This game answered my long buried dream as a kid of being able to play in the world of those sandbox games I found on flash websites. I can’t stop playing and it is highly recommended! It made me happy to hear what was going on behind the scenes, I had heard it had a long development cycle and I was quite interested.
It's a wonder that nobody had up until this game made the classic “falling sands” tech demo concept into a full game, but I'm pleased these guys did so with such excellence. Seems like the winning formula for them was Falling Sands + Rogue-lite + Wand-based (Ranged) Combat + Weapon Building w/ Spell Comboing (+ of course, an expansive world, beautiful art, lots of mysteries and easter eggs, and a killer soundtrack).
I had so much fun with those falling sands games when I was a kid and I always thought it was weird that nobody had made anything like this. I guess it's kind of hard to make that concept into a game though but this roguelike format seems kind of good for it.
I also always wanted the sandbox as a full game. I hope they will do a game like this but in 3d and with guns and cars and of course 8 times better graphics
I've put over 200 hours into this game and I still haven't beat it. I'm totally addicted to it. This is a dream game for 2D pixel art platformer enthusiasts. Well done, Noita team, you've created an amazing game.
@@gartgartsman478 I beat the game for the first time when I found the combination of invisibility and the other perk for less stains. Get those and you can literally walk straight to the boss!
@@joshcraig6737 you can also get toxic immunity and invisibility and bottle up toxic sludge so whenever you step in a liquid, you can pour toxic sludge on yourself, therefore nullifying other liquid statuses, and since you're immune to toxicity, it won't even register your character being covered in toxins, and you'll essentially be reverted back to being invisible.
@@seanwarren9357 : Yeah, I did and have been playing it. It is fun and interesting. Some bugs with things, especially around controller input, but definitely have had fun with it so far.
Seriously, get this game. It was $15 on Steam a couple days ago.. I bought it 2 days ago and I'm suffering from severe addiction. It's unlike ANY other game I've played.
@@LucasBarbosa-qh5ke : I did get it. It is very similar to a lot of rogue-likes mixed with 2D platformers. Check out "Spelunky" if you like this. I'm still enjoying it but have been running into a few annoying bugs here and there.
I'm actually shocked at how useful this was for comp sci ppl who were wondering how they did it. I was looking for devlogs by youtubers making clones, but this was so much better. He gave us enough info to understand how to make a similar engine ourselves. Really said "fuck the general audience, this ones for my ppl" lol
Love your game and this presentation! Especially the explanation of the physics-system which i expected to be much more complicated in the case of the sand, fluids and gases.
Got this game 3 days ago and haven't been able to stop thinking about it, it's really that good. The amount of content and depth is just staggering. There are way more "secrets" and hidden mechanics than what's presented to you as the actual game
I love to see this kind of presentations because nowadays, you cant get to see much of a problem-solving in game development. Everybody use generic engines(except for custom tools of big corporates which we cannot see the tech) and all those stuff and this kind of presentations become somewhat rare gems.
Noita would be impossible (or at least stupidly impractical) to make using a generic engine. I gave up on using pre-made engines because trying to do anything that didn't fit the basic mold was a huge pain in the ass.
One of the best indi games I've played in sometime. Hats off to the developers, they really hit a home run with this one. Game is incredibly addicting.
honestly? even in "early access" Noita is damn near game of the year material imo.. its SO good.. i am acutely aware that im fanboying.. but have you tried Noita yet?! its freaking AMAZING!! Thank you devs! You look exactly as i pictured btw, i mean that in a good way.
Noita is one of the best game ever made... The whole action part is amazing and never get boring., Also the music is giving this amazing grapic some really nice flow! Well done...
maybe you´re not even gonna see this, but Thank you Sir Petri, for this amazing game, im tottaly in love for it, i love everything about this game, every little detail, just thank you, thank you so much for this awesome experience!
This game is so impressive, there is so very much more to it than just a simple rogue lite. If you’re even kinda thinking about it, please do yourself a favor and buy this game. It is still in early access but it has a complete experience.
