Got into CrossCode because of you, 52 hours in and I've been having an incredible time. It is definetly one of my favourite rpgs of all time. Thank you for directing me to this gem of a game
I'm really glad you liked crosscode so much!!! It's genuinely in contention for my favorite indie game of all time so it always makes me happy to see more people enjoying it!
If backtracking is defined by being forced to do the same exact platforming/puzzles multiple times with no variation, then I agree, I hate backtracking. But if backtracking extends to all forms of open exploration, or coming back to an area in general, then I don't agree, I'm anywhere between ambivalent to SUPER FREAKING EXCITED depending on the scenario. Cause I know that there are people who when they say "I hate backtracking" they're talking about just being forced to return to a setpiece regardless of context. But the only time backtracking is truly nerve wracking is when a game legitimately has you repeating puzzles or longer sprints of platforming, and usually its only truly worsened when the games movement is slow and its challenges already lacked variety. However I LOVE moments where either an area you are already familiar with is recontextualized, testing you on your knowledge and subverting it, or if your character has gotten more powerful or attained abilities that either make traversal faster than the first trip (as a show of progress) or letting you explore it in a new way. But most of the time, backtracking is just retracing your steps a little after a dead end, and to that... Eh, I'm unbothered, but at the same time I have no qualms if those moments were streamlined and removed, I mean if they aren't doing literally anything in that moment, no new story beats, no new enemies, then its effectively dead air. But like, I was going to replay all the levels in Gravity Circuit again and again anyways, all the better that I'm looking for a secret... actually maybe the dead air backtracking IS worse than replaying content, maybe replay backtracking is only bad when the game is bad.
3:42 Polymerization mentioned!!!!! I really like how this game looks like it takes the Mega Man boss weapon sort of progression and makes it so much faster/more dynamic. It's not just switching which weapon you use to go pew pew but something that shifts your abilities to progress, and by the look of things, it's something you're shifting a LOT and sometimes in rapid fire with other abilities. That's really cool.
Randomly stumbled upon your channel a few weeks ago. Thank alot for inflating my steam library even more xD Joke aside, I love your channel, I love the games you show us and I will give them all a chance :D
I beat it and there were a few things that keep it from greatness. Instant deaths are probably the biggest pain points. Pits and crushers are not uncommon. And i think that with upgrades, suite 5 is completely busted. There's also some finicky hit detection. But if the instant deaths were gone, or there were a few extra soft checkpoints, that would be great. And the no teleports on revisits really put me off to revisiting stages. Oh and everyone, don't go nuts on backtracking before unlocking suite 4. 5 had a couple doors it stops but most levels require 3 and a few 4.
I have never heard of this game before but when I went through the video, it seems this game might be inspired by the megaman ZX series. The interconnected stages, the teleport stations and most importantly, the switching of suits mid battle, all combine to be a pretty neat homage to the zx series.
your new logo confused me pretty bad because the thumnail felt familiar hahaha I'll miss the old profile you use and I'll take some time to get used to it
You fundamentally failed to provide evidence to your own position. You make the claim of the game being lacking in some substantial way that keeps it from reaching wider acclaim but the only negative thing you mention is checkpoints not remaining unlocked after beating and revisiting a stage. The depth and detail of explanation of what the game does well is excellent. However, holding the aforementioned claim over the entire essay makes the audience anticipate what could possibly be holding this game back, because you're doing a better sales pitch* and making the game sound more fun than its own store page does. So when the essay ends with no genuine attempts at explaining the game's flaws it really feels more like an author fluff piece with a clickbait title than an attempt at an actual critical video essay. *Genuinely serious. Your scripting and acrticulation of why the game's mechanics click and flow with good stage/enemy design is both fantastic and a sorely overlooked facet when discussing game feel. I'll definitely be picking this game up.
Got into CrossCode because of you, 52 hours in and I've been having an incredible time. It is definetly one of my favourite rpgs of all time. Thank you for directing me to this gem of a game
I'm really glad you liked crosscode so much!!! It's genuinely in contention for my favorite indie game of all time so it always makes me happy to see more people enjoying it!
yeah bro made me change my favourite game
As the head of a tiny studio, I like watching videos like this while working on our next title.
