Isto Inc. : *locks you in combat where you cant build your base* *puts rivers in the way so you cant go straight across* AntiElitz: "How bout i do, anyway"
Some game development companies DON'T do widescreen "cough, FromSoft, cough" because widescreen introduces weird peculiar things which might not be accounted for. I mostly attribute this to developers being lazy, but this game showcases why some games NEVER get native widescreen support and merely get scaled resolution options.
As a dev, not fixing the bugs that don’t affect the 99% of players but enabled the speed runners to do what they did is the most beautiful thing you could’ve done and I have so much respect for you.
These bugs aren't "normal" game breakers so there isn't a need to fix. If there would be a bug that occurs during normal game play that makes the player stuck for example - that would need fixing. Speedrunners are a different breed and they will find gaps in your wall in order to get to the other side. Methods are mostly unconventional and these won't affect the normal players. Leaving these glitches in is like creating a sandbox for speedrunners to play and maybe find even more ways to beat the game faster.
whats insane is that a developer lets functionality like that work at whatever distance that is visible, instead of using a common sense distance from player (but that takes a simple geometry formula to do)... makes me cringe how he chose to implement a bunch of things... Also sequence break that he mentions is called not knowing how do handle concurrency... using basic synchronization should make that impossible but no lets do it the sleep(sometime) way...
@@krellin he made it so the player can reach something to function like a factory game, probably didn't know resolutions exists or possible for someone to see
@@DeletedDevilDeletedAngel well every dev who does user facing front end (like a game) knows and hates dealing with resolutions... its just lazy programming, and as a programmer it kinda buggs me ) but i like how community took the game apart and how he directly participates in the process.
Imagine being a developer of any shorts and learning of a hacker discovering a security weak point, only you get to see the video of a person doing it! And then, add perfectly timed clicks.
@@DeletedDevilDeletedAngel it's a synonym of tinkerer, mostly used in computer science to describe people who break programs, often (though not necessarily) for nefarious reasons.
I love how he doesn't just tell us that there was a bug, but instead he shows us how the bug is preformed and what is happening with the internals of the game when it happens.
Right?! I wish there was more of this, but i obviously understand why most devs don't bother xD I'm also more interested in how they work, and before the speedrunners are watching going "oh, so that's why that works" xD
I think that's actually a really good decision. As a normi player I sometimes like to try things out, so I look up guides, follow them, and am super happy that I can also do it. People who are not interested in speed running also won't use the bugs, so it doesn't matter. Just think Skyrim. It would probably be less fun without the bugs.
@@prunabluepepperAlso just from business perspective, speedrunners are one customer group that continues playing and sharing their content long after average playerbase stops, so your game still gets some publicity and stays alive longer. You don't want to discourage speedrunning by fixing bugs they use, they are free advertising.
The rare times I can see a bug needing to be fixed for speedrunners is when it makes running a category so miserable, people don't want to play the category and the community want to ban it anyways.
It's so fucking fascinating to me to watch the dev of a game breakdown speedruns of their own game and finding like the innerworkings of it I genuinely really enjoy it
The resolution exploit is a pretty common thing with 2D Indies these days when they forget to set reach limits. It'd also be a thing with a lot of older games too if they didn't just outright break when you mess with the resolution.
you should definitely keep the bugs in, unique bugs and innovations help make speedruns fun, if they get bored of them they can just self moderate it, and most games that patch the bugs then play on old versions anyways
@@spookyweeb5563 There was this bug once in a video game, one of those Street Fighter II games, where you could essentially stunlock an enemy. Afterwards, it became a staple in fighting games as combo system. "One Must Fall 2097" is one of the early examples that made use of it. And much earlier there was that hardware limitation where the more enemies you destroyed in Space Invaders, the more the game would run at its intended speed. Of course, that bug became a feature as well, which is used in nearly every single video game since: The difficulty curve.