Interesting that Google has recommended this to me as I begin working on similar tech for a project in Unity. They really do listen to conversations. How wonderfully convenient.
Excellent talk! And this doesn't even touch on the crazy pseudo-programming that goes into wand building. Wands are implemented as a whole deck building game behind the scenes, flush with deck, hand, and discard piles. Some creative spells make use of these features as you would expect in a game built around deck building.
I was wondering how you did all these mechanics possible, and the implementation is just genius and often much simpler and more understandable than I could imagine at first.
One thing I noticed while testing the physics in Noita is when I cut the big steel boxes from the beams that hold it up that go into the walls in snowy depths, the steel boxes still remain standing after cutting the steel beams. Other than that, this is one of the best game I’ve ever played. The uniqueness of it all and the wand building system along with the alchemy is the first of its kind. I can’t stop playing it. I’ve died over 350 times and still haven’t had a winning run but I’m not in a rush to win because there is so much to learn and do. Thank you for making one of the most amazing game out there.
I have been playing games since pong/ Space Wars / and Lunar Landing. that is a long gaming history. I have played so many genre's from FPS to Visual novels and MMORPG to Platformer. Noita is hands down the best game I have ever played. It hits every mark for a great game. Visuals, Chaos, Immersion, secrets , re-playable and the icing on the cake is that physics engine powering it all. I always recommend this game to people. Noita is hands down the best game I have ever played.
I pirated this then went and bought it cuz this dude deserves the money. This is definitely one of 2020's better games, for sure. This video was great actually
The first time I saw Noita on steam, I saw "sandbox" and skeptically thought that you would be a god and blow stuff up - which sounded kind of boring and stale. Now, after giving it a try, I've been addicted the past couple of weeks - It's really cool to see that the devs recognized how much being in danger and weak initially makes getting random powers extremely fun!
Accidentally cheesed my first victory with a black hole wand that let me collect all the perks so I couldn’t die to the boss. Then I spent another 40 hours stuck on the first few levels haha. Here’s to 40 more :)
Permanency would make this games level of problem solving really shine, idk how volatile the world would be without the roguelite elements (global shifting etc), also would require changing static level design/balance quite a bit, it is already a miracle that this game fell into place as well as it did. I am currently stumbling my way through learning c and researching in hopes of applying simulation intensive approach to game design.
lorenzo zanelli some tips: Don’t be scared of perk re-rolls Those firey wizard guys, stendari, on the first level take insane damage from standing in water, if they die from it they drop double gold. Wands with the torch spell can light up a certain area to the left on the first floor, there’s some good stuff in there. If you see the perk lottery perk, take it.
Amazing, we have learned: Liquids can go up the whole screen if you pore them into a wall or celling 3 screens is the maximun to keep tings burning Wet, you dont get on fire "so easily", meaning you can take bits of burn damage, but not actually burn
I had no idea he was also the dev behind Crayon Physics, but I guess it's no surprise. Between that game and the falling-sand-game-esque pixel physics in Noita, I'm glad to see he's keeping my childhood alive.
Noita has the best lategame i have ever played. most games have a high peak at the end and then there is not enough content to keep players interested. Noita has more content after midgame then before xD
Great talk, great guy. I soo understand his pain with game design. I've got exactly the same problem - tech stuff are like 10x easier and faster to make than good game design. BTW I was almost sure that Noita simulations are made on GPU - what a surprise...
Really Really intriguing. What brought me here is the cape animation/physics of the character. I am buying the game now but I am more interested in the technical part of this game than anything. Damn that cape physics of the character is so realistic. I don't know if they animated it just in a lot of different ways then just linked em with different movements, or the cape also has it's own physics in the engine... damn.
Everything is pixels, even down to the character/enemies. So the cape, being pixels(but specially related to each other), probably moves in response to a wind system, player movement, etc. Just my guess
Thank you for sharing your techniques and process in such great detail. The game looks beautiful in a lovingly nostalgic way that makes me want to try it.
