How Jusant Makes Rock-Climbing More Immersive

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  • Опубліковано 21 гру 2023
  • 🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support/ 🔴
    This year’s most innovative game is Jusant - a game that makes climbing interesting and immersive.
    === Get the Game ===
    Steam - store.steampowered.com/app/19...
    PlayStation - store.playstation.com/concept...
    Xbox - www.xbox.com/games/store/jusa...
    === Sources and Resources ===
    Thanks to DON’T NOD for providing in-depth behind-the-scenes information, and footage from early in the game’s development.
    === Corrections ===
    This video refers to Square Enix as the current publisher of the Tomb Raider games. SE actually sold the Tomb Raider IP to Embracer Group in 2022.
    Read more: embracer.com/releases/embrace...
    === Games Shown ===
    Baba Is You | 2019
    Event[0] | 2016
    Her Story | 2015
    Watch Dogs: Legion | 2020
    Neon White | 2022
    Return of the Obra Dinn | 2018
    The Forgotten City | 2021
    Snake Pass | 2017
    The Sexy Brutale | 2017
    Rise of the Tomb Raider | 2015
    Ghost of Tsushima | 2020
    Horizon Forbidden West | 2022
    God of War Ragnarök | 2022
    Jusant | 2023
    Shadow of the Tomb Raider | 2018
    Katamari Damacy Reroll | 2018
    Skate 3 | 2010
    What Remains of Edith Finch | 2017
    Super Mario Bros. Wonder | 2023
    Luigi’s Mansion 3 | 2019
    Tony Hawk's Pro Skater 1+2 | 2020
    Street Fighter 6 | 2023
    Klifur | 2022
    Shadow of the Colossus | 2018
    Grow Home | 2015
    Metal Gear Solid V: The Phantom Pain | 2015
    Uncharted 3: Drake's Deception | 2011
    QWOP | 2008
    Tomb Raider | 1996
    Tomb Raider | 2013
    Alien: Isolation | 2014
    Shadow of the Colossus | 2005
    Journey | 2012
    Uncharted: The Lost Legacy | 2017
    Marvel’s Spider-Man 2 | 2023
    Mind Over Magnet | Unreleased
    Storyteller | 2023
    Terra Nil | 2023
    Shadows of Doubt | In Early Access
    Pseudoregalia | 2023
    The Legend of Zelda: Tears of the Kingdom | 2023
    Viewfinder | 2023
    Chants of Sennaar | 2023
    Venba | 2023
    Mosa Lina | 2023
    === Credits ===
    Music provided by Epidemic Sound - www.epidemicsound.com/referra... (Referral Link)
    === Subtitles ===
    Contribute translated subtitles - amara.org/videos/LaGaagYEErhr/
  • Ігри

КОМЕНТАРІ • 1,2 тис.

  • @GMTK
    @GMTK  5 місяців тому +637

    This is the most innovative game of 2023... but want to know my favourite games? GMTK supporters can get my Game of the Year list as a bonus video on Patreon ( www.patreon.com/posts/bonus-video-game-94661406 ) or a post on Substack ( gmtk.substack.com/p/my-favourite-games-of-2023)

    • @Gatorboy5678
      @Gatorboy5678 5 місяців тому +3

      Hi GMTK!

    • @yipperdeyip
      @yipperdeyip 5 місяців тому +9

      Oh my god dude I've always complained about boring climbing/ freerunning is in games nowadays.
      On PS1 Tomb Raider it used to be scary as hell.
      I'm not even 4 minutes in, paused to comment and go to the PS store to buy this game I have no further knowledge about lol

    • @anderesto2062
      @anderesto2062 5 місяців тому

      If you're looking for a complex web-shooting game, you should check out AoTTG

    • @zaj007
      @zaj007 5 місяців тому

      I think The Finals could've taken the spot

    • @papersoup2092
      @papersoup2092 5 місяців тому +2

      have you considered putting your extra videos on nebula??

  • @DannyBob526
    @DannyBob526 5 місяців тому +2508

    Remaking it in unity was actually pretty helpful for seeing a basic version of the game mechanics. So I think it was worth it

    • @datboi1861
      @datboi1861 5 місяців тому +55

      I enjoy how he can now show us his versions of features he talks about. So much growth from just speaking about video games to actually understanding how to make them.

    • @teasysneeze
      @teasysneeze 5 місяців тому +36

      Also slyly advocating for people to try remaking cool mechanics as a practice

    • @DreadKyller
      @DreadKyller 5 місяців тому +31

      @@teasysneeze remaking mechanics from games is an extremely fun exercise if you're trying to get into game dev. Definitely recommend.

    • @turbo8628
      @turbo8628 5 місяців тому +15

      ​@@DreadKyller yeah, a lot of gamedev channels use games like flappy bird and pong to show people how to make basic mechanics. Walk before you can run sort of thing.

    • @spacecat7827
      @spacecat7827 5 місяців тому +2

      Hmm, making games takes a lot more time than realized. Maybe a simple animation could've speed up the process.

  • @Crocogator
    @Crocogator 5 місяців тому +1431

    I feel like Jusant did something that Death Stranding wanted to do - Take a mechanic that every other game takes for granted (Climbing/traversal) and make it the entire game. It isn't for everyone, but it's certainly meditative.

    • @Illusionaire1
      @Illusionaire1 5 місяців тому +136

      I felt the same, Jusant is a meditation about climbing and Death Stranding about walking. Both lovely games

    • @askhimnotme
      @askhimnotme 5 місяців тому +17

      Sad that death stranding landed so hard on the nose with the gameplay.

    • @lessersphinx3971
      @lessersphinx3971 5 місяців тому

      @@askhimnotmenah

    • @Crocogator
      @Crocogator 5 місяців тому +65

      @@askhimnotme Literally!
      *sam stumbles and lands on his face*

    • @DarshanBhambhani
      @DarshanBhambhani 5 місяців тому +19

      Death stranding is an open world and jusant is extremely linear so

  • @luqasyue9651
    @luqasyue9651 5 місяців тому +205

    Honorable mention to Astro’s playroom for doing something similar with the climbing, but going one step further with the adaptive triggers. What an underrated gem

    • @NerdJunk13
      @NerdJunk13 4 місяці тому +4

      Didnt take me long to find this comment 😅 i knew at least one person mentioned it

    • @whannabi
      @whannabi 3 місяці тому +4

      Since it's a demo, It doesn't get the recognition it deserves. The demo syndrome or something.

    • @austin0_bandit05
      @austin0_bandit05 День тому

      THEY'RE MAKING A FULL GAME NOW!!!!

  • @Cris_Blu
    @Cris_Blu 5 місяців тому +338

    I’m not surprised you didn’t mention Your Only Move is Hustle but I think it deserves a mention. It’s a fighting game inspired by old stick figure animations, but with a turn based twist.
    Every frame your character can act, you presented with a list of options from your character’s moveset, so that you can always preform a frame perfect input. It’s relentlessly complicated but the reason I can appreciate it is, it doesn’t ask “What if Smash Bros was a played frame by frame” it instead asks “What could a fighting game played frame by frame be like?” And so we have moves that just could not exist in a regular fighting game as the game takes full advantage of its gameplay gimmick.

