Check. That's good volume right there. I think I kind of want to put a limiter on this so that it doesn't peak so much. So, let me see here if I can do that. I'm not sure if I can do it live. Yeah, there we go. Limiter. Check. Check. Check. Check. Check. Check. Check. And we'll turn on safe mode as well. Okay. Does that sound good, guys? Yesterday was I was peeking and nobody nobody said anything. And I think you guys were being nice, but um but uh don't be nice. Tell me tell me if I'm peeking. Okay. Hey, today's gonna be fun. We've got three games we're going to play and we're going to review them and we're going to do what? Are we going to rip them to shreds? Maybe. But the point is the point is to offer constructive criticism and feedback to help these developers fix what's not working in their games. And and it's it's kind of crazy because sometimes what's not working can feel like the whole game is broken and it's
just cuz of one or two little things. Um so that's kind of my hope for these live streams is that developers can watch them and they can just tweak those few little things and the game can be twice as good. And it's not because I'm a genius. It's because you guys are super helpful in the chat and hopefully I do have some experience uh to offer. Um oh hey, I wanted to say a huge thank you to all the new students who joined um my course full-time gamedev um in the last two days for Black Friday. Anthony, Deb, Debbuchi, Brian, Seth, Lorenzo, Victor, Robert, Lewis, Benji, Leonardo, James, Serge, Debert 3D, Bryce, Thomas, Michael, Leonard, Christopher, um, and Michael. Thank you so much for joining Fulltime GameDev during the Black Friday sale. Look, I'm an indie game developer, an actual
indie game developer. I'm not just some some random YouTuber that BS's. Okay, this is the Is that Korean? I think it's like the Korean version of my games. Um, so I have two commercial releases. I'm on my third commercial release called Twisted Tower. I can actually pull it up here. I'm on my third commercial release called Twisted Tower right here. And um, this is actually the beta. Um, but uh, yeah. Yeah, this is my third course release and it's being um published by 3D Realms. And I say all that just to say um if you want to learn from an actual indie game developer um and you want to learn how to make not only you know make games in Unity or GDAU or Unreal, you could take your pick. or you want to learn to code or you want to learn 2D art or 3D art or how to pitch to publishers or how to hit the Steam front page or how to get Kickstarter funding. Um, I could teach you how to do that and
that's what full-time gamedev is. This is my Black Friday event. This is my biggest sale event of the year. I don't have any events that are bigger than Black Friday. I always make sure Black Friday is massive. It ends in 11 days. The seats are selling fast. There's less than 90 there's some somewhere around uh or less than 90 somewhere around 80 some left. So if you want to join uh the program and get 50% off but also get my art programs completely free that's 2D and 3D and also my YouTube uh course completely free and also my course on how to reach out to streamers and get streamers to play your games. If you want all of that is 50% off. This is the biggest one I've ever done. Biggest bundle easily. Um, so check it out below. You're going to be taught by an actual indie game developer, which I think is pretty cool. Um, a lot of courses out there, they'll they'll tell you a bunch of stuff, but they're not going to tell you how to do this, right?
They're not going to tell you how to get published and how to sell your games um to publishers and get them released on consoles and hit the Steam front page and do all that cool stuff. Okay, Thomas, shut up. Enough flexing. By the way, if you're a student, let me know in the chat what you think about the program. And if you enroll today, you will get a big old fat mention in tomorrow's live stream. Just as a way of saying thank you because it does support the channel as we sorry, it does support the channel. Um, as I wrap up Twisted Tower. Twisted Tower is wrapping up here. Thank God. It's been a four-year journey. It has been a long 4year journey and I cannot wait for this thing to get put onto the actual Steam shelves. And guys, can you imagine that right there? Oh, I just dream this right here in a in like a console
container. I It's always my dream, you know. I did it I did it for my previous two. I would love to have a physical copy of that cover art right there. Okay, you guys ready to jump into the first game? The first game is called Demo or I'm sorry, Widow. Um, am I peeking? Please tell me if I'm peeking. Fear of failure. That's cool that Jonas praised that. That's awesome. Am I peeking, guys? Please tell me if I'm peeking. Christian says, "I love the program." Oh, you you you got the course. That's awesome. I love the the program. I've been going through it in the last year or so. It's worth it. Oh, that's awesome. Thank you so much. That's very kind. Um, yeah, pitching to publishers, for those of you who are curious about pitching to publishers, pitching to publishers is not getting in a fancy suit and flying to Los Angeles or, you
know, going to Seattle or Austin, Texas or anything like that. Pitching to publishers is sending an email [laughter] with your Steam page and saying, "Hey, I need money. Do you want to split the profits?" I mean, it's it is a tale as old as time. Pitching is just trying to convince somebody that they're going to make money off of your product and for them to advance the money to you and fund the project. That's it. Um, that it's it's that simple. But of course, there's tricks that you should know, things that matter, things that publish care, publishers care about. There's also really important legal stuff you you need to understand. Um, but let's go ahead and play this uh wood game. You guys ready? You're not hearing peeking. Okay, peing sounds like this. This is peing. This is peing. All right, you guys ready? Here we go.