Woww! I admire your dedication first and foremost, making this video. In studying everything and then share it to use to such a degree that we could fully grasp what is going on. Amazing work. Congratulations on your game and the speed run competition!
And if anyone is wondering, this is why categories pop up in Speed Run culture, because Anti-Elitez's speed run was fastest, but not the most fun to watch because of the resolution, breaking the mechanics of the game. so there's probably in the future going to be one category for people who don't want to play with a 10x14k resolution, and a category for absolute fastest possible without mods or cheats. at least normally. the fact that the game dev acknowledged the resolution tweaking might flub it :P
That's also why nobody ever watches or attempts GTA 5 any% speedruns. Because it consists of repeatedly killing yourself so you can skip every mission. LUL
@@asdfasdf-mn8iu Dude, you're so far off the mark. No one does that. I'm almost positive that it would be slower than an actual run. Definitely slower than runs with actual mission skips using director mode or om0. Plus how is killing yourself gonna help you with something like "the find a garbage truck" for one of the setups? Thats an open world section, so no "skip mission" button on death. If you don't know anything about something just don't talk about it.
@@mtndew314 Just search for it bud. I watched some of one attempt, and all missions that can be skipped (and doing so is faster than actually doing the missions) are skipped by suicide or by killing a vital team member or similar. Obviously you still need to drive to the locations the missions start in and some segments cannot be skipped that way, but that doesn't really matter when about 80% of mission content is just skipped after failing the mission 3 times (which is a game mechanic).
Really ingenious stuff from all three competitors, speedrunners never fail to blow my mind. And I gotta say, Epiphane being almost as good as Anti-Elitz without using the resolution exploit is kind of nuts. I'm hoping the boundary keeps getting pushed!!
Heres an idea, given you said you dont want to fix the bugs for the sake of the speed runs, make a "brutal" mode where among other things, those bugs are fixed (and probably some other features that make it more challenging) That way the normal mode speed runs are preserved, but you can also have brutal mode (possibly with its own speed runs) So you get to have your cake and eat it too :)
@@james14294It will be hilarious if using the "original" mode the speedrun is 2 hours-ish, but a new bug in "brutal" mode makes speedruns even faster 😂
@@PanduPoluan i can imagine that happening, then he needs to release a new new mode called "actually brutal mode" :P Perpetuating the cycle of new modes
despite how cool this sounds, this will introduce 2 different game versions running in parallel. What if another bug happens that only happens in 1 version but not the other? Super hard to maintain, costs a lot of time
The time requirement only occurs if the developer has to actually patch the bugs as they arise. If he leaves them in, outside the ones he specifically countered for Brutal Mode, then it would take no more time than simply creating the gamemode.@@MisterAssasine
This is better than those "Dev reacts to speedruns" videos, because the dev actually took the time to understand and explain how the runners do what they do. Respect!
19:14 This is one of the reasons why base building games usually limit the player's ability to build to a certain radius around the player character. AntiElitz probably wouldn't be able to use such strategy if Isto did add this feature, and yet he didn't. Same goes for entangled chest skip.
huge respect for not attempting to just patch out everything without care like most developers would. its something i really respect games like noita for, and you doing the same means a lot to a part of the community :D
how can you not smile throughout that whole video. especially the game dev for respecting the players and leaving the bugs in as a way to evolve his game beyond what he made it as.
This right here is the reason, why AAA will never deliver anything like this. I don't like these kind of games and I would never play them, but boy the presentation, the passion ... I watched the shit out of this. Thank you so much for the entertainment. Edit: I'm a bit speechless. This was really, really refreshing to see. Not all heroes wear capes. Thanks again. For the video and a game that I will never play, but forever remember.
The little bug explainer is neat, reminds me of a bug of a radiotherapy machine called the Therac-25 where a fast enough typist could make an incorrect input then fix the mistake rapidly enough that the machine would carry out the first input while displaying the 2nd input on the screen. A very simple bug caused by people being so good at their job that they were too fast for early computer code to keep up with… and it killed multiple people through excruciatingly painful radiation poisoning.