    • @noidea5597
      @noidea5597 5 місяців тому +11

      That sounds very interesting! Where can you get it?

    • @gallonofcats1097
      @gallonofcats1097 5 місяців тому

      @@noidea5597 it is at least on Steam. Maybe some other places, but I got it on steam

    • @_-Lx-_
      @_-Lx-_ 5 місяців тому +41

      ToriBash with 2D Stick Figures.
      The TAS Game genre is an interesting rarity.

    • @Arcavi0us
      @Arcavi0us 5 місяців тому

      ​@@noidea5597Steam!

    • @Evoker_BipBoup
      @Evoker_BipBoup 5 місяців тому +7

      Wait, it came out this year? I thought it was a year and a half ago 💀 my time perception is a bit messed up...

  • @the_blakerson
    @the_blakerson 5 місяців тому +301

    That personal note about developer intent and learning more and growing? Not weird at all. If anything it’s welcome modeling of empathy and humility that this youthful industry always needs more of. So, thank you.
    Congrats on 9y of GMTK done and an upcoming 10y anniversary. Very well deserved.

  • @ShiftyTheDev
    @ShiftyTheDev 5 місяців тому +291

    I was not expecting your discussion about developer intentions, but honestly I think that's my favorite part of the video. I think that's what really separates you from other video game "essay-ists" and makes you so enjoyable to watch; you always have somethin genuinely insightful to share. Excellent work as always!

    • @Yipper64
      @Yipper64 5 місяців тому +8

      I think it is really interesting. Though, honestly my take is that its ok for him to have those criticisms, I think the issue is saying that his solution is the only good one.
      If something isnt engaging, then there's probably a better solution. But that doesnt mean said solution has to go against developer intention. Like, for spiderman, GMTK wanted it to be complex, but the intent was to make it easy for anyone to pick up immediately, so I think the solution is obvious, make an easy to learn hard to master type system. Make it something that is simple to understand but with a high skill ceiling. Probably with very similar controls to what the game already has but with sections of the map that do a lot more complex things with that system.

    • @effortlessfury
      @effortlessfury 5 місяців тому +17

      @@Yipper64 Sure, but if the developer does not care to create or provide a complex challenge for a system, there's no reason to spend valuable time creating it when it could be spent on another part of the game deemed more valuable in achieving their existing intentions. This is why I'd argue such observations aren't valid "criticism," because to be criticism is to imply that it was lacking. Lacking compared to what? And this is GMTK's point: Criticism where you're criticizing its failure to satisfy your desires isn't criticism, it's just a wish list. If a game meant to deliver an experience, and you successfully had that experience, whether or not you got the experience you wanted isn't necessarily the developer's problem and it's certainly not a failing.
      Perhaps, at most, it's something they didn't consider at all and, upon hearing said idea, realize it's something they could've done or can do in the future, but that's basically the same thing as GMTK's view on it being something that another developer can focus on in a future title. Another developer could technically be the same developer on a future title, as well, but that's still not a knock on the game being analyzed in the present.

    • @MidlifeCrisisJoe
      @MidlifeCrisisJoe 5 місяців тому +2

      Essayist is a valid compound word. It neither needs a hyphen nor quotations.

    • @QuantumHistorian
      @QuantumHistorian 5 місяців тому +4

      Both intention and result matter though. A game might be exactly what the developer intended, but their intention could be rubbish. There are really 3 things to judge: what the developers intended, how well they realised that intention, and the game as a standalone product. These are obviously all related, but they are distinct.

    • @greyfox4838
      @greyfox4838 2 місяці тому

      This isn't unique, plenty of other essayists don't center their wish fulfillment or themselves as some kind of objective eye when analyzing a piece of media, but it's good that Mark can look back and see that he has grown or improved in the way he perceives games. That's really the aim for essayists and critics isn't it? To not just make others understand a medium of art or a topic better, but also to make yourself understand it better.

  • @trgdr777
    @trgdr777 5 місяців тому +127

    I'm really glad you included the personal bit about recognizing developer intent. It's such an important lesson to learn for anyone interested in art or creative discipline/craft, especially in the context of critique.

  • @ppppppqqqppp
    @ppppppqqqppp 5 місяців тому +216

    There is a beauty to spending an entire day creating a tiny part of something, and that little demo definitely shows that

  • @MrEnvisioner
    @MrEnvisioner 5 місяців тому +73

    As a long-time programmer & aspiring game developer myself, I can't tell you how much I appreciate the shift in perspective & empathy/respect for a studio's game design goals @ 14:08. I'd love it if more people in the world had an understanding of respecting the artistic intent of other folks' creations. And great work on this video: it's been an absolute joy to watch.

    • @Lishtenbird
      @Lishtenbird 5 місяців тому +7

      As partially an artist, over the last years, so many times I've been absolutely befuddled by people's inability to consider the creator's intent for their creation. "I did it this way because that's what I want to show and tell to people who like this" - "Ohmagahd you're so dumb, that is what's popular so you should've done that, you loser". It's like the whole idea of artistic expression got completely erased from people's minds, and was replaced with the market logic of growth-first, profit-first products and services. Everything has to be unified to the latest biggest-budget trends, and individual ideas deserve to die in obscurity. Just outright disheartening.

    • @bigboydancannon4325
      @bigboydancannon4325 5 місяців тому +4

      ​@@Lishtenbirdthat's because many artists fail at properly presenting their intentions. Just because you intend for A to happen, doesn't automatically make A happen. Sometimes you get B

  • @Sagethe7th
    @Sagethe7th 5 місяців тому +92

    Stray Gods is a game that broke my brain a bit this year. It's an RPG that has you playing a newborn Muse, from greek myth, and you use the power of music to help others through emotional issues, as well as solve a murder. Each choice you make changes the music and the entire soundtrack to the game, so there are literally hundreds of hours of soundtrack for a game that you can complete in about 10-15 hours or so. You can go back and take different routes (through a mass effect style dialogue tree) to see how the story plays out differently if you make different choices with the soundtrack. I haven't ever seen a game do anything like that, where the choices you make change a very core component of the game, the soundtrack.

    • @geordiejones5618
      @geordiejones5618 5 місяців тому +7

      Video games are in need of a few project leads who can really use the full range of multimedia as storytelling tools. More studios understanding how different forms of art work together would make all games better.