Great presentation! I was very interested in hearing how the engine works because before I wanted to make a game with similar mechanics. Noita was much better than what I could do alone. And now I can play the game of my dream. Now I want to see multiplayer in this game as in Soldat2D. And I would also like this video to be translated into Russian.
I have clocked over 80 hours in this game and I've still yet to beat it once. I just keep discovering more and more near stuff in the world and wanting to investigate that and then inevitably dying while investigating. 10/10 would die again
i have never seen this game, but it looks like the powder toy. a (sandbox) game i loved in primary school. im suprised i haven't seen any actual games based on this concept.
He does explain that its kinda hard. Most games out there are scripted, this one is simulated and its hard to tell simulation to do what you want, rather it does what it wants and its hard to tune and balance. So studious out there rarely pick such risky and hard to predict systems as something to base their game on.
I wonder is every single pixel needs to be stored with position color, propriety etc. That's a lot of data. Or if there's a way around it. Awesome work.
Basically yes, but being a pixelated and procedural game, there's not too much data to be stored. Unexplored areas of the game do not need to be stored as those are procedurally generated based on a seed value and a set of tiling graphics, but all the areas you have been in will be stored as PNG images (and some rigid body data etc). The savegames go from a few kilobytes to some hundreds of megabytes during your gameplay, but not much larger than that as you will most likely either die, complete the game, or crash your computer due to other limitations in the engine. The world area pixels do not really need more than just color and location and then a small definition file to describe what kind of physics should be applied to what colour of pixels. And since you should be only running a single savegame at a time, the save game size should not pose any problem for a modern computer.
@@reaverMB a png image! thats a smart work around. im sure the game can even derive a pixels property based on color alone upon reloading an area. thanks for the breakdown.
Now that game is finally released, and they have finished adding new major content I'd be curious for the team to give a bigger postmortem talk to the game.
Fun talk and a fun little game too. I do hope they lend their physics engine to a more terraria like game built for a more persistent world and more long term progression.
Noita and Legend of Dungeon, two pixel art games with a tendency to kill you in humorous and unavoidable ways are in my top 5 favorite games all time list.
I must say... the relatively simple solutions to complex problems that were implemented here is a real testament to how you can make a really elegant, systemic game without having to make it bulky. There will always be "shortcuts" like Box2D, algorithms you read about in research papers, techniques you hear about from your contemporaries, or any other amount of middleware you can use; but it's the stitches on the seams, the novel engineering, and the artistry of bringing all these disparate systems into a coherent whole that sets this apart from the others. I would love to explore the source code for this game.
If any of Noita developers are reading the comments here, please consider creating a survival crafting game based on your engine. Many people seem to love the idea of Noita's physics used in an open adventure setting like Terraria, and there's just so much potential in it.
This inspired me not only to buy the game (in a future sale because i'm stingy) but also to create a custom engine for some game in the future, when i'll have a good idea like this one
3:28 Did this and the water just travels to the left until it hits a wall. After time there’s a left water level and a tight water level with drastically different heights connected via a slope. Clearly there’s some randomness used but it’s not included in that code or mentioned. So this demo is missing code
The type of game I've always wanted to make: some magic, some physics, simulation, combination, synergy, unlimited possibilities. The binding of isaac is missing some physics and simulation. Magicka is missing some diversity.
This game answered my long buried dream as a kid of being able to play in the world of those sandbox games I found on flash websites. I can’t stop playing and it is highly recommended! It made me happy to hear what was going on behind the scenes, I had heard it had a long development cycle and I was quite interested.
It's a wonder that nobody had up until this game made the classic “falling sands” tech demo concept into a full game, but I'm pleased these guys did so with such excellence. Seems like the winning formula for them was Falling Sands + Rogue-lite + Wand-based (Ranged) Combat + Weapon Building w/ Spell Comboing (+ of course, an expansive world, beautiful art, lots of mysteries and easter eggs, and a killer soundtrack).
I had so much fun with those falling sands games when I was a kid and I always thought it was weird that nobody had made anything like this. I guess it's kind of hard to make that concept into a game though but this roguelike format seems kind of good for it.
