This is a really great concept once again, the only issue is that if chrisis mode triggers, it is too powerful, and results in the other side also doing so, creating this constant shift of powerspikes, and the inability to tell who is winning. Still, great work as always, keep it up!
I agree, maybe a thing that is possible for crisis mode is to give a special ability or somthing like that for 2 seconds or having crisis mode is in a limited number idk
Having the crisis mode spike move slower should also give the opposing side a bit more time to recuperate while not having a trillion projectiles being thrown at once
That's what I was thinking too. Crisis mode is a bit overtuned and having it triggering few times in a row for the same side looks game breaker. And there was already a little something to allow slow comeback for the losing team by sliding the separator towards the winning team making them having less balls to work with.
Orange kept forcing blue into crisis and once it gave them a pushback but orange kept scaling during it and got too powerful for even crisis to make anything against. I'd find this more enjoyable if either lines were much more durable or cannons werent as powerful
This was a really neat concept and satisfying to watch the lines grow and be created throughout the video. The demonstration of the rules at the start made it very clear how it worked. My only problem was how powerful crisis mode was for orange when it was the first one to get it that it immediately put cyan into crisis mode. It basically made it impossible for Cyan to come back even with 3 of them in a row cause it couldn't get a footing after it got destroyed by the first one when the marble pool after the first wasn't as big cause it got triggered so many times. It made it a gun being pulled out of your pocket in a knife fight rather than emergency button to get back into the game like in the tree battles. Not a bad concept to have but it needed to be better balanced for battle like this given how simple it is to form cannons.
Yeah. I think the distance the crisis mode spike travels could be fine tuned and adjusting it would resolve all the problems with the crisis mode. Less spike travel, less balls dropped into the pit, less of an over burst of power.
Orange: you are close to us Cyan: yes Orange: you have no firepower Cyan: yes Orange: we have enough firepower to wipe you out with a single green marble Cyan: most likely Orange: *This is an avengers level threat*
I feel like the biggest issue is just that the high level cannons are too powerful, since for orange throughout the game it meant that any time they got a green on them, no matter how many things cyan had just built it'd be instantly removed
I feel like the main issue was that whenever a side started to get past the 50% mark, the random spike at the top would move to pretty much turn them off, creating a situation where you could only win through a crisis mode.
Had a feeling orange would win, they had a solid defense throughout, while cyan was more often rushing, while leave big openings. Also the fact that cannons upgrade overtime meant protecting them was a must. I know all this stuff is just rng, but it's still fun nonetheless
It's the top left cannon cluster that carried orange through this, got lucky with the early crisis mode and didn't lose the cluster later since it was so close to the line.
Nobody talks about the dedication it takes for you to consistently list every music track you use in your videos in the description, which I am incredibly thankful for.
Yeah, its really difficult to copy and paste. Whew, man. Like you don't even have to press Control + C, you just click the little clipboard button next to the attribution text that the NCS website gives.
It looked like cyan had trouble getting early branching marbles, which crippled their ability to make defensive cannons. Almost all of them were out far enough to be vulnerable to a heavy attack from orange.
Having the triangle that moves the marbles between the sides also change position was an odd choice. I feel like it unbalanced the match and caused crisis mode to activate a lot more often
Agreed, the whole system nerfs getting marbles because it causes an intentional clog on both sides. It would be better if it was a changing slope and there was no way to clog the system.
I really liked the concept on this one, however I feel like the crisis mode kind of 'ruined' it, as it's so powerful that it kind of rewards a party for losing, then with their newfound advantage, the crisis mode is significantly weaker on the opposing party.
Orange's fully upgraded cannons in the top left were the deciding factor, no matter how many crises modes teal used they were never able to fully take them out, and those cannons would ruin all teal's progress anytime they were allowed to fire
Orange had excellent tactics - all of his turrets were connected so that any 1 green ball split into all at once, so they all fired. Or almost all of them. This quickly upgraded the turrets.