    • @dontstealmydiamondsv3156
      @dontstealmydiamondsv3156 5 місяців тому +2

      Oh hell yeah I'll have to give that a try. For a long time I've had the idea to make a game with a soundtrack where every song is adaptive on some level, but just as a way of embellishing the game's presentation, not the logical extreme of making it the actual focal point of the whole game. That sounds incredibly awesome. Literally, i'm sure. Thanks for the recommendation

    • @madpetal1157
      @madpetal1157 5 місяців тому +3

      It helps as well that the songs are amazing. Aphrodite's different song variations have made me sob like a baby. Even replaying and knowing what song I want to aim for I still tear up

    • @KevinJDildonik
      @KevinJDildonik 5 місяців тому +1

      ​@@geordiejones5618You mean we should value project leads for artistic vision instead of prerendered CGI trailers and promises of high framerates and 16x the detail even when their studio hasn't delivered that in 20 years!? Impossible!

    • @jtd8719
      @jtd8719 5 місяців тому +2

      At least one of the Epic Mickey games changed the instruments playing the game music depending on how much you used the paint thinner to erase things. More thinner resulted in the bass instruments in the orchestra taking over.

  • @FlumpyTripod
    @FlumpyTripod 5 місяців тому +412

    As someone who loves climbing, I've always wanted to see a game like this. Definitely want to check this game out

    • @MrMordecaihunter
      @MrMordecaihunter 5 місяців тому +9

      Check out New Heights too

    • @quinnmarchese6313
      @quinnmarchese6313 5 місяців тому +5

      the climb in VR is kinda old now, but still really cool too

    • @MarkusSeidl
      @MarkusSeidl 5 місяців тому +4

      @@quinnmarchese6313yeah, thought the same. The climb did this before. IIRC it’s identical, but in VR

    • @misterx2133
      @misterx2133 5 місяців тому +4

      Check out Klifur instead. It came up very briefly in the video as well. It’s basically a puzzle game the same way bouldering is “problem solving “

    • @FlumpyTripod
      @FlumpyTripod 5 місяців тому +1

      @@misterx2133 interesting I'll check it out

  • @BerlinTrainStation1
    @BerlinTrainStation1 5 місяців тому +206

    My friend's husband is a professional climber and it's crazy how much skill and muscle it takes. It's cool to see a video game finally bridging the enormous gap between real climbing and boring video climbing in a meaningful way. This is on my list of games to play and now I definitely want to check it out!

    • @triple_thrice
      @triple_thrice 5 місяців тому +1

      If you have PSVR2, Call of the Mountain does what I think is a pretty solid job of capturing that feeling of climbing. My arms feel pretty tired after that game.

    • @BerlinTrainStation1
      @BerlinTrainStation1 5 місяців тому +2

      @@triple_thrice I wish I could try it, but 15+ minutes in VR gives me terrible motion sickness.

    • @pwndnoob4937
      @pwndnoob4937 5 місяців тому +2

      Consider checking out New Heights. It's more of a sim than Jusant, but it is really enjoyable to climb real life rocks which they've scanned and put into their game. I like the climbing mechanics more than Jusant, which is saying a lot.

  • @brenknight4794
    @brenknight4794 5 місяців тому +18

    You've probably already seen it, but "your only move is hustle" is a very unique and interesting spin on a classic fighting game

  • @TheShadow7771
    @TheShadow7771 5 місяців тому +81

    I'm surprised GIRP wasn't mentioned, especially with the nod to QWOP. I saw that as the best mountain climbing system in regards to capturing the challenging nature. You had to use letter keys on your keyboard to reach towards various handholds, and keep the keys held down to maintain a grip on that handhold. The only other control is to press shift to flex your arms, and those are the only tools you have to wrangle the physics of your body up the mountain. There's definitely challenge and failure involved as falling has you start from the beginning unless you're lucky enough to grab something on the way down.

    • @mendican
      @mendican 5 місяців тому +7

      YES. GIRP's climbing system is the GOAT
      A mere 20 secs into GIRP and I'm sweaty-palmed, absolutely smashing my fingers into the keyboard, triple-checking each move to make sure I'm not about to fall -- which is exactly what it's like to try climbing for the first time.
      That's some stunning game design: getting me to using my keyboard in tense symmetry with the game's character. Gripping our rock walls together.

    • @yesnomaybe3443
      @yesnomaybe3443 5 місяців тому

      One of my favourite games 😅

    • @betchaos7383
      @betchaos7383 5 місяців тому +7

      He talks at length about GIRP in the original climbing video about TR13 he references here.
      It's an excellent game. Especially considering it's free in a browser.

    • @harrylane4
      @harrylane4 5 місяців тому +3

      It’s really weird that they didn’t mention girp when talking about a game that takes so much inspiration from it. So much of what he praises here is just… stuff from girp.

    •  5 місяців тому +1

      Was about to mention it as well. A classic

  • @Dialethian
    @Dialethian 5 місяців тому +20

    The Climb is a vr game about climbing with a similar feel/mechanics, independent arm stamina notably, I'd recommend it.

    • @KaitouKaiju
      @KaitouKaiju 5 місяців тому +1

      That game also rewards you for being really precise with the amount of pressure on the hold instead of squeezing as hard as possible

    • @KGmagicjj
      @KGmagicjj 4 місяці тому

      Came here to say this. OP should definitely check it out

  • @dbfr2017
    @dbfr2017 5 місяців тому +46

    Surprised you spoke on striking a good balance between climbing mechanics and other gameplay without bringing up Breath of the Wild. I think that game really demonstrated how even little things, like a stamina bar, jumping, and different terrain/weather conditions can do a lot to make climbing feel more engaging, and the world as a whole more fun to explore.

    • @quinnmarchese6313
      @quinnmarchese6313 5 місяців тому +12

      another big thing BOTW does is quick descents. Assassin's Creed understood that the climbing might be fun, but you needed a quick way down, hence the leap of faith and in later games, the "free run down" button. BOTW took that concept and added Just Cause's glider/parachute foil so you could now also pick you own landing spot--now, not only is climbing an interesting mechanic thanks to stamina and weather, but its also one you are bound to engage with thanks to the fact that jumping off a cliff or tower happens to be one of the quickest ways to travel.

    • @SnowPeaGames
      @SnowPeaGames 5 місяців тому +3

      @@quinnmarchese6313 Then the BOTW sequel went even further and gave a situational quick way up, which adds a reward and puzzle solving element for finding a route that enables you to use the ability.

  • @AbbreviatedReviews
    @AbbreviatedReviews 5 місяців тому +24

    I was hoping Viewfinder would show up. That game was such a treat for my brain. The gameplay loop is just waves of moments that shatter the understanding I had of the world seconds before. They do a great job taking a straightforward concept and sending it in many different directions.

  • @UmbrellaGent
    @UmbrellaGent 5 місяців тому +87

    Now a mostly forgotten Ubisoft game, "I am Alive," addresses your Tomb Raider qualms pretty much to a tee. Much of the game is you climbing on post-apocalyptic ruins of New York and it was some of the most stressful stuff I've ever played (on the hardest difficulty). It was pretty much the Assassin's Creed climbing system but slower, with a stamina bar, and mountain climbing tools. Not an amazing game overall but definitely memorable; I think it really managed to sell the protagonist's desperation. It's a great shame that not only has it been forgotten by players but also by Ubisoft. I think what that game did with its climbing and survival mechanics would be a perfect fit for a Tomb Raider game or something of the sort.

