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Create free accounthey this is Jonas I'm a game developer and I'm here with another episode of Jonas place your games meaning I play your games and prototypes and give you my thoughts my feedback the amount of games you sent me this times absolutely ludicrous I'm gonna show you in a sec this video is sponsored by me will you snail is a fast-paced action platformer where you have to defeat an AI if you want to do me a favor check out the steam store page real quick and if you like what you're seeing then hit the wishlist button thank you very much look at my email inbox like there are 100 new emails all of them are games so I'll definitely have a look at every single one of these emails I'll advertise click on every single one of these emails that's that's the least I owe you the one title that really pops out to me so far is this one here ghost grab 3000 - no exclamation marks no fancy stuff just the name of the game so I'm kind of interested in what this is humanity's long gone wrecked souls still wander earth when you wake it will be down to you to clean up the mess we made of this planet I'm sorry GG we
could have done it ourselves are we we're too slow to change our ways and we ran out of time destroy our cursed Souls so it's basically like wall-e but for souls for I don't know if if that will be the case in game 4 but here in the menu when I click a button there's a little bit of delay makes it feel less snappy then it could field this the menu looks nice by the way arrows XZ shift okay very smart that you didn't use Y on a German keyboard for example the Y is in a different position of a game requires you to control with Y and X then on a German keyboard it's always a little awkward because those keys are really far apart so XE is a good choice I just played around and forgot to record here we go again so the main mechanic is apparently connecting these enemies with your grappling hook which is surprisingly fun and then bang you can crush them all at once feels really satisfying very very simple yet satisfying mechanic how many can i connect and a background
is like really nice and a 3d well it totally fits in with the 2d pixel art art style line connections can also block projectiles can also walk the big projectors yeah cool nice wave three and you have even more abilities for example you can move around like this which probably prevents you from getting hurt but it also consumes your energy so it's a little bit of a trade-off so I feel like this has probably quite a I skilled ceiling and quite a nice learning curve if you like and then the last ability is this one which stands enemies unfortunately they will come back at feels balanced feels fair and I still have three lives really oh this has ever very nice everything interacts with everything feel to it because if you dash through an enemy it gets stunned as
well feels like there are a lot of really cool combos and in terms of game system and balancing this this great so far although in terms of how it looks I really like what I'm seeing oh my god this combo is insane oh no okay notes slowly but surely starting to get a little bit harder oh no hey it's okay that was was a little bit of a difficult spike there are there any different levels let's see reach level seven in previous level okay fine let's see if we can do that we are very close this time that in terms of difficulty this is a little bit annoying now because now I have to replay a lot of easy stuff that is very boring by now so perhaps the next level should unlock
a little faster so that I don't have to placed after this way below my skill curve right you want to keep me in the flow state this right now is not keeping me in the flow State because it's way too easy I feel like it's a very great game system I just don't feel challenged right now I don't have to utilize everything this game system has to offer oh no that was an oopsie right there oh my god got a health pack that's very friendly here's where it's getting more challenging more fun here's where the dash mechanic starts getting more more useful for example wave six oh geez I have photo to survive for quite awhile now not enough energy now
[Music] we have six again and I need to reach where seven so now I need to play through all of that boring stuff again that is a little bit annoying when you have to play through a lot of boring stuff just to get to the difficulty spike that you can't get past whereas if we would just unlock the next level a little bit faster perhaps after wave five or six and I could play this level which will probably fit better to my skill level meaning I wouldn't be as a board for the first half of the game let's actually play this with sound for once
[Music] so yes I dig the music very nice very nice another thing I wanted to say is that in your game you sometimes get in situations where the amount of ennemies gets out of control really quickly and then you suddenly start losing all of your lives at once I think you should probably implement something that helps the player to bounce back a little easier from situations like that to really give them another chance you know if the entire screen is already covered with enemies then it's pretty obvious that you might not be able to make your way out of this I feel like there are a couple of things you could do one thing you could think about that you but that you don't necessarily have to do is just reducing enemies spawn right when they are already a lot of enemies on the screen like each level or each wave could have a maximum amount of enemies and if that maximum amount of enemies has already reached then you just don't spawn any new enemies that just makes sure the difficulty doesn't get too much out of control or doesn't spike too heavily and the other way around if
there are very few enemies on the screen for perhaps you could spawn them a little more quickly so just a little bit of a catch-up mechanic there in terms of spawn rate I think that would probably help the game quite a bit another change I think you should definitely do is refilling the energy of the player when you lose a life so when you hit something when you lose a life you should be instantly back to full energy just to make sure that okay at the release you have a way to escape now at the release do you have a way to make something happen again cause I feel like that felt pretty frustrating in the last match where I lost alive and then there were still wasn't anything I could do and then I just basically lost all of my lifes in a row because there was so so many enemies and there is no way to get out of it for me I'll recommend it refill the player energy when you lose a life that I think would be awesome and also another highly optional thing that you don't have to do but that you can think about when the player loses a life perhaps it could spawn a little explosion that destroys all of the enemies that are nearby and short I really really like this game I think it's oh there's even a shop wait a sec
