type of game that I would get obsess on my ps2
The chopsticks breaking unevenly had me CACKLING
Brilliant and relatable little joke.
I was hoping something like that would happen and it didn't disappoint
It’s giving……Fume Knight💅
And also is a reference from Miyamoto's Musashi style, legendary japanese swordsman
That was honestly such a cool idea for a game like this, actually felt like a SpongeBob bit
Designer and engineer from Cervus Blade here. I've been following this series, and it's really hype to see our game getting featured! Thanks for playing our game!
No way they commented
Super happy to see this comment. Cervus blade genuinely had some of the best sword animations I've seen in a game. Either one of y'all really did your homework or one of you knows how to use a sword. Awesome work!
Seriously enjoyed the blood being flung from the blade. Pretty sick
Really cool sword mechanism. The only downside is the blant environment and lifeless asset textures that make them seem out of place otherwise a good game.
I'm genuinely interested in this game, you guys have something massive here.
Oh my god, the boss names in Another Crab's Treasure are such a treat. Lycanthrope -> Lichenthrope, Imitation Crab -> Intimidation Crab. Just a small part of what looks like beautiful sense of world building and immersion. Fantastic take
Intimidation Crab, the Sands Between, Shelleport etc. It's so dumb but creative and funny.
Intimidation Crab is genuinely hilarious
"Imitation" crab 🤣 oh my gosh I never noticed that-
Little info for Witchfire: Apparently devs have "Big update" which among other things includes 2 new zones. They'd planned to release it in December, but realised that it would drown among other things fighting for your money/attention during Christmas time, so they've decided to postpone it to the very early next year.
is there an announcement for steam release or any info?
Have they said anything about the early game progression issues? Akin to the things Iron Pineapple pointed out
I can respect a dev looking at the release schedule and going "Oh that's what we're going up against? Fuck that, we'll delay it".
Sonic Superstars deciding to release at the same time as Mario Wonder: "wait, you guys think about release windows?"
@@NEEDbacon I think Alan Wake 2 did that, it was going to release very close to Mario Wonder and Spider-Man 2 but was delayed by ~10 days.
I just appreciate how this channel has gone from dark souls memes to being such a big positive influence in the souls and indie dev scene. I love seeing all these cool games and devs actually taking you seriously with the feedback provided.
Ngl, after knowing about this channel not too long ago and seeing this series. Makes me want to buy dark souls myself or any of the games were present in the video
Same here. I was not a souls fan until I started these videos. I took a start with some of the less serious games and the genre has grown on me. Im playing Remn II now! @@SomeGuyWithABlueMask
Yeah I love what he’s doing with the channel. Some other souls channels are scraping the bottom of the barrel for content or just not releasing anything, but he cleverly found a way to stay unique and relevant while not having tie his entire livelihood to Fromsoft’s release schedule.
I kinda miss his shenanigans videos though, would like to see him play more Dark Souls, Elden Ring, etc. in multiplayer
i only played Scars Above and Pascal's Wager after seeing them on Steam Dumpster Diving, for example.
Here I am, happy to watch one of my favorite UA-camrs, when BAM! A game I'm working on (Witchfire) is getting featured! Such an unreal experience.
Gonna download as soon as I get home, already in love with the vibes and gameplay based on what I’ve seen here
Hey this is definitely a long shot but are you guys hiring??
@@teadeity363 Hell yeah, take that chance - it could change your life.
It's a great game keep it up
The Destiny influence is there for people who know where to look. You have a hunter's double jump, a titan's left hook and that hand cannon looks to be a 180 with Outlaw.
As a designer, I massively appreciate this series because it teaches me about a genre I don't normally engage with and gives me insight on What To Do and What Not To Do in ways that I don't normally consider. Thank you for your efforts.
I was not expecting you to play our game Perennial Order! (I'm the artist) It means so much to us that you checked out our game, we really appreciate it!
Your game looks amazing! Outstanding work on the art, as well as everything else. I just finished playing the demo and I immediately wishlisted it.
That knight was inspired. I wanna turn it into a creature for my dnd campaign. I think it'll really stop my players in their tracks.
@@SaixgaThank you very much for the kind words, it means a lot!
@@ArtofVincentVanHoof so are you the one we send spooky plants to?
@@asgerrbergkristensen7410😂
holy shit, im the animator for Perennial Order been watching your videos for ages lol, didn't expect you to check out game so early! thank you so much! i hope you enjoyed and that you check out the full release too.
I love how each of you devs came and commented on his video, good game lads! I hope he comes back to it when it releases! I'm looking forward to it
As soon as I saw that crab pull out the chopsticks, I knew there'd be a second phase where the chopsticks got split in half to dual wield. That is absolutely peak design. That's probably one of the only games I've ever seen you play that I absolutely HAVE to play.