3:33 here we see a fair and unfair situation. Here orange has the advantage in cannons, but cyan/light blue/teal/aqua/turquoise has the advantage in pathways.
the middle thingy that moves to distribute the orbs actually gradually changes position to the left or right. Normally this isnt an issue if it lasts for like 10s per side or sth, but because it lasts for a relatively long time, theres a pretty unfair advantage
Cool concept but not huge on crisis mode. Blue had a great set of cannons set up but then the crisis mode created a cluster of high level cannons right on oranges wall that blue could never get rid of, especially with a comparatively terrible crisis mode in response to the first
To be honest, the divider moving in the direction of the color that is winning just loses the fun of the game because it changes the objective from "Build a long enough path to the enemy line" to "Get a good enough Crisis Mode to completely obliterate the enemy". Also, the strat to this game is to preserve a bunch of max level cannons all clumped up and protected so the crisis mode can make them go crazy lol
I'd love to see this mode again! Only bit of feedback is the crisis mode. The constant trigger makes it very confusing and even somewhat annoying to watch. I recommend implementing something along the lines of a crisis cooldown system for each colour! (They both get their separate timers)
This feels like it would be a really fun multiplayer game actually. Where you control the spikes on the side for where the ball goes or some other way to control where the ball goes. But regardless, I feel like there could be a lot of strategy in this, specifically because of the power shifts, even without the crisis mode.
Pretty sure the deciding factor was the array of lvl 5 cannons yellow gains on the top left corner at 6:54, it kept ripping through blue's path Like at 9:04, even though blue gained quite a lot of ground, the green cannon dart projectiles shredded through most of it
This is amazing... As a concept... The way the marbles are being distibruted is just so weirdly balanced. The side of the splatform is way too slanted so for most of the game, the marbles just get stuck and nothing happens for a while- which leads to the next problem, the crisis thing. It feels useless since it should've been there from the start, but instead it just feels OP.
Really love this! I have to say though, i dont like the crisis modes, i would prefer to see a best of three rather than the hand of the creator extending the fight by changing the rules when one side struggles!
Yeah, Crisis Mode is inherently unfair in that the team that's doing poorly gets a Deux ex Machina at a (theoretically) ideal time to suddenly win with little justification. On the other hand, there's times like this where one team gets three consecutive, back-to-back CM's and still manages to lose.
Feels like there needs to be a defensive option. Blue got screwed by merging a bunch of lines early and having a bunch of vulnerable choke points that are easy to hit and will cut their tree at the root, but without taking care of the underlining problem of their formation. Orange on the other hand had much more branching early, thus was way harder to break.
I love the moving triangle platform will being more side to the color who having disadvantage. Love the concept!!! And the crisis chain always makes the race more intense.
Yay orange won after a century It looks like blue was made to depend more on the convergences. Convergence is great that it gives you more cannons, but too much reliance means whatever grows from it would be easily destroyed. Orange had a fairly even distribution of growth(which is what I see as the norm of orange which makes it weaker against more concentrated distributions of growth) which this time aided orange in building a firm foundation that would be harder to dismantle by blue. Tldr: probability caused a more even growth distribution in orange which helped it win whereas the concentration and convergence caused blue to lose.
orange had a strong connection point on column 22 and row 10 so cannons could trigger on both the lower and upper side. they won because of this point so the lower side had an x2 growth which led to orange side winning this. great video as always mikan
This reminds me of a few years ago when I built a custom program like this for a school project, where you had little sprites running in random directions making a line, and when they hit a border then they would fill in the shape they made with their corresponding color. The side to fill up 75%+ of the board first wins
Crisis Mode had issues due to how much the first one triggered cleaned out the marble pool, making the retaliating trigger significantly less effective and pretty much assuring the first one to end up losing would win
I feel like that arrow wobbling about in the middle should of had a much wider range it moved. The ramps at the end blocking the orbs, along with the mid ramp having lopsided range that shifted around probably contributed to one side just having to sit there unable to do anything for a lot of the time, thus constantly causing those crisis modes
This should have been longer I swear, 10 minutes probably isn't enough. Crisis mode is no longer the saver of disadvantaged, it itself is an incredibly powerful weapon.