Please. I want to hear a click sound. Yes. If there's a click sound on the menu, you already know that the the developer is probably world class. Here we go. Yes. Oo. Well, you need to tell me what I need to adjust for. Listen to that clicking. Oh, baby. That's perfect. That feels amazing. So, this isn't G. Is that gamma? Usually, it turns really gray if it's gamma. Okay, let's continue here. I'm going to make my own game solo. I will definitely buy your program today. Well, that's awesome. Play STD. Thank you. That That's very kind. And I think you're going to learn a ton. Seriously,
the cool thing about the program, guys, is that it's it really is um there's it really I can actually say this with full confidence. It really is no risk. Uh because you have 30 days until you could just say, you know, never mind. You could consume the whole course, which by the way, it's like 40 hours or more. It might be well total the total package might be 60 hours. You could consume the whole thing on a weekend and then email me or my assistant Hector and say I don't want it anymore and I'm going to refund you without even asking because I just don't want your money if you don't want me to have your money. If you don't feel like it was worth it. So just keep that in mind if there's no risk. Okay, here we go. Whoa, that's great. I want to hear it. W O D uh oop O. That's great. This is awesome.
Click [snorts] and hold to rotate. Oh, this game is all about juice, isn't it? Juice. I said juice. Golly. So, it's a coloring 3D game. You color.
It's actually very therapeutic.
Some things that you
places where we felt welcome and warm. People who made us feel like we belong. Moments when we were truly happy. Everything we gently keep as our most precious treasure hidden deep inside. My kids would love this. My kids would love this. What is this? I can't tell what that is. Is that a turd? Kind of looks like a turd, but um it probably isn't a turd.
So, the music and the voice acting sounds really cheesy. Um, I think that the the sound design is great, but the music and the voice acting feels really childish, whereas the game looks a little bit more mature. It looks it looks like someone my age could even play this to relax. Um, if it were me, oh, that's great. If it were me, the one thing I would change if I was the art director, I would immediately get rid of that music and I would play music like this. Hang on. We've did this before. Um, we've played this song before, but anything that's similar to the Townscaper soundtrack would work for
this. So, for example, [music] yeah, something like this. This is from Fall of Porcupine. Here we go. Something that sounds a little bit more trendy, a little bit more art artful could really be great for this. Here, we'll just keep skipping through the the various songs. Yeah, I would say music is gonna make this this game shine. Like really solid music. I'll turn the music on in a sec, but I just want you to hear kind of where my
head is. So, I'm looking for a Is it this? Let's listen to another one. Oh. Oh. As I rotate, you can see them here. Got it. So, that's the key. Why do I suck at this? What's going on? I shouldn't suck at this. And over time, they become a part of us if we allow [music] ourselves to let life's wonders in. Yeah. So, the voice acting sounds like something on a yolo yodo. Is it yodo card? It sounds like a a very simple
uh almost AI sounding voice actor. And I think that voice actress is real, but it sounds like AI. And so I would prefer it to be gentler. Um, not fully ASMR, but something with like a rich, unique personality. Um, I can't remember what she said, but something that has like a realness to it. Not like not like a narrator, but like a realness to it, you know? Um, that's what I would do. Okay, let's turn the real music on. But hopefully you guys can maybe see where I'm coming from with the music feeling a little cheesy. See, you know, it's not working for me. This game loses a lot of depth and value with this music person. That's just my opinion, and I think I'm right. But yeah.
Okay, here we go. Nice. That feels good. This is actually really pleasurable.
Alive enough to embrace joy in the moment.
Yeah.
Realizing we can't stop time, knowing it will pass.
Yeah, it's it just feels a little rehearsed. That's what happened to me. Inside this little wooden box is my happiest memory.
Inside the See, here's the difference. Inside this little box is my happiest memory. That's like a trained voice actress for like a a novel. And I don't think we want that. I feel like we want Inside this little box is a memory. Something real simple. Inside this little box is a memory. Inside this little box is a
memory. Yeah. Something real like you're [music] talking to somebody, you know? Uh that's just my opinion and it's correct. Here we go. Let's see here. Oh, that fit perfect. Let's keep going. Crunchy. Crunchy. Yes. It's a memory of a summer that seemed endless and happiness that smelled of warm bread and fresh apples.
It's a memory of a summer that's endless. Something a little bit more real. And this Yeah, the music. So, that's the only complaints I have is those two things. The music it reminds me of like what I what I hear on like Daniel Tiger, which is fine. I guess
it's kind of cool how these are angled perfectly based. I mean that that is really interesting how they're angled perfectly. Isn't that cool? So you can sort of visualize it over here where they go. That's so cool. Um, Thomas, use your observation skills, bro. Oh, the key is right there.
Welcome to the world of Widow. Oh, [laughter]
that was the menu and Thomas was critiquing all of it. Let's keep playing. This is great. Very pleasurable. Very, very pleasurable. Hey, are you going to play all the games on your tweet? No. [laughter] Oh, we That feels great. This is
awesome. Woohoo. Okay, this music's better.
Yeah.
Hi there. It's me. Hello. Is that a turd? It is. There's a little poo there.
Wow. At least this is how I remember myself.
Oh, I love that I can make him wiggle and wobble. I need to write that down. I want to put that in my game. Wiggling body parts. Man, if my wife reads my notepad, she's going to be like, "What? This is great. That's good music, baby." This feels great. My kids would love
this.
I used to be such a city girl. I never really seen the countryside in movies. My mountains were skyscrapers and my rivers were noisy highways.
And this is actually a really I think it's a clever a really clever um mechanic. It's I think it's actually more cleverer than people realize. It's about finding the right silhouette and matching it to these And that's actually pretty clever. Um, now all we got to do is make it a gambling mechanic and then everyone will play it [snorts] and they're perfectly matched to the size. What's the theory? How did they do that?