    • @l0rdfr3nchy7
      @l0rdfr3nchy7 5 місяців тому +11

      Dude good job i was thinking about that game last week and couldn't remember the name xD
      I was like "that game where you climb and have to find water"!!! what was it?!"

    • @Maurens1
      @Maurens1 5 місяців тому +2

      I remember that game so many times, yet I didn't enjoy it that much. It holds a weird spot in my brain

    • @armelior4610
      @armelior4610 5 місяців тому +5

      I vaguely remember this one because of the premise of fog-apocalypse and not zombie-apocalypse which was 99% of the genre at the time. The combat sucked too much so I quit early unfortunately, even if it might have been intended since you're a survivor and not a killing machine. Every part of gameplay was indeed pretty stressful.

    • @quinnmarchese6313
      @quinnmarchese6313 5 місяців тому +3

      i remember that game lmao, never played but it looked interesting. 2 years after it The Last of Us came out and few have mentioned it since

    • @user-bm5hq4ci5t
      @user-bm5hq4ci5t 5 місяців тому +8

      I remember it too, pretty innovative climbing system, and that's why i didn't find "Jusant" revolutionnary at all! "I am alive" have many other good ideas : for exemple, you have so little bullets in the game that you can bluff the ennemies by pointing the gun at them, and stab them if you get close enough, even if you have not any bullets in your gun! It gets really tense when you are facing multiple ennemies with just one bullet! And you are not always obligated to fight or kill the other people, multiple options. You should try it Mark! ^^

  • @Cool-Vest_Leo
    @Cool-Vest_Leo 5 місяців тому +6

    The Climb for VR had a very similar control scheme to Jusant. However, you don't get a rope, and you're in VR. It goes for a much more realistic artstyle and doesn't have as many interesting puzzles, but the stressful climbing mechanics and dense gameplay offer a lot to like.

  • @Reditect
    @Reditect 5 місяців тому +17

    Absolutely loved the more personal part about developer intent. Something you touch on also is accessibility. They both go hand-in-hand. I might want a more in-depth climbing mechanic, but that means I might sacrifice a portion of a playerbase. I'd also like to say, there is a drop-off when it comes to options menus. Yes, add accessibility options, but the game that the player games without changing settings should be accessible in of itself to a specific audience. (Which could be a general majority, which is why easier mechanics make sense to exist.)

  • @tinyhammertoksvig8218
    @tinyhammertoksvig8218 5 місяців тому +2132

    before watching the video i'm going to guess the game is not Starfield

    • @timbatimba
      @timbatimba 5 місяців тому +263

      Most innovative loading screens of the year

    • @Veelofar
      @Veelofar 5 місяців тому +192

      Most creative way to increase minimum system requirements without adding to the experience.

    • @Santi-vr6rm
      @Santi-vr6rm 5 місяців тому +29

      Neither best gameplay, story, roleplaying, graphics, performance, etc

    • @PuthySlayer69420
      @PuthySlayer69420 5 місяців тому +36

      hehe starfield bed 😂 😝
      Look guys im so cool hating on xbox game 🤣 😂 🤣 😂 🤣
      pls like like I cant do anything but hate game 😔

    • @beenguy5887
      @beenguy5887 5 місяців тому +1

      Nah, you're wrong, it is. 🗿

  • @PPK3K
    @PPK3K 5 місяців тому +6

    I finished Jusant recently and I hope the studio behind it does more games like it, the climbing is extremely satisfying and the locations are simply Phenomenal, it doesnt often happen that I stop to just look at the scenery but this game managed it. Great game, will replay it someday to get all the collectibles.

  • @AlexBrowne1993
    @AlexBrowne1993 5 місяців тому +87

    It’s hard for me to consider this game that innovative when Grow Home did a lot of similar things years ago. I can agree with a lot of the points in the video, but it feels like the sentiment is more "I hope this game inspires others to spruce up their boring climbing" rather than "This game is truly original"

    • @gogomonstertruck
      @gogomonstertruck 5 місяців тому +18

      I was also going to comment Grow Home/Grow Up kinda already did this but yeah. You’re right. Here’s hoping a bit more eyes on this game does change things. Kinda like how Vampire Survivors last year was a clone of similar prior games (mostly 2021’s Magic Survival) but was the one to get a bunch of press so thus it’s attributed to being novel in its genre.

    • @doughboy_6439
      @doughboy_6439 5 місяців тому +5

      Grow Home doesn't give you handles to track.

    • @a92lovin
      @a92lovin 5 місяців тому

      To be honest, that's been my experience with most of the "innovative" games of 2023. Cocoon - Patrick's Parabox did it more intensely a year earlier. Chants of Sennaar - this is basically Obra Dinn with phrases rather than with people.
      My favorite mechanics that feel genuinely innovative this year are the implementation of Soul Jump in T'Chia, which has no fear of huge swaths of the map being traversed in seconds rather than minutes, or Fuse in Tears of the Kingdom, the game's most roundabout new mechanic that actually leads to the most actually new gameplay habits (Ultrahand mimics Minecraft and Scribblenauts by comparison.)
      Jusant I think does seem to have a meaningful difference from Grow Home in its use of handholds, making it a kind of marriage of that game and Bennett Foddy's browser game GIRP. What would you posit as the most innovative game of this year instead?

    • @joeplavin
      @joeplavin 4 місяці тому +1

      I was thinking this the whole time, love both of those games

    • @DingleTwit
      @DingleTwit 3 місяці тому

      I was also going to say this. That game was amazing and climbing was central to it, and you really felt fully in control.

  • @Bloodthilth
    @Bloodthilth 5 місяців тому +9

    I love how Mark's new found Unity knowledge enables him to demonstrate concepts way easier

  • @CandyManSC
    @CandyManSC 5 місяців тому +56

    I’d like to give an honorable mention to Astro’s Playroom, the climbing in that game did an excellent job evoking the feel of an actual climbing gym.

    • @camdyman11
      @camdyman11 5 місяців тому +1

      Yeah I was thinking that the system in Astros is pretty much a simplified version of this

    • @CheesecakeMilitia
      @CheesecakeMilitia 5 місяців тому +2

      Bennett Foddy's GIRP and Ubisoft's Grow Home also come to mind.

    • @ethranton
      @ethranton 5 місяців тому

      Agree. Came to add a similar comment 😀

    • @cflann2011
      @cflann2011 5 місяців тому

      @@CheesecakeMilitia GIRP and Astro's were exactly what I thought of when I saw this game.

