some of the guns you make in this game are nuts! I have to stay away from the splitting magazine, because my computer starts to chug by the end of the run. I am stoked for this game's release next month.
Love this game, especially the upgrade options. There are a handfull of these bullet heaven games that I keep coming back to, this is one of them! Thanks for the video.
Personally I like it. Just like Wander I like being a bit overpowered in bullet heavens. But it is also good to have some mechanic to counterbalance it. Without explosions covering everything this build would be boring. But I do agree tat enemy bullets should be higher on z.
@@czesawcz I don't think reducing the in-game visibility of characters is an acceptable way of balancing explosions. Tweak the numbers, sure, but readability is an important part of any game imo.
i've been waiting for this game as well, but sept is just filled with new games i want to play. for the games especially with indie games you get a lot of chase the fad. this did well lets bank on it quickly. You get a lot of samie quick flips with very few gems in the mix.
With this indy game revolution we are living in, its pretty hard to find a genuine unique idea. Its almost the opposite of what happened with the AAA industry where they play it safe; indy devs have tossed out everything imaginable in a short period of time. Once something sticks, in come the clones.
Part of me thinks there should be more information when selecting your upgrades/augments that say things like (Barrel), (Magazine), (Stock), etc, so that you know which slot that part is for (like when you took the Ammo Rack, but didn't know it was a scope slot). I can understand it might be fun to discover over time which parts fit which slots, and some might straight up say the slot (Stock/Grip/Mazgazine/etc) in their name, but other parts don't. Even if the goal is to have the player learn it over time, that "slot type" info can start off as (?), and fill in after the player has taken the part. Trying to remember each part's slot sounds like it would be a pain (especially if you put the game down for a while and return to it much later on).
Sometimes I feel like the odd one out on indie channels because I tend to enjoy both indie games and AAA? Personally speaking I couldn't imagine only playing indie games for the reason you mentioned, anymore so many feel like they are just the same, with a slightly different mechanic here or there. Same can be said for AAA as well obviously, though different genres/mechanics. I feel like expectations as gamers have changed a LOT since indie games really blew up in the early 2010's. It's always interesting hearing different people's perspectives because there's some YT's that are very on the train of "All indie games are amazing and unique!" and some that are "We are in an indie game drought... the last good indie game was (insert favorite game here)"
the reason a lot of niche PS2 era games are oftenhighly regarded is because a lot of them were more daring and experimental in a very unpolished but fun way these days we have rather high standards for the quality games have to have to be appealing, even for small indie titles, as well as an ecosystem with conventions that people are both used to and like. that makes innovation only feasible within a somewhat limiting framework.
the only biome currently in the demo are the field you start in and the hive barrens, i have explored the entire map, at "full" release the other biome will probably be above and to the left of the start, the bottom left and right on the fields, and the top right of the hive barrens
Feel like I had the whole burn out talk with myself when I used to pick up a new 4X every month but only ended up playing two of them for any length of time. The defining factors over if I would basically drop a game forever once I had my first fill of it or come back to it, if not immediately, roughly being: Identity, does the game differentiate itself from my previous experiences in a way that doesn't make me want to go back to those previous experiences? Refinement, are there perhaps a few too many odd design choices and missing QoL that make a game feel unpleasant to play next to others? Alternative train of thought; We can't completely disconnect our previous experiences from games no matter how clean you try to wipe your mental state before or after playing it. You are going to create increasingly defined expectations that, if not met, exceeded, or subverted, will cause your interest to fall off. Why play a "bad game", a "boring game" when something you enjoyed is right there and, thanks to the modern market, here's always more to try.
iv heard the complaints about meta progression from you and other creators i watch. i get you guys dont like it cause you have time to get good at these games or are naturally better at them. but theres people like me that dont have any time in the day to get decent at these but still wanna enjoy them and meta progression is what helps so its nice to have in. you creators make it feel like meta progression is a bad thing though with the way you guys say you hate it and what not.
You don't have time to get good but you have time to grind metacurrency? I feel it actually takes more time to grind metacurrency than having games just be playable without having to grind before having a chance to win runs
@Anyangas One thing that is nice about metaprogress for people who don't have time to "get good"...is that it's expected that most people will fail repeatedly in this genre. Having meta progress in there at least makes it feel like you're getting something in return for your time spent, even in defeat. Luckily there are plenty of good games with meta progress and plenty without. Something for everyone.
From what ive seen its not meta progression itself. Its the way metal progression is done. Many systems are just a stat boost. (Like more health or fire rate.) Which isn't really interesting and sometimes not even useful.
Wait, so I take that Bullet Heaven is the one that you are doing with your attacks and bullet hell is the one the enemy is doing. I didn't know that HAHAHAHAHA!
i listen to your videos on the background, just because i like how you think and talk about indie games
28:10 I do indeed listen to you as a weird podcast when I’m working or cleaning. I feel targeted 😭
some of the guns you make in this game are nuts! I have to stay away from the splitting magazine, because my computer starts to chug by the end of the run. I am stoked for this game's release next month.
Can't wait for this, looks so much fun. When you got the helix upgrade it just put a smile on my face seeing all the craziness
Love this game, especially the upgrade options. There are a handfull of these bullet heaven games that I keep coming back to, this is one of them! Thanks for the video.
It seems like a massive oversight to make it possible to obscure the character model with explosions.
Personally I like it. Just like Wander I like being a bit overpowered in bullet heavens. But it is also good to have some mechanic to counterbalance it.
Without explosions covering everything this build would be boring.
But I do agree tat enemy bullets should be higher on z.
@@czesawcz I don't think reducing the in-game visibility of characters is an acceptable way of balancing explosions.