And I love these sort of uh snow globe games where you can see like just one little moment because you can create really good lighting and really cool post-processing. This is great music.
But I guess saying I lived in the city wouldn't be totally correct either. I spent most of my time online.
Look at that, guys.
[snorts]
I wonder if Yeah, I wonder if the gimmick will shift and change and and maybe you'll only be able to see the shadows and stuff. Mama, mama, make me dance. Mama, [singing] there we go. I'm starting to realize I think I'm just too dumb to play complicated games.
Media, chat rooms, online games, friends
I had never met. Actually, I hardly ever left my own room. And why would I? I had the whole world at my fingertips. Well, a virtual one anyway.
It reminds me of those uh those games I used to play in magazines. Um, highlights the the highlights magazines when I'd go to the dentist.
Mom and dad always got me whatever device I wanted. I really had it all. My phone was pretty much an extension of my hand.
I think everything about this is perfect. I'm not sure it'll sell well on Steam. Seems like it would be a great great great game for mobile. And I feel like the the the character's head should be shot off and like blood splatter grows across the table if you miss it. If you get it wrong,
you know, it's boring. It is boring if you're not the target market, you know. That's why I think it'd be better on mobile. Is it going to sell super well? Probably not. Is it a really good fun concept? Like look at this. There's a lot of effort that feel this is all really This feels so good. Just don't know who the target market is. I really want to finish this level. What? Oh no.
Oh. put on the keyboard.
But then one day
nice
everything changed. [snorts] Yeah. So I think it's for kids. Cool game. Cool game. Let's move on to the next one, ladies and gentlemen. And what's really cool is that when you close it, it automatically opens up this form, which is pretty sweet. Nice. Um, it's a long form. I'm not going to do it. Sorry, but they can watch this video and get some feedback. Um, okay. You guys ready to do the next one? If you want to if you want to submit your game next uh this week because I'll be playing all week. I'll be here all week, ladies and gentlemen. Head on over to twitter.com or x.comomasbrushdev. And every day I'll ask, "Hey, if you got
games, post them in the comments and then I'll pick the ones that interest me. All right, guys. Um, let's move on to the next game. Are you ready? And while I open up this next game, just remember if you want to join Fulltime Gamedev and get 50% off for the Black Friday sale, the link is below. It's my massive course. I built this thing and pretty much put everything I've learned in the last decade of being an indie game developer into this game. 2D art, 3D art, C, uh C# coding. Um, that's what I mean. uh not just talking about C#, but actually teaching how to code if that's not obvious. Uh how to get publishers, how to get how to get crowdfunding, how to hit the Steam prep page, how to get streamers to play your game, how to actually finish your game, stay motivated, signing publisher deals, building a studio brand, building an audience. It's massive. It's a huge program. private Discord server. And hey, included in today's uh in today's sale event, you're also going to get uh two onehour private sessions with me.
And it's a group session with all of the uh the students who enroll during Black Friday. Okay, let's go ahead and play this game called Shock. You guys ready to take a look at Shock? This really interested me and I liked the uh front cover. I think the cover art's really cool. It's an Unreal game, so we're going to get some weird prompts and strange issues with the monitor. This is what always happens with Unreal games. No. No. Uh Kiri says, "How do you make a game fun?" Genuinely. Um, I never ever uh you can never put too many funsies in your game. Funsies are things I I I I call this stuff funsies. It's things that are interactable and they're always
around you. So, as you progress through the game, they're constantly um making you feel like the world is interacting with you. So, breakable boxes. In my game, I have a ton of balloons that you could pop and wiggle and wobble. Um even the sound of footsteps. uh decals that you can put on the on the when you when you hit a wall, a decal appears. All these little things to make you feel like you're part of that world. That's one really simple way to make your game fun. All right, [snorts] here we go. Shock. Good. We've got sound. That means it's probably a good game. What I mean is if there's sound on the menu like this is probably a good game. That's a kind of a rule of thumb. I'm going to call it the menu sound predictor. The menu sound predictor is if there's sound on the menu when you hover over, it's probably a good game. If it also works with keyboard, it's probably a good game. You guys ready? Here we go. One, two, three.
Uhoh. And not gamepad either. So, we have ourselves one of the key variables as to whether you have a good game or not [sighs] has failed. Um, so we'll see here. Let's hit play. You can't hear the sound. Thomas's first law. UI sounds indicate quality. That's a good I like that. Thomas's first law. How can you not hear the sound? I love you too, Kira. Kiri Jeb, it's okay, buddy. Sorry, I need to shock him. I'm just kidding, by the way. He's But he is having a nightmare. I'm going to wiggle him a little bit. Hey, it's okay, buddy. It's okay, buddy. All right, here we go. UI is brutal in Unity. Yes, it is. Oh,
not motion blur. You need to let me turn off motion blur. [sighs] All these Unreal games, they're always so motion blurry. This is crazy. I have no legs. Look at that motion blur, though. And it's also a bunch of the post-processing. that's creating screen tearing. It's not screen tearing. It's like it's a blur. It's a lot of the uh the volumetrics and the um I'm going to assume it's um real time global illumination is is sort of creating that blur as well. I just I'm not a fan of that stuff. But anyway, sorry. I know I'm being annoying. Let me
see if I can turn up the brightness. There's only three levels. It's kind of odd. Did that turn it up? I love that I have bandages on my head. I'm like in a hospital parking lot or something. Oh. I It can hear me, guys. I didn't realize that there's a sound up there. A throwable object that can be used to cause distractions. [snorts] This is really well made.