And true to life, they don’t split correctly and it’s uneven. Incredible
@@john_michael97The fact the crab looks visibly angry they didnt break properly too.
@@Noobie2k7 And proceeds to become more aggressive and act more like a berserker, while suitingly wielding a sword and an axe, like a viking.
As soon as I heard it was from the Going Under people I was sold.
the fact that it's name is Intimidation crab is fucking inspired. i'm instantly sold just for the humor
My only complaint for Thymesia was that the first boss was definitely the hardest, game felt like a breeze after finally defeating him
First lol
@@AyushSharma-ne9zsonly lol
Which first boss? The one that's supposed to beat you, or the one that you're supposed to beat?
you're lacking with the slop
@@Cund the magician guy, though i did end up having to beat the actual first boss for an achievement too
I saw those chopsticks and immediately said "there had better be a phase change into dual wielding." These devs know what they're doing. This one's going on my wishlist.
The boss even gets upset when it breaks unevenly 😂
the fact it didnt break into two even ones either but made a short sword/big axe combo is even more sick
I hope thats a weapon you can get after beating that boss
@@puddi8817amazing attention to detail
@@leoultimaupgraded9914 No kidding, that was awesome design
Probably favorite pat of any game shown off here. Plus them being broken unevenly and him being mad.
Best part of IronPinapple's videos is that you will definitely find devs in the comment section and the whole interaction is just wholesome
agreeed
Best part is that I always think that this is a 20 minute video and then see that it's 1 hour long at the 54:35
His comments are genuinely helpful, he really knows what makes a game fun and is so good at putting that into constructive criticism.
As an indie dev I really appreciate how you seek out and highlight smaller indie games and you always find some really cool stuff.
You indie devs are what will save the gaming industry
I played Witchfire right through and it's a phenomenal achievement for a small indie team. I highly recommend supporting them by giving the game a try. If you like a challenge, even in its current state, it's a lot of fun, and the final version looks in my opinion like it'll be a must-play.
you can tell that they really liked destiny given that the animations are basically the animations from destiny lol, cool lookin game, I'll pick it up when I can
The souls like genre is just pumping out games so Iron Pineapple can continue this great series
I hope it never ends
Its like a self-fulfilling economy at this point
Infinite content glitch@@rorsie
Every Steam Next Fest gives him plenty of material
the ultimate souls like is Cabela's dangerous hunts 2013
I just love how the crab uses chopsticks as a weapon, but they don't break evenly - one breaks in half and the other has this massive chunk on. That's so real.
The creativity and detail of that boss sold me on the game.
Fume Knight ass enemy
The fact that the crab looks at the botched break for a second and it seems to make him even angrier is pure gold.
to break chopsticks evenly, pull them apart with your hands near the conjoined part. it hasnt failed me once. hope this makes your experience better!
And then... He gets ANGRY.
Too real.
God I hope Witchfire succeeds. It's such a neat concept and looks great. I would play it forever if the gameplay loop and progression system feel good.
unfortunately the EGS exclusivity seems to be a handicap from the get-go. a LOT of people refuse to use it out of principle. If it comes to Steam I will for sure pick it up
yeah I went to add it to the wishlist on steam to keep an eye on it, but most likely will forget about it if it's exclusive to EGS. @@BrozvilleRealm
another +1 in the 'EGS is a barrier' camp. followed the game for years and that announcement was a big wind outta the sails moment. looks like it's morphed pretty heavily in its core mechanics and gameplay loop from its early showcases and i dunno if i like the look of it anymore, but i'm still keen it give it a whirl once it hits Steam - AS LONG as they don't pull that classic double dip on pricing bullshit. if you take the timmybux and then release your game later on steam for full price, i'm not rewarding that behaviour with my money.
Can't develop games without money, so I don't mind it, it's understandable. I'd still wait for full release and steam release, but I won't be waiting with a grudge.
@@eclipseeffigy EGS is honestly a double edged sword nowadays. On one hand, the money the devs receive for it can actually help the game become a reality.
But on the other hand, simply being on EGS instead of steam is gonna dramatically hamper the sales and even when it does come out on steam, it will probably release without any fanfare and a good chunk of people waiting on the steam release might have forgot about the game.