I think this is the best dev reacting to speed run, he even explains in detail how they manage to do the skips, just awesome, and the speedrunners way of thinking out of the box is just different
I feel you, when you couldn't reproduce "easy repro" bug. It is so annoying to get such a bug. And the bug is exactly why I hate single bool input blocking. I usually make a list of "input blockers" and as long as it is not empty, input is locked. It's risky too, since you could get broken input blocker that does not release block, but if you manage it correctly, safeguard it on OnDisable etc., it should work smooth.
Nothing like Speedrunners to stress-test your game and find all the bugs.It's always impressive how they break things. But it's great that you took it so well and had so much fun that you're going to let Speedrunners go crazy.
Amazing video and shocking results! I'm glad that you explained the time sequence bug. As a programmer, it was super interesting to watch what happened.
If you ever played Quake in one expansion Scourge of Armagon is a high up point when you reach it a level designers voice says "you're not supposed to be here". They knew speed runners get everywhere.
You should fix the bugs but make sure this version of the game is still available so that if anyone wants to try and speed run with these bugs they still can
Well, bugs usually have the connonation of worsening one's player experience, while in these exploits you need to go out of your have to break the game.
You game looks really cool! I'm glad you're not fixing the bugs, they add character, nuance, and complexity to a game. It basically unlocks a "dark web" version, with lots of creativity to exercise as a gamer who has trancended the regular playthrough + adds replayability.
This last one, Ladies and Gentlemen, is why you always add a max interact distance regardless of whether or not you expect people to interact with the full screen lmao.
Sequence breaking is a common trick used in dozens of other titles, if you know game dev methods you can test how a cutscene is coded, and reverse engineer a break, simply through some trial and error. (or knowing code and checking the game files. NES Mario runs are crazy now that we can see the code instead of just a grey cartridge.) Regardless of the method, pulling it off is another thing entirely. Frame perfect tricks are reliably performed in some games and its wild to see stuff like this explained by a developer. The series "Devs react to speedrunners" is always enlightening wince you not onoy get insight into how it works, (sometimes the devs know, sometimes the speedrunner tells the "developers of the game* how their game works), and also get insight into their personalities. The Crash 4 devs are hilarious individuals and they fit Crash Bandicoot so well.
A note - the backpack in the supply pod screen at 2:56 is DEFINITELY based on the backpack that controls the scrap robot in Tales from the Loop. I know cause I made that backpack IRL for a con. I feel smart for noticing
That was an awesome watch! I do kind of feel like the resoluton this is a bit not fun (at least to watch), but if the runners have fun with it, then that's cool! All the other stuff was amazing! (Not that the resolution stuff wasn't impressive on it's own, it just wasn't a good watch)
Speed runners really make you look at a game from every angle. Even had stack priority tricks incorporated. I'm nicknaming him Black Lotus cause he is ahead of his time.
18:46 YYOOOO PAUSE Is that my boy ANTI!? I was not expecting this kind of development. What did this genius engineering prodigy come up with to blow everyone out of the water?
I am completely and utterly baffled, I don't have any words. I was expecting some super crunched factory layout plan that squeezes out small percentages of efficiency, and instead I get SUPER WIDE-WIDE RESOLUTION. Man, Anti never disappoints... unless we're talking about Team Biter Battles 🤣
Just discovered about this today and have no idea what this game is about (Probably try to play this game in the future), but a developer acknowledges speedrunners and creating a video about it is cool!
I really liked how is someone who don't play this style of games, whilew I'm really visually distracted, and having never heard of this game previously, can enjoy and understand everything with your explanation
Art for this game is genuinely unsettling and I am a huge wuss so I could never play it but this video was cool and I have a lot of respect for the people who both made and broke the game.
A game developer that not only holds an official speedrun competition but also leaves the speedrun tech in for players who want to try it out?!?! You have my utmost respect. I know nothing about you or your games but you have my respect.