oh that is cool it's a little bit of additional progression system sprinkled in here okay can buy different cores here different batteries and different beams okay and they all apparently all have different properties I see this core here slower but has four health first this one is a bit faster but has less health okay I think that those are cool trade-offs train goes together and pop them four points it's arrived on arcade apocalypse with a unique power of the grapple beam that for me for some reason almost under cells the mechanic that for me sounds almost like a game where you can pull yourself towards enemies or pull yourself or pull enemies towards you and what you have in the game is actually even a bit more interesting what you have in the game is chaining enemies together like in candy crush and then just popping them all at once which feels really really satisfying I wonder if you actually can make that moment of popping enemies even more satisfying because your game relies pretty heavily on this moment where you just all of
these enemies blow up I definitely keep experimenting with that a little bit could definitely be worth it for example what if all of the enemies explode with a little bit of delay so we have a longer reward animation I would try that off it could be cool oh and this will actually come out soon this will come out summer 2019 which makes sense because the game already looks pretty pretty finished oh that's destroying projectiles refill your energy actually that would be a cool mechanic is already that is the case I didn't notice that in game mm-hmm even though I'm cool animated gifs in here in the text not bad okay um let me add that to my wishlist and while we're at it huh don't don't forget to wish list will you snail if you wish lee said will you snail already want to play this game trust me then what are you waiting for okay let's try the next game putting the title of the game and the title of the email is definitely good ideas feel like you have a lot of submissions they are just indie games of mission playing indie games from my indie game and if I read a title that it's a lot more intriguing that makes me curious what the games actually about they'll find
you I clicked it because I was curious about the title don't worry I'll click all of these emails eventually I'll have a look at all of them no no worries well the way the camera moves Stefan be already a little bit unsettling like more than top down perspective which is definitely a bit creepy and then also the shading and the textures on these cars look at little uncrystallized - the creepy feel peddle or something perhaps the game could be a little bit brighter because it's really hard for me to see actually see anything other least on this monitor on my second monitor I can see a lot better what's going on and one thing I also want to say is that for a horror game usually sound is the most powerful way to build tension and so far the sound is not doing a lot not not very
exciting it hasn't changed since I've started the game okay I'm in the water now am i dead like I think I'm not supposed to go here oh yeah then I think we'll have to start a new game and not fall into the water at this time and let's head into the forest and not fall into the water and now the sound and the music has stopped entirely I thought that was for dramatic effect okay but now it starting again I'm not sure I can't hear anything dang it I'm so am --less what what do I need to do where do I need to go another thingy we already have three thingies 1000 what does that mean when I click on that I see 1000 and I can't do anything with these objects honestly this is probably where I would stop playing the game simply because I don't know what to do okay this is interesting I found a bridge seems like this brings me to a another area which is luckily a bit
brighter oh I can hide in that I see okay I'm actually unlucky and I found this here this top down feels definitely a bit creepy okay this store doesn't open oh geez oh geez oh that was a jump scare as though the heartbeat probably let me know if monsters are nearby right okay and here also in terms of sound more interesting things are happening I definitely liked that environmental storytelling at the entrance that smashed door I want to see more of that more environmental storytelling let's see if we can find more environmental storytelling here like there's a giant storage facility here with a bunch of bags I wonder what's inside these bags why I said our giant storage facility here all of these bags are not not named like I don't know what's inside these bags which in my
opinion is a missed opportunity to perhaps tell me something about this place hammer have a hammer okay I guess that will come in handy let's see what's on the other side I'm here at the bottom you can see that the shadow distance is not far enough to cover the ground with shadows fully might want to increase the shadow distance a little bit and then I can all do not really see what's on this image here might be an easter egg but would also be a great opportunity once again for a little bit of environmental storytelling telling me a little something about this house wood belongs to I mean I I mean maybe that's the family this house belongs to my toy will be the case I don't like that sound see those sounds are really unsettling I feel like this is the only way I can go right oh no my heart beat is getting faster again let's get out of here [Music]
oh no oh no oh no oh no oh no oh no oh no please no our damage unfortunately I'm not a big car or game player that's a little bit hard for me to give give good feedback on this perhaps just putting a couple more objects on the screen a little more clutter like this looks very empty with chess it's kind of interesting and creepy in its own way usually the more stuff there's around and the more things that cast creepy shadows and the more things they are that you don't really know what they are the the creepier I guess it is else that could be hiding something around every corner here I can't like there's no way anything could hide near me ah oh geez okay geez no no no no no no no no no no no no no so anyway I can escape this creature escape the creature uess like it this is a creepy room this