@@CapnSlipp Cortex Command kinda did it before Noita.
Power toy (the desktop version and maybe mobile with a lot of stuff) is amazing
Power game (flash and mobile with some stuff) is also nice
I also always wanted the sandbox as a full game. I hope they will do a game like this but in 3d and with guns and cars and of course 8 times better graphics
Man's just inspired me to finally start looking into multi-threaded simulation instead of shaking in fear at its mention. Well done.
Exactly what a Noita developer looks like in my mind....
joro lima what is that supposed to mean?
@@Grimthe He looks like a wizard
thats what every game dev looks like in my mind. but that's my mind not reality ;)
Sounds less Finnish than one would, in my mind....
@@psychotropican666
not all Finns speak like Kimi Räikkönen
I've put over 200 hours into this game and I still haven't beat it. I'm totally addicted to it. This is a dream game for 2D pixel art platformer enthusiasts. Well done, Noita team, you've created an amazing game.
Same! I pretty much suck, but I can't stop playing. It's weird how hopeful Noita makes you despite it consistently crushing you into pieces.
@@gartgartsman478 I beat the game for the first time when I found the combination of invisibility and the other perk for less stains. Get those and you can literally walk straight to the boss!
@@user-vx1wt4hb5l Wow, never even thought of doing that. Crazy how many ways you try to beat this game.
@@joshcraig6737 you can also get toxic immunity and invisibility and bottle up toxic sludge so whenever you step in a liquid, you can pour toxic sludge on yourself, therefore nullifying other liquid statuses, and since you're immune to toxicity, it won't even register your character being covered in toxins, and you'll essentially be reverted back to being invisible.
Just get a lightning spell and you'll destroy anything and everything easily.
Was literally considering buying this game a couple of hours ago. This talk and his openness about the stuff convinced me to buy it. =)
Pull the trigger, it's awesome they're updating all the time and you can mod it if so inclined...
Nothing but thumbs up.
@@seanwarren9357 : Yeah, I did and have been playing it. It is fun and interesting. Some bugs with things, especially around controller input, but definitely have had fun with it so far.
Seriously, get this game. It was $15 on Steam a couple days ago..
I bought it 2 days ago and I'm suffering from severe addiction. It's unlike ANY other game I've played.
@@LucasBarbosa-qh5ke : I did get it. It is very similar to a lot of rogue-likes mixed with 2D platformers. Check out "Spelunky" if you like this. I'm still enjoying it but have been running into a few annoying bugs here and there.
@@seanwarren9357 _Noiting_ but thumbs up.
I'm actually shocked at how useful this was for comp sci ppl who were wondering how they did it. I was looking for devlogs by youtubers making clones, but this was so much better. He gave us enough info to understand how to make a similar engine ourselves. Really said "fuck the general audience, this ones for my ppl" lol
Well, this was presented at GDC...
Love your game and this presentation! Especially the explanation of the physics-system which i expected to be much more complicated in the case of the sand, fluids and gases.
Got this game 3 days ago and haven't been able to stop thinking about it, it's really that good. The amount of content and depth is just staggering. There are way more "secrets" and hidden mechanics than what's presented to you as the actual game
Damn, this presentation fully depicts their game. It's RAW, and I LOVE it.
I love to see this kind of presentations because nowadays, you cant get to see much of a problem-solving in game development. Everybody use generic engines(except for custom tools of big corporates which we cannot see the tech) and all those stuff and this kind of presentations become somewhat rare gems.
Noita would be impossible (or at least stupidly impractical) to make using a generic engine. I gave up on using pre-made engines because trying to do anything that didn't fit the basic mold was a huge pain in the ass.
One of the best indi games I've played in sometime. Hats off to the developers, they really hit a home run with this one. Game is incredibly addicting.
honestly? even in "early access" Noita is damn near game of the year material imo.. its SO good.. i am acutely aware that im fanboying.. but have you tried Noita yet?! its freaking AMAZING!!
Thank you devs! You look exactly as i pictured btw, i mean that in a good way.