For the Crab game, there's actually a funny idle animation where the crab is playing with his heals and drops one and you actually lose it, it's a funny neat mechanic lol
Koler dev is here😺, found this awesome channel from a suddenly burst in the Koler discord server. It's really happy to see Koler getting featured. I Really appreciate you playing Koler and giving so many good points❤ that I will definitely consider during the parallel overhauling (I plan to create a 'new' project and try to keep overhauling and updating to the old Koler at the same time, and when the time comes, the old one will be replaced. But I don't really have that much time recently since I just got a job in the industry a few days ago, and I need time to find the balance).
And there are many updates since the version you played (yes they are in the review update), fixes to stupid AI, weird mountain, random crashes and so many bugs you had generously cut from the video. And also, there are many newly added contents, mini dungeon bosses, challenging rooms, more challenging bosses, friendly beginner guide etc. So if someone is interested in, welcome to wishlist or just have a try (there will be a 50% discount soon during the autumn sale) and I'm looking forward to heard from you!
Grats on the new job and glad to hear you're still working on it!
Glad to see you're still in the industry and I'm sure you have a bright fixture ahead!
Putting a lot of time into something doesnt guarantee success. Especially if you dont take second opinion. I think only good remarks are useless, because they dont tell what is wrong with the thing. But from what i see it does have great potential it just lacks polish. Less of a souls like and more vampire survivors vibe with all the passive spells firing. I dont see a lot of multiplayer/co-op vampire survivor games so that could be your way to success
Ngl Koler gives me a lot of Risk of Rain 2 vibes
Would I be correct in thinking that the game is inspired by Risk of Rain (especially RoR2)?
The artstyle, gameplay, and perspective look like inspiration was took from it.
We need more games like Another Crab's Treasure because a lot of games don't have that unique inspired direction anymore. Everything feels like samey asset flips that takes little risks.
Dude this crab game looks so sick fr
Right? Like I know making a game is hard but I'm bored of these generic fantasy medieval settings with some fallen kingdom yadda yadda, it's cool in concept but there's just SO many of them that they all blend in to the ocean.
I was just talking about that with my friend last night.
Dude the GUN mode is the best difficulty option I have ever seen implemented in a game, if you really get annoyed with a boss, just GUN them, it's funny, it's silly, this is how easy modes should be!
@@thechugg4372He just Indiana Jones-ed that samurai crab 😂
That Koler game was a bit heartbreaking. You can tell the dev put a lot of time into it, but it was clearly made in a vacuum chamber. So many things just weren't done, or weren't balanced. It seems like he drank his own Kool-Aid and added anything he could think of without thinking about what makes games fun or engaging. Props to the dev for getting a game developed and out there.
Yeah just because you put a ton of work into something doesn't mean others will like it. It sucks, but you don't just get X dollars per hour spent on the game. Hopefully he learned a lot from making it that will serve him in the future
As soon as it started I could tell it was rough. Games made by a single dev are so rare for a reason. It’s incredibly uncommon to be talented in every developer role, a good artist, and a good composer. Nothing against the guy, it’s impressive that he put out a game at all, it’s just very apparent this game was made by an inexperienced solo dev.
Yeah, there were a lot of things that stood out as being rough. For me, the lighting was just terribly, terribly flat and washed out. It made everything look fake, like it's all been drag-and-dropped from an asset flip shop. I can appreciate hard work, but something was definitely missing in the development process - probably just analysis from a detached third party who _hasn't_ spent money on the game.
@@Kyneship I spent 4-5 years writing and publishing a book. And I've made maybe $100 off of it in 3 years. I do find it a shame he seemed to jump in with everything riding on it if he was asking. For me it's more "Fair enough" let's see how the next one does (and let's wait for people to recognize my genius haha). Very hard to get feedback when you self publish something. Family and friends are normally just blown away you could do something they couldn't.
It at least looked interesting. A lot of r/gamedev is people whining their unremarkable game didn't sell well.
Prison of Husks might actually be the most soulslike soulslike you’ve ever played. The environments, the level design, the combat, the mechanics, the item descriptions and flavor text…legit the most soulslike game I’ve ever seen.
Nah he played Lies Of P. But this one is pretty damn close.
Music goes insanely hard, too.
Soulslike or just a literal copy of dark souls. Straight up being dark souls doesnt have to be a positive
u right
But, it WAS a positive. Super neat.
Aggro Crab is massively underrated. Glad they've been getting more attention lately.
I don’t know how much motivation you have to continue this series, but if it means anything, please continue it I absolutely adore this and I watch almost every single one of these you put out I’m laughing and cringing right along with you
I get at least as excited for these episodes, as I do when Jontron drops an episode
This is one of the few series I watch every entry of to completion.