is locked okay at least I can go in here no damn it oh that's a different creature oh there are different creatures oh my god I'm not sure if you'll find all of the creatures but yeah that is cool I like oh no it's still around Oh No let's hide [Music] Oh oh my god it won't find me it's looking around oh where is it okay that is actually I think that is a back that should probably be fixed oh you can look around while you're in here that's nice but probably doesn't reflect 100% how you feel like when when you're inside a box usually when you're in a box you can see very little so perhaps you should even zoom in or lower the field of view somehow when when you're in a box I feel like that would represent the feeling of
being in a box a bit more this really doesn't feel like being in a box this feels like being in a watchtower and of course in horror games it's probably quite important how things feel right oh okay I did fall out of the map continue game i okay that resets me I already more or less know where I have to go let's see if you can make it this time oh geez they're so standing in front of the door I think luckily they are too dumb to go through the door let's just wait a little bit oh no I need to make it through the door now will they always be in this room now also I feel like if you see these monsters this often they up being scary come on let's just let me get to the door thank you very kind of you and the fact that they can't go through doors makes them a lot less scary oh no there's another one of these how many of them other Oh No
Lexus font over here is quite nice yeah that that works for me and then in terms of font you might just want to select a font that fits your game a bit better I mean this this one is okay like the sides okay this looks like a crash screen over here this is meant to be like like a little notebook or something and then apparently there are five different monsters the ones we saw I assume definitely saw the stick creature and them perhaps and then there are a couple of other creatures and enemy types apparently unfortunately we didn't see them but I think this is a very cool concept having multiple kinds of enemies that in the best case scenario should be very different from one another I mean the two enemies we saw so far unfortunately we are very very they both just chased us down and were not able to go through doors so what I think would be interesting if M some of these enemies could perhaps go through doors perhaps some can't some of them maybe can't even go through walls perhaps some of them height in corners or in dark spaces we have to be a little
more very where you where you go I would really use these enemy designs to your advantage make make them as different as possible what's after a while you get you get used to these enemy types right there they start getting less and less scary the the more you see them and if there are still other enemy types around that you don't know yet or that you don't know as well yet then it can still remain a bit more creepy the ones who swarm tiny monsters that are taking groups to overwhelm their prey stuff like that is cool well usually in the top-down view you respect expect it to be very hard to make a horror game because usually in a top-down view you know you can see everything everything's very visible for you you have a good overview but the way the camera moves like in this very little strange way makes it makes it somewhat creepy and then the camera is also not that far zoomed out which means you can't even see that far you can't see what's on the other side of doors and stuff like that those are I think pretty cool design decisions that make this game a lot creepier the heartbeat of course the
fact that you have a heartbeat I really like that then once again perhaps you could use the heartbeat to make these enemies a bit more unique right perhaps some of the enemies increase your heartbeat when they're nearby so you get a warning and then perhaps other enemies don't increase your heartbeat when yeah they are nearby so you don't get a warning and I guess here we can read a little bit of backstory that would be really cool if we could feel a bit of that backstory in the game as well with environmental storytelling hope this feedback help you out of it and hope you had fun watching me play your game okay the next game we're gonna play is called Foss which by the way looks absolutely beautiful oopsie-doopsie just wanted to give you a little heads up that the little like spikes you're seeing here in this game and the next one are entirely my fault they were not in the game and yeah well my recording software just screwed up no worries it's still pretty watchable I just wanted to give you a little heads up place HQ building wretch communicates to me that I can't place it there you're a couple of resources let's place it near the resources Joan ash ash oof what
feels like getting slapped into the face by complexity okay I can see my resources up here electricity and that is probably iron or something like that it's a little hard to read the text perhaps this overlay needs to be a little darker so you can reach the tooltips and of course the Scylla are an early development build the creator of this game all said this game is not really balanced yet perhaps I can give a little bit of balancing inspiration so I'll just have to find my way into this is all those my research buildings I think a look a part of you is hidden behind the buttons here here we go are we getting cold now or do we need to connect them first mmm why can I not build a power station costs too Iren and it costs coal over time oh yeah that actually makes my power go up okay meaning we can branch out a little bit here and start mining those resources as well to start mining this and this two