Noita is my favorite singleplayer game ever made. Masterpiece
same
noita my personal game of the year., great to see this, i've been curious about how it works :)
i did not know about Noita until i watched this. I just bought a copy :D
Watched a friend play recently and fell in love with the highly emergent style of gameplay. 10/10
Now explain the physics simulation of a propane tank
Theres actually only two steps to it!
1. Exist
2. Die
by far the best gdc talk i've ever watched holy
Can’t believe they spent so long working on the game design, it really shows with how fun and interesting this game is.
Noita is one of the best game ever made... The whole action part is amazing and never get boring., Also the music is giving this amazing grapic some really nice flow!
Well done...
maybe you´re not even gonna see this, but Thank you Sir Petri, for this amazing game, im tottaly in love for it, i love everything about this game, every little detail, just thank you, thank you so much for this awesome experience!
This game is so impressive, there is so very much more to it than just a simple rogue lite. If you’re even kinda thinking about it, please do yourself a favor and buy this game. It is still in early access but it has a complete experience.
Interesting that Google has recommended this to me as I begin working on similar tech for a project in Unity. They really do listen to conversations. How wonderfully convenient.
I love Noita so much. Thank you for creating this wonderful game.
As a game developer enthusiast, I'm amazed how brilliant this is! Speechless.
Excellent talk! And this doesn't even touch on the crazy pseudo-programming that goes into wand building.
Wands are implemented as a whole deck building game behind the scenes, flush with deck, hand, and discard piles. Some creative spells make use of these features as you would expect in a game built around deck building.
Спасибо, что вы это записали на видео, мне сейчас это помогло сделать презентацию о Noita для колледжа
Many thanks to Petri Purho for that talk, it was inspiring and informative!!!
I was wondering how you did all these mechanics possible, and the implementation is just genius and often much simpler and more understandable than I could imagine at first.
love Petri's work, been a fan for like 15 years
One of the most unique games i have played in a long time... also the theme/lore is insane
still in early access and it's already GOTY2019 AND GOTY2020 for me!
One thing I noticed while testing the physics in Noita is when I cut the big steel boxes from the beams that hold it up that go into the walls in snowy depths, the steel boxes still remain standing after cutting the steel beams. Other than that, this is one of the best game I’ve ever played. The uniqueness of it all and the wand building system along with the alchemy is the first of its kind. I can’t stop playing it. I’ve died over 350 times and still haven’t had a winning run but I’m not in a rush to win because there is so much to learn and do. Thank you for making one of the most amazing game out there.
I have been playing games since pong/ Space Wars / and Lunar Landing. that is a long gaming history.
I have played so many genre's from FPS to Visual novels and MMORPG to Platformer.
Noita is hands down the best game I have ever played.
It hits every mark for a great game. Visuals, Chaos, Immersion, secrets , re-playable and the icing on the cake is that physics engine powering it all.
I always recommend this game to people.
Noita is hands down the best game I have ever played.
I pirated this then went and bought it cuz this dude deserves the money. This is definitely one of 2020's better games, for sure.
This video was great actually
14:20 let me answer your question: yes your game is fun!
This game is a real masterpiece!
THIS VIDEO IS GODSEND
Which god?
You have appeased the gods
Dang this lecture is what caused me to purchase your game. Thanks so much, was incredibly interesting!
So much respect for these developers
I am so glad I got to hear him talk about this.
The first time I saw Noita on steam, I saw "sandbox" and skeptically thought that you would be a god and blow stuff up - which sounded kind of boring and stale.
Now, after giving it a try, I've been addicted the past couple of weeks - It's really cool to see that the devs recognized how much being in danger and weak initially makes getting random powers extremely fun!
What a great talk, and man, this guy is so wholesome and humble. I think he sort of downplays how impressive this is! Time to get this game
Easily one of the best games ever made. Thanks for the super great tech talk!
Accidentally cheesed my first victory with a black hole wand that let me collect all the perks so I couldn’t die to the boss.