Doubt its going anywhere, been going strong for over... 2, 3 years? Not to mention it's arguably where he got most of his success from (last one is a bit of a spitball though)
@phorcep isn't jontron a racist 🤔
i think one of the things i appreciate most about this series is how consistently student projects show up, and while they get fairly critiqued, the overall tone is often really encouraging and always points out cool parts of them. just feels nice!
Cause they are often passion projects. It's not rpg maker shovelware with a $15 price tag like half of steam.
I think that one game was a textbook example of:
"Just because you work really hard on something, doesn't mean it's going to be good."
What I like most about this series is the feeling of someone just showing me weird little games they discovered, and experiencing them through that lense. Always a fun time
And giving the game a decent chance as well, loved the first one the crab souls 🎉❤
vicarious
When I started watching Iron Pineapple 5+ years ago I never imagine I would one day think: this is the most wholesome Souls content around. You are truly grossly incandescent.
Never thought the 'toxic' No Honor guy would provide hands down some of the most wholesome, helpful Indie coverage around.
He went from shitposts all the way here
When Heikea pulled out the chopsticks and just used them as a single weapon I was like "OK, calling it, there's gonna be a phase two where he does break them apart and dual-wields" and the game did not disappoint.
what I loved is that I predicted that much, but then they threw in the fun and relatable curveball where the chopsticks broke unevenly!
@@porgeporgeporgewhich gives a axe and short sword feel rather than a simple dual swords
@@dolphin5177 And also becomes more aggressive like a berserker.
So fun fact about that boss Heikea from One Crab's Treasure; the Heike crabs are an actual phenomenon where locals believed they were possessed by the souls of the Heike clan and fisherman would throw back crabs whose shells look like Samurai masks leading to a crazy case of artificial selection where a lot of Heike crabs now look uncannily like Samurai masks it's cool as hell. It's also where the Genji 2 game demo Giant Enemy crab meme came from in a roundabout way.
The idea of the crabs having experienced unintended artificial natural selection has been more or less debunked. Sadly. Great story though.
@@robotboy719 I had no idea! Thanks for the correction!
That crab game is actually so insanely clever in so many places
Aggro Crab made Going Under and that's a game that is just chock full of clever humour about startup culture and capitalism.
Prison of husks almost perfectly blends that PS1 Silent Hill survival horror aesthetic with a spice of Kingsfield/Dark souls in a way that so fits that strange nostalgic feeling that both titles are well known for. That's insanely impressive and I would love for a legitimate full-length dedicated project in that style.
It almost looks like a missing link between kingsfield and demon souls
I hope the crab devs know they're brilliant and should be cherished. That is some wholesome ass souslikery.
Oh, shell gun you say? 11/10
So many small brilliant details. The gun that shot the little pills that turn into dinosaur sponges in water, a boss named Intimidation Crab, I love it
It was awesome, but looking back I think a shotgun shell would have been punnier!
Witchfire looks amazing and I feel like that game needs more recognition pronto.
Looks like complete bullshit to me lol.
@@austinhuffman855 The looks are pretty neat imo. What don't you like about them? Art direction?
i played this game and loved every bit of it. If u r skilled enough u will have great time running around killing stuff, if u r trash, then u will struggle@@austinhuffman855
@@EleonMythos i think theyre refering to the gameplay, not the art direction.
Looks like fun. Hope it releases on PS5. No way my 'l33t gaymer' craptop is gonna run that one the way it deserves to run.
Not surprised *Another Crab's Treasure* looks like it'll be good, it's the same dev as *Going Under.* Which was generally received as a well developed game. So they clearly know what they're doing and not just making a cash grab.
Also giving a tiny adorable crab a realistic sized glock maybe one of the funniest things I've seen in a game. 10/10, GOTY
Thanks for this, now im gonna keep my eye on it👀
so glad they're not making a cash crab. i mean cash crab. i mean cash grab
@@Gashdal 😂
Not a glock but yeah funny regardless lol
@@qwertymesa Glock is a funnier word than the actual gun name
Man, that co-op mechanic while dead in Perennial Order is so creative and interesting. I'd love to see something like that in other games.
You dont have to wait for the other player to die or finish the fight alone. Which is a big problem in co-op that is mostly solved by either helping the other player up or both players loosing. I really like the solution they went with
There is something very similar in enter the gungeon coop
Been reading A Song of Ice and Fire and a combination of co-op and warg possessing weak enemies once you die would be sick as fuck.
Ok honestly that crab game looks awesome, adding that to my wishlist.
i didn't know the crab meme was still alive
I feel like when I watch Iron Pineapple videos, I'm always conscientious about how much more time of the video is left. It's like I'm a peasant savoring his scraps, excitedly waiting for more amazing content from this dude! Keep on making these awesome videos my man, been a big fan for years!
