A few quick notes about this playthrough: It's easy to miss, but in the intro cutscene (00:53) you find the Gunbrella on your doorstep (when I first saw it I thought he just pulled the gun out of his jacket). You then use the gun as a clue to help hunt down the killer. I've dramatically condensed the early part of the game (up to the first boss fight), as I covered that section in a previous demo playthrough, and I've trimmed out some minor sections of the exploration. I've still kept in all the main story points though so it should be easy enough to follow. This is a pre-release build and I encountered a bug which caused some of the music not to play (especially during boss fights). I've notified the devs about this, so I'm sure it will be fixed for release, but for the moment just imagine some dramatic music playing while I battle the giant mutant rat and Cultist blood baby! :)
Cause they're less constraint by high budget. High budget leads to higher stakes which leads to higher pressure which ends with adopting/reusing industry's best practices/ideas and appealing to the masses. Hence, the lack originality and creativity.
@yueshijoorya601 The 2nd one is defo bad cuz while all devs do need to get profit somehow, it 100% shouldn't be the top priority, and should be the quality of the content As for gaming trends, the devs can add that if they just wanna have their own take on a certain genre of games Referencing Pop culture is fine by me as long as it's executed well and not suddenly appearing out of nowhere lol
SOUND DESIGN IS TRULY AWESOME, UNLIKE THE STATE OF MY CAPS LOCK, THAT'S LESS THAN AWESOME, BUT AMUSINGLY FITTING GIVEN THE SITUATION IN WHICH I'M TRYING TO EMPHASIZE HOW AWESOME THE SOUND DESIGN IS
note: Noir-Punk is a very silly phrase. . . the punk suffix is used to denote an aesthetic and noir is already a well known aesthetic so you can just say noir it would be like saying goth-punk or Art Deco-punk they are well established looks
The Tumblr definition of punk as merely aesthetic is wrong. -punk is a genre and as such is defined by the underdog versus a powerful force or organisation trope: a corporation, the military, a government, a terrorist group. Or at least going against an established order.
Ehhhh not really...Brellas are a shotgun-like weapon class in Splatoon and that's honestly the first time I've ever seen an umbrella being used as a shotgun/shield hybrid, but there may be older games which use that concept. I find it really cool tho and I'm loving the new kit that just arrived this season in Splatoon 3 lol As for a game revolving around it? That would be fun so gonna defo get Gunbrella!
Really like it. Nice looking, sounds tasty. Physics looks nice, Idk how it feels ofcource. And the concept is awesome. Didn't watch until the end, I'm sure I'll play it.
Kinda weird tone where they both have a guy avenging his murderered wife and flesh eating cult-summoned abominations, and also jokes about bookcase cliches
Okay, gonna nit-pick this one because it's hitting the right notes but in the wrong order. Thanks as always to ABG for bringing this game to our attention without voice commentary, etc. So this is an obvious Steam Punk environment, I just hope they have more Steam Punk elements within the game and this isn't just some hokey attempt at establishing an alternate universe with Steam Punk; there are better ways that won't upset fans of the Steam Punk genre. I better see some dirigibles, some steam mechas, some biological synthetic terrors, etc. More than just men with monocles and handlebar mustaches and women with massive cleavages and dimples. 2:30 What in the...?! Granted, this might explain the weird "thing" on the ground to the left @ 1:19, but what does this boatman know about dolls that we, the audience, can only guess at? 2:58 Second person to meet at the docks and they got shotgun to the face. Not very friendly. Yikes, that MS Paint blood splatter. They have a really sweet blood splatter when killed, but the stain they leave behind looks so, so very bad... This is why side-scrolling shooters don't typically have merchants or villagers to talk to, since it creates a dissonance between "town" areas and "action" areas, made especially maddening when the player character doesn't stow their weapons when they enter towns. This game has lots of details and animations, I don't see why the developer didn't think to have a "stow/sheathe weapon" animation/action, or do the old-school method of just deleting the weapon graphic when entering towns to show when the player can feel at ease and when they need to be ready for action. The Legend of Ys III (SNES) merely removed the sword graphic and prevented the player from using their weapons in safe places like the town/mountain house. I believe Willow (NES) did the same thing, which made it especially interesting when you would enter a town and find you could use your sword, only to discover the village under attack by villains. 