Then I spent another 40 hours stuck on the first few levels haha. Here’s to 40 more :)
Permanency would make this games level of problem solving really shine, idk how volatile the world would be without the roguelite elements (global shifting etc), also would require changing static level design/balance quite a bit, it is already a miracle that this game fell into place as well as it did. I am currently stumbling my way through learning c and researching in hopes of applying simulation intensive approach to game design.
249 hours and i haven't still beat it.
And i love it.
When someone love a game not for the progression but for the gameplay, you know it's a good game
lorenzo zanelli some tips:
Don’t be scared of perk re-rolls
Those firey wizard guys, stendari, on the first level take insane damage from standing in water, if they die from it they drop double gold.
Wands with the torch spell can light up a certain area to the left on the first floor, there’s some good stuff in there.
If you see the perk lottery perk, take it.
I know all that ahahahahah. I simply like to explore so much i get too greedy and find myself crying at 22 hp surrounded by enemies.
Thank you Noita devs,this game is a work of art,no pun intended
Game is *really* good. Now with mod support - its godly best.
Just go buy it.
Great talk as well
this game looks beautiful
this is one of the hardest games ive ever played. i love it so much
Amazing, we have learned:
Liquids can go up the whole screen if you pore them into a wall or celling
3 screens is the maximun to keep tings burning
Wet, you dont get on fire "so easily", meaning you can take bits of burn damage, but not actually burn
I had no idea he was also the dev behind Crayon Physics, but I guess it's no surprise. Between that game and the falling-sand-game-esque pixel physics in Noita, I'm glad to see he's keeping my childhood alive.
People have no idea how technically challenging that game was to make - WoW!
I get it now!!!!!! Bethesda's bugs are actually an extremely high concept version of emergent gameplay!!!!
Don't give Todd any new ideas.
I mean really don't, he can't comprehend them.
Noita has the best lategame i have ever played. most games have a high peak at the end and then there is not enough content to keep players interested. Noita has more content after midgame then before xD
I wonder if they've experimented with computing the simulations with shaders on the GPU.
I guess they did cause I cannot believe that just a processor can process that
Great talk, great guy. I soo understand his pain with game design. I've got exactly the same problem - tech stuff are like 10x easier and faster to make than good game design. BTW I was almost sure that Noita simulations are made on GPU - what a surprise...
Now I understand why it runs so well on my crappy laptop with meh GPU and nice CPU :D
@@textentity soon :)
Listening to this very interesting presentation while playing Noita and trying not to die, what a joyride :D
Really Really intriguing. What brought me here is the cape animation/physics of the character. I am buying the game now but I am more interested in the technical part of this game than anything. Damn that cape physics of the character is so realistic. I don't know if they animated it just in a lot of different ways then just linked em with different movements, or the cape also has it's own physics in the engine... damn.
Everything is pixels, even down to the character/enemies. So the cape, being pixels(but specially related to each other), probably moves in response to a wind system, player movement, etc. Just my guess
Thank you for sharing your techniques and process in such great detail. The game looks beautiful in a lovingly nostalgic way that makes me want to try it.
Great presentation! I was very interested in hearing how the engine works because before I wanted to make a game with similar mechanics. Noita was much better than what I could do alone. And now I can play the game of my dream. Now I want to see multiplayer in this game as in Soldat2D. And I would also like this video to be translated into Russian.
22:00 the flip of the hair sealed the deal.
I always feel jealous of such talented people it's a very good game
@Exostin yeah but talent has a role too
ua-cam.com/video/T_D3d1RWBrI/v-deo.html
so these are the gods that made it :O
I've always loved games with aa large world and alot of stuff to do and Noita is perfect.
I have clocked over 80 hours in this game and I've still yet to beat it once. I just keep discovering more and more near stuff in the world and wanting to investigate that and then inevitably dying while investigating. 10/10 would die again
This guy is awesome for his creation.
i have never seen this game, but it looks like the powder toy. a (sandbox) game i loved in primary school. im suprised i haven't seen any actual games based on this concept.
He does explain that its kinda hard. Most games out there are scripted, this one is simulated and its hard to tell simulation to do what you want, rather it does what it wants and its hard to tune and balance.