tips would be great when hovering over these resources maybe let's try to get some water as well I like the fact that I'm only seeing the resources up here that I have already when I didn't have coal there was just no coal displayed up there cannot place building here why not okay it needs to be very close to the the ocean do these water pumps not need electricity oh my god why am i so much on the - for electricity all of a sudden know how delete this building destroy oh my god they eat so much electricity woof okay let's get one water pump there seems to be a good spot for mining coal I would really like to know what these resources are because I have absolutely no idea now I have a lot of additional coal meaning I can a lot more power stations yep very nice now let's build some research do they consume consume energy or something they don't they
don't have a cost okay that's interesting let's just see what we can research here advanced nine Suns good I'm not quite sure what these bars here mean power plus four iron plus four mean minus two you mean you mean I I need resources to research that right and also I'm wondering why these buildings here are free let's just pull a couple more of them I mean if they're free they all look the same which is also a little bit confusing that probably just due to the fact that this is an early version of this game I'm not giving that much feedback yet first of all I feel like I have to figure out what's actually going on here that should be enough and now the research went a lot faster probably cause I have more more buildings which of course I have because they're free unlock the production of steel those icons look very similar I can see that getting a bit confusing I'm monitoring a little bit where we'll all of these resources which I feel like at some point they will not I will stop fitting in at the top here I have to say this looks somewhat pleasing I can one problem I can see here it's one very similar to the one we had an Islanders where everything just looks very static
like if your game is entirely based on buildings and has like no little vehicles or humans walking around then everything starts looking very very static very very soon and I mean one thing you already did to counteract that is implementing these clouds here they definitely add a little bit of motion that is definitely nice over this definitely something you need to keep in mind that you need to find ways to fill this with motion as much as you can perhaps you can have little packages energy packages travelling along those lines and then all of these little energy thingies can start rotating or something like that one thing that I think might be improved and where I think now still a good time to improve that is that the placement position of a lot of these buildings doesn't really matter which i think is a lost opportunity in a in an RTS game like for example these research buildings and these energy buildings it really doesn't matter where I place them or it seems
like it absolutely doesn't matter where I place them which I feel is absolutely a lost opportunity you could think about giving them them certain effects on nearby or just something that allows optimizers and strategists to figure out the best way of placing these of course for some buildings it does matter where you place them the mines and here these water collectors but like for every other building it absolutely doesn't seem to matter where you place them same for those power lines they seem to be very very cheap and you can just connect everything anyway perhaps being next to a power line code building could give bullying sediba or something just how much I were to try implementing a couple of rules that make choosing the correct placement of each building a bit more interesting I mean a lot of players take this it feels like working my way through a tech tree metal Forge here I feel like I can place this wherever I want again right it does absolutely not matter where I place this let's put the
metal Forge here because why not strange that I can access these resources already I thought I'd be able to access them in the in the late game okay and now let's just build some oops oops advanced mining here and then you can also with the power lines you can also do stuff like this and I feel like there's absolutely no no disadvantage to that where there absolutely should be a disadvantage to doing something like this I'm losing a lot of energy now but we can hopefully fix that by building some energy building advanced power or that requires fuel though I don't have any fuel so we'll have to try to solve our problem with these normal power stations ooh I wonder if we can do that even otherwise we're in trouble okay it doesn't work like this damn okay advanced power here we go how do we get fuel a couple of these things oh they look exactly the same that is a bit confusing but I get it I do that all the time as well when making
games perhaps just at least give them a different color same for these if you if you want to save time for prototyping stuff and yeah sure use the same meshes but like changing their colors worth it why do I get so little dirty reom what do they need how did my economy get out of balance that quickly thing is I'm not really sure what I need to do to fix this now like how how do we get into the plus with us energy again I'd like to see a little bit of what what is costing me this much energy why am I losing this much energy ah how much energy does this advanced mining cost only minus eight where's all of this energy going why is my energy delivery - 2400 that needs to be a buck right that can't be right because my energy isn't even going down all that much yeah this produces fuel okay what can I finally get fuel now please fill it up okay this is a buck right you see I'm at 1,000 energies are clearly getting energy somehow but this is where we were in the - and now
I'll have to build a lot of fuel plants I guess just in order to get some fuel because he builds so many advanced power stations that is a big problem with balancing economies like that like they can they can get out of balance so quickly and I can really only recommend balancing this trying to balance this as soon as possible like don't save the balancing for the end because if you're unlucky it will turn out that this system cannot be balanced and that you need to make some this time exchange is in order to get it balanced so definitely start balancing soon that is a big recommendation I have for you otherwise stuff like this will happen this just doesn't feel right it doesn't look right and so here's my fuel okay but it's still in the - and here my energy so much in the - as well but somehow it still stays at 1,000 what I appreciate about the balancing so far those at least I don't have to wait for