  • @vladimirgoryachev4570
    @vladimirgoryachev4570 5 місяців тому +52

    I feel that another good contender for the honorable mentions list would be "Book of Hours", a recent game about managing a lonely occult library. It has a very innovative magical system, which leads to emergent ways to practice magic. Like playing a flute while sitting at a telescope to invoke celestial harmonies and call upon a helpful wind. Or like seeping a cracked log washed ashore by the sea in the water from the depths of the library well, and bringing it deep into a creepy underground laboratory to make it bear strange bronze-tinged fruit. Or like using those fruit in a hot and blazing forge to extract from them a potent alchemical fuel... And all those things are not scripted nor set in stone, but emerge as a result of a clever system of mystical aspects, or principles, each with its own theme and vibe, which are present in everything in the game, and need to be combined to do produce the magical effects.

    • @jackmcawesome7087
      @jackmcawesome7087 5 місяців тому +5

      Book of hours is a very good game- I absolutely love it- but I wouldn't really call it innovative. It's a sequel(ish) to Cultist Simulator, and BoH has a nearly identical magic system to CS, just with workstations instead of rituals. It's evocative, sure, when describing what you're doing thematically, but mechanically it's still just collecting the right amount of each aspect and sticking them together, no more complicated than "Get 10 wood and 5 string to make a bow". The only fun part is experimenting to figure out what the recipes actually are to start with, which CS also does.

    • @gwen9939
      @gwen9939 5 місяців тому

      @@jackmcawesome7087 I had more fun figuring out Cultist Simulator than BoH probably, maybe because by BoH I'd already play CS so I knew the jist of it. Cultist Simulator remains this kind of "masterclass in abstraction" to me in the way it was fully a virtual table-top card game except it had a bunch of things happening behind the scene that you'd only learn about when it became relevant to you. It felt way more mysterious and way more like you were actually in the role of an eldritch investigator trying to unravel reality with how nonsensical the items you got was, and how trial and error was the only way to truly figure out what you were supposed to be doing.

  • @Kithara1117
    @Kithara1117 5 місяців тому +14

    It's a late release, but this month's A Highland Song by Inkle was one of the most interesting experiences I had. It's got the time-sensitive "get from A to Z using any number of dozens of viable paths" that you might recognize from 80 Days, but instead of being a text-based adventure, plays out as a 2D exploration game; you have to climb to the top of a mountain and look around for promising POIs and consult fragmentary maps to find a passage into a deeper plane. The beautiful parallax background is in fact every playable plane stacked on top of each other, and so as you play you descend deeper and deeper into the background, and further backgrounds reveal themselves every time you pass over a mountain that used to block the way.
    All the while, you're managing your stamina, which semi-permanently depletes very quickly in poor weather conditions, making climbing up sheer cliffs nigh impossible. You might want to wait out a storm, but the amount of time it takes to replenish your max stamina depends on how good your shelter is... so maybe you want to press on a bit further to find a cave or shack to hole up in. There is, after all, a deadline--- one which you probably won't make the first attempt. So you can try again with your newfound knowledge of shortcuts, or try a new path entirely, which might be faster, more direct, or have its own interesting characters and environments to interact with.
    Inkle is always pushing the envelope, in my opinion, of what constitutes a "narrative game" and A Highland Song gracefully blends a lot of familiar systems from disparate genres (including, I've neglected to mention, rhythm-based traversal sections) into a truly unique 2D storytelling experience.

  • @GambitRaps
    @GambitRaps 5 місяців тому +92

    This series is one of the highlights of my year, and I am not ashamed of it

  • @menhirmike
    @menhirmike 5 місяців тому +19

    3:33 That almost has QWOP vibes. I'm glad that they tried it because it's easier to go too far and then dial it back a bit, rather than prematurely staying too simple. And the end result is so much better because of it. (Ha, and then you mention QWOP later on)

    • @niraqw5908
      @niraqw5908 5 місяців тому +3

      There’s actually a sequel to QWOP about climbing called GIRP that looks fairly similar.

  • @spenceduggs8449
    @spenceduggs8449 5 місяців тому +12

    I really appreciate you sharing your epiphany regarding a developer's intent.
    It's always refreshing to see a creator realize they may have approached something from an unideal angle, and choosing to adjust their perspective, rather than fully insist they know what's best.

  • @wittyadrian
    @wittyadrian 5 місяців тому +12

    Man, what a great video to round off the year! I'm so happy you gave Shadows of Doubt a mention. I've been following its progress since before it was even in closed playtesting and it really deserves the honorable mention. Always happy to see so many devs innovate on their gameplay and I can't wait to see what GMTK is going to bring next year! Keep up the good work!!

  • @lunarfifthstudios
    @lunarfifthstudios 5 місяців тому +5

    I am one or two dev sessions away from finishing my first iteration of my first finished game, a 2.5D endless-runner made with default Unity assets, and even though I know I am just starting out, I would definitely not be this far without the comprehensive videos from GMTK! Thanks for all your hard work!

  • @StinkyBuster
    @StinkyBuster 5 місяців тому +32

    I think this really works when climbing 'is' the game. But I think I'd be tired of it by the 10th time I just wanted to get Aloy up a quick cliff

    • @Pichii21
      @Pichii21 5 місяців тому +3

      yeah im with the same boat as you. Im abit misled by the video comparing it to tr, horizon etc when in reality jusant is literally a climbing game.

    • @AaryanKainth
      @AaryanKainth 5 місяців тому +1

      Yea this climbing system is in deliver us Mars (also from this year), and it was just annoying

    • @Arakus99
      @Arakus99 5 місяців тому +5

      @@Pichii21 I mean tbf the original Tomb Raider games were much more focused on platforming, exploring, and puzzles. Taking inspiration from Jusant for movement and exploration mechanics would make sense for a tomb raider re-reboot that tries more to feel like a modern version of the original games instead of kinda just being Uncharted with TR aesthetics

  • @norfabatonas
    @norfabatonas 2 місяці тому +1

    For me, Jusant is the type of game that shows just enough to completely intrigue your curiosity and make you want to explore the world to figure everything out. But it never tells you too much and leaves you wondering, even in the end.
    The developers did a great job and I hope more follow in their path. If they were inspired by Journey, I think they completely succeeded in catching that feeling. It also reminded me of Inside, or even a little of Stray.

  • @Leron...
    @Leron... 5 місяців тому +126

    Yo! This is just like Bennet Foddy's browser game "GIRP" but turned into a full beautiful adventure instead of just a simple gimmick with an asshole bird.

    • @LazyLeftyLP
      @LazyLeftyLP 5 місяців тому +3

      Exactly what I was thinking!

    • @synmad3638
      @synmad3638 5 місяців тому

      Yes, it's so refreshing to see this sort of mechanic taken seriously

    • @Kithara1117
      @Kithara1117 5 місяців тому +23

      I thought of GIRP so many times while watching this game and was surprised to see QWOP mentioned and not GIRP or Getting Over It. This game owes a lot to Bennett Foddy, I would guess.

    • @Chibs
      @Chibs 5 місяців тому +7

      @@Kithara1117 Tbh I can see someone makinkg Jusant without ever having even heard of GIRP, it's not like translating real life actions to player input is wholly unique, while holding on and planning where to go is simply the essence of climbing.