I love how the tone of voice changes sometimes (namely at 15:33 and 17:13 ) as if you're shaking your fist glaring at the speedrunners, in a good way, it's funny
That was a fun challange! Let me know when I can break your new game ;)
Of course it would be you, haha
That was impresive, man I have a question for ya... What is so speacial abouth facorio and related games??
they're like drugs man you cannot stop once you start playing them@@rodrigoapaza8086
*results may vairy depending on if you like math or not
What a madman you are
Isto Inc. : *locks you in combat where you cant build your base* *puts rivers in the way so you cant go straight across*
AntiElitz: "How bout i do, anyway"
Imagine finding this game and seeing a specific screen resolution as a separate speedrunning category
Imagine that screen resolution being something like 10,000 x 10 pixels...
Wide resolution speed run any%
@@SeigeGoat Can shorten it to wide%
@@jasonlu4514 fat%
Some game development companies DON'T do widescreen "cough, FromSoft, cough" because widescreen introduces weird peculiar things which might not be accounted for. I mostly attribute this to developers being lazy, but this game showcases why some games NEVER get native widescreen support and merely get scaled resolution options.
As a dev, not fixing the bugs that don’t affect the 99% of players but enabled the speed runners to do what they did is the most beautiful thing you could’ve done and I have so much respect for you.
100% this
These bugs aren't "normal" game breakers so there isn't a need to fix. If there would be a bug that occurs during normal game play that makes the player stuck for example - that would need fixing. Speedrunners are a different breed and they will find gaps in your wall in order to get to the other side. Methods are mostly unconventional and these won't affect the normal players. Leaving these glitches in is like creating a sandbox for speedrunners to play and maybe find even more ways to beat the game faster.
Thanks for making a fun game to speedrun and thanks for featuring me! I really enjoyed being able to develop and compile strats for the community.
hi
Good job 👍
Great
r u girl
Developer: "I spent hundreds/thousands of hours creating this game and know everything about it"
Speedrunner: "Let me teach you a thing or two"
developer: not any more patches game
The glitches are always crazy, the fact this guy used the power of resolution to REACH FAR AWAY is insane
Honestly the other glitch is more impressive, changing resolution is on the standard break a game checklist
whats insane is that a developer lets functionality like that work at whatever distance that is visible, instead of using a common sense distance from player (but that takes a simple geometry formula to do)... makes me cringe how he chose to implement a bunch of things...
Also sequence break that he mentions is called not knowing how do handle concurrency... using basic synchronization should make that impossible but no lets do it the sleep(sometime) way...
@@krellin he made it so the player can reach something to function like a factory game, probably didn't know resolutions exists or possible for someone to see
@@DeletedDevilDeletedAngel well every dev who does user facing front end (like a game) knows and hates dealing with resolutions... its just lazy programming, and as a programmer it kinda buggs me )
but i like how community took the game apart and how he directly participates in the process.
@@krellin probably because it's his first game and those devs had experience with speedrunners
Developers reacting to speed runs is my favorite thing. Thank you for being awesome about it
My pleasure!
Imagine being a developer of any shorts and learning of a hacker discovering a security weak point, only you get to see the video of a person doing it! And then, add perfectly timed clicks.
@@KostasTsakalidis hacker?
@@DeletedDevilDeletedAngel it's a synonym of tinkerer, mostly used in computer science to describe people who break programs, often (though not necessarily) for nefarious reasons.
@@Soken50 hackers use cheat softwares, idk the name but I'm pretty sure they are exploiting bugs
The amount of time and effort you all put into carefully placing these bugs for speed runners to find is astounding
*Features
@@Segun. Undocumented/unintended features are the best features.
@@Soken50 They are surprise mechanics
They are not bugs. They are advanced features for specific types of gameplay.
I love how he doesn't just tell us that there was a bug, but instead he shows us how the bug is preformed and what is happening with the internals of the game when it happens.