Okay, I got a brick. Maybe I go under here. I like to play games like I'm a a dumb gamer so that the developer knows what their lowest common denominator will be. You have to build your game for the lowest common denominator like me. Okay, so by the way, there's a UI indicator if you guys want to scrub back and and go back in time if you want. It looks like the mouse is telling me to do left click when it's right click. This is a kind of a conundrum. When you show a mouse and you want to highlight it, you need to typically have the the left mouse or the right right mouse flash.
So that's what I had to do with my game because people were so confused what left and right mouse was. So or highlight it red the way it and I'll show you in a sec, guys, what I mean. Thank you for the break. So, I would say before you let me get two breaks, you need to teach me how to use the first one. I think that's a pretty pretty pretty reasonable request. I would use a little bit more point lights here. You know, I feel like it's just a little too dark, but that's just I get I'm not I I'm not going to say that's just me. I'm going to say that's I think I'm right. Use a use a bit more lighting. Yeah, make me use the first brick before I collect a bunch of them. That's I think that's a pretty reasonable request.
Okay. So, this is um an issue with the level with the the level design. You need to get me interested in this thing in the first 15 to 30 seconds. Like, you need to you need to teach me something pretty dang quick. I got a lot of games in my Steam library. And so, this isn't me being mean. This is something that I've learned and I'm trying to help the developer. Give me something to do pretty quick. Cuz what I just did there is I went in a huge weird circle on the first level. But Thomas, you're you're just being too um add. Well, welcome to gamers, man. They're all that way, especially when they're playing a game they know nothing about.
Where is this blood coming from? Is it my legs? I want to hear squishing [laughter] when I go through that. Okay. So, this should be forced on me. I should not have the ability to see to go down multiple paths right now. And I to the developer, I am telling you exactly what happened to me last year. I submitted my my games build to 3D Realms and they were like, I spent 20 minutes on the first five minutes of the game because you gave me three paths. Treat the player like they're in a um a roller coaster where they're on a track and that first five minutes they're on a track and they get a brick and then they go to their left and they go to their right and they see a body and then they throw the brick and we get a jump scare and then we then
we can then we can open up the world. But that one little path that I went down makes me want to quit the game. And that's just because I'm selfish and I'm impatient and I'm American. Guess what? That's what your players are going to be. The majority of them. This thing. Don't let the eye trick you. It cannot see. So, this is what I mean right here, guys. It kind of looks like that's being highlighted here. Oh, you can't see it. It kind of looks like that's being highlighted there. Even though logically I know that's not true because you can't highlight this either. You can't press the bottom of the mouse. So that's this is logically it's the right one. But it looks like it's telling me to do the left one. So I would make this red and make that one white and this white. Now bonus points is have this flash.
Okay. So Dustin says, "It was right in front of you. I feel like that was a little on you because it was highlighted. It was right in your face." Wrong. Wrong. If you want to use that logic, good luck. If you want to tell if I'm serious. If you want to tell players that it's their fault, what's going to happen? I I This is just I've I've experienced this three times in beta testing and play testing. You're going to have 10 to 20% of players who do what I just did. So, what's going to happen? 10 to 20% of players are going to get bored. You don't want that. You want to force it on the player in the first five minutes. Tell them exactly where to go and what to do. If I'm crawling around with no legs, don't give me branching paths in the first five minutes. But I love you and I appreciate you
putting that forward in the chat. Thank you so much. But I'm going to be firm about that. Don't blame the player. You can say you can say it's a little on you to the player. You could say that 30 minutes into the game, but believe it or not, for me, when I'm doing play play testing, and I've been doing play testing for three months, sorry, I'm going to get on the soap box here. I've been doing play testing for three months with my own game, and I'll have people come over here. I have filled up over to my studio. I've had I've filled up six of these and never once do I ever tell the player that's on you ever because the player doesn't want to feel that. They want to feel like they don't they don't want the developer to say that. They want they want to they want themselves to go, "Yeah, that is on me." If I was if I just started playing this game and I got lost down a branching path in the first five minutes of crawling, I would feel like, wait, what?
So, that's just that's my humble opinion. And I want to know what you guys think. Okay, here we go. Ooh, scary. So, I wouldn't have put that note here right next to the jump scare trigger. I would get rid of the note. Just have the jump scare occur. I don't need that note because I just missed the jump scare. Okay, so what do we got in the chat here? [snorts] Pompy tube, you are holding the phone wrong. Um, is that a is that an Apple thing? Yeah, you you want you want a a a a one-year-old to be able to hold a phone and know what to do. And believe it or not, they do. Um well, maybe my two when my kids were two, they started to figure out what my phone did, how to do the phone, my iPhone. With games,
the first five minutes, you want you want the lowest common denominator to understand your game and to not get lost down some path. I that should have happened to me in the first 15 20 seconds. I get a brick and then there we go. Actually, I don't even know why I've gotten bricks. So, I need to get bricks after that jump scare. Let's keep playing. I'm not quite sure. I'm not sure if I was supposed to go somewhere else down here. So, this is kind of a a weird level design thing, too, as well, which is there's no purpose here. Okay. Big old giant thing to press.
I have to find something to open it with. Okay. So, what I would say with this is I would just have it say, um, I guess that's fine. Is there a wheelchair somewhere? Did I already go over here? Got to find a cro a crowbar or something. There we go. We found our wheelchair. Okay, so there's a lot of things here. Let me let me explain what just happened. Guys, I I swear to you, I'm not trying to be um obnoxious here. I'm trying to help. I I I had this exact problem and it was baffling to me and it humbled me so bad um when I was when I was doing play testing for for my game last year for Twisted Tower.