    • @thunderburger6473
      @thunderburger6473 5 місяців тому +4

      @@Chibs I get where you're coming from, but Mark made an entire video about games like Grow Home where climbing is the main mechanic. In fact, he not only showed footage of GIRP, but he even talked about it and discussed some perspectives from Bennett. If you look in the channel you can find it, and it's actually the same video he referred to at the beginning of this video.
      Maybe he didn't mention it because he figured that most viewers have seen it or will check it out on their own; he did link it in the I-card, after all.

  • @ggali09
    @ggali09 5 місяців тому +52

    “Donkey Kong: King of Swing” had a similar climbing mechanic back in 2005. Definitely should have mentioned.

    • @pennyfarting
      @pennyfarting 5 місяців тому +7

      It's interesting how that game started from such a similar idea but ended up as something completely different in execution. It ends up being a much arcadier, more kinetic experience than the meditative and emotionally affecting Jusant, just by orienting its climbing system around constant motion and timed inputs rather than conscious, methodical decision-making. That might be why he didn't think of it, because that core decision to just make DK always swing around the handholds _by himself_ takes the game completely out of the realm of "quasi-realistic climbing sim" and into the territory of "silly arcade physics hijinks."

  • @MD-mk3lh
    @MD-mk3lh 5 місяців тому +3

    When it comes to immersive or interesting climbing, holding down the trigger to make the character hold onto a grip, my mind immediately went to the climbing section of Astro's Playroom. It has triggers mapped to gripping actions of the left and right hand, tilting the controller as a means of tilting the robots body and reach up with your left or right arm, jumping is replaced by swinging on a bar, where you again have to do precisely the same motion your character does on screen with your own controller. And in addition to that there is certain sections where it matters how hard you grip onto a hold, meaning how hard you squeeze your trigger.

  • @sass2836
    @sass2836 5 місяців тому

    I'm playing Jusant at the moment, and have been really impressed. Fantastic to see you highlight the game + mechanics, Mark, and looking forward to watching the video properly when I'm done.

  • @fritzvontrapp8269
    @fritzvontrapp8269 5 місяців тому +2

    Great video as always! Your discussion on developer intentions reminded me of what CS Lewis says in his Experiment in Criticism when he talks about approaching art to receive an external experience prepared for us instead of taking only the things that satisfy your personal desires. It lets the artist communicate something new to you instead of just showing you what you know to be hungry for. I am still struggling to adopt this mindset, but it's already helping me appreciate pieces I wouldn't have otherwise!

  • @sumantgangannavar9680
    @sumantgangannavar9680 5 місяців тому +5

    There are some youtubers who just create a warmth inside you with their videos.A much needed warmth during this winter. Thanks Mark 😊

    • @Luca-ub3tq
      @Luca-ub3tq 5 місяців тому

      i was scrolling through the comments trying to find something funny, but instead i found the most wholesome thing ive read all day. I hope you have an incredible rest of the year ♥

  • @willlindell8904
    @willlindell8904 5 місяців тому +4

    As a former amateur rock climber (arthritis in both my hands makes the grip near impossible anymore) It is so cool to see a puzzle platformer around the hobby. Also, congratulations on making it to 10 years Mark, you've been an entertaining and inspirational channel for me since your Return of the Obra Dinn video, and I look forward to laughing and learning from you even more as the years go on

  • @RealKipper1324
    @RealKipper1324 5 місяців тому +2

    I actually like how personal you got at the end, mainly because you explained a lesson you learned, which was a lesson I think I needed to hear.
    Developer's intent is really important to pay attention to whether you're just playing a game, or especially if you're MAKING a game, like me

  • @Hafgandil
    @Hafgandil 5 місяців тому

    Mark, you are such an emphatic person, I love this side of yours. It always half the enjoyment when watching your videos. Thank you for being an awesome and inspiring human being.

  • @avrelo_south
    @avrelo_south 5 місяців тому +3

    I like the last bit on analyzing intent when considering a mechanic is good. Kinda proves that video games are apart of the art world. I think the question to ask before saying a mechanic is weak is if it’s distracting, or not fulfilling its role enough.

  • @honest_psycho7237
    @honest_psycho7237 5 місяців тому +3

    Talking about kineasthetic design reminded me of ICO on the PS2 (from the devs would make Shadow of the Colossus later).
    There you hold a shoulder button to let the player hold hand with the girl you are escorting throughout the game.
    Added a lot to the atmosphere and feel of the game.

  • @Greywaren24
    @Greywaren24 5 місяців тому +2

    I really appreciated that personal note about changing your mind regarding dev intentions! It always struck me as weird that you sometimes framed it as something being "wrong" instead of being intentional and I'm glad you looked back and realized maybe that wasn't right. Great video, as always!

  • @Meoin
    @Meoin 2 місяці тому +1

    It came out after this video, but a good honorary mention at this point is that "A Difficult Game About Climbing" game. Some people might consider it "streamer bait" for being a Foddian game, but it really does do a great job of making an entire game of just climbing engaging and challenging. It's par for the course with Foddian type games to be heavily punishing, but it solves that "no danger" issue that you mention with other games climbing mechanics. That game makes messing up feel genuinely terrifying if you've made good progress since the last checkpoint.
    If Jusant is aiming to be a relaxing, unpunishing climbing game, then A Difficult Game About Climbing is aiming to be the opposite. Like you mentioned, what you felt to be a flaw actually presented as an opportunity for a new developer to pursue. A good contrast to show that different approaches can both be good for people seeking different things from games.

  • @LeeMajorz
    @LeeMajorz 5 місяців тому +3

    Mark, and anyone else wanting even more challenging/complex climbing games, check out New Heights and Peaks of Yore, which both came out this year.

    • @ElieHaykal
      @ElieHaykal 4 місяці тому

      Thanks for mentioning

  • @oprelwork
    @oprelwork 5 місяців тому +4

    I've been working on a climbing game that is set to come out soon (Surmount) and it's been really interesting to see how Jusant took similar inspirations in a completely different way. I was a tiny bit disappointed with how linear their approach ended up being, but it would for sure make a good fit for AAA games! But I do hope that exploration and expression through movement keep being at the core of games solely focused on climbing.

  • @gallonofcats1097
    @gallonofcats1097 5 місяців тому +1

    One very innovative game not mentioned is Your Only Move is Hustle (YOMI Hustle for short).
    It is a turn based fighting game.
    It basically an answer to question "what if we removed all time pressure and execution barriers from fighting games, and then cranked power of characters all the way up?"
    The ability to control charactes basically frame by frame creates intense fight sequences, that are played out at full speed at the end of the match. It is amazing!

  • @wmka
    @wmka 5 місяців тому

    Just finished Jusant and watching this video is a good wrap-up of the experience.
    Thanks for the selection in the honorable mentions because I was deciding what to play next.

  • @TBH_Inc
    @TBH_Inc 5 місяців тому +3

    Idk how much I would enjoy an entire game of this (I’d have to play the game to see), but this definitely sounds like a really cool mechanism to add to brief climbs in other games.