resources to come in and a lot of strategy games you oftentimes end up sitting there waiting for resources let's mind some more resources shall we and then after that we can see if their resources anywhere that we want to mine okay now the game slowly starts lagging out a little bit I wonder why that is advanced mining let's go goodbye performance bye bye bye ever already said that this game looks really really nice the scan looks really really nice there is absolutely no encouragement for me to build these effectively do not save balancing for later it's it's dangerous it's truly dangerous as if the balancing works now let's build an alloy Forge because doesn't really matter where I built them anyway let's place them all over the place the more metal for just my bar on the top is full no more resources fit in there let's check out our base for for research ok
my research here research that I see and we've already worked our way pretty much through the entire tech tree I can't scroll through this menu that is a problem I can see it I can scroll there but it always snaps back ok oh I can select stuff like this I wonder if that means I will get some units to move around later on I'm very curious to see where this goes overall very good game actually I'm pretty impressed especially with the fact that everything is pretty self-explanatory I feel like you get into it quite easily don't save the balancing for later that is extremely dangerous wanna see if your core underlying game systems work once they are balance because might very well be the case that it's not possible to balance them as they are right now and you should bear try that out now before you have to make some huge systemic changes later on very very awesome next up we'll play neural BOTS game is much better with headphones ok alright will sign up let's see what the games about and then we can check out the level editor I already saw that this has a
level editor there there's no sound just letting you know this UI is overlapping a little bit this is not very nice perhaps the next level button would be nice here and then I just see my best score here ok but I don't know how good that is so I'd really either like to see high score or a medal system editor this where I get some instant feedback for how well I did on this level at the moment is not really possible to build a lot of momentum with this thing like flying upwards feels really feel like this could feel a lot more fun if it were possible to build more momentum this feels very skill and precision based which by the way is completely fine however this control scheme would also have a lot of potential for I feel like for a lot of fast-paced levels and of course if your game has a level editor then you want to allow players to build a lot of different kinds of levels right
I feel like the easiest solution would be to drastically reduce the gravity of this guy now you're still in a spot where perhaps it's not too late to fix that I mean if you don't want to then I understand main characters cute by the way I like it looks very cute I like the colors very very nice color palette so close so close for like for our second level this almost feels a little little hard too much gravity like it's also hard to stay stay airborne you put your thruster at 45-degree you're already falling which feels counterintuitive see if I'm boosting 45-degree angles I'm so falling down I feel I feel too heavy I could barely make it okay I managed to beat the level
and I once again have to click here ok that was level 1 let's check out level 3 camera should be moving a little more in the direction I'm moving in so if I'm moving to the right the camera should place the player further left in the screen so I can see where I'm moving which is especially important if I want to fly very fast I just want to see a little better in the direction I'm going I feel like the camera could be a little smarter like that the player doesn't need to be exactly in the center of the screen all of the time my main feedback for now would be for a game like this I would really like to see the controls and the camera movement fine-tuned a bit more and I think it's especially important to do that now because when you've already made like 200-300 levels then believe me you won't feel like reverting the controls anymore cause then all of your all of the levels you've made basically stopped working and this game is an open beta by the way if you want to test it links to that is in the description yeah animation could even a little bit shorter or skippable
perhaps perhaps it should just stop when you click it could help to keep the flow going for a game where I feel like the fun comes from going fast and from the speed this game forces me to a lot of precision and slow movements but do I do these rotating thing easier reset when the level resets because they definitely should to make sure that every run is consistent and these things are always at the same position ok this path yours easier appreciate the fact that there are multiple paths you can take like staying in the air is too difficult this forces me to just always make my thruster face downwards to be way more interesting you've had a little more movement flexibility for this allowing me to face it in in other directions maybe even to the side or downwards at times no no no no no
Oh suddenly their sound yeah the sound is nice actually [Music] like I want to make a map about going fast definitely feels like this again very heavily built around the map editor so let's check it out I can't delete this anymore and I guess they're just a couple of little bucks here and there and the sound doesn't go away from the lasers it stays there Oh in fact it doesn't even disappear when I go into the menu other than that so far work from what I can see the controls here feel quite intuitive I'd like to drag the camera with with a mouse button that would be really nice I'm not quite sure why I need to select things by holding my mouse button why is a single click not enough and then when I hit escape I feel like this overlay here should