Then there is me, it takes a full week to go through the whole video. Really gives time a new texture.
Dude, this video series is probably my favorite one on the internet
Prison of Husks gives BIG Silent Hill vibes. Like a mirror into an alternate world where instead of being inspired by Berserk, Miyazaki was inspired by Silent Hill.
Yeah, I think it's that PS1 aesthetic. Looked really cool.
I know everyones commenting on the crab one but - omg, perennial order actually looks sick.
These videos are... usually "my wishlist is going to increase" - remains true 😂
Now that Another Crab’s Treasure is actually out, I can confirm everyone’s suspicions:
It’s a masterpiece. If you’re on this channel, you owe it to yourself to check it out. I’ve been playing all weekend, and I think it’s now my fave non-FromSoft soulslike!
Incredible stuff, Aggro Crab. Please make a sequel.
Can confirm, binged it and beat it in 17 hours. I will say I found a pretty OP build that trivialized the last 6 or so bosses, but I was already specced into it so it felt like too much of a hindrance not to use it. Still overall had an amazing time.
@@cmanatlan Just finished, myself! Took me a lil longer, like ~28 hours, haha. Maybe I didn’t find your build… 😅
However, I do agree that even for me the last handful of bosses were a bit trivialized by power level. Pretty much bulldozed them, while some of the earlier bosses had me putting in 45 min. or so of attempts… just a tad anti-climactic.
Still, over all, I was so stoked on the exploration, platforming, story, and sheer cleverness of the enemy designs that it was hard to much mind. Great ride, one *shell* of a game! :D
@@rutterer9684 I maxed my umami stat, used phytoplankton stowaways to restore umami charges on kelp hearts, maxed out the tentacle ability and used the lil bro shell to juggernaut for infinite poise, and spam r1 to lifesteal through all the damage you're taking. It melted every boss in like 15-30 seconds
@@cmanatlan Sick. I took a totally different route because I found the parry/riposte combo really fun, so I was going for Res for a while. Once I was satisfied with that tree I swapped to Predator and started doing mostly hammering, using sinker and cockle stowaways for big swings and lots of capsizing/criticals (which it looks like they actually buffed a bit right around when I reached the endgame).
But similarly, I think the lifesteal from adding Lamprey+ to the mix is what made it truly busted. Was finishing the last few bosses without expending a single heartkelp!
@@rutterer9684 nice, I loved parrying too and did a lot of that early game. before I went my build I was using hammers and was eyeing sinker but back then using the finisher broke the hammer so I decided against it
That crossbow with enemy chasing bolts looks sick. I need that in every game.
I think Koler's spell system is based on Risk of Rain's ability system where you select it beforehand and they have cooldowns.
yeah even Hades doesn't give you new weapons in a run
@@emikochan13well, hades has dadelus hammers
Yeah in general quite a bit of that felt quite Risk of Rain (2) inspired to me. The way the enemies just became stronger as it went on, not sure if on a timer exactly, but it did just seem like it, as well as enemies just becoming a bit spongey if you don't get some good upgrades.
I love how used to souslike games Pineapple is, so when he plays an fps for once - a common staple of which is explosive barrels and stuff you can shoot - he breaks everything to watch the physics engine and it literally blows up in his face
In fairness, I'm used to explosive barrels being red, having skulls on them, glowing in some way, or are otherwise marked as "I AM OBVIOUSLY DANGEROUS PLEASE DON'T JUST RUN INTO ME?"
Amusingly the main exception to this rule is in Souls-like games, where it's not uncommon for pots to have hidden enemies or be filled with poison. But even then it's usually in appropriately themed areas and I don't think I've seen them introduced in the first level.
Perennial order's art direction is FANTASTIC, i haven't been interested in a souls like this much in a long time.
Thank you very much, that means so much to me! (I'm the artist by the way, haha)
@@ArtofVincentVanHoofSeriously? Those designs are incredible! As soon as I saw the art alone it made me want to play it. Great job, especially on the Fallen Rider boss, honestly that's one of the coolest and most eerie things I've seen lately.
You should give Death’s Gambit another shot. In 2021 they released the Afterlife expansion which gave a massive overhaul to the game. It’s now much closer to your typical metroidvania with area redesign and character upgrades, and there’s a much more satisfying ending if you are willing to go through the hardships to obtain it. Went from being one of the most ok soulslike metroidvanias to one of the top best. Highly recommend it.
I 100% Agree with this sentiment. I'm one of the late arrivals to the game in that I never played before Afterlife, but it is up there with Bloodstained in my opinion as one of the best Metroidvanias in recent years. The story was genuinely cool, too. Almost cried during the penultimate boss fight.