6:07 This is kind of a weird situation. You're in a dangerous location, reading a book that gives some exposition to the environment while chandeliers sway and candle lights flicker - does the game pause while reading a book, or are you vulnerable to attack? Up until this moment, the developer has been pretty good establishing the rules of the game, except for conversations/reading. It would be incredibly awkward and annoying if the only way to get out of a conversation/book during combat was to click through the conversation/book to the end before you could engage in combat. 7:28 ROFLMAO what in the actual fuck?! These two cultists just kidnapped someone, dragged them through town, then assploded them in a giant meat-pile. They chat about either getting another sacrifice from town or using the woman currently in prison when they see the PC and say, "Looks like neither will be necessary." Instead of attacking immediately, then and there, the villain asks, "Who are you, and what are you doing here?" Two questions I didn't think needed to be asked before sacrificing the rando who showed up to the murder pit. The only possible way for that question to be relevant is if the PC has an opportunity to disarm the conversation and skip the boss; why a couple brothers would kidnap someone, parade them through town, murder them, then ask the next potential sacrificial lamb their life story...I mean, unless these cultists have been wearing their masks all their lives and none of them know what the other looks like underneath, this is just the most pointless conversation I've ever seen. This scene could have worked, if it had happened MUCH later in the story, when these two brothers have established themselves as bona fide morons who have the most ridiculous conversations right before murdering their victims. It could have brought some much-needed levity during a plot about darkness, revenge, and depravity. The Baby boss battle was weird. Unlike the progression of skill shown in the Megaman series, where each boss is the culmination of the skills obtained going through the level (like learning that frost shot freezes magma, etc.), Baby was just run and gun...I don't even know if ABG used his umbrella during the encounter. Pretty lackluster first boss (it could be good to show damage to the big eyeball to show how damaged the boss is - wincing more and more frequently, getting a bruised eyelid, showing bloodshot veins, etc.). The loss of arm was neat, but I don't think ABG specifically shot at the arm to break it, and making blood splatter all around the screen was neat, but this old-timey filter makes the blood look orange. I'll watch some more, but I'll probably get an aneurysm from how good this game looks but how poorly it was developed.
Doesn't really seem like Steam Punk. Steam Punk's schtick is a Victorian era that went through industrial revolution where things are powered by steam. This game doesn't seem to be it.
The ASRM chewing noises in my ear is NOT for me. Dude walking sounds like someone is eating cereals inside a sealed room, and its annoying as hell. If they tone down the munching noises to a bare mininum, this game would be so much better.
thats a lot of fucking talking and running. you'd think a game called GUNbrella would have more shooting, but this is mostly just some simple platforming and talking to npcs. good idea poor execution.
A few quick notes about this playthrough:
It's easy to miss, but in the intro cutscene (00:53) you find the Gunbrella on your doorstep (when I first saw it I thought he just pulled the gun out of his jacket). You then use the gun as a clue to help hunt down the killer.
I've dramatically condensed the early part of the game (up to the first boss fight), as I covered that section in a previous demo playthrough, and I've trimmed out some minor sections of the exploration. I've still kept in all the main story points though so it should be easy enough to follow.
This is a pre-release build and I encountered a bug which caused some of the music not to play (especially during boss fights). I've notified the devs about this, so I'm sure it will be fixed for release, but for the moment just imagine some dramatic music playing while I battle the giant mutant rat and Cultist blood baby! :)
So is this the whole game?
Indie devs have some of the best high concepts, i swear.
I believe they call those "high-deas"
@@ShmuMcGoober no, it's called a high concept. Look it up. c:
Yeap, cos they make the game they want. None of that "gaming trend", "profit model", "pop culture" bullshit.
Cause they're less constraint by high budget. High budget leads to higher stakes which leads to higher pressure which ends with adopting/reusing industry's best practices/ideas and appealing to the masses. Hence, the lack originality and creativity.
@yueshijoorya601 The 2nd one is defo bad cuz while all devs do need to get profit somehow, it 100% shouldn't be the top priority, and should be the quality of the content
As for gaming trends, the devs can add that if they just wanna have their own take on a certain genre of games
Referencing Pop culture is fine by me as long as it's executed well and not suddenly appearing out of nowhere lol
"That which rests here deserves the respect of undisturbed sleep. Please do not disrupt this holy place."