disappear when it's still selected and if I have nothing selected then we can bring up this menu and then we'll just put a couple of gear wheels here and there which are probably quite nice as reference points when moving quickly I would recommend giving these gear wheels a random rotation and dragging them into the level the fact that these spikes have just one color is pretty smart that allows you to shape them basically in very much any way you want that is a fun way to build a spike out of spikes mmm perhaps this UI could be slightly transparent so I can see what's behind it this is sometimes this just blocks my view oh no now I'm screwed I can't even select the correct gear wheel anymore yeah that's much better for the most part I feel like this gonna go direction that's pretty nice of course it just needs a lot more objects you can place in the levels a lot more objects to do level design with articles dust okay let's go let's say if okay there are a
couple of hot keys as well okay that's good to know safe and tests here we go it seems like I made my level a little low too big actually no can I wish I could scale the entire level down a little bit I think what would be really really useful as to instead of this starch texture to have to just have the player-character here because then you instantly have a comparison to how big the player characters and it's much much easier to estimate how big the rest of the level needs to be I completely underestimated the size speeding through these levels it's pretty much the fun part what the level editors definitely lacking is some sort of spikes that are a little more suitable to put them in
the air I would say what we have so far looks very very promising I would definitely have a second look at the controls makes a player character feel a little bit lighter one very clever solution that you could try I'm not sure if it will end up working out but for example just making the player lighter while you're boosting perhaps that could be a good compromise as well so if you start boosting you still fall down just as fast but while you're boosting upwards I feel like that should definitely be possible a little easier you feel so heavy at the moment perhaps experiment with designing a couple of levels that rely more on speed and a little less on precision because I feel like that's where the fun is playing for that's where the fun is coming from yeah and then of course the level editor of your game I would never dare to make a game with a level editor simply because comes with a lot of very tough challenges like how you need to make sure that players can add levels easily that they can create a huge variety of different and interesting levels like Super Mario maker did a very good job of
that geometry dash did a very good job with that and those are I mean those are basically games you're competing with a little bit right the competition is strong for level editor based games I wish you the best of luck for sure the next game AI Buster cam right easy so far do you see a map up here is this a rope like Oh different biome that's nice I don't really need to destroy these enemies oh no this a dead end I need to backtrack all the way let's try going to the right here Oh ice biome very very nice just a little bit of a shame that all of these biomes are filled with the exact same stuff I feel like what this game is missing is just enemy variety this is feels like a solid start just lacking a bit of variety perhaps the enemies should move a little bit as well and maybe maybe you
shouldn't be able to leave a room before you haven't destroyed all of the enemies okay finished room okay do I just need to finish all of the rooms or what's what's to go is there a goal who knows now this room turned green okay as I need to go into every single room and kill every single enemy witch sounds a little bit tedious because there's nothing there all the same right actually the game plays quite well I guess I enjoy fighting these tanks here somehow it's kind of kind of rewarding fills me like this game is just not finished feels to me like this is still in in development just one thing I would definitely do is making sure that all of the biomes are actually different from one another so every biome has different enemy types and a little bit of different terrain different conditions perhaps in the snow biome perhaps the tanks move a little slower or something
like that and then just add more enemies that's what I'd say cool very very cool I mean I really Lema I'm in a real dilemma because there are so many cool-looking games like there are about 100 very cool-looking games in my inbox I don't know what to play oh this really reminds me of blackthorn peratt's shooters I'm just keeping my my promise real quick to open up every email and see see what's inside why are there so many awesome looking games this time I'm usually I'm used to seeing a lot more cheap-looking stuff oh my god another really high-quality good-looking game this looks lit this looks very interesting and adorable I think we need to check this out [Music]
oh my gosh that's a game about making music [Music] okay here I can see how many instruments are still remaining Earth's the last one was the last instrument [Music] oh yes [Music] that is awesome that is really really awesome [Music]
that's really cute twice the so cute [Music] [Music] such a nice and chill way of making music [Music]
I feel like there's nothing negative I can say about this game it's just adorable [Music] first the last instrument so where is it [Music] I hear [Music] awesome like what a lovely game I'm really glad I played this gem I'm feeling completely overwhelmed by the
amount of absolutely awesome looking games you've sent my way it this is insane like what how another steam game area 86 looks interesting it's a physics based escape room puzzle in space oh let's watch the trailer [Music] Oh cute you control a little robot thingy that looks actually pretty fun what I would say about the visuals is that for me personally this looks like a bit too much gray perhaps let me see if I can make something happen here that is there's always some fun uh-huh I think this is pretty clear that this just looks a bit nicer if everything had a bit more colors this looks a little bit like a gray box prototype and then with a little bit more blue and orange mixed in here and there it just looks more finished pretty sure you can pull