I never understood why people hated it, but again I never played before Afterlife. Must have been a big change.
Og was good, Afterlife was better, and Ashes of Vados was a cool way to end it
@@christophertheofilos1063 Still haven't played the DLC. Was it actually story related? The description made it sound like a boss rush mode or something, even though it featured your homeland?
Second this, its one of my all-time faves now
Death's gambit afterlife is incredible and probably my favorite metroidvania. I feel like calling it an "overhaul" is underselling it, the size of the map, the number of mechanics and the number of bosses basically doubled. The combat is amazing, I spent a lot of time tryharding heroic bosses but was still having fun. It's also good to know that the main dev is also working on deltarune (more specifically, the non-bullet combat part) and I feel like afterlife really benefited from him working on chapter 2 at the same time.
That dev feedback is outstanding, honestly they should send you review copies for that.
Man I got actual goosebumps from that Stray Pigment boss music. What an absolutely hauntingly beautiful track. Replayed that part a couple of times just to hear it again. Big props to whoever composed that.
Stamp?
@@Jabree 1:01:35
For real. The haunting melody underlaid by the glitchy N64 noises is really dope sounding.
It reminds me of the witch house genre, bands like Crystal Castles.
hexosphere (the solo dev) composed all of the music as well. highly, highly recommend having a look at the other stuff they’ve made - they are insanely talented!!
As a massive fan of Destiny, Witchfire was like looking at a near carbon-copy with the recoil animation, reticle style, reload animation, and even the swingy melee.
The Destiny inspiration was spot on lol
That crab game looks awesome, had me at the souls being microplastics.
I've been feeling really poorly and I can't tell you how excited I was to see this pop into my recommendations, this is by far my favourite youtube series. Thank you so much!
Yeah same and having IP focus on individual devs trying their hardest brought a rare smile to my face
46:27 it's really funny to hear this backstory and then see the actual game looking... rough at best
Many such cases
Yeah I was thinking the same thing Time ( 3years) doesn't mean you did something great, and after seeinf the game I was thinking that he was kinda dellusional of his work
Kinda a harsh opinion on my part but: i really believe a decent game dev could at least do the basic mechanics a in a month or less. i mean, i could be totally wrong, my knowledge of the subjet is basically "a couple cool videos i have seen". Maybe it was is first project to learn how to dev , but i don't see "3 years" of improvident that it should have
Yeah I mean its not as bad as some other games and it seems the dev at least tried and wasnt lazy .... but for the customer stuff like that doesnt really matter if you can spent your time just playing a better game. At some point you just gotta be honest and say that the game doesnt really stack up compared to even other single dev projects.
@@jonathascordeiro9629 I think the thing with making big games like this a first attempt, or a learning experience, is a playable engine would be one of the first things to be made I'd think. Because of that even as you improve your own abilities, the base that you're working from is still spaghetti. So once you improve, you then would need to go back, rebuild your engine with not spaghetti code, and because you've rebuilt the engine, you now need to rebuild everything you built on that last engine.
I think something like that is the reason that your best bet earlier on is smaller projects before slowly expanding onto bigger ones, so that you don't need to scrap nearly an entire project when you improve
Dude you're a fantastic reviewer. I love this series so much and I think you should expand it outside of games that roughly fit the soulslike genre. I would absolutely love to watch you critique other games out there even if you cover more mainstream things I just like hearing your thoughts. Great work as always metal fruit!
Armored core likes would be a good follow-up but mecha games are too niche😢
Witchfire sounds like Doom meets Soulslike with a dash of Rogue Lite.
Which I am all for honestly.
Doesn't feels like Doom at all, is 10x more Destiny like, if you ever played it
Too bad it's only on Epic Game Store...
Was going to say the same.@@JDelwynn
@@JDelwynn They usually move over to Steam and have a sale after whatever exclusivity contract they have with Epic is finished.
And we'll executed. Visuals, design, the more open battlegrounds etc is quite cool
Ngl, that last game seems like a hell of a sleeper hit. It seemed pretty simple at first, but clearly had a lot of attention to detail and love for the genre behind it. Looking forward to the full release!
Some real bangers in this one. Another Crab's Treasure and Witchfire both look phenomenal.
I'm astounded at how good Another Crab's Treasure looks. Such a great concept and style, with great gameplay too. Bravo! Props to Mr Pineapple for bringing this to our attention.
I cannot WAIT for the return to Witchfire in a future video after its full release, a la Thymesia in this one (glad to hear that game sorted itself out BTW); it's already awesome to see it in the series in the first place, since I've been dummy interested in it for a while anyway, and you have some really really insightful thoughts on it
EDIT: also goddamn Prison of Husks fucks so hard
Wow Witchfire looks incredible. I had heard little bits here and there, but it looks SOOO good.