  • @nothingisawesome
    @nothingisawesome 5 місяців тому +3

    Deliver Us Mars had interesting climbing as well. its not the whole game like Jusant but its definitely a big aspect of it

  • @rkko_
    @rkko_ 4 місяці тому

    damn this video is great, the way it was executed, the professionalism, and interesting games to explore. I'm definitely subscribing

  • @shelbimaree
    @shelbimaree 5 місяців тому

    I love the end reflection about developer intention, really cool to see the different ways you can look at the same game depending on who you are, great video thank you!

  • @fatyoshi696
    @fatyoshi696 5 місяців тому +3

    i would've loved if yomi hustle got a mention, it's a pvp anime fight scene choreographer where you choose your actions frame by frame in a turn-based format, and at the end of the fight you get to see the whole thing played back in real time which is incredible every single time. It's completely unlike anything i've ever played and my favorite game of 2023

    • @suchandanadattagupta8923
      @suchandanadattagupta8923 5 місяців тому +1

      Toribash did this back in 2006

    • @fatyoshi696
      @fatyoshi696 5 місяців тому

      @@suchandanadattagupta8923 i know it did i've played toribash too, yomi is 100% inspired by toribash but they play completely differently, what yomi does is grab the traditional fighter formula and make it turn based, it's got all that fighting game juice like foosties, blockstrings and frame data, but everyone has perfect reaction time and execution. I guess it would be better to describe it as a TAS fighting game, that gives you perfect control over your character so you can focus on the 5d chess prediction game that makes fighting games so fun while also being incredibly stylish, unlike toribash that focuses on the cinematic aspect of being able to control all of your character's limbs individually at the cost of being kind of a mess gameplay-wise

  • @StephenYuan
    @StephenYuan 5 місяців тому +6

    I loved Jusant. Played it like 6 hours. I hope it influences how other developers treat climbing

  • @PivotThom
    @PivotThom 5 місяців тому +1

    Love how you incorporated real life climbing into the video Mark! I wonder if there are other art forms you could mix into your content every so often.

  • @L0neSiPh0n
    @L0neSiPh0n 5 місяців тому +2

    One thing people forget about Death Stranding is that it practically has Jusant's system just not vertical.
    You're not just effortlessly moving through the world, you need to plan your actions in order to get from point A to point B.
    It's an original way of looking at traversal

    • @geordiejones5618
      @geordiejones5618 5 місяців тому

      I just wish Death Stranding had more overt horror elements. A day/night cycle like Dying Light with a really dynamic and chaotic weather system could have made it into a really unique survival puzzle platform horror game.

  • @aidanmurray8283
    @aidanmurray8283 5 місяців тому +3

    Great video! I add the most games to my steam wishlist from this channel ;). Haven’t played either, but Viewfinder seems like it has elements like Superliminal. Very exited to look more into the games you showed off here.
    I also appreciate the attitude you brought to the elements that you wish were different in games with the question, “what were the developers intentions?”

  • @The8BitPianist
    @The8BitPianist 5 місяців тому +12

    Stray Gods would have deserved a mention at least. It's an incredibly responsive role playing musical. It's so unique in that I find it difficult to compare it to anything. I mean, just the way the songs change based on your choices is unbelievable

  • @therealMiWiMa
    @therealMiWiMa 5 місяців тому

    You safed my life !
    I have been trying to figure out the hand movement for ages!
    The demonstration in unity was absolutely worth it
    Thank you so so much 😂🎉

  • @willieko
    @willieko 5 місяців тому

    Got to try this. Oddly, what really stood out from your video is the gorgeous and unique visual design. The alien foliage, the messy layers of climbing equipment, the bright rope colours contrasting the earth tone of the rock face, the rickety wooden platforms...everything looks so beautifully crafted!

  • @GunnGuardian
    @GunnGuardian 5 місяців тому +6

    As cool as this game is and it's unique control scheme. I couldn't help but think in the back of my head "But you could also just climb in VR and do this even better" which kind of makes me want to give "the climb" a try.

  • @GS-xv7eg
    @GS-xv7eg 5 місяців тому +29

    Jusant feels like a semi-succesor to Death Stranding. Death Stranding doesn't get enough recognition for the huge step up in its sense of platforming/movement, and Jusant applies that sense of motion masterfully to the act of wall climbing.

    • @SpottedHares
      @SpottedHares 5 місяців тому +3

      Death standing is more of a descent of the platform we then anything else. Unlike most games where getting from A to B is considered an obligation, in games like Death Standing it is the content.

  • @VanceJRM
    @VanceJRM 5 місяців тому

    So happy you made a video highlighting Jusant!

  • @SamBaker1986
    @SamBaker1986 5 місяців тому +2

    Small correction... It's only in bouldering that routes are called problems. Every other discipline calls them routes.

  • @Table53
    @Table53 5 місяців тому +9

    Great choice! It really is an excellent game, I had such a good time with it!

  • @boateye
    @boateye 5 місяців тому +4

    Oh wow, i havent heard of Jusant before but it seems like a spiritual successor to thr Grow Home Na d Grow Up games which i ADORED!
    Edit: obviously i wrote the above before you mentioned Grow Home. Im not surprised that you saw the connection too

  • @Divide-Films
    @Divide-Films 5 місяців тому

    It's funny, I can totally see Mark's development with the channel here. It feels like ever since he's started his 'developing' series we've gotten to know him a lot better as a person, and now that personal side is bleeding into his analysis videos. And I'm all for it! Hope to see a lot more of you next year Mark. Merry christmas

  • @Telekrus
    @Telekrus 5 місяців тому +1

    One game that deserved to be mentioned here is the VR game "The Climb". It basically does the exact combination of stamina / gripping mechanics as Jusant, just in VR. It's been around for a while now, but it's so similar to Jusant in terms of core mechanics I think it deserves a shoutout.

  • @The_NJG
    @The_NJG 5 місяців тому +5

    I do miss good climbing mechanics and attempts at platforming in games.

  • @fakjbf3129
    @fakjbf3129 5 місяців тому +4

    5:58 This was actually something I liked about the early Assassin’s Creed games. You had to find the route to get to the stop, and while sometimes it was straight forwards other times there would be dead ends causing you to backtrack and go up a different way until you found the right one. The climbing itself was still very simple but it was way more engaging than in recent titles where you can pretty much always just go up with very little need to be think about your character’s movement.

  • @a_b897
    @a_b897 5 місяців тому

    The bit about intention towards the end was fantastic, it’s really something that anyone who makes or critiques art (or anything, really) should think about and it was great to hear you honestly grapple with the complexity of the topic! I think it would be excellent if you did a full video about it sometime, maybe picking several game//mechanics you previously criticised (or praised) and talk about how your view of them compares and contrasts with what the intention was or might have been.