So studious out there rarely pick such risky and hard to predict systems as something to base their game on.
You're a wizard Petri!
I wonder is every single pixel needs to be stored with position color, propriety etc. That's a lot of data. Or if there's a way around it. Awesome work.
Basically yes, but being a pixelated and procedural game, there's not too much data to be stored. Unexplored areas of the game do not need to be stored as those are procedurally generated based on a seed value and a set of tiling graphics, but all the areas you have been in will be stored as PNG images (and some rigid body data etc). The savegames go from a few kilobytes to some hundreds of megabytes during your gameplay, but not much larger than that as you will most likely either die, complete the game, or crash your computer due to other limitations in the engine. The world area pixels do not really need more than just color and location and then a small definition file to describe what kind of physics should be applied to what colour of pixels. And since you should be only running a single savegame at a time, the save game size should not pose any problem for a modern computer.
@@reaverMB a png image! thats a smart work around. im sure the game can even derive a pixels property based on color alone upon reloading an area. thanks for the breakdown.
Erittäin hyvä puhe
Now that game is finally released, and they have finished adding new major content I'd be curious for the team to give a bigger postmortem talk to the game.
Fun talk and a fun little game too. I do hope they lend their physics engine to a more terraria like game built for a more persistent world and more long term progression.
*that*
Wow! Great video. Tech bros are there!
That’s the best trailer I’ve seen
I'm never gonna play this game.
Because I have no time.
But I'm still buying it, just because of this great conference presentation.
Noita and Legend of Dungeon, two pixel art games with a tendency to kill you in humorous and unavoidable ways are in my top 5 favorite games all time list.
One of the best games i play(ed) in my over 30y years of gaming😊
so genius yet so very simple :D ... awesome tech, thank you SO MUCH guys
Noita is a masterpiece
I must say... the relatively simple solutions to complex problems that were implemented here is a real testament to how you can make a really elegant, systemic game without having to make it bulky. There will always be "shortcuts" like Box2D, algorithms you read about in research papers, techniques you hear about from your contemporaries, or any other amount of middleware you can use; but it's the stitches on the seams, the novel engineering, and the artistry of bringing all these disparate systems into a coherent whole that sets this apart from the others. I would love to explore the source code for this game.
I already own this game and it's amazing I got about three hundred hours in it
this game is crazy
that trailer had a lot less dying then the real thing
Amazing presentation, thank you!
very interesting i am going to implement some of this in my own games
Just in case you don't know. Noita is a superb game!
If any of Noita developers are reading the comments here, please consider creating a survival crafting game based on your engine. Many people seem to love the idea of Noita's physics used in an open adventure setting like Terraria, and there's just so much potential in it.
i'd pay an ungodly amount of money for a Noita version of The Powder Toy
Ahh, so that's why the game has such a nihilstic wet dream fever ending to it!
He looks way too nice to be a developer of Noita
I figured that part about what actually gets simulated at once out myself when I tried to drink The Lake empty
It would be so cool if the dev came back and finished the game!! Nearly 1 year since any update :(
The game is finished and the devs went their own ways
i've got some news for you, folks
This inspired me not only to buy the game (in a future sale because i'm stingy) but also to create a custom engine for some game in the future, when i'll have a good idea like this one
Seems pretty basic and simple at its core. 'Keep it simple' done right. Nice!
I have one question : how is it that your VS 2013 take 8 minutes to boot up ?
3:28 Did this and the water just travels to the left until it hits a wall. After time there’s a left water level and a tight water level with drastically different heights connected via a slope. Clearly there’s some randomness used but it’s not included in that code or mentioned. So this demo is missing code
Reminds me of the game Clonk
I already have like 250 hours on Steam. Great game.
Edit: WOW I PLAYED BLOODY ZOMBIES!
The type of game I've always wanted to make: some magic, some physics, simulation, combination, synergy, unlimited possibilities.
The binding of isaac is missing some physics and simulation. Magicka is missing some diversity.
The physics engine is so fun to play with and glitch