This battle is a legitimate conflict between Imperial Firsts (orange) and Iron Warriors (blue): Orange: the best offence is a good defence. Blue: hahahahaha, breach and rush the wall!
It was really interesting to see that even though it was random, they had very different "playstyles". Orange spread itself out a lot, allowing itself to be more defensive but have way less guns, which is the opposite of cyan, which sent as many as possible down one path to get a ton of guns, but ultimately leaving itself vulnerable
Every time a crisis mode happens it offsets the middle pusher until the next crisis mode, resulting in a ridiculously offset pusher at the end that gives the opponent an edge, and it’s really unsatisfying. (Despite the opponent loosing) 9:31 for a time stamp in which you can clearly see it’s not at all aligned with the hole.
I like how the human brain can attribute mindsets and "personalities" to entirely random decisions. For example, blue made incredibly quick and long paths that were frail and used "defense paths" to protect the paths that were used for cannons, while orange made a scaffolding strategy to create the strongest cannons that could rip through any defense without risking any harm done to them.
I personally prefered it a lot more that you had to figure out the rules yourself. It was part of the charm of these videos when for the first couple of minutes didn't know what heck was going on until you made the rules out in your head. And the rules were always very simple so it was easy to figure them out with some time and observing the video.
I think it would be cool to have a all ball which appeared rarely like 2 % when a ball is generated but hits all paths on one side maybe could be added to crisis mode or could be Like all lines above or below for red and blue and than all connected Lines on that line including going backwards. These are just some suggestions for the next time you want to do this maybe balance it a little but its ok if you don't.
Fr. Needs more respect This content fr be very fun (I also suggest doing some kind of commentary 1v1 duel thing voice like Johnny vs dave for the funny)
That first crisis mode permanently put red in the lead. Blue couldn't recover ever, and when it looked like it was, one green anywhere on the top half of red completely reset blue. To the point that crisis mode was wasted more often than not for blue. There just weren't enough resources built up. I think the pierce shot was too strong. I like the idea of a shot that strips away a layer and breaks an unshielded line, but it cut right through everything. The moment red got it, blue was done. Never had a chance to build anymore since the pierce would dive right through everything and destroy it regardless of status.
[Explains rules] Okay, got it. [CRISIS MODE] WTF was that? What triggers that!? [Center spike that knocks balls left and right goes super biased to one side, starving the other side of balls] Wait, why does that happen?
Both of those things you mentioned appear to be an attempt at rubber banding. Feeding more marbles to the side with a weaker position in order to slow down the winning side. However, both mechanics are clearly overcorrecting leading to a seesaw effect. The overleveled cannons orange was able to build up top starting at 4:00 were clearly not considered as an advantage for orange by the rubber banding mechanic, so orange was able to consistently make better use of the crisis modes than blue, and with every cannon upgrade, the imbalance just grew.
I like this concept. Have you tried making it playable by humans? The top divider spike would certainly need to be centered or else it creates a game-side disadvantage, and the lateral spikes would be player controlled, maybe having only one but that can loop around the bottom or top in either direction.
Wow, I didn't expect things to get this brutal, this was nice! 10/10 for the tutorial at the start too, only thing is the needle's bias and crisis mode were a little too brutal sometimes.
The artillery battery in the top left was a strong factor in oranges success. Despite a devastating attack and the almost complete destruction of oranges defences in that last few moments of the game, the artillery unit survived, allowing for another well-timed crisis mode to demolish cyan with rounds of sniper shots and cannon fire
if you dont notice, the shifting converyor belt that separates circles shifts in which side is losing, the spike shifts to the favor of orange when theyre losing but shifts to blue after the crisis mode is finished and small amounts of linea are left in blue side, meaning whoever activates crisis mode faster with full of exponential growth is the winner of the trade, however they will cause themselves to favor the other side afterwards if they're alive enough to sustain the crisis mode, and then activate crisis mode when their side is full enough while the other side isn't because of the shifting of the spike's favor. it think its a good concept on survival games but with lines.