that off in unity with with lighting and a couple of smart textures here and there maybe you don't even need to go that all-in on the colors maybe just a little more color would help as well the gray box and then the Sundy looks more finished gray box a little more finished think about it should we play this game let's let's look through thee through the entire stack of emails first race fall here we go here we go as all this the other day on my discord group which I guess gives this game a little bit of an unfair advantage but it looks interesting with straight-out team okay so apparently I can use the mouse to look around a little bit as seems like I need to look at all of this okay and very interesting way of teaching the game actually and maybe it is not really necessary to show the cursor on top of all of this cam looks like a freed myself okay this is
looking quite quite pretty and apparently in this game apparently in this game you fly by using the left and the right mouse button so right mouse button controls the right wing left mouse button controls the left wing and I have to say this does not control very nicely it like at the earliest with mouse and keyboard I have no idea with controller I can't plug my controller because all of my USB ports are taken when I'm recording I don't understand where I'm going I mean the character looks beautiful by the way I don't understand what I'm doing wrong am i doing backflips or this part of the
game do I need to learn how to fly I'm flying oh when I click just one mouse button I turn okay not gonna light the controls feel a little bit strange what irritates me the most I think is that I have to control both with the mouse as well as with a sdw right if I just do this then I never to believe will land on the ground so I need to click s at the same time and then the camera does just some weird stuff that I can't really tell what exactly is causing this as we're clicking a mouse button opens the wing right [Music] in terms of the animations I feel like that could happen even a little more immediately here lifting the wing feels like there's a bit of a delay see
there's like 300 400 milliseconds where nothing's happening even though I've clicked the button already that should be a bit snappier oh okay I can quick start like this I think what ends up biting you in the back a little bit here is the fact that the character can have can basically tilt in all directions while controlling it midair I give it gets a little bit tilted just then it already becomes very hard to control after trying this for a little while I would definitely say try to make the controls purely about those two buttons like leave a sdw out of it sure we can use sdw for for controlling the camera and stuff like that that is fine however I feel like the main appeal from your game should come from the simplicity right from the fact that you have two buttons one button opens to the left ring and one button opens to the
right wing I feel like it should be able to control all of the flying maneuvers with just those two buttons and leaf sdw out of it at the moment it is I can really control where the character is going with W&S that should not be the case this could be such a simple and elegant way of controlling a character with those two buttons and I feel like you can make it work I feel like you can make it work with just two buttons that should be possible like even a lot of that vertical flying and so on perhaps just with with the rhythm you beat your wings and and I would also try making the wing movement a little more consistent like I feel like here on land pressing the buttons does something entirely different than in the air keeping one button pressed suddenly does something entirely different where we're the other wing doesn't really close feels it feels a bit inconsistent
you never know entirely for certain what the rings are going to do I would simplify these controls a lot further that I would try to make them react more quickly make them more snappy I don't think you'll have to get rid of this but if you have to if it just doesn't work with just two buttons that you get all that sort of vertical and horizontal tilt in that character then just get rid of it I don't think it's too important for us being able to pull those maneuvers off it's nice like at the moment you can't really do that either and then you also just need to fix the camera I don't know probably you're probably using something like cinema Sheen for me at the moment the camera feels like something that works fine when walking around on land here that seems to be what this camera has been made for but for the air controls the camera does not feel will ideal oftentimes the cameras moving and spinning too quickly which is not ideal in the air I feel like the camera should be a lot more a lot more steady and even
if you turn around midair the camera should not just suddenly spin to the other side it should just either do that slowly or it should stay in place and sort of see where you go from there imagine it like a camera being pulled on a on a string right when you move in the other direction the camera shouldn't spin around it should just stay in place and wait for you to go in the other direction or whatever that's that's the sort of camera I would go for here yeah look it looks nice before you do anything with this you should definitely make sure that the controls feel very nice I'm I'm saying it very very honestly and I mean well I feel like this has a lot of potential if you get the controls right at the moment yeah let's be honest it feels horrible I'm sorry but I can I can see the potential I can see the potential yeah I hope I hope you get this right I'm looking forward to playing this again actually I hope you figure out a control scheme and a camera movement that works for this game yeah let me know if you need any
help I feel like this is a very very interesting project I'll help where I can next game I'm just wondering if I'll be able to edit this if we put music in there let's let's start with with music because having music playing in the background always makes editing a little harder because then they're weird cuts in the music okay let's get to the other side okay this looks nice I'm literally just a rolling cube nice this is very a very chill scoobert game a bit of a shame that the world ends here and I mean vert ending here by itself wouldn't be that big of a deal but world ending here in combination
with the fact that this seems to be the easiest route is a little bit of ADD combination I need to go backwards alright level complete I really dig the music and the colors of this game this looks very nice it's a very simple concept once again another proof that you don't need crazy complicated ideas in order to make cool games that's definitely very very cool and chill [Music] I like how different all of the levels look it's like this one's a little
