You may think that this game's name is pronounced like 'scale', the game's main mechanic. However, its pronunciation actually comes from 'ska', a music genre originating in Jamaica which combines calypso with jazz and punk. The more you know!
The editor had quite a bit of information based on where the objects disappeared and where they reappeared. From there it's just drawing the vertical and horizontal lines to connect those points based on Tyler's movement.
maybe the editor didnt follow it at all but it just looked right because it started and ended in the right spot. we cant really know for sure if they were right
@@martinthemarine920they didn’t follow it perfectly because I don’t think they understood the actual mechanic at play. In this game, when an object disappears it has become “infinitely” thin in one of the two dimensions, but it’s still finite in the other dimension. So it can move through solid objects in the direction perpendicular to the thin dimension but it’s still solid to the other direction. So for example, at 9:35 Tyler makes the star thin vertically and then passes it through the wall horizontally. It’s still finite horizontally so it wouldn’t go down like the editors arrow implies, just horizontal.
2:50 That is one of the coolest ways to teach a mechanic I've seen in a while. When the game has such simple level design, even a seemingly unimportant detail can nudge the player in the right direction.
yeah the level is named cliff tunnel with a useless hole, you think the hole might matter so scale down to get in and then scale up in the otherside and find out scaling works like that
@@Contreth1313 no, Tyler is just so immersed in the game that he let his transformation slip. What we're seeing is him reverting to his true goblin form
@dandanthedandan7558 I know I was just explaining how it would work if it wasn't just Tyler becoming a goblin Incase people were confused about why it was happening/thought the editor was doing it
For those who don't know, if the solutions to some of the later levels seemed frustrating, there's actually a set of bonus levels which is even more frustrating. I'm glad Tyler didn't play them because they're just not good
The green platform and purple area: The green platform matches your movement. So when you make it green, it will fall at the speed you were falling. If you make it green before the apex of the jump, it would raise instead.
This is one of those videos where you just can't help but especially appreciate the editors for their work. The semi-transparent facecam and the arrow following the invisible objects are both amazing QoL edits that really elevate the video quality! Excellent content both from Tyler's gameplay and the editors' edits!
the creativity of this game can be as much as n-step steve or the portal snake but that's a VERY TALL order,good thing your character can stretch itself
Snakebird and N Step are vastly better designed than this game. The movement in this game is interesting and it's mechanics novel, but the actual level design is sloppy and frustrating.
The editor being good at following the star at 11:00 is a very funny little detail (Editing requires you fiddle around a lot with the scale of many objects like that)
One thing I really don't like is how often the game makes you do a bunch of work only to surprise you with a new discovery that makes it all for nothing. It's cool to throw the user off balance but when it's designed like that it feels like it's only doing it to waste your time. That one block at 25:40 is the perfect encapsulation; there's no way anyone could have known that would have been there and once you know your only recourse is to redo the entire puzzle. In a well designed game that hurdle would have been telegraphed earlier.
Which is espetialy weird considering the squish up to magicly go up tutorial was so perfectly guiding player into doing that (the level with a big ledge after a place that forces you to become smaller after that you will probably become bigger and discover you go up when you become bigger yourself) and than later we just have... This
ive been learning game development recently and this feels so much like knowing the basics and just making a game with one mechanic that you understand enough. its actually really cool
@@Aliensrock oh my god, i was wondering why you were being so harsh on the game, i thought the arrows were part of it. thats some damn good video editing.
@@Aliensrock You haven't seen all. There are hidden levels where it's mostly based on guessing where the objects are and it took me like 10 times longer than the basic guessing levels.
This feels like a game where they coded the main mechanic (squishing) and it had a lot of bugs, but instead of coding those out the dev just made them into mechanics (like how when squished enough objects lose collision.) Unfortunately they seemingly didn't go and fix how janky these bugs are when choosing to make them mechanics.
Even with the jank the game had, it seemed like it was never really retreading the same steps! Puzzles looked fresh and kept expanding on ideas, very cool stuff!
Spatial concepts and powers are underrated. Fuck time travel, going back thousands of years will only get me enslaved or lynched. And I have no hope for humanity's future, so I don't care about going to the future either. Portals, teleporting, making things bigger/smaller, and *TRAVELING TO DIFFERENT DIMENSIONS* ? Now that's where it's at.
No its because it's non existent when it enters the ground but then when you widen it it pops back into existence in a place it shouldn't be within the ground and can't move.