It does. My concern is too much ‘difficulty’ through bullshit. It’s a fine line I’m all for challenge but my tolerance for BS is not what it was.
I have nothing super productive to say. But i really really enjoy the content even though the games aren't ones i play! Keep it up Pineapple, content's fantastic, the gameshowcases are fun, and your reviewing style is very comforting in the more honest and down to earth nature
We need to get more recognition for games like Another Crab: sheer brilliance
One of my fav parts of these vid's is the dev's reactions in the comments. It warms my cold dead heart!
This series just makes me feel good about humanity in general. Seeing passionate people pour their souls out creating these games and then getting wider recognition from a respected creator and his audience is unbelievably wholesome and satisfying. Watching these videos makes me want to create art. Whether it's good or bad is mostly irrelevant, it's just good for the soul to create things that express ideas within you and share them with other humans.
"Witchfire, from the developers of Vanishing of Ethan Carter"
That is such a weird genre switch, VoEC was a walking simulator, and Witchfire seems like a huge step in a different direction from that.
e: ooooh, they also made Painkiller and Bulletstorm, both excellent FPS games. That explains why the shootyfeel of Witchfire is so on point.
Looking up the company history is interesting. The founders left People Can Fly (which made Bulletstorm and Painkiller) because it was getting bought out by epic, and they weren't interested in Tencent and Epic's focus on GaaS. Which is a stark contrast considering Witchfire is Epic exclusive. Guess money always beats morals.
I love it when devs go completely left field and put out an unexpected banger. For example, did you know that Hi-Fi Rush is made by the same devs who brought us The Evil Within and Ghostwire Tokyo? Talk about tonal whiplash.
@@Dorraj"money beats morals" easy there lil bro. It's a 1 year exclusive while it's early access and in return they get a bag of money to help with development costs.
@@Dorraj I'm failing to see the immorality in the 1 year exclusive contract that keeps the devs paid and their families fed. Did they have to perform a child sacrifice in order to seal said contract?
@@Dorraj it's abundantly clear that you are not a developer, nor do you understand that someone can not want or approve of a particular vision for their games while not condemning everything associated with those holding the vision to irredeemable, all-consuming hell. You are of the lesser kin -- the so-called 'modern man' that cannot think save for swathes of light and shadow painted by the thousand-faced clowns, dyed firmly in the wool pulled oh-so-far down over your fettered eyes. I would bid you awaken, to see rather than to assume, but I know even from these scant moments of communication that already I have fallen in the eyes that see for you into that lightless stain of the second of the two things you have unthinkingly borrowed the wherewithal to perceive.
That first one looks so well made, wtf. Insanely clean, I want it already.
I hope the dev of Koler is still working on this project, and will see your critique of it and take the best advice from it :D
It seems like it was inspired by risk of rain, and could totally work with some refinement that doesn’t overhaul every single system. I hope that they stick with it!
I feel like it would have worked better if it was topdown 2d
@@austinsavage5962 nah, with refinement and overhaul this could be a great magic based arena fighter in the likes risk of rain 2
@@bl4cksp1d3r yeah i was never big on risk of rain so maybe thats why im not seeing it
@@Battle_Bearcatyeah I think the animations need a bit more work, the levels need some extra stuff to be more interesting, and the roll needs to be faster in order to give the player a true feeling of action. Not bad by any means, but I can understand why it hasn't sold well
The amount of personality that Crab game has is incredible. Some good ones in this episode.
Also, whenever you feature one of these solo-dev practice projects, it makes my inner dev wannabe scream "don't give up, skeleton!"
Witchfire has an odd dichotomy of feeling absolutely horrible when you’re down and out. However, when you’re popping off, you reaaaaallly feel like you’re firing on all cylinders.
The Tarkov experience haha.
Game was in production hell, I'm not sure that is gonna succeed. Because 90% of times production hell games fail
Witchfire really caught my interest, hopefully they release on steam because I'd love to get it based on what you've shown!
Love these videos (practically feature-length films) and reviews, and my steam wishlist is growing with each video! Keep up the good work and the game-grind!
Parennial Order looks amazing. The artstyle, the music, sound-design, grotesque and really great.
heard it'll be like darkest dungeon 2, epic only on early access and full release on both steam and epic (I really don't want it to die on epic like so many other small exclusives)
You should do a video going back over some of your favorite soulslikes you’ve played. When you said Thymesia was in your top 15, I wondered which others were your favorites
+1 to this! even just a text list of the 15 would be alright if you don't want to do a full video. I'm sure the entire internet will understand and respect whatever 15 you pick.