The detailed explanation of rules during 1st slow minute of the video is some supreme quality content. 11/10
@@DonickPL you're right this is at least 12/10
@@DonickPL 13/10 then :trol:
@@DonickPL 14/10
It was but what was going on with the pusher at the top it moved position?
69/10
This is a really great concept once again, the only issue is that if chrisis mode triggers, it is too powerful, and results in the other side also doing so, creating this constant shift of powerspikes, and the inability to tell who is winning.
Still, great work as always, keep it up!
I agree, maybe a thing that is possible for crisis mode is to give a special ability or somthing like that for 2 seconds or having crisis mode is in a limited number idk
Having the crisis mode spike move slower should also give the opposing side a bit more time to recuperate while not having a trillion projectiles being thrown at once
That's what I was thinking too. Crisis mode is a bit overtuned and having it triggering few times in a row for the same side looks game breaker. And there was already a little something to allow slow comeback for the losing team by sliding the separator towards the winning team making them having less balls to work with.
@@lysra9973 I found that moving slider bit a bit unfair
Orange kept forcing blue into crisis and once it gave them a pushback but orange kept scaling during it and got too powerful for even crisis to make anything against. I'd find this more enjoyable if either lines were much more durable or cannons werent as powerful
This was a really neat concept and satisfying to watch the lines grow and be created throughout the video. The demonstration of the rules at the start made it very clear how it worked. My only problem was how powerful crisis mode was for orange when it was the first one to get it that it immediately put cyan into crisis mode.
It basically made it impossible for Cyan to come back even with 3 of them in a row cause it couldn't get a footing after it got destroyed by the first one when the marble pool after the first wasn't as big cause it got triggered so many times. It made it a gun being pulled out of your pocket in a knife fight rather than emergency button to get back into the game like in the tree battles.
Not a bad concept to have but it needed to be better balanced for battle like this given how simple it is to form cannons.
Yeah. I think the distance the crisis mode spike travels could be fine tuned and adjusting it would resolve all the problems with the crisis mode. Less spike travel, less balls dropped into the pit, less of an over burst of power.
Orange: you are close to us
Cyan: yes
Orange: you have no firepower
Cyan: yes
Orange: we have enough firepower to wipe you out with a single green marble
Cyan: most likely
Orange: *This is an avengers level threat*
orange: crisis mode
cyan: nooooooooooooooooooooooo!
@@MrBrander yeah, would've been better as a quick shove to get a good chunk of the marbles into the tunnel, rather than just sweeping all of them in
I feel like the biggest issue is just that the high level cannons are too powerful, since for orange throughout the game it meant that any time they got a green on them, no matter how many things cyan had just built it'd be instantly removed
Especially the piercing cannons, a piercing cannon fired at the right way can decimate everything
6:55
I feel like the main issue was that whenever a side started to get past the 50% mark, the random spike at the top would move to pretty much turn them off, creating a situation where you could only win through a crisis mode.
The real issue is that the team with the first crisis mode automatically won.
Had a feeling orange would win, they had a solid defense throughout, while cyan was more often rushing, while leave big openings. Also the fact that cannons upgrade overtime meant protecting them was a must. I know all this stuff is just rng, but it's still fun nonetheless
--Cirno, the wise one.
It's the top left cannon cluster that carried orange through this, got lucky with the early crisis mode and didn't lose the cluster later since it was so close to the line.
Brah stop spoiling fr
@@uiopgamer4647 Watch the video first then go to the comments if you don’t wanna get spoiled lol
Orange was literally carried by crisis mode dude
Nobody talks about the dedication it takes for you to consistently list every music track you use in your videos in the description, which I am incredibly thankful for.