ABG: *So anyway, I started blasting*
man jumping with that umbrella like marry poppins
Love the aesthetic on the giant rat boss
Awesome.
We wouldn't get any good games if there were no indie developers
24:38 I guess you can say this was a halfhearted kind of way of thanking you
Excellent sound design. Very evocative and tactile.
SOUND DESIGN IS TRULY AWESOME, UNLIKE THE STATE OF MY CAPS LOCK, THAT'S LESS THAN AWESOME, BUT AMUSINGLY FITTING GIVEN THE SITUATION IN WHICH I'M TRYING TO EMPHASIZE HOW AWESOME THE SOUND DESIGN IS
I'm especially looking forward to this after how good the devs' previous game, Gato Roboto, was.
Gunbrella is an excellent name for a band or album
I guess when it's raining blood more than ever you CAN'T stand under Rh+anna's umbrella...
@@AntipaladinPedigri Rihanna been a kingsman this whole time
Yo, this looks great! It's both super dark and super playful in tone. I like it.
Poor 'Baby'. Newly born from the occult hells and gets blasted in the face by some scarf-wearing psycho-hipster for just exploring it's surroundings.
Looking good, been watching this game from afar for years. Very excited to see it out.
note: Noir-Punk is a very silly phrase. . . the punk suffix is used to denote an aesthetic and noir is already a well known aesthetic so you can just say noir
it would be like saying goth-punk or Art Deco-punk they are well established looks
Hey, that is useful to know. I have long wondered what the "-punk" suffix meant exactly.
as is the word gunbrella
The Tumblr definition of punk as merely aesthetic is wrong. -punk is a genre and as such is defined by the underdog versus a powerful force or organisation trope: a corporation, the military, a government, a terrorist group. Or at least going against an established order.
Guns gore and cannoli + Steampunk themed + Pixelated graphics =Gunbrella
Gunbrella.... now that's a new concept
honestly, not so much. 19th century invention, patented and all but of course not as fantastic as this game one.
@@CrudeBuster hasn't the Batman villain the Penguin been using one since 1941
Ehhhh not really...Brellas are a shotgun-like weapon class in Splatoon and that's honestly the first time I've ever seen an umbrella being used as a shotgun/shield hybrid, but there may be older games which use that concept. I find it really cool tho and I'm loving the new kit that just arrived this season in Splatoon 3 lol
As for a game revolving around it? That would be fun so gonna defo get Gunbrella!
29:03 So THIS is where in the world Carmen Sandiego is...
Really like it. Nice looking, sounds tasty. Physics looks nice, Idk how it feels ofcource. And the concept is awesome. Didn't watch until the end, I'm sure I'll play it.
Using your wife’s murder weapon to catch her killer? That’s metal as hell
This looks awesome
This game looks gorgeous
this game RULES
Hey, my buddy made this game!
Shame about the music bug. I figured such a tactile and responsive game would have a killer sound track.
Is this the whole game?
Wishlisted
8:41 is that a bong on the statue's forehead?
I guess it's a stone-d statue!
It must've bonged its head against a rock real hard and went out stone-cold!
1:25 I can now cross off "being woken up by Swedish Chef" from my bucket list...
A cool combination of metroidvania, megaman zero, broforce all in pixel goodness.
Is there any way to not leave Goldenrod alive? I'm so sad for her friend
Where is the game? Only dialogues.
I’m MARY POPPINS, Y’ALL!!
Kinda weird tone where they both have a guy avenging his murderered wife and flesh eating cult-summoned abominations, and also jokes about bookcase cliches
9:20 I don't know about you, but I like my IKEA meatballs a little less fresh...
Welp, it's a DD game so you gotta know that it's going to get weird.
Love work
Do Hylic
Indie game
And do more games by yames
The machine at 44:50 gives me Faith vibes.
Gary loves you!
7 days left...
Are you a restless vengeful spirit that calls people and comes out of the TV by any chance?
@@AntipaladinPedigri no.
Phew! Guess watching that weird tape with the well and the ring didn't end up so badly...
Okay, gonna nit-pick this one because it's hitting the right notes but in the wrong order. Thanks as always to ABG for bringing this game to our attention without voice commentary, etc.