If nothing else it would pop off some sales for the souls-likes and soulsborne he lists.
Agreed. Or even just like, at the end of each video in the series, a "top 15" list, maybe also a "top 15 I'm keeping an eye on" meaning, these aren't worthy of top 15, but they aren't yet fully finished and show promise.
@@JCSopko imagine if his top 15 will be so controversal he goes viral :) just say lords of the fallen top 1 and dark souls 2 second place and elden ring 14
@@arigatameiwaku He was talking about non-From Soulslikes so Dark Souls and Elden Ring wouldn't be on the list. Would kinda defeat the point to include those.
What I find amazing is that, in addition to how great of an influence this series has been for devs not just of souls likes but aspiring devs in general, it has remained an incredibly popular series despite its ironically clickbaity title.
I knew Pineapple is a decently big gaming youtuber, but 1.3 Mill in 2 days is incredibly strong for such a niche topic, crazy
You can tell how much fun the devs for Another Crab's Treasure had with the fact they added a one shot kill giant glock to the game.
Not a Glock but yea
My brother in Christ, that's a 1911.
Browning hi power
was probably a testing tool originally then they decided to add the model and make anyone able to use it.
Glock Saint Isshin a legit setting for the game
I'd assume for the crab game the reason some don't telegraph well is to make it less dodge focused so you actually use your shells and the other ones available, making you cycle through more of them because you'd lose them when using their respective specials and from blocking fast normal attacks
6:10 it looks like they placed a bunch of shot glass shells around the boss fight areana. I imagine they intended for you to use the shot glass ability when he eats you. This game looks unironically good.
Damn, this episode is just full of bangers! It's rare when almost all the games you tried turned out to be at least above aberage.
Dude, what a gigantic video! There's like 3 or 4 huge topics you could cover off of this. Another Crab's Treasure, Thymesia, Witchfire and Koler all could have been their own video. Amazing work.
loved the way the crab game played into its themes with specific design choices throughout. seems like a unique experience def a buy for me
Prison of husks seems like such a cool idea, I would love to see like a fully fleshed out 20 hour game of it. Art style is amazing and it looks so ethereal
ikr the vibes there was just through the roof
reminded me a lot of ps1, love the vibe on the game
Honestly I think a plot based around repeated runs through the same area with some variations could really work with the vibe of trying to escape a prison. Sort of a "cycles of guilt" style of approach.
The music for both bosses was really good too, and the PS1 style of the art is always nice.
@@XSniper74184 Dead Cells is a roguelike that's all about trying to escape the island and its prison that you're stuck in. While you don't figure out a way to escape, you do slowly uncover more about the island's history and your connection to it.
Can't thank you enough for putting Thymesia on the spotlights. It's really one of the best non-from soft souls like game I've played. I hope that the people that watch your vid will try it out (and maybe there will be some more speedrunners, I feel alone).
The prison of husks soundtrack had me feeling some kind of way. That dev understood the assignment and accomplished what they set out to do
I wasnt feeling the area of Another Crabs Treasure at first, but once i realized it was also a platformer, I immediately got hooked again (haha!)
this game is about Crabs and Fish and it runs with that charm by fleshing out many aquatic mechanics and i love it, super excited to see what they do with the full release
Man , that's easily my favourite series on yt
was about to comment the same xd and im gonna
Easily my favorite series on UA-cam. These videos are just peak quality entertainment
Perennial lurker here, just want to say I enjoy these videos a lot and it's always rewarding to see an update on a game you've covered before!
It's crazy how well these games can compete with most triple A games
I once made a joke RPG maker game where the final boss was called, "Grind Lord," where his only challenge was his massive health pool. Those boss fights in Koler kinda reminded me of that.
Yea from the beginning it's a pretty awfully designed game, like it has to be a meme game. There's no way somebody spent 3 years making that and then went "why nobody want my game???". Kinda annoyed by how hand holdy Iron was with the dev too, like don't shit on the guy but he's been way harsher to way better games, indie or not.
At first Prison Husk looked wsy too janky to me but once you got to that second boss the I realized the aesthetic was already growing on me after a couple minutes
I dig that you really go out and dig up some gems that most people are not going to have heard of. I also think its really cool that you actually went and played Koler, took it seriously for what it was, and pointed out both what it did well and where it could improve. I hope that the dev sees this.
weapons, shells, boss attacks, the name of the currency... everything is so creative and on point. it's clever, smart, critical. this one can be referenced to in a lot of studies outside of gaming/game design.