Yeah, its really difficult to copy and paste. Whew, man.
Like you don't even have to press Control + C, you just click the little clipboard button next to the attribution text that the NCS website gives.
It looked like cyan had trouble getting early branching marbles, which crippled their ability to make defensive cannons. Almost all of them were out far enough to be vulnerable to a heavy attack from orange.
Having the triangle that moves the marbles between the sides also change position was an odd choice. I feel like it unbalanced the match and caused crisis mode to activate a lot more often
Agreed, the whole system nerfs getting marbles because it causes an intentional clog on both sides. It would be better if it was a changing slope and there was no way to clog the system.
Yeah it felt bad
if you watch it, it goes left or right based on who is losing, to rebalance the fight.
I do agree but I think it was slightly biased towards the losing team even if they aren’t in crisis mode
I really liked the concept on this one, however I feel like the crisis mode kind of 'ruined' it, as it's so powerful that it kind of rewards a party for losing, then with their newfound advantage, the crisis mode is significantly weaker on the opposing party.
This channel needs more subscribers, this is so chill and satisfying.
thanks for the point, I ma bring the flowers here
Fr tho
@@Mint-Flower-Playerfp5572
Already verified,
hmmm
Orange's fully upgraded cannons in the top left were the deciding factor, no matter how many crises modes teal used they were never able to fully take them out, and those cannons would ruin all teal's progress anytime they were allowed to fire
What if you did this but with grey spots set up with its own branches and cannons to be claimed by branching out to them?
Thanks for blocking the top comment from spoiler whom has won mate. Sometimes that does happen to me on phone
it has been made, i have seen it i dont know the name of the vid tho
Orange had excellent tactics - all of his turrets were connected so that any 1 green ball split into all at once, so they all fired. Or almost all of them. This quickly upgraded the turrets.
3:33 here we see a fair and unfair situation.
Here orange has the advantage in cannons,
but cyan/light blue/teal/aqua/turquoise has the advantage in pathways.
4:03
POV: you feel like there's no way orange can possibly survive, confused on how the video is only halfway,
*then you see crisis mode*
Great video, Mikan! Good thing you added rules. Figuring it out is more fun, but it makes easier for wider audience.
8:00 The song ramps up with orange barrage, those syncs are so good
the cycle of "it's so over" and "we're so back," illlustrated
the middle thingy that moves to distribute the orbs actually gradually changes position to the left or right. Normally this isnt an issue if it lasts for like 10s per side or sth, but because it lasts for a relatively long time, theres a pretty unfair advantage
it makes it so the side thats loosing gets more marbles.
Cool concept but not huge on crisis mode. Blue had a great set of cannons set up but then the crisis mode created a cluster of high level cannons right on oranges wall that blue could never get rid of, especially with a comparatively terrible crisis mode in response to the first
4:06 oranges first crisis mode
4:24 cyans first crisis mode
6:34 cyans second crisis mode
6:49 oranges second crisis mode
7:02 cyans third crisis mode
7:23 cyans fourth crisis mode
8:10 cyans fifth crisis mode
8:43 cyans sixth crisis mode
9:01 oranges fourth crisis mode
9:13 cyans seventh crisis mode(before losing)
Crisis leaderboard:
1st cyan(for having 7 crisises before losing)
2nd orange(for having 4 crisises before winning)
To be honest, the divider moving in the direction of the color that is winning just loses the fun of the game because it changes the objective from "Build a long enough path to the enemy line" to "Get a good enough Crisis Mode to completely obliterate the enemy". Also, the strat to this game is to preserve a bunch of max level cannons all clumped up and protected so the crisis mode can make them go crazy lol
I'd love to see this mode again! Only bit of feedback is the crisis mode. The constant trigger makes it very confusing and even somewhat annoying to watch. I recommend implementing something along the lines of a crisis cooldown system for each colour! (They both get their separate timers)
This feels like it would be a really fun multiplayer game actually. Where you control the spikes on the side for where the ball goes or some other way to control where the ball goes. But regardless, I feel like there could be a lot of strategy in this, specifically because of the power shifts, even without the crisis mode.