Another video to make another indie game my personality for the next month, let's goo
If backtracking is defined by being forced to do the same exact platforming/puzzles multiple times with no variation, then I agree, I hate backtracking. But if backtracking extends to all forms of open exploration, or coming back to an area in general, then I don't agree, I'm anywhere between ambivalent to SUPER FREAKING EXCITED depending on the scenario. Cause I know that there are people who when they say "I hate backtracking" they're talking about just being forced to return to a setpiece regardless of context. But the only time backtracking is truly nerve wracking is when a game legitimately has you repeating puzzles or longer sprints of platforming, and usually its only truly worsened when the games movement is slow and its challenges already lacked variety. However I LOVE moments where either an area you are already familiar with is recontextualized, testing you on your knowledge and subverting it, or if your character has gotten more powerful or attained abilities that either make traversal faster than the first trip (as a show of progress) or letting you explore it in a new way. But most of the time, backtracking is just retracing your steps a little after a dead end, and to that... Eh, I'm unbothered, but at the same time I have no qualms if those moments were streamlined and removed, I mean if they aren't doing literally anything in that moment, no new story beats, no new enemies, then its effectively dead air. But like, I was going to replay all the levels in Gravity Circuit again and again anyways, all the better that I'm looking for a secret... actually maybe the dead air backtracking IS worse than replaying content, maybe replay backtracking is only bad when the game is bad.
3:42 Polymerization mentioned!!!!!
I really like how this game looks like it takes the Mega Man boss weapon sort of progression and makes it so much faster/more dynamic. It's not just switching which weapon you use to go pew pew but something that shifts your abilities to progress, and by the look of things, it's something you're shifting a LOT and sometimes in rapid fire with other abilities. That's really cool.
I WILL be sneaking more YGO references where I can
it's referencing mega man zx forms but done much better
Randomly stumbled upon your channel a few weeks ago. Thank alot for inflating my steam library even more xD
Joke aside, I love your channel, I love the games you show us and I will give them all a chance :D
I beat it and there were a few things that keep it from greatness. Instant deaths are probably the biggest pain points. Pits and crushers are not uncommon. And i think that with upgrades, suite 5 is completely busted. There's also some finicky hit detection. But if the instant deaths were gone, or there were a few extra soft checkpoints, that would be great. And the no teleports on revisits really put me off to revisiting stages.
Oh and everyone, don't go nuts on backtracking before unlocking suite 4. 5 had a couple doors it stops but most levels require 3 and a few 4.
I think these are pretty valid criticisms! I totally agree with the teleporters especially lol
"you'll never play it and heres why", now why you gotta lie to me like that :)
Honestly I think I'm more likely to play Berserk Boy than I am to play most AAA games. Or correctly pronounce Mhswoocer.
I will not be playing this game, but im glad you're so excited about it
CrossCode OST heard!
Also, you got me to play Gravity Circuit already, who's to say, you might get me to play this one too.
I hope you enjoy it if you do!
I have never heard of this game before but when I went through the video, it seems this game might be inspired by the megaman ZX series. The interconnected stages, the teleport stations and most importantly, the switching of suits mid battle, all combine to be a pretty neat homage to the zx series.
your new logo confused me pretty bad because the thumnail felt familiar hahaha I'll miss the old profile you use and I'll take some time to get used to it
The thumbnail made me think you were covering Brawl Stars
I'm actually going to play this. It looks like it took a lot of inspiration from shovel knight
Another game to add to my wishlist and eventually buy when I save some money, thanks!
Hey! Have you played Bloodless? Its amazing
I've had Berserk Boy in my wishlist for a while now, and you might have convinced me to go buy it.
Just like how you got me to play Gravity Circuit :)
Just to prove you wrong, I'm gonna play it again
man i love this channel
It's on my long list of wishlisted indie games I don't have time to play lol
New video from the goat 🗣🔥💯
I played it. It’s fun!
5 minutes ago is Cocoa Puffs
Another Swoocer classic
THank yoU!!!!!
lol i beat berserk boy literally 2 days ago this couldnt have come at a better time
You fundamentally failed to provide evidence to your own position. You make the claim of the game being lacking in some substantial way that keeps it from reaching wider acclaim but the only negative thing you mention is checkpoints not remaining unlocked after beating and revisiting a stage. The depth and detail of explanation of what the game does well is excellent. However, holding the aforementioned claim over the entire essay makes the audience anticipate what could possibly be holding this game back, because you're doing a better sales pitch* and making the game sound more fun than its own store page does. So when the essay ends with no genuine attempts at explaining the game's flaws it really feels more like an author fluff piece with a clickbait title than an attempt at an actual critical video essay.
*Genuinely serious. Your scripting and acrticulation of why the game's mechanics click and flow with good stage/enemy design is both fantastic and a sorely overlooked facet when discussing game feel. I'll definitely be picking this game up.
Wrong! I've played it
yeah i wont