This is the first level. Let I'm going to draw the map here for the first level of Twisted Tower. Let's see here. All my pens and pencils are out of. So, this was the initial map uh for Twisted Tower. Okay. This is this is what's crazy. Um, this is this is seriously nuts that I I that I'm even drawing this right now and what I'm about to tell you is like nuts to me cuz I I I wouldn't have understood what I'm saying had I not gone through this process. So, it kind of looks like um like sexed class, but this is the uh
this is the map. Okay, the players started there and they go to the right and they get the key and then they go back and they unlock it and they go to the exit. This took players, I'm not joking, this took players 15 minutes and they got lost here and they would end up back here. And that's because this had crouching in it. And so the crouching threw the player off. And then it also had, okay, I can break planks. And oh, I need to get a hammer here. So what happened is there was this sequence break that occurred where players didn't get the hammer in the right order and then they went and got the key and then they went back to the hammer and then they forgot that they got a key and then they forgot how to crouch. And so instead what we had to do and I I'll make a recommendation for what I would do here. Instead what they had to do what I had to do just for the first level this is what I
did. This is what I ended up doing. Again kind of like sex ad. Step one, get the hammer. Step two, crouch. Step three, talk to an NPC or a pull a lever. And you can also talk to an NPC if you want. Pull a lever. Exit. You're trying to tell the player in a very structured sequence what they're doing. And you have to hold their hand. That's just the sad truth of it. with this level. What we've got here, we started the player
and I don't know where the exit is, so I'm not going to put an exit. What happened is another sex ad image. We started in the middle of a maze on the first level and I can break the sequence of training. I can go to three if I want. I can go to two if I want or I can go to one if I want. We need to structure the sequence and hardcode it so that it cannot be broken in the first five minutes. It's a it's a phenomenon and it's not logical. You'd think you would think the player would want to have freedom to start and just do stuff. But if I'm crawling around, that's it's especially important. If I'm crawling around, you want to force me to get in the wheelchair right away.
Take me down a path where I I am forced to get in the wheelchair. Then take me to the brick. Then make me use the brick. Then do a jump scare. Did I mention though that this game feels really good? It feels great. Okay, I need a key. Get another brick. This is a great concept. Good sound design. Doomer Studios. Thank you so much.
If it is truly open, they should be able to conquer the entire world from the get-go, but need to explore and play to master the systems to do so. Woohoo. [laughter] Oh, that's cool. I love that. Press F to start crawling. And you can return by pressing it again near the wheelchair. Closes right click. I keep thinking it's left click. Press the F to start crawling. So I would just say press F. Press F to start crawling. You can return by pressing it again. Okay, that's great. So this is sort of a way to hide.
Cool. Okay. So [sighs] [gasps] the the problem with that is that you told me to do something that I didn't need to do. So what we would want to do is we would want a scenario. This is why I think this first part needs to be fully linear because we it's a training session. We need to be going down a hall and we need to see a walker or a zombie burst through a door because I bumped into something and I press F and I crawl under a car. That that sequence needs to be highly calculated and scripted because I don't know for what purpose did I need to hide. So what if the player didn't even press F? What if they they read that prompt and they just skipped it really quick?
Then they don't use it. Then they forget three minutes later that they can do that. I'm telling you guys, these are little things that really do matter. A lot of you are probably thinking, "Oh, Thomas, you skipped the prompt or Thomas, you skipped the key or you skipped that." This is this is what it's going to be with your play testers. You have to guide them. You really need to hold their hand the first five minutes. I will die on this hill. Okay, so I need to find like a crowbar or something. Lieutenant Dan Sim. I love that. All right, so let's see here. Sorry, I could press shift here. Yeah, I would I would
have the the pro the the the teaching needs to be very um again, it's teaching for the lowest common denominator. When you teach somebody about something, this is I I hate to keep talking about what I had to do, but when I give someone a prompt and I say, "Hey, you can do this." And I do a big prompt and it comes on screen and it pauses the game and says, "Hey, you can open the weapon wheel with tab." Not only will I do that prompt, but during combat, I'll show it as well and say, "Hey, by the way, you can do this." So, if the player is sort of moving around for 5 seconds without pressing shift, it needs to appear on screen. Shift to to sprint. Especially with a game like this where it's it's pretty punishing getting lost because it's slow movement, you know.