Pretty sure the deciding factor was the array of lvl 5 cannons yellow gains on the top left corner at 6:54, it kept ripping through blue's path
Like at 9:04, even though blue gained quite a lot of ground, the green cannon dart projectiles shredded through most of it
Blue: We're going to build fast all the way to the other side.
Orange: So anyway, I started blastin'...
This is amazing... As a concept...
The way the marbles are being distibruted is just so weirdly balanced. The side of the splatform is way too slanted so for most of the game, the marbles just get stuck and nothing happens for a while- which leads to the next problem, the crisis thing. It feels useless since it should've been there from the start, but instead it just feels OP.
Really love this!
I have to say though, i dont like the crisis modes, i would prefer to see a best of three rather than the hand of the creator extending the fight by changing the rules when one side struggles!
Yeah, Crisis Mode is inherently unfair in that the team that's doing poorly gets a Deux ex Machina at a (theoretically) ideal time to suddenly win with little justification. On the other hand, there's times like this where one team gets three consecutive, back-to-back CM's and still manages to lose.
Agreed, that crisis mode just sucks when it comes to balance
Yay MIKAN!! You’re always awesome!!!!😀👍
Once again a crazy good concept. I love this race.
Feels like there needs to be a defensive option. Blue got screwed by merging a bunch of lines early and having a bunch of vulnerable choke points that are easy to hit and will cut their tree at the root, but without taking care of the underlining problem of their formation. Orange on the other hand had much more branching early, thus was way harder to break.
Only thing that screwed blue was that crisis mode early on lol
I love the moving triangle platform will being more side to the color who having disadvantage.
Love the concept!!! And the crisis chain always makes the race more intense.
This man deserves much, much more everything he needs
The fact that orange just said "POWRRIP!!) And then destroyed blue I loved that part
9:00 cyan:haha im gonna destroy you!
Orange: remembers tree battle 3
Orange: NO YOU WILL NOT!
Orange: nukes cyan
You forgot to mention that if a path disconnects from its line, it collapses suddenly.
Yay orange won after a century
It looks like blue was made to depend more on the convergences. Convergence is great that it gives you more cannons, but too much reliance means whatever grows from it would be easily destroyed. Orange had a fairly even distribution of growth(which is what I see as the norm of orange which makes it weaker against more concentrated distributions of growth) which this time aided orange in building a firm foundation that would be harder to dismantle by blue.
Tldr: probability caused a more even growth distribution in orange which helped it win whereas the concentration and convergence caused blue to lose.
Red: develops bombs
Blue: *guess i'll Crisis Mode*
Blue: creates a giant branching cannonway
Red: *guess i'll Crisis Mode*
Red: rains bullet hell
Blue: *guess i'll Crisis Mode*
orange had a strong connection point on column 22 and row 10 so cannons could trigger on both the lower and upper side. they won because of this point so the lower side had an x2 growth which led to orange side winning this. great video as always mikan
I don't know why I'm not addicted to watching these. There is no randomness to it. The win is predetermined
you're just mad you lost
This reminds me of a few years ago when I built a custom program like this for a school project, where you had little sprites running in random directions making a line, and when they hit a border then they would fill in the shape they made with their corresponding color. The side to fill up 75%+ of the board first wins
why are these so satisfying. it perfectly hooks in my adhd brain
3:24, dude...nostalgic overload over this intro music oml. My childhood just came and slapped my face...
Crisis Mode had issues due to how much the first one triggered cleaned out the marble pool, making the retaliating trigger significantly less effective and pretty much assuring the first one to end up losing would win
Good, but i feel like the marbles got stuck at the top causing the crisis mode to become op, without having constant action
Orange really did a comeback there, impressed
I feel like that arrow wobbling about in the middle should of had a much wider range it moved.
