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Create free accountwhat's up everybody my name is coal fire and welcome to over Sonova coal fire played our games I didn't even ask for it it just happened that's really cool he has a very better microphone than me it sounds so crisp and nice and now you have my microphone on top of that is always really interesting and really fun to watch let's place of your own game and this Mexico is something I wanted to check out because first off it looks like everything is done in claymation which I absolutely love I've played one other game that I think uses the same animation style and the other things that it's a two button realtime strategy game so if you left click on any one of your creatures they turn into an egg and double and if you right click they explode as a weapon so I really like that people really seem to get the concept of this game I'm really happy about that
another thing you can see is that the health bars are broken that happened to a lot of people I don't know exactly what's up with that I'm gonna fix it the health bars are you already curious how far this guy will get before he gives up because the later levels get really difficult if the eggs are too close to each other they'll turn red and take longer to hatch but I just I thought this was a really really interesting idea and I I really like this animation style as well one thing you obviously have to admit is that as a let's player you have to hype up the games you're playing I'm not claiming that this is the case here but just an interesting thing to keep in mind that if you're a let's player and you're like oh this game sucks this feels so boring this feels so down then your viewers will not enjoy watching your videos so it's kind of a natural behavior to hype up the game you're currently playing that's that's all I'm doing but I think this sounds like a really nice and genuine
dude just something that came into my mind I absolutely loved all of the animation in this so what this this [ __ ] gonna start spawning from the middle okay oh god okay it's a little weird right now because you can't really control where any of your guys are going yeah that's what a lot of you told me as well that feels a little weird that you have so little control over the movement of your units so we'll look into that I don't think oh god okay I do wish there was like a level over button and to continue or something like that yeah but this is this is a really early development built as far as I'm aware I don't know I just I just thought oh oh oh hi there a geese did you get it oh I was holding that's one of the reasons
that I want a like a level over screen because I was holding left I totally get it that happens to me all the time it's super annoying we definitely need something to separate levels click and it just carried over into the next level and now all of those guys are completely stacked on top of each other and taking a really long time to hatch there we go and then let's blow up the rest of you yeah so I'll keep like my spawners near the middle let's just that like satisfaction of building everything up and then detonating all of the moolah this is so nice really satisfying if the players of you games feel satisfied that makes me satisfied no that is so satisfying oh god I feel like I might have screwed myself Oh No we win Oh God that's just all bunch of spawners okay that's fine
everything everything's cool down here this is this is all good let's yeah get a whole bunch of spawners yeah I just really like building up everything in the beginning because then you can do [ __ ] like that oh yes oh yeah we're gonna get a whole bunch of em hatching all at once alright all the guys that go [Music] you can really tell coal fires enjoying himself I absolutely love it love to see you then entertaining to watch alright it's it seems like it's hard to do when we have a spawner at the middle oh god oh god no no no no detonate detonate you [ __ ] there we go awesome so we'll start doing spawns
around the edge oh god no we lost an egg we lost an egg alright you guys seem fine over here let's do one for you detonate you guys alright alright things are picking up a little bit let's just detonate everything in there perfect and then all you guys alright how many I it would be nice if there is some sort of like visual indication it's like how many spawns are left in there yep we all definitely do that there will be some sort of number or we'll figure something out you will definitely be able to see how many creature are in the spawn is not the first time I hear that feedback so we'll do that because I don't know if I should be building up or getting ready to just detonate everybody know what I mean I think you guys know what I mean what are you guys are we don't have anything near the middle so let's just build up a whole bunch right away awesome oh look at all these eggs god I
feel like some sort of awesome powerful super bug it's like a bacteria in a petri dish or something that's definitely good if you feel powerful that's what I want though maybe we can try to emphasize that even more in the future but so far so good okay did you guys multiply like the first couple times that I hate you is that what happened yep exponential growth er not exactly they just duplicate by themselves everyone all right oh we get like little stuns out of that too oh oh no come on guys yeah hatch hatch oh I turn those into eggs accidentally okay we're good we're good we're good we're good all right we've got duplicators on the right and spawners on the left so let's just yeah well we'll build up everything here and when stuff comes off the edges
will detonate it so we'll cluster everything in the middle and then you guys can all go boom I do like that there's that like slowdown mechanic in clustering eggs together because it discourages what I'm doing right now but at the the point in the gameplay we're in right now it's not a huge deal it doesn't seem like what's yeah it's all just to prevent the exponential growth because when I didn't have that mechanic you could grow so many eggs it was absolutely so many creatures it was absolutely insane so yeah let's look these guys all spread out a little bit we'll turn you guys into spawns let most of these hatch and then we'll just start detonating every Oh No again with the like the carry over that sucks that's a whole - that I'm missing