So this is an obvious Steam Punk environment, I just hope they have more Steam Punk elements within the game and this isn't just some hokey attempt at establishing an alternate universe with Steam Punk; there are better ways that won't upset fans of the Steam Punk genre. I better see some dirigibles, some steam mechas, some biological synthetic terrors, etc. More than just men with monocles and handlebar mustaches and women with massive cleavages and dimples.
2:30 What in the...?! Granted, this might explain the weird "thing" on the ground to the left @ 1:19, but what does this boatman know about dolls that we, the audience, can only guess at?
2:58 Second person to meet at the docks and they got shotgun to the face. Not very friendly.
Yikes, that MS Paint blood splatter. They have a really sweet blood splatter when killed, but the stain they leave behind looks so, so very bad...
This is why side-scrolling shooters don't typically have merchants or villagers to talk to, since it creates a dissonance between "town" areas and "action" areas, made especially maddening when the player character doesn't stow their weapons when they enter towns. This game has lots of details and animations, I don't see why the developer didn't think to have a "stow/sheathe weapon" animation/action, or do the old-school method of just deleting the weapon graphic when entering towns to show when the player can feel at ease and when they need to be ready for action. The Legend of Ys III (SNES) merely removed the sword graphic and prevented the player from using their weapons in safe places like the town/mountain house. I believe Willow (NES) did the same thing, which made it especially interesting when you would enter a town and find you could use your sword, only to discover the village under attack by villains.
6:07 This is kind of a weird situation. You're in a dangerous location, reading a book that gives some exposition to the environment while chandeliers sway and candle lights flicker - does the game pause while reading a book, or are you vulnerable to attack? Up until this moment, the developer has been pretty good establishing the rules of the game, except for conversations/reading. It would be incredibly awkward and annoying if the only way to get out of a conversation/book during combat was to click through the conversation/book to the end before you could engage in combat.
7:28 ROFLMAO what in the actual fuck?! These two cultists just kidnapped someone, dragged them through town, then assploded them in a giant meat-pile. They chat about either getting another sacrifice from town or using the woman currently in prison when they see the PC and say, "Looks like neither will be necessary." Instead of attacking immediately, then and there, the villain asks, "Who are you, and what are you doing here?" Two questions I didn't think needed to be asked before sacrificing the rando who showed up to the murder pit. The only possible way for that question to be relevant is if the PC has an opportunity to disarm the conversation and skip the boss; why a couple brothers would kidnap someone, parade them through town, murder them, then ask the next potential sacrificial lamb their life story...I mean, unless these cultists have been wearing their masks all their lives and none of them know what the other looks like underneath, this is just the most pointless conversation I've ever seen. This scene could have worked, if it had happened MUCH later in the story, when these two brothers have established themselves as bona fide morons who have the most ridiculous conversations right before murdering their victims. It could have brought some much-needed levity during a plot about darkness, revenge, and depravity.
The Baby boss battle was weird. Unlike the progression of skill shown in the Megaman series, where each boss is the culmination of the skills obtained going through the level (like learning that frost shot freezes magma, etc.), Baby was just run and gun...I don't even know if ABG used his umbrella during the encounter. Pretty lackluster first boss (it could be good to show damage to the big eyeball to show how damaged the boss is - wincing more and more frequently, getting a bruised eyelid, showing bloodshot veins, etc.). The loss of arm was neat, but I don't think ABG specifically shot at the arm to break it, and making blood splatter all around the screen was neat, but this old-timey filter makes the blood look orange.
I'll watch some more, but I'll probably get an aneurysm from how good this game looks but how poorly it was developed.
Doesn't really seem like Steam Punk. Steam Punk's schtick is a Victorian era that went through industrial revolution where things are powered by steam. This game doesn't seem to be it.
The ASRM chewing noises in my ear is NOT for me. Dude walking sounds like someone is eating cereals inside a sealed room, and its annoying as hell. If they tone down the munching noises to a bare mininum, this game would be so much better.
Am i only one confused about complete abcense of music?
Tried watching footage of this at Pax but it was just some dork trying to do goofy voices for the characters, never saw a bit of gameplay lol
the lack of music turns this game a lot uneasier than it should
This game has more talking then shooting
thats a lot of fucking talking and running.
you'd think a game called GUNbrella would have more shooting, but this is mostly just some simple platforming and talking to npcs.
good idea poor execution.