So, what am I looking for here? I've got bricks. I've I I've found two locked doors. Um, I was told I need to crawl to hide, but I'm not sure why. So, let's keep going here. So, you guys tell me, man. Did I miss anything? This is a cool gimmick, though, because I can't I can only crawl under certain things. Um, which is really cool. So, I ha I have to get out of the wheelchair, which slows me down, which I think is a really nice uh that's a really nice mechanic. Is Yeah. Is the dev here? Seriously, let's talk about what what's working. By the way, um I think this is a really good hook. Being in a wheelchair with no
legs is a really strong hook. I think there's just a big level design issue here. Um, the design of the level is really problematic for a tutorial level. Um, it's definitely definitely problematic. Okay, so can I crawl? No, can't crawl. H I'm not sure where to go. I can use the brick to open the vent. Now it says I need a key. I also wouldn't show the volume thing at the top until it's relevant. Um, so there's What have we got? We've got five mechanics that haven't been used yet. I
think crawling. I'm not really told why I need to crawl. Um, wheelchair, I'm not really told why I need a wheelchair. The brick, I'm not really told why I need to use the brick. The volume control up there at the top, I'm not sure why I have that. Um, five, the um the hitting into cars. I don't know what that's for either. So, I've got five different mechanics that have not been taught. So, hopefully you guys can understand that you got to treat it like a ladder. No matter I mean, seriously, guys, even with the most simple mechanics, you have to treat it like a ladder. Um, where you're climbing the ladder one rung at a time. I just showed you a picture of a ladder. That was necessary, wasn't it? And right now, we've got five rungs that were skipped. I mean, I don't
know what what any of these things were for. I also saw an enemy that I don't know what the purpose of it was. That and what's cool here is that the game is good. We were talking about this at the beginning of the stream, how small little things can completely wreck your game. Right now, all the player has to do is spend two hours rearranging the cars to force me to do each thing uh in order and in sequence. And I'm I'm sure if the dev watches this, this is just absolutely infuriating to them [clears throat] cuz they're probably thinking, "It's right there. The key is right there." But I can't find it. Can you blood
XBA says, "Don't disrespect player intelligence." Do you know what it's a the perfect time to disrespect player intelligence is in the first five minutes? It's okay to disrespect the player's intelligence in the first five minutes when you're teaching them how to play the game. After that, then you let go. After that, you let go. If you want your kids to love to ride the bike and you want them to go ride their bike for hours so that they can leave you alone, you don't just tell them get on a bike and go. you you you hold their hand and you teach them how to play or ride the bike and then they then they then you let them go and they have a blast. So, I need to find something to open that with. I really want to give this game the respect respect it deserves because
the gimmick is cool. There's a reason why we have caution hot beverage on coffee mugs nowadays. Well, when you've got a Steam library with a thousand games in it, you you can't expect the player to just crawl around and figure out what to do. Like this area here. Okay, so I can get here in my wheelchair, I think. Yeah, I can get in my wheelchair from here. So, I don't need to crawl around here.
It's easy to blame the player, but the right thing to do is to fix your game design. Correct. This is correct. In fact, um I can't remember who who what was his name? Dave Gilbert. I had Dave Gilbert on and he tweeted about how at at the end of development, whenever he's done finishing when he's wrapping up a game, he he tends to make everything way less complicated because as the developer, you're like, it's simple cuz you get a bird's eye view of this level, for example, and it's simple to you, but it's not simple to me. The lights are all off and I have no legs. So, this level is actually very complicated to me. Yeah, it did have a tool tip saying that bricks can be used to distract, but we still don't know what we are distracting. This is my point. Take them
down a track and each ladder of the rung of design is taught to the player. If you don't want the player to get frustrated, what's that? If you don't want the player to get frustrated, teach them. And then when you do have a map like this, it's on them because you already taught them. Does that make sense? What's over here? Okay. Nothing. It's crazy how easy it is to get lost in games. It is a strange phenomenon. It really is. I've had people get lost on a map that's so straightforward and I'm like, "What are you doing? It's a line." And they'll turn around
[laughter] and they'll go backwards. How How am I missing the the thing that I'm supposed to do here? Am I guys? Can you tell me what to do? Does anyone know? Tims says, "Also, streamers are are usually more distracted since they also manage their chat." Yes, this is true. And so, you've got to build your game for streamers as well. That is true, Tim. Maybe this is the end of the game. Yeah, I don't know. So, I you know, I hope you guys have learned some stuff from this. A rock solid gimmick with really good animation and really good art. The art's pretty good. I mean, it's asset, but it
it's pretty good. Can be really hurt by poor level design and a and a poor understanding of player psychology for tutorial levels. What was that? I really want to figure out what to do here. How do I get over there? Can't get over there. I feel like if I quit now, I'll be so mad at myself. Maybe I'm sitting on the key. Yeah,
this thing. Don't let the eye trick you. It cannot see. I don't know what that means. So, that could be simple as it's blind. You could just have it say the thing is blind. Um, a lot of times really abstract notes in a game tend to just confuse the player more when when in reality you're trying to tell the player, "Hey, you don't have to worry about sound or uh him seeing you. You need to be quiet." Um, so a lot of times, like I've seen this a lot with the games I play on the stream where players will put these really abstract poetic notes all over the place and the player's already confused by the game. They're still they're trying to figure out the game still. And now they've got abstract notes that seem obvious to the developer, but the player they don't really know what you're saying. So that note could have said the monster is blind, period. And have like
a bloody handprint on it and it'll look cool. Oh, there it is. Okay. Just when I thought I knew what I was doing. So, we'll turn back around.
[laughter]
Doinky, look to your right right now. Well, we did and and it didn't take us anywhere. So, back to the drawing board.
Okay. Okay. So, that's good, I guess. It's fine. And the developers probably thinking, "Wow, that took you 30 minutes, Thomas." Yep, that's what happens. Okay, so I've got three locked doors now. Three locked doors. [sighs and gasps] So, a lot of stuff has been dumped on me in in the first area. A lot of stuff has has been dumped on me. You got to reward the player at least once or twice. Um, and again guys, it's not that you hold the player's hand forever, it's that you just hold it for this first part.