I think for games like these would be really helpful to include Tyler's inputs the same way its done in speedrunning. Otherwise the viewer can't really understand how the green objects are manipulated, they just change randomly!
dude, this is one of the best games I've ever seen, the emergent mechanics are so simple to understand yet so mind-blowingly vast! This isn't buggy or low effort, it's a feat for emergent behaviour games.
The ending actually looks really good because it kinda looks like you’re trying to start up your flight and then once you do just shoot of f and it looks amazing once you get that lift off that makes you kinda look like a rocket
15:05 I don't know if this would have worked, but maybe becoming intangable on the top right bit and going left a little before becoming visible again may have been the intent/easier
I bet when making this game, the developer was like "Oh if stuff gets scaled too small then it loses it's hitbox and can go through walls... hey wait a minute, that gives me an idea..."
The game was more confusing ehen i eatched it on Icelys channel... also i was stupider back then, now the game makes so much more sense! Also the character is literally Animal Well blob thingie
This feels like a game mechanic was taken from a bug and then turned into a whole minigame. Like if I tried to implement scaling ideally I wouldn't want it to also move the object, and basing the scale point of origin on the origin of the map would be a clumsy oversight... Unless you decided actually, I'm going to make puzzles where that's the point and it ONLY works because of those things
Hi tyler, I think you've missed a section of the map in the upper right corner of the map. I've also've played this game and that section for me is the hardest in the whole game.
7:32 I've Actually Never Seen A UA-camr Do That Before. Making Your Facecam Transparent To Be Able To See The Gameplay Through It. That's Actually Really Smart.
You may think that this game's name is pronounced like 'scale', the game's main mechanic. However, its pronunciation actually comes from 'ska', a music genre originating in Jamaica which combines calypso with jazz and punk. The more you know!
❤
ㅤ ㅤ
❤
Why English gotta be so weird ;(
how did you break time?
Is anyone else impressed at how well the editor could follow the invisible objects through just sound cues?
The editor had quite a bit of information based on where the objects disappeared and where they reappeared. From there it's just drawing the vertical and horizontal lines to connect those points based on Tyler's movement.
maybe the editor didnt follow it at all but it just looked right because it started and ended in the right spot. we cant really know for sure if they were right
Wow I thought that was the game!!
@@martinthemarine920they didn’t follow it perfectly because I don’t think they understood the actual mechanic at play. In this game, when an object disappears it has become “infinitely” thin in one of the two dimensions, but it’s still finite in the other dimension. So it can move through solid objects in the direction perpendicular to the thin dimension but it’s still solid to the other direction. So for example, at 9:35 Tyler makes the star thin vertically and then passes it through the wall horizontally. It’s still finite horizontally so it wouldn’t go down like the editors arrow implies, just horizontal.
Tyler has some of the best editors I've seen.
2:50 That is one of the coolest ways to teach a mechanic I've seen in a while. When the game has such simple level design, even a seemingly unimportant detail can nudge the player in the right direction.
yeah the level is named cliff tunnel with a useless hole, you think the hole might matter so scale down to get in and then scale up in the otherside and find out scaling works like that
no way it's oceanbagel undertale modder
A@@heheheiamasupahstarslam5397
Kjj@@heheheiamasupahstarslam5397
0:37 I love how tyler gets progressively more green
Very well-lit
Goblin Tyler
It's the light from the moniter
@@Contreth1313 no, Tyler is just so immersed in the game that he let his transformation slip. What we're seeing is him reverting to his true goblin form
@dandanthedandan7558 I know I was just explaining how it would work if it wasn't just Tyler becoming a goblin Incase people were confused about why it was happening/thought the editor was doing it
this game is great for visual comedy. running around with a flat tall key and things like that
For those who don't know, if the solutions to some of the later levels seemed frustrating, there's actually a set of bonus levels which is even more frustrating. I'm glad Tyler didn't play them because they're just not good
yea
how bad could they possibly be
@@idlegameplayer3756Let's see!
@@idlegameplayer3756 let's see
"Can I squish myself?"
I have to wonder how many times I’ve asked that exact question lol it’s getting up there
@@Aliensrock Im gonna have to rewatch Squishcraft this summer... Again
Honey its time for your 2:00AM block squishing
@@ShadowBulb What is that?
@@BrunoMaricFromZagreb Video game aliensrock played a few years ago
The green platform and purple area: The green platform matches your movement. So when you make it green, it will fall at the speed you were falling. If you make it green before the apex of the jump, it would raise instead.
This is one of those videos where you just can't help but especially appreciate the editors for their work. The semi-transparent facecam and the arrow following the invisible objects are both amazing QoL edits that really elevate the video quality! Excellent content both from Tyler's gameplay and the editors' edits!