Well yeah, he spent many hours figuring this out and you're gonna hear about it!
Right?! I wish there was more of this, but i obviously understand why most devs don't bother xD I'm also more interested in how they work, and before the speedrunners are watching going "oh, so that's why that works" xD
Damn, how is this 7 months old.
"For the sake of the speed run, I've decided to not fix the bugs". Adding this to my excuses to use later. lol
Great video. People are so crazy.
I think that's actually a really good decision. As a normi player I sometimes like to try things out, so I look up guides, follow them, and am super happy that I can also do it. People who are not interested in speed running also won't use the bugs, so it doesn't matter. Just think Skyrim. It would probably be less fun without the bugs.
@@prunabluepepperAlso just from business perspective, speedrunners are one customer group that continues playing and sharing their content long after average playerbase stops, so your game still gets some publicity and stays alive longer. You don't want to discourage speedrunning by fixing bugs they use, they are free advertising.
@@artonedx right! Yes that makes a lot of sense.
"Is not a bug is a feature"
Yeah, we all used this one :D
The rare times I can see a bug needing to be fixed for speedrunners is when it makes running a category so miserable, people don't want to play the category and the community want to ban it anyways.
It's so fucking fascinating to me to watch the dev of a game breakdown speedruns of their own game and finding like the innerworkings of it
I genuinely really enjoy it
The resolution exploit is a pretty common thing with 2D Indies these days when they forget to set reach limits. It'd also be a thing with a lot of older games too if they didn't just outright break when you mess with the resolution.
you should definitely keep the bugs in, unique bugs and innovations help make speedruns fun, if they get bored of them they can just self moderate it, and most games that patch the bugs then play on old versions anyways
yep I'm glad he did, since most of the bugs they used don't worsen/interrupt a normal player's experience whatsoever and just add to the speedrun.
but on the other hand, a knowingly unfixed bug isnt a bug, its a feature. old bugs disappearing and new bugs found is part of the fun.
speedrunners are players too, if it won't positively affect casuals and will negatively affect speedrunners, that's a net loss so why patch?
@@spookyweeb5563 There was this bug once in a video game, one of those Street Fighter II games, where you could essentially stunlock an enemy. Afterwards, it became a staple in fighting games as combo system. "One Must Fall 2097" is one of the early examples that made use of it.
And much earlier there was that hardware limitation where the more enemies you destroyed in Space Invaders, the more the game would run at its intended speed. Of course, that bug became a feature as well, which is used in nearly every single video game since: The difficulty curve.
As long as downpatching is easy, fixing bugs is fine. Especially if they're easily abuseable/discoverable in normal play.
Babe wake up new isto inc upload
Woww! I admire your dedication first and foremost, making this video. In studying everything and then share it to use to such a degree that we could fully grasp what is going on. Amazing work. Congratulations on your game and the speed run competition!
And if anyone is wondering, this is why categories pop up in Speed Run culture, because Anti-Elitez's speed run was fastest, but not the most fun to watch because of the resolution, breaking the mechanics of the game. so there's probably in the future going to be one category for people who don't want to play with a 10x14k resolution, and a category for absolute fastest possible without mods or cheats. at least normally. the fact that the game dev acknowledged the resolution tweaking might flub it :P
That's also why nobody ever watches or attempts GTA 5 any% speedruns. Because it consists of repeatedly killing yourself so you can skip every mission. LUL
@@asdfasdf-mn8iu Dude, you're so far off the mark. No one does that.
I'm almost positive that it would be slower than an actual run.
Definitely slower than runs with actual mission skips using director mode or om0.
Plus how is killing yourself gonna help you with something like "the find a garbage truck" for one of the setups? Thats an open world section, so no "skip mission" button on death.
If you don't know anything about something just don't talk about it.