The ramps at the end blocking the orbs, along with the mid ramp having lopsided range that shifted around probably contributed to one side just having to sit there unable to do anything for a lot of the time, thus constantly causing those crisis modes
8:04
Blue: enters crisis mode
Orange: anyway I started blastin
This should have been longer I swear, 10 minutes probably isn't enough.
Crisis mode is no longer the saver of disadvantaged, it itself is an incredibly powerful weapon.
This battle is a legitimate conflict between Imperial Firsts (orange) and Iron Warriors (blue):
Orange: the best offence is a good defence.
Blue: hahahahaha, breach and rush the wall!
Every time i think MIKAN couldn't do anything better or cooler than before you proof me wrong. And i hope that keeps on👍👍👍
The end definitely felt like a battle of crisis modes.
very awesome i just wasn’t a fan of it when it all piled up but then it just got so satisfying so i give the video a 10/10
crisis mode needs a time constraint. cyan smashed the panik button atleast 3 times in a row. but keep up the good work
the moment when I feel like done for the day, I saw this came up and start watch to the end.
I think this is the best video you’ve made❤
It was really interesting to see that even though it was random, they had very different "playstyles". Orange spread itself out a lot, allowing itself to be more defensive but have way less guns, which is the opposite of cyan, which sent as many as possible down one path to get a ton of guns, but ultimately leaving itself vulnerable
Orange is like that big bank with a billionaire CEO - it's clearly a powerhouse, yet it's still getting help from the arbiter.
7:40 That is so many ups in the orange team!
The whole marble sorter got clogged 😂
Every time a crisis mode happens it offsets the middle pusher until the next crisis mode, resulting in a ridiculously offset pusher at the end that gives the opponent an edge, and it’s really unsatisfying. (Despite the opponent loosing) 9:31 for a time stamp in which you can clearly see it’s not at all aligned with the hole.
I like how the human brain can attribute mindsets and "personalities" to entirely random decisions. For example, blue made incredibly quick and long paths that were frail and used "defense paths" to protect the paths that were used for cannons, while orange made a scaffolding strategy to create the strongest cannons that could rip through any defense without risking any harm done to them.
I personally prefered it a lot more that you had to figure out the rules yourself. It was part of the charm of these videos when for the first couple of minutes didn't know what heck was going on until you made the rules out in your head. And the rules were always very simple so it was easy to figure them out with some time and observing the video.
First of all,, this is brilliant. Good job, man.
Love the detailed explanation of blood clots at the 1 minute to 3 minute mark.
I had a 'ball' watching this, but the crisis mode was a bit too op. Regardless I'd love to see more like this, great work dude :)
Love the concept, crisis mode needs a major nerf tho
i love how blue tries to progress as orange tries to shoot down the long paths
I think it would be cool to have a all ball which appeared rarely like 2 % when a ball is generated but hits all paths on one side maybe could be added to crisis mode or could be Like all lines above or below for red and blue and than all connected Lines on that line including going backwards. These are just some suggestions for the next time you want to do this maybe balance it a little but its ok if you don't.
Mikan has infinite source of creation, also have a balanced gameplay on both colors and mikan never failed to entertain us 😁❤️
are u bot
no
That ending is the definition of "COVERING FIRE!!!!"
It's always a good day when Mikan posts a new video!
I really like the whole concept. I can't believe how entertaining it was. I was rooting for orange the entire time.
Fr.
Needs more respect
This content fr be very fun (I also suggest doing some kind of commentary 1v1 duel thing voice like Johnny vs dave for the funny)
There is just something about watching chaos unfold that is lovely
That first crisis mode permanently put red in the lead. Blue couldn't recover ever, and when it looked like it was, one green anywhere on the top half of red completely reset blue. To the point that crisis mode was wasted more often than not for blue. There just weren't enough resources built up.