  • @starblinky4091
    @starblinky4091 5 місяців тому

    Great video. And loved the introspective part near the end. Crazy its been 10 years. I wonder what the next 10 will be like

  • @juapatral
    @juapatral 5 місяців тому +5

    Commenting all new GMTK videos until he talks about RTS
    Comment # 8!
    Even more about your little demo is how well you have progressed in unity. I remember the first videos you used to struggle, now you create demos just by seeing a game in a day. What a progress!!!

  • @RainbowMan9407
    @RainbowMan9407 5 місяців тому +5

    The climbing in this game reminds me of Astro's Playroom. In the gimmick section of the jungle, you take control of a monkey that has almost exactly the same controls as this game (you just use motion controls to move your hands instead of the left stick because, tech showcase. In addition, jumping is motion controlled, there's no stamina, and there's nothing like the pitons or rope). This is absolutely a game that I'm curious about.

  • @sagedupuy857
    @sagedupuy857 4 місяці тому

    Brilliant perspective at the end there. I've long since thought that you didn't consider the developers intent. Super glad that your own development has brought this aspect of design into view. Super cool!

  • @BadGOneX
    @BadGOneX 5 місяців тому

    Nice introspection for a "end of the year" kind-of video
    Thanks for everything you do !

  • @GameDevInAVan
    @GameDevInAVan 5 місяців тому +5

    I’d love to know if the icon to the left of the character is a homage to the mobile climbing game Crux. Really quite uncanny ;)

  • @Suzakuux
    @Suzakuux 5 місяців тому +6

    While not it's primary focus, Deliver Us Mars has a similar climbing mechanic of controlling each arm and both triggers for each climbing hook. It was one of the things I enjoyed about that game.

  • @RAGEComp
    @RAGEComp 5 місяців тому

    Thank you for sharing your self reflection and change in perspective on how you talk about games 😄
    Your audience is normally growing along with you and it feels very validating to have that growth reflected back on screen

  • @cogginsnuff
    @cogginsnuff 5 місяців тому

    lovely video, I love the framework you describe moving forward, that's really awesome to hear someone else express especially in videogame discourse

  • @Pabs1234
    @Pabs1234 5 місяців тому +4

    My most inovative game was YOMI hustle Yo

  • @tHaH4x0r
    @tHaH4x0r 5 місяців тому +6

    A similar climbing game that came out just slightly before dusont, but from a first person perspective, is 'peaks of yore'. Perhaps worth a look as well.
    It even contains a similar 'quick save' and 'swing' mechanic with a rope. In that game you can 'die', which will just reset you all the way to the beginning.
    For me personally shadows of doubt gets the most innovative game. Its the first game where you can feel truly like a detective. Having a very open world and way of solving things, instead of a carefully crafted, essentially linear, experience as pretty much all other detective games do.

  • @senaustun4380
    @senaustun4380 5 місяців тому

    ı do love how both you and the channel matures with time. When you share ur real thoughts and change of minds I feel more like as if Im actually listening to a real person instead of a video and it helps me engage more. Keep it going man, cant wait for ur game to be out btw :)

  • @mariamaravilla9005
    @mariamaravilla9005 5 місяців тому

    Amazing job as always! Great analysis. A lot of games I need to check on the honorable mentions too (I only played Zelda and Chants of Sennaar, the latter specifically because of your video on it). Happy holidays and new year, Mark. Looking forward to 2024's GMTK videos

  • @matthauke
    @matthauke 5 місяців тому +9

    Amazing how they basically remade QWOP's sequal GIRP before opting for something simpler

  • @joshdtj
    @joshdtj 5 місяців тому +5

    It's wild to me that Uncharted 4 wasn't mentioned... I felt that they really improved their climbing system in that one with directly controlling Nathan's arm position and the pick that you have to stab in the wall. Sure you didn't have to hold a button to hold a climbhold but I can still see some of that DNA here in Jusant

    • @FilipeSilva_FSilval007-q1
      @FilipeSilva_FSilval007-q1 5 місяців тому +2

      Ah! I was thinking just the same. Uncharted has engaging climbing and traversal. Though it is not as deep.

  • @TheCrawl
    @TheCrawl 5 місяців тому +2

    I appreciate the personal note at the end re: developer intent. I think it’s a nuanced and welcome moment of introspection more people could think on as well-but don’t overcorrect!
    “Developer intent” is important to keep in mind, but it isn’t fool-proof. It’s okay to point out where personal preference clashes with developer intent. Not only is that the core of artistic criticism in general, such feedback is also helpful for developers, since they can see who liked their games and why/why not, and use that to gauge if their intended experience worked (or if it was even on the mark in the first place). Otherwise, if “developer intent” trumped and stifled all feedback, art would remain stagnant.
    As long as a critique offered respectfully, in good faith, and with the proper context (i.e. “I would like this better/feel it would be more successful if___” instead of “this is objectively bad/incorrect”), then you’re doing it right. And if there’s one thing I would say about your channel and your work, it’s that you offer feedback and suggestions in an honest and respectful way :) so don’t feel too bad about those past videos!

  • @Temulgeh
    @Temulgeh 5 місяців тому

    the stuff about intent is very nice to hear. it was something that bothered me in previous stuff but i'm glad you realized it, i'm sure working on your game helped a ton!

  • @PresidentNelson
    @PresidentNelson 5 місяців тому +3

    The way Fashion people made fun of Bjork's Swan Dress taught me the lesson you can't judge art on what You want but on what They intend. Good art means you hit Your bullseye regardless on where others are aiming. Great videos this year looking forward to more.

  • @drsherifff
    @drsherifff 5 місяців тому +3

    I was sure it was gonna be hi-fi rush, but im pleasantly surprised

  • @ty_sylicus
    @ty_sylicus 5 місяців тому

    Happy New Year Mark!
    Thanks again for another wonderful year!

  • @iamrandom44
    @iamrandom44 5 місяців тому

    It's crazy how this video is actually about Mount Your Friends (and the sequel in 3D) without ever mentioning that game! Incredible work!
    (But really, incredible video and now I have to check out Jusant)

  • @flowerheit4512
    @flowerheit4512 5 місяців тому +3

    on the subject of stakes, i think maybe falling or stamina systems would have to be implemented as accessibility features. like, even watching that first fall in this video made my stomach drop and my heart race. i have a terrible fear of heights and falling, so any kind of punitive stakes would put me off a game like this entirely.

  • @michaelwesten4624
    @michaelwesten4624 5 місяців тому +9

    This is an easy no brainer. Obviously call of dooty 3 part 3, just because they added never seen before in the franchise half aim toggle mode

  • @crazyhorse52395
    @crazyhorse52395 5 місяців тому

    I love that more games are exploring the joy of rock climbing! I fell in love with bouldering in college while studying game design. The crossover of physical challenge and problem solving really lit up my game design brain. I look forward to seeing more folks make game inspired by the "puzzle" of rock climbing!

  • @jonludwig1632
    @jonludwig1632 5 місяців тому

    I'm playing this immediately, thanks for covering this on the channel.