@@mtndew314 Just search for it bud. I watched some of one attempt, and all missions that can be skipped (and doing so is faster than actually doing the missions) are skipped by suicide or by killing a vital team member or similar. Obviously you still need to drive to the locations the missions start in and some segments cannot be skipped that way, but that doesn't really matter when about 80% of mission content is just skipped after failing the mission 3 times (which is a game mechanic).
123rd 👍
Really ingenious stuff from all three competitors, speedrunners never fail to blow my mind. And I gotta say, Epiphane being almost as good as Anti-Elitz without using the resolution exploit is kind of nuts. I'm hoping the boundary keeps getting pushed!!
love how you showed lets game it out for satisfacory... like that is even a semi normal way of playing it 😂
Heres an idea, given you said you dont want to fix the bugs for the sake of the speed runs, make a "brutal" mode where among other things, those bugs are fixed (and probably some other features that make it more challenging)
That way the normal mode speed runs are preserved, but you can also have brutal mode (possibly with its own speed runs)
So you get to have your cake and eat it too :)
also, I wouldn't be surprised if in doing so, new glitches are found that speed up normal mode even more :P
@@james14294It will be hilarious if using the "original" mode the speedrun is 2 hours-ish, but a new bug in "brutal" mode makes speedruns even faster 😂
@@PanduPoluan i can imagine that happening, then he needs to release a new new mode called "actually brutal mode" :P Perpetuating the cycle of new modes
despite how cool this sounds, this will introduce 2 different game versions running in parallel. What if another bug happens that only happens in 1 version but not the other?
Super hard to maintain, costs a lot of time
The time requirement only occurs if the developer has to actually patch the bugs as they arise. If he leaves them in, outside the ones he specifically countered for Brutal Mode, then it would take no more time than simply creating the gamemode.@@MisterAssasine
This is better than those "Dev reacts to speedruns" videos, because the dev actually took the time to understand and explain how the runners do what they do. Respect!
19:14 This is one of the reasons why base building games usually limit the player's ability to build to a certain radius around the player character. AntiElitz probably wouldn't be able to use such strategy if Isto did add this feature, and yet he didn't. Same goes for entangled chest skip.
I give you so much respect for leaving the bugs in. That means this game will have a much more active speed running community.
What an insightful video on both speedrunning strategies and game development processes. Great work, Isto! Looking forward for more.
huge respect for not attempting to just patch out everything without care like most developers would. its something i really respect games like noita for, and you doing the same means a lot to a part of the community :D
I've never seen a dev go over a speed runner breaking their game to see their perspective as the creator. This is awesome.
the most wonderful dev, not fixing bugs that literally only speedrunners encounter.... gotta love it.
how can you not smile throughout that whole video. especially the game dev for respecting the players and leaving the bugs in as a way to evolve his game beyond what he made it as.
Dev: i have fixed every bug in my game.
Josh: hey there its josh welcome back to lets game it out
Best speed run from dev perspective video I've ever seen, explaining what happens and what's supposed to happen so everyone can understand, good job!
The summoning salt music is the perfect cap on a great video, very entertaining
I love how the dev can’t decide whether to be angry or impressed
having a "speed running competition" would be a very efficient way to bug test
This right here is the reason, why AAA will never deliver anything like this. I don't like these kind of games and I would never play them, but boy the presentation, the passion ... I watched the shit out of this. Thank you so much for the entertainment.
Edit: I'm a bit speechless. This was really, really refreshing to see. Not all heroes wear capes. Thanks again. For the video and a game that I will never play, but forever remember.
The little bug explainer is neat, reminds me of a bug of a radiotherapy machine called the Therac-25 where a fast enough typist could make an incorrect input then fix the mistake rapidly enough that the machine would carry out the first input while displaying the 2nd input on the screen.
A very simple bug caused by people being so good at their job that they were too fast for early computer code to keep up with… and it killed multiple people through excruciatingly painful radiation poisoning.
That factory cheese reminds me of what I did to Simey Slugs in LEGO Rock Raiders: Surround their holes with unpowered Teleport Pads..