right out of the gate which in a game that deals with all this exponential growth is a huge deal right at the gate yeah that actually makes a really big difference I agree if you split that one creature that you lost in the very beginning two or three times that's already eight creatures that you're known if you split them again you have 616 creatures less just because you lost one of them in the beginnings of this can really spiral out of control don't lose your creatures too early I'm watching you okay when these guys start hatching there's there's no stopping me oh that's fantastic I really like this I didn't think this was gonna be so compelling honestly I was kind of worried that just having a to mechanic strategy game or two buttons the strategy game there's a lot more than two mechanics it does feel
a little bit like a clicker or something like that but there are definitely some decisions that you got to think through yeah I've heard that a couple of times that feels like a clicker I don't want it to feel like a clinic clicker we all have to fix that so yeah we'll add a little more things you can do but still happy you enjoyed how many levels are in this Oh you're big yeah yeah oh jesus no no no no no no Oh like a [ __ ] boss fight yeah oh god no you killed this isn't going well this one's not going well at all Oh No we are so screwed this guy's got to get a ways away but I don't think there's any way we can get him to hatch in time yeah that's right you got this little man you got this no okay yeah we need to spread this stuff out right away
oh no we're in the seams is this his health bar it just seems like a little left yes that's a little out of place I'm sorry got a place oh no no no that was pretty decent that's better a lot of creatures oh yeah we need to just restart this one what are these things what are they do you think cold fires gonna beat that level do you think he can do it I don't want to detonate anything I'm afraid they're gonna like start multiplying Oh God they just grow oh that's cool I wasn't expecting there to be so many like enemy varieties in
this also I didn't talk it all in the last level I just kind of cheesed it that's all right though oh okay yeah we need to start doing detonations a lot earlier than that cool all right you got this all right that that one that one was not what I needed to do Oh oh okay well I think I'm gonna leave this episode here this is Elvis novo it's it's a really cool concept I do think a couple little things could use refinement but overall it's a solid concept and it's really well executed I I wasn't expecting this much out of it
or this many levels but yeah it would be nice if there was a way to like direct where your guys go which is at this point it's either like spam to win or RNG in terms of like where all your guys end up a facing and spreading off to I could find I don't know it would definitely change the game considerably but this is a really solid foundation especially for an early development build I can see this becoming something a lot more interesting than it already is and it's already pretty interesting I love this like combination of 2d art and what looks like claymation and the music is both like I want to say chill and energetic but I just those red things are actually placed holographics they will be replaced by claymation as well I
think we enjoyed this I really enjoyed this thank you this has been over snow veau that's cold fire always make that good videos okay sweet simple enough it's dangerous to go of course there's a Rick I love the attitude of this guy he is such an amazing mood all the time really fun to watch I'm already subscribed head over to his channel subscribe as well if you're interested in indie games he plays a ton of indie games and in a really entertaining way yeah I'm really think his channels headed somewhere he uploads two videos daily I know how much work that it's I really hope this channel takes off it's really cool one thanks coal fire for letting me recycle your content so I don't make need to make a full video myself you are officially the let's player who played my game so you get an extra trophy for that other than that make the world your playground and see you in the next one oh yes oh yeah
we're gonna get a whole bunch of em hatching all at once [Music] that's a saddest way absolutely
The developer of the indie strategy game Ovus Nova provides a reaction and analysis of a Let’s Play video featuring their early-access title. The primary purpose of the commentary is to evaluate player feedback, identify technical shortcomings, and assess the game’s core mechanics through the lens of a first-time user experience. The developer highlights the game’s unique claymation-inspired aesthetic and its two-button real-time strategy mechanics, where players manage creature growth and tactical detonations.
Key findings from the gameplay session reveal several areas for improvement in the current build. The developer acknowledges issues with broken health bar UI, a lack of player control over unit movement, and the absence of a formal level-transition screen, which currently causes input carry-over between stages. The analysis also touches on the game's balancing, specifically the "slowdown" mechanic designed to prevent exponential growth when eggs are clustered too closely. The developer notes that while the game currently risks feeling like a passive "clicker" title, the strategic depth provided by enemy variety and resource management offers a solid foundation for future development.
The commentary serves as a qualitative assessment of the game's current state, emphasizing the importance of visual feedback—such as indicating remaining spawns—to help players make informed tactical decisions. By observing a third party navigate the game’s difficulty spikes and boss encounters, the developer gains actionable insights into how to refine the user interface and movement systems. The analysis concludes that while the game requires further polish, the core loop of building and detonating units remains satisfying and compelling for the target audience of indie strategy enthusiasts.
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Thomas Brush · 2026
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