Check the description, it shows the editor's name
6:09 he went alllll around the star and completly missed it 😂
the creativity of this game can be as much as n-step steve or the portal snake but that's a VERY TALL order,good thing your character can stretch itself
Snakebird and N Step are vastly better designed than this game. The movement in this game is interesting and it's mechanics novel, but the actual level design is sloppy and frustrating.
The editor being good at following the star at 11:00 is a very funny little detail
(Editing requires you fiddle around a lot with the scale of many objects like that)
One thing I really don't like is how often the game makes you do a bunch of work only to surprise you with a new discovery that makes it all for nothing. It's cool to throw the user off balance but when it's designed like that it feels like it's only doing it to waste your time. That one block at 25:40 is the perfect encapsulation; there's no way anyone could have known that would have been there and once you know your only recourse is to redo the entire puzzle. In a well designed game that hurdle would have been telegraphed earlier.
Which is espetialy weird considering the squish up to magicly go up tutorial was so perfectly guiding player into doing that (the level with a big ledge after a place that forces you to become smaller after that you will probably become bigger and discover you go up when you become bigger yourself) and than later we just have... This
Squishcraft 2: electric boogaloo
Not really.
I would love to see a Stretchcraft.
It remembered me of it
@@Sento404 and then a squish & stretch
Squishcraft was a great game and series
the editors pointing to the invisible things is such a nice and helpful thing and probably surprisingly difficult, good job
ive been learning game development recently and this feels so much like knowing the basics and just making a game with one mechanic that you understand enough. its actually really cool
9:10 I love how Tyler became Green
16:30 the cube escape reference 😂
I was looking for this comment, this editor is gold 😂
14:17 "Oh I see! Oh I see I see!" - Tyler
You're telling me Tyler didnt have those green arrows??
It was sooooooo jank, would not recommend
@@Aliensrockwdym?? it's the best game ever
@@Aliensrock oh my god, i was wondering why you were being so harsh on the game, i thought the arrows were part of it. thats some damn good video editing.
@@Aliensrock You haven't seen all. There are hidden levels where it's mostly based on guessing where the objects are and it took me like 10 times longer than the basic guessing levels.
@@jakubwawa so that's how you solve them?!
10:34 The Tyler in the box does everything twice twice
hehehe
You being a pancake and frying around is so funny 😂
I also love friyng around
The pun will not go unpunished, everyone, batt ‘er!
Love how right before this icely made a video on a game by the same creator of skala, you two will forever be linked together
Forever locked in a game of chess
…Battle advanced
"Do not screw with the regulator. If that regulator is compromised, you would go subatomic." The star "F that"
Most sane Aliensrock video cold open:
This feels like a game where they coded the main mechanic (squishing) and it had a lot of bugs, but instead of coding those out the dev just made them into mechanics (like how when squished enough objects lose collision.)
Unfortunately they seemingly didn't go and fix how janky these bugs are when choosing to make them mechanics.
15:04 Obligatory "That's what he said!"
18:07 tyler having fun
"I'm so big, I can't actually enter." - Tyler
Even with the jank the game had, it seemed like it was never really retreading the same steps! Puzzles looked fresh and kept expanding on ideas, very cool stuff!
1:31 My favorite
Spatial concepts and powers are underrated. Fuck time travel, going back thousands of years will only get me enslaved or lynched. And I have no hope for humanity's future, so I don't care about going to the future either. Portals, teleporting, making things bigger/smaller, and *TRAVELING TO DIFFERENT DIMENSIONS* ? Now that's where it's at.
I just love seeing tyler being confused
5:04 “Wingardium Leviosa!”
6:42 this image is wild for no reason 😭
this entire game feels like someone was trying to create a 2D physics engine, it was jank so they made a game out of it
31:58 I think it's basically that it can't get smaller when it's already 0 pixels, though I still don't fully understand
No its because it's non existent when it enters the ground but then when you widen it it pops back into existence in a place it shouldn't be within the ground and can't move.
I think for games like these would be really helpful to include Tyler's inputs the same way its done in speedrunning. Otherwise the viewer can't really understand how the green objects are manipulated, they just change randomly!
Was not expecting the magic card jump cut, but I like it.
Fantastic concept for a game! Love it! Also I have to give props to the editor for like all of your videos.. so good.
See, usually I don't play the games you play, but the moment you said it's free you had me sold
22:18 Hey, that's me!
oh hey it's you
Eyo, this was really cool to watch! I had a lot of fun making the game, so I'm glad that you mostly enjoyed it :D
dude, this is one of the best games I've ever seen, the emergent mechanics are so simple to understand yet so mind-blowingly vast! This isn't buggy or low effort, it's a feat for emergent behaviour games.