I think this is the best dev reacting to speed run, he even explains in detail how they manage to do the skips, just awesome, and the speedrunners way of thinking out of the box is just different
I think I’m the only one who saw this but, at the beginning, the satisfactory footage is from let’s game it out!
I feel you, when you couldn't reproduce "easy repro" bug. It is so annoying to get such a bug. And the bug is exactly why I hate single bool input blocking. I usually make a list of "input blockers" and as long as it is not empty, input is locked. It's risky too, since you could get broken input blocker that does not release block, but if you manage it correctly, safeguard it on OnDisable etc., it should work smooth.
Nothing like Speedrunners to stress-test your game and find all the bugs.It's always impressive how they break things. But it's great that you took it so well and had so much fun that you're going to let Speedrunners go crazy.
Amazing video and shocking results! I'm glad that you explained the time sequence bug. As a programmer, it was super interesting to watch what happened.
Loved the use of Home music as throwback to summoning salt
Your video editing in all of your videos is so phenomenal
If you ever played Quake in one expansion Scourge of Armagon is a high up point when you reach it a level designers voice says "you're not supposed to be here". They knew speed runners get everywhere.
You have been a really good sport about the speed runners plowing through your game.
The viewers thank you for this super fun content. :)
Him using footage from Let's Game It Out's Satisfactory gameplay for a visual example of "hundreds and hundreds of hours" is god-tier editing.
What an amazing video, it's so cool that a designer as yourself reacts to speedrunning and explains how the glitched work. Top notch content!
This video is still getting recommended a month later. Great job!!!!!
That screen resolution abuse was genius! Absolutely blown away with the ingenuity.
I’m reality he just didn’t feel like fixing the bugs 😂 great video man!
Man, Anti is a different breed of speedrunner; love watching his Factorio runs!
I like how all the satisfactory clips are from let’s game it out
0:11 Isn't that lets game it out
Yes
Glad to know people can just look at a shitty layout and pick his crap out from other inexperienced players
It is
Definitely not a speedrunner
Fantastic video and commentary, I like this dude.
I really loved that explanation of the teleport glitch. Thanks for not caring about "normal" viewers and including the explanation!
i love how summoning salt has touched every corner of speedrun documentation and publicly.
You should fix the bugs but make sure this version of the game is still available so that if anyone wants to try and speed run with these bugs they still can
Well, bugs usually have the connonation of worsening one's player experience, while in these exploits you need to go out of your have to break the game.
I feel like 90% of this video was an advertisement for the game, but it was still fun to watch.
You game looks really cool! I'm glad you're not fixing the bugs, they add character, nuance, and complexity to a game. It basically unlocks a "dark web" version, with lots of creativity to exercise as a gamer who has trancended the regular playthrough + adds replayability.
I love how you just show this Nonsense from lets game it out in satisfactory
For anyone wondering, the intro song is ‘Home’ from resonance
Dev reacts to speedruns + speedrunner explains speedruns is a great combo
using the lets game it out footage for satisfactory is so funny like the most insane satisfactory footage you could use
Thanks for not fixing the bugs. Too many developers don’t embrace speedrunning the way they should.
as soon as i saw anti on screen, I absolutely knew it was going to be weird shenanigans
This last one, Ladies and Gentlemen, is why you always add a max interact distance regardless of whether or not you expect people to interact with the full screen lmao.
dang your 2 year game development, very well made video, yt algorithm has blessed me once again
We sacrificed many keyboards to appeal to the algorithm gods
Seeing the dev rage as speedrunners break their run is so fun.
Sequence breaking is a common trick used in dozens of other titles, if you know game dev methods you can test how a cutscene is coded, and reverse engineer a break, simply through some trial and error. (or knowing code and checking the game files. NES Mario runs are crazy now that we can see the code instead of just a grey cartridge.)
Regardless of the method, pulling it off is another thing entirely.