Another locked door. Crawl under it. Cool. So, here's here's a great remember how it taught me how to get out of the the wheelchair. You you need and what's so funny is I know a lot of you are watching me going crawl under it, crawl under it, crawl under it. This is what 20 30% of your players are going to do. They're going to not they're not going to put two and two together because they're thinking about something else. And so you have to put
that that that one hinted moment where you're taught to crawl. It needs to be at the place you need to crawl. Now, I'm thinking back when I was taught when I was taught to crawl. Do you guys remember? If you go back, it told me to crawl, right? Do you remember that time it taught me? It was doing it near the hole that I crawled through just now where there was a jump scare. The problem is if the player misses that hole, they're confused. So, what you have to do is you have to put a light that's flickering right there, right where that hole is, and move the camera and point it at the hole to crawl through so that you teach crawling. It's a sad world. I agree. So, I can't go down there because I don't have my wheelchair for some reason. Press F twice to run. [laughter]
Okay, so for some reason I can't crawl far away from my wheelchair. So, like, yeah, it's just we got some design issues. I don't I don't mind that you can't crawl away from your wheelchair. Um I just feel very unrewarded right now. Every time I try to go like and use something, there's no reason to do it. So like crawling getting down and crawling here, I should I should get the key. Yeah, Oliviveria says it very well. Telling the player something once is not enough. It needs to be said, then trained, and later you create situations where they figure it out. I I agree. So, I can't go down there without my wheelchair for some reason. So,
so this is a puzzle box, isn't it? This whole area is a puzzle box, which is awesome. That's so cool. And I think there's nothing wrong with that. If I was the developer, what I would do is maybe keep this, make this the official level one, but I would teach the core key things in a hallway leading up to this. If you do that, teach the crawling under things with the wheelchair. Uh, teach what bricks are for. Uh, teach how to sprint, how to get in and out, uh, in the wheelchair. Teach how to sprint. Um, teach that enemies can't see you. Uh, do all of that in a very structured sequence in a hallway. Um, and then put me in the puzzle box, right? Then you can put me in the puzzle box. See if we can crawl under or anything else. No, I don't think the game is bad. I think this game is great. I really do.
The developer watching, I really think the game is great. Uh, you need to teach me. That's all you need to do. Don't change anything else. Just teach me. Sweet. What? Am I sure I want to log out? No. What? Um, for some reason I got a weird log out mentioned. Okay. So, how what have we been taught about doors for the last 20 minutes? Can anyone in the chat what have we been taught about doors in the last five or the last 20 minutes? Does anyone know?
Yeah, that's right. Yeah, Anthony says all of them are locked. That's right. So, what we've learned about doors in this game is that all of them are locked. So, what happens psycho psychologically is when the player sees a door, they just don't open them. They just stopped. Oh, they just stopped trying. So, I think the game is rock solid. I really do. I just think it needs to teach um teach a little bit better. What's that? That's cool. You can only open doors when you have functional lags. All right, I got the screwdriver.
I think you can go over there. I I would say don't delete this level. Keep the level, but just teach all the necessary elements in a hallway of some kind so that the player has to do what you want them to do. Okay. It was this over here. There was something over there that I had Oh, it was next to the body. I remember Yes. Uh I agree with that. Locked doors
and and um open doors should visually look different some for somehow whether it's the the the handles highlighted and it says it's a clear open and then the and you could do an icon of a lock or you could do an icon of an open door. Rockolid game. Rockolid game. We just have a teaching issue. Lieutenant Diane, this is great. The developer was like watching Forest Gump and they thought, I can make a horror game about this. This is a good game. I I really think it's a good game. I think it's a great concept. There's something really special here. Very special. Oh no. Oh no. That's cool.
[laughter] Having a clear. It doesn't have to be an obvious tutorial, but every game should have a tutorial, right? Uh, it doesn't have to be obvious. Often times it's just do everything that I just did, but just put it in a more linear sequence and that's it. You know, teach the player to crawl at the right time. Um, teach the player how doors work at the right time. Reward the player so they don't get frustrated at the right time. Um, teach the the wheel That's hilarious. [laughter] Teach the wheelchair at the right time. So, you lose your wheelchair, huh? Okay, now it's really starting to feel good, isn't it, guys? Hey, I've said a lot in this live stream. What do you guys think? So that the developer can
have a clear understanding of whether Thomas is full of crap or do we agree with Thomas? Um, I'm not asking for you guys to vote on whether Thomas is right, but just let me know in the chat so the developer could see it. Is this something that we feel needs to happen? Okay, we got the electricity room key, which was Oh, I remember where that was. Okay, see that's the problem. Kiri Kiri said, "Use the brick for the glass." Well, we don't know what the brick's for. It wasn't for the glass. We have no idea what the brick is for. We were given a brick 30 minutes ago, and we have no idea what it's for. So, there's no reason to have bricks on this level, apparently. I mean, I could be wrong. Thomas, you missed my super chat.