Tweak the numbers, sure, but readability is an important part of any game imo.
Wander out here with the Intercontinental Ballistic Missile Build 😂 this game looks so enjoyable
14:09 aaaaaaaaand wander did the thing
I really love this game as a demo even. I've been waiting for the early access full release for a long time
i've been waiting for this game as well, but sept is just filled with new games i want to play. for the games especially with indie games you get a lot of chase the fad. this did well lets bank on it quickly. You get a lot of samie quick flips with very few gems in the mix.
With this indy game revolution we are living in, its pretty hard to find a genuine unique idea. Its almost the opposite of what happened with the AAA industry where they play it safe; indy devs have tossed out everything imaginable in a short period of time. Once something sticks, in come the clones.
Part of me thinks there should be more information when selecting your upgrades/augments that say things like (Barrel), (Magazine), (Stock), etc, so that you know which slot that part is for (like when you took the Ammo Rack, but didn't know it was a scope slot). I can understand it might be fun to discover over time which parts fit which slots, and some might straight up say the slot (Stock/Grip/Mazgazine/etc) in their name, but other parts don't.
Even if the goal is to have the player learn it over time, that "slot type" info can start off as (?), and fill in after the player has taken the part. Trying to remember each part's slot sounds like it would be a pain (especially if you put the game down for a while and return to it much later on).
teammate boost is great for setting up a weapon for your teammate to use and boost you with in the future
MORE! I WANT MORE!
I look forward to the day that crabs reach their final evolution: rockets.
"unless you listen to me as a weird podcast" as i have this playing in the background while im gaming
That escalated quickly.
Sometimes I feel like the odd one out on indie channels because I tend to enjoy both indie games and AAA? Personally speaking I couldn't imagine only playing indie games for the reason you mentioned, anymore so many feel like they are just the same, with a slightly different mechanic here or there. Same can be said for AAA as well obviously, though different genres/mechanics.
I feel like expectations as gamers have changed a LOT since indie games really blew up in the early 2010's. It's always interesting hearing different people's perspectives because there's some YT's that are very on the train of "All indie games are amazing and unique!" and some that are "We are in an indie game drought... the last good indie game was (insert favorite game here)"
the reason a lot of niche PS2 era games are oftenhighly regarded is because a lot of them were more daring and experimental in a very unpolished but fun way
these days we have rather high standards for the quality games have to have to be appealing, even for small indie titles, as well as an ecosystem with conventions that people are both used to and like.
that makes innovation only feasible within a somewhat limiting framework.
That and there was alot of care put in them.
Love this game XD
I’ve been playing this for a long time. Pretty much played until there was nothing else to do
3:49 Ah, yes, making a rocket launcher more handy by adding weight and size.
Will you play more when it has its full release?
Absolutely.
@@wanderbots Roughly a week until it releases. Game looks great. Would love to see another video once it releases.
the only biome currently in the demo are the field you start in and the hive barrens, i have explored the entire map, at "full" release the other biome will probably be above and to the left of the start, the bottom left and right on the fields, and the top right of the hive barrens
apologies if you wanted to find that out your self
Feel like I had the whole burn out talk with myself when I used to pick up a new 4X every month but only ended up playing two of them for any length of time. The defining factors over if I would basically drop a game forever once I had my first fill of it or come back to it, if not immediately, roughly being: Identity, does the game differentiate itself from my previous experiences in a way that doesn't make me want to go back to those previous experiences? Refinement, are there perhaps a few too many odd design choices and missing QoL that make a game feel unpleasant to play next to others?
Alternative train of thought; We can't completely disconnect our previous experiences from games no matter how clean you try to wipe your mental state before or after playing it. You are going to create increasingly defined expectations that, if not met, exceeded, or subverted, will cause your interest to fall off. Why play a "bad game", a "boring game" when something you enjoyed is right there and, thanks to the modern market, here's always more to try.
This message is incomplete due to time and nihilism catching up to me and I don't see myself finishing it in the future.
explosions do not get bigger with projectile size
iv heard the complaints about meta progression from you and other creators i watch. i get you guys dont like it cause you have time to get good at these games or are naturally better at them. but theres people like me that dont have any time in the day to get decent at these but still wanna enjoy them and meta progression is what helps so its nice to have in. you creators make it feel like meta progression is a bad thing though with the way you guys say you hate it and what not.
You don't have time to get good but you have time to grind metacurrency? I feel it actually takes more time to grind metacurrency than having games just be playable without having to grind before having a chance to win runs
@Anyangas One thing that is nice about metaprogress for people who don't have time to "get good"...is that it's expected that most people will fail repeatedly in this genre. Having meta progress in there at least makes it feel like you're getting something in return for your time spent, even in defeat.
Luckily there are plenty of good games with meta progress and plenty without. Something for everyone.
@@TomVsEverything exactly what i was trying to get at. Thank you!
From what ive seen its not meta progression itself. Its the way metal progression is done.
Many systems are just a stat boost. (Like more health or fire rate.) Which isn't really interesting and sometimes not even useful.
Meta progress needs to be rewarding not tedious and grindy and as long as games have balanced it I'm fine by it
Wait, so I take that Bullet Heaven is the one that you are doing with your attacks and bullet hell is the one the enemy is doing. I didn't know that HAHAHAHAHA!
Listening to you as a weird podcast? I feel called out. Heh
What was that noise at 56:56?
super fun to watch but i was really confused. how was the first run 23:58 long when it ended at 38 minutes into the video?
I'm guessing it had to do with reading the upgrades.
Why is the stock attached to where the back blast comes out of.
Tyftv
you talk enough to be a pod cast lol