bigger of course performance solder is starting to slightly leg out there how about we enjoy this game and fullscreen for a bit I can see good thump no material here [Music] oh this level looks nice as well the colors are very very nice [Music] I'm honestly super surprised by how rewarding this feels I would totally buy this game on Steam like if this is a demo and there would be like 50 80 levels of this I would buy that just so chill to explore this verge and if this somewhat simplistic gameplay at the same time arguably this is not the most interesting gameplay ever but due to the fact that you see so many cool new things so many cool new terrain features
all of the time it just keeps it interesting like these exploring these words never get boring and then the little bit of gameplay that's there is just enough to make it like a really compelling experience there definitely needs to be a rewarding sound effect whenever you finish a level and then hear these places where the level ends I feel like you should perhaps try to find a bit a little bit of a nice resolution for that maybe the terrain could just dip down and there could be a very deep cliff or something like that that would already be better better than having nothing here apparently with shift you can also boost that is cool and at the moment there's also no advantage to going fast right I'm also not sure if there should be because the way it is right now it's kind of chill it really makes a difference how well-designed the levels are if you like the the well-designed
levels are quite a bit more fun oh here it slowly goes into a snowy landscape that is very cool but then once again this level feels very confined like you can see these edges in the in the corners here and there no there's nothing in the background no big mountains I feel like the levels were really the verdict seems a bit more complete the world feels a little bigger and not just confined to this little level here those levels feel a lot more immersive to me like this level does not feel very immersive because it looks like a level are speeding through that like that is is quite fun I have to admit okay we might have reached the end of the game yes very nice game so perhaps that can serve as a little bit of a lesson how you can turn a rolling Unity cube into a fun game actually that
was pretty well done pretty well executed seeing all these different landscapes kept it interesting for me combined with with the challenge of touching these blocks yeah but the the level design definitely always had a big impact on how much I enjoyed the level my advice would be improve the design of the empty our levels a little more put a couple more objects in there a couple more mountains or whatever so the world feels a little more complete your levels like that feel very very nice to roll through that that rolling through something like that is extremely fun or here that was a very cool level as well cause those levels felt very unique memorable it felt like a real journey like here this this quality of level design is what I'm looking for this is really fun yeah interesting that once again level design can have such a big impact on your game I didn't thought you could make such a good game with just a rolling cube there were a lot more games that I really wanted to check out unfortunately there were just way too many games say sorry first of all for the way I pronounce s and secondly sorry for the
90% of you whose games I didn't play I'm feeling really really humbled and honored to have such an awesome creative community the amount of really awesome looking games this time was absolutely stunning and overwhelming I'm starting to feel like the one who should learn from you which is great we can learn from one another do not forget to check out well your snail on Steam it's a wish list button I am Diane I know you will be wondering when will we do this again seeing this amount of demand I assume we'll do this pretty much as soon as possible again there are so many more games we need to play will we'll see how we do this I'll let you know when we do this again which will probably be soon good luck next time [Music] [Music]
Effective game design hinges on the early refinement of core mechanics, intuitive user interfaces, and the strategic layering of environmental feedback. Across various indie projects, including action-oriented titles, horror experiences, and real-time strategy games, success is consistently tied to the ability to balance accessibility with depth. For fast-paced titles, developers should prioritize fluid movement and dynamic difficulty adjustments, such as catch-up mechanics or variable spawn rates, to maintain momentum and prevent frustrating spikes in challenge. Conversely, in atmospheric or exploration-based games, the focus must shift toward visual clarity, environmental storytelling, and consistent control schemes that avoid unnecessary complexity.
Strategic depth in simulation and strategy genres requires more than just functional systems; it demands meaningful choices. Base management and building placement benefit significantly from constraints or proximity bonuses that force players to engage with the game world thoughtfully. Furthermore, static aesthetics in these genres can be mitigated through improved UI readability and the integration of subtle motion, which helps ground the player in the environment. Across all examined segments, the transition from a prototype to a polished product relies on the developer’s willingness to iterate on physics, camera behavior, and sensory feedback early in the production cycle.
Ultimately, the indie landscape rewards projects that leverage high-quality level design and thematic variety to sustain player engagement. Whether through the tension of a horror title or the meditative flow of an exploration game, maintaining interest requires a constant evolution of threats and environments. By prioritizing intuitive tools and clear visual communication, developers can ensure their core concepts remain compelling as they scale. These findings underscore that while unique mechanics provide the initial hook, long-term success is dictated by the polish and intentionality applied to the player’s moment-to-moment experience.
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Thomas Brush · 2026
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