Frame perfect tricks are reliably performed in some games and its wild to see stuff like this explained by a developer.
The series "Devs react to speedrunners" is always enlightening wince you not onoy get insight into how it works, (sometimes the devs know, sometimes the speedrunner tells the "developers of the game* how their game works), and also get insight into their personalities.
The Crash 4 devs are hilarious individuals and they fit Crash Bandicoot so well.
A note - the backpack in the supply pod screen at 2:56 is DEFINITELY based on the backpack that controls the scrap robot in Tales from the Loop. I know cause I made that backpack IRL for a con. I feel smart for noticing
12:21 I really like that you use Resonance by Home and Night running. That is good Music!
That was an awesome watch!
I do kind of feel like the resoluton this is a bit not fun (at least to watch), but if the runners have fun with it, then that's cool!
All the other stuff was amazing! (Not that the resolution stuff wasn't impressive on it's own, it just wasn't a good watch)
Not you pulling a summer salts on your own video!
But seriously I enjoyed it! I have to check out the game.
I remember the speedrun on the steam page, wow
the fact that i instantly knew that satisfactory clip is played by let'sgameitout is WILD🤣
Speed runners really make you look at a game from every angle. Even had stack priority tricks incorporated.
I'm nicknaming him Black Lotus cause he is ahead of his time.
18:46
YYOOOO PAUSE
Is that my boy ANTI!? I was not expecting this kind of development. What did this genius engineering prodigy come up with to blow everyone out of the water?
I am completely and utterly baffled, I don't have any words. I was expecting some super crunched factory layout plan that squeezes out small percentages of efficiency, and instead I get SUPER WIDE-WIDE RESOLUTION.
Man, Anti never disappoints... unless we're talking about Team Biter Battles 🤣
Well done speedrunners! What amazing ingenuity!
Just discovered about this today and have no idea what this game is about (Probably try to play this game in the future), but a developer acknowledges speedrunners and creating a video about it is cool!
“Given the opportunity, players will optimize the fun out of a game” - Soren Johnson and Sid Meier
I INSTANTLY recognized the Let's Game it Out screencaps
Honestly Last guy cheated, you even mentioned he cheated in your sentence but... I guess that type of cheating is allowed.
Didn't want to watch the full video because I'm sold, Atrio has been adquired
Jesus fucking Christ, I cannot comprehend some people’s non-Euclidean thought processes
I really liked how is someone who don't play this style of games, whilew I'm really visually distracted, and having never heard of this game previously, can enjoy and understand everything with your explanation
Props for not fixing the glitches they found
Art for this game is genuinely unsettling and I am a huge wuss so I could never play it but this video was cool and I have a lot of respect for the people who both made and broke the game.
I don’t play these style games. But I loved your commentary and how you explained the player’s strategy. Great presentation! Fun competition. 😊
The art style is 👌 so I’ll come back when I’ve played it since there’s spoilers
A game developer that not only holds an official speedrun competition but also leaves the speedrun tech in for players who want to try it out?!?!
You have my utmost respect. I know nothing about you or your games but you have my respect.
indie game essays and home resonance are like peanut butter and jelly
I love how Let's Game it Out's satisfactory gameplay has become the default XD
The technical deep dive was the best part
This was awesome! I’m surprised Big A didn’t submit a run.
6:49 the two arrows are pointing TOWARDS the supply pod, while in the speedrun theyre pointing AWAY, which is why i think it was fine on your end
I love how the tone of voice changes sometimes (namely at 15:33 and 17:13 ) as if you're shaking your fist glaring at the speedrunners, in a good way, it's funny
I saw that Let's Game it Out footage, a man of culture
Lovely sequence of runs and corresponding explanations.
When he placed the chest over the river i immediately thought of breaking the game with the resolution
Can't wait for this video's sequel in 3 years for your new game.
Allowing game breaking speedrun bugs to stay is a spreedrunners wet dream.