I think the pierce shot was too strong. I like the idea of a shot that strips away a layer and breaks an unshielded line, but it cut right through everything. The moment red got it, blue was done. Never had a chance to build anymore since the pierce would dive right through everything and destroy it regardless of status.
No complaint here, this was a fun one to observe!
[Explains rules]
Okay, got it.
[CRISIS MODE]
WTF was that? What triggers that!?
[Center spike that knocks balls left and right goes super biased to one side, starving the other side of balls]
Wait, why does that happen?
Both of those things you mentioned appear to be an attempt at rubber banding. Feeding more marbles to the side with a weaker position in order to slow down the winning side. However, both mechanics are clearly overcorrecting leading to a seesaw effect.
The overleveled cannons orange was able to build up top starting at 4:00 were clearly not considered as an advantage for orange by the rubber banding mechanic, so orange was able to consistently make better use of the crisis modes than blue, and with every cannon upgrade, the imbalance just grew.
Hey man, I was here since 666k subs. I always wanted to know how you make these in algodoo. Please make a tutorial video!
the rubberbanding in this is insane lmao
A chaos driven territory game. Beautiful 🤤
Cyan: Nooooooooooooooo! You can’t just win with a broken catch-up mechanic!
Orange: hehe crisis go brrrrrrrrrrrrrrrrrrrrr
me when this guy doesnt realize cyan got 5 more crisis modes than orange:
@@A_literal_cube cyan used it, orange abused it
I like this concept. Have you tried making it playable by humans? The top divider spike would certainly need to be centered or else it creates a game-side disadvantage, and the lateral spikes would be player controlled, maybe having only one but that can loop around the bottom or top in either direction.
Randomizer: Don't worry, we'll give most of the greens to Orange.
Blue: WE DON'T NEED NO STINKING BULLETS!!!
ORANGE: Actually you do.
'Which will win, Orange or Cyan?'
It's your video, we already know Cyan's dead.
Wow, I didn't expect things to get this brutal, this was nice! 10/10 for the tutorial at the start too, only thing is the needle's bias and crisis mode were a little too brutal sometimes.
The artillery battery in the top left was a strong factor in oranges success. Despite a devastating attack and the almost complete destruction of oranges defences in that last few moments of the game, the artillery unit survived, allowing for another well-timed crisis mode to demolish cyan with rounds of sniper shots and cannon fire
orange took a massive “never let them know your next move” at 8:39
literally 5 seconds later blue also took one
if you dont notice, the shifting converyor belt that separates circles shifts in which side is losing, the spike shifts to the favor of orange when theyre losing but shifts to blue after the crisis mode is finished and small amounts of linea are left in blue side, meaning whoever activates crisis mode faster with full of exponential growth is the winner of the trade, however they will cause themselves to favor the other side afterwards if they're alive enough to sustain the crisis mode, and then activate crisis mode when their side is full enough while the other side isn't because of the shifting of the spike's favor. it think its a good concept on survival games but with lines.
Amazing music, neat explanation, great overall! 10/10
Yellow: Help! Blue is gonna reach our home base!
Yellow: CRISIS MODE!
Blue: Help! Yellow is gonna reach our home base!
Blue: CRISIS MODE!
...
Blue: Help! Yellow is gonna reach our home base!
Blue: CRISIS MODE!
Blue: Help! Yellow is gonna reach our home base!
Blue: CRISIS MODE!
Blue: Help! Yellow is gonna reach our home base!
Blue: CRISIS MODE!
I like how orange was all about offense, and blue just tried to advance forward
Roses are red frogs aren’t toads
It’s always a good day when MIKAN uploads
This guy doesn't make videos all the time but that's probably why his videos are so good
I love how orange won even though the game was rigged against them
The video was amazing and cool
The sorter triangle at the top is out of alignment and it bothers me to no end, even if i'm unsure how much it actually matters
I love your contents. 真似できないアイデア、実現力
Awesome concept and execution!