@@adityagiri3600 I'm glad you liked it : )
Man I didn't expect such a beautifully made game to be free. Thanks Gustav!
huge shout out to the editors for the arrows. I think this game would be pretty unwatchable without them. With them though it is incredible!
The ending actually looks really good because it kinda looks like you’re trying to start up your flight and then once you do just shoot of f and it looks amazing once you get that lift off that makes you kinda look like a rocket
"whoooooooop!"... Who needs sound effects in games when Tyler can add them himself.
A game where you see the Tyler in its natural habitat: puzzle games
This is one of the few times it actually looked like Tyler was having fun
I like the green reflecting off his glasses
16:03 spittin bars.
"What if I get
Really tall, Pass through the wall"
I'm so glad i've played rusty lake cube collection, lol the telescope bit.
15:05 I don't know if this would have worked, but maybe becoming intangable on the top right bit and going left a little before becoming visible again may have been the intent/easier
I really liked Skala, and the new game from the same dev looks even better. It released less than a month ago on Steam. Would love to see you play it
Tyler, I am excited to announce that there's TTP2 DLC. It looks epic and I am really excited to see you play it!
Widler has returned to us
2:09 “slim” what the shady?? 😂😂
the foreign stone x frozen riddles allegations continue growing
The rusty lake reference was a nice touch
18:07 "ROLLING AROUND AT THE SPEED OF SOUND GOT PLACES TO GO GOTTA FOLLOW MY RAINBOW"
Wide Tyler is so back
cant wait for tyler to think outside the box
Saying
"Lolololololo"
10:35 where did you get that screen?
Finally figured out the last level, you can't go 2 directions at once while in the white zones so I alternated left+up and down+right
16:32 what was the lady in the window supposed to mean?
Mad respect on them Edit men for this
never thought I'd see the return of Wide Tyler
I really like your videos. You are funny person!
I bet that the jumping mechanic was a glitch early in development. It doesnt really look intentional, but fun nonetheless
Aliens made this game to make quantum physics accessible to humans.
If I had a nickel for every time Tyler asked if he could squish himself...
“I gotta go up, wait a second, this means i need my trusty friend BIBIBIBIP”. “Hello BIBIBIBIP”.
The rusty laje reference was amazing lol
There is an area you missed to the right hidden above the green block where you get the third key.
You know this is a great puzzle game when you stop understanding shit halfway through the video.
Keke has seen better days
a really innovative puzzle that devolved into weird platforming execution again
I wonder if the crowns on the levels means it might have a harder version of the puzzle now. I've seen other games do that.
how did he play the game that icely mention today
Because he is icely puzzles. Chess Battle Advanced
I bet when making this game, the developer was like "Oh if stuff gets scaled too small then it loses it's hitbox and can go through walls... hey wait a minute, that gives me an idea..."
hi we almost have the same pfp haha
The game was more confusing ehen i eatched it on Icelys channel... also i was stupider back then, now the game makes so much more sense!
Also the character is literally Animal Well blob thingie
When you wanna make a puzzle game, but cannot figure out how to remove the jank:
This feels like a game mechanic was taken from a bug and then turned into a whole minigame. Like if I tried to implement scaling ideally I wouldn't want it to also move the object, and basing the scale point of origin on the origin of the map would be a clumsy oversight... Unless you decided actually, I'm going to make puzzles where that's the point and it ONLY works because of those things
Hi tyler, I think you've missed a section of the map in the upper right corner of the map. I've also've played this game and that section for me is the hardest in the whole game.
This is how to get Tyler to make strange wooping noises
3:18 LOL WTH 😂
It's like game "box boy" from 3DS , you should try it
21:24 how did I do dat
This is such a interesting game!
The Return of The Squish Puzzles™
This was a neat little game.
Tyler should consider playing some Minecraft puzzle maps. 2 good ones are BeBoxed and Stereoscopic
Fun fact: Skala in Swedish means scale
Nice Nathan For You reference 😊
Now we need a game where you can only move by rotating.
Fun fact, the world skala means scale in Swedish
7:32 I've Actually Never Seen A UA-camr Do That Before. Making Your Facecam Transparent To Be Able To See The Gameplay Through It. That's Actually Really Smart.
Banger of a game.
dang tyler knows how to stretch it big time
FINNALY. A game that is FREE and that i played before
this is perhaps the most jank puzzle game that I have ever seen.