What was it? Uh, I'm sorry. I can't I can't read it right now. Let's see. I can I I guess I can Thomas, you missed my super chat. [music] Sorry, I'm looking at it here. Um, for some reason my super chats never show up. There it is. Um, Baby Snow, I just released the demo for my game, Baby Snow. Thank you, Thomas, for giving me hope and useful tips. That's awesome. Okay, let's see here. Where was I? Okay, so what do we got? We got I see no flaws here except for level design, 10,000%. Which honestly is something that is a complicated skill set. you know, level design. This is I found this out the hard way
and it was a lot of painful play testing, but the problem often is not that your levels aren't working. It's that you haven't told the player how the game works. So, sometimes all you got to do is make a level level zero, right? This is level one. Give me a level zero. throw it together over the weekend and and have it be rewarding and fun and and and it feels like it's challenging, but it's actually not. With jump scares and lights flickering and scary music and voices and throwing that brick and seeing the enemy run off the screen or something and and crawling underneath a a a car that's on fire, you make the player feel like, "Wow, that first level was tense. Oh man, it was hard." You've got thunder and lightning and the camera's shaking when you uh maybe run go underneath a gas uh valve. That's all of that stuff seems like it's a
challenge, but it's not. It's all it is is it's for babies. And when you teach them that and you give them this juicy sugary first 30 seconds and you teach them how to play, then you throw them into level one. You scared me, Jeb. Does that [snorts] make sense, dude? I made a level zero once and I need a level negative one. You just have to keep refactoring the experience. Um, what's this here? Scroll up, please. I've been saying I think these things have been addressed or they were changed from your suggestions on purpose. What? Well, I'm just playing the demo on Steam. That's awesome. If they if they did that, that's great. Level design is very complicated, but requires reward and challenge for the exploration and meets the point of why the player is there. Give them some carrots. I agree. Snow Hunter
Foxite says, "I agree with Thomas." Well, I feel so much better about myself. Did you [clears throat] Google it? Um, Travis says, "You're you're forcing the player to explore this area. Make the exploration fun. Introduce a good balance of intrinsic and e exttrinsic rewards around the map." Travis, can you mind explaining that what you mean by intrinsic versus extrinsic? Actually, don't know what you're talking about. Um, dog jump scare. Yeah. Uh, what else we got here? Yes. Yes, but there is a video that is old that has these things in it. That's awesome. If if if the developer already fixed these things and there's a there's a better version out there, great. I
actually think, in my opinion, I think that this game could have viral success. Now, I would say it needs to be scarier. We need a villain, guys. Can you imagine? Oh, I just had chills. Can you imagine if you had a Michael Myers type character just walking around? Now maybe we do and we're still in the tutorial. [laughter] Um, [laughter] Salazar. Um, needs a bottleneck with clear explanations and examples. Some initial hot tips that are tied physically to the example. Yeah. Oh, yeah. Okay. Extrinsic is um is a physical reward. That's great. So, like you're saying like a health health pack or something. Okay. Here's an idea. In a game with the chest, it what? Okay, here's an idea. In the game with the
chest, it was a toy. We were given things like bricks and doors. We have the wheelchair that immediately feels like a what? Okay. I'm just reading y'all's comments because I feel like I've been very critical and I I'm trying to double check that I'm not just in a bad mood. Dinky Dinky puts it Dinky, I can't take you seriously with that with that username, but Dinky puts it very well. Um, everything has no purpose immediately. Boy, that's such a good phrase. Everything has no purpose. So, everything has no purpose immediately. That is the opposite of what should
happen at the beginning of a game. Some things have a ton of purpose immediately. A few things are highly purposeful immediately at the beginning of a game. I don't know. Uh, super chat. Sarov, can you check out I guys, you can't pay me to check out your games. I love you so much. I really do. And Sarav, that's awesome. I'm really proud of you and I'm excited, but I I can't I can't just look at people's games because they pay me. I'm sorry. And I think I think that's a reasonable standard, wouldn't you say? I I can I could definitely take sponsorships, though, [laughter] but I'm not going to look at games. if you if you super chat me. Um
go dog just implemented multiplayer through an extension on GDAU and it was stupid easy and fast. Also, would you review devlogs in the future? Maybe. I'm not a huge fan of devlogs. So, no, I don't like devlogs, actually. Like, I don't watch devlogs at all, and they kind of annoy me. Um, and I' I've made a few in the past. They're they're not a great way to market your game, honestly, unless you're like, um, Thomas, I am offering $65,000 to play my game, Dinky Halls. Okay, I actually can be bought. I like your K game and trailer, bro. Keep going. So, that's that's Kiri is talking to Sarov. That's awesome. Sarov, I'm I'm not trying to be mean. I I would like to look at your game. I just don't want to create a a standard where I'm being paid to look at people's games.
Okay, let's move on to the next game. Unless you're Danny. That's right. Okay, as I pull up the next game, ladies and gentlemen, just remember you can check out fulltime gamedev below. Get 50% off. Thomas, you're really pushing this sale. Yeah, it's Black Friday. Are you kidding me? Black Friday, biggest sale of the year. If you want to learn not only what I've learned about pitching to publishers and getting funding with just a demo, pitching on Kickstarter, getting funding on Kickstarter, but also how to code your game, how to make it in GDAU, Unity or Unreal, you could take your pick, whether it's 2D or 3D, but also how to hit the Steam front page, how to stay motivated, how to finish your game, how to what else? How to get streamers to play your game, how to reach out to the press, all that stuff is in the full-time gamedev course. It's 50% off. Biggest sale I've ever done. 2DR Pro, 3D Art Pro, and my YouTube courses,
completely free. And also my stream my game course, which teaches you how to talk to YouTubers, how to reach out to streamers. It's massive. Oh, Thomas, you're just some YouTuber. Well, I also make games. I also make games and they are published and they're very positive on Steam. And I'm on my third commercial release. Just to give you some credibility, I'm on my third commercial release published by 3D Realms. Then why do you sell courses? Because because I want to and because I like to teach. [laughter] I have heard that a thousand times. It's like you're you're only allowed to do one thing. You're not allowed to be a YouTuber if you make games. That's the rule. What? Who? When did that Who said that? Okay, let's play spectator. [snorts] Oh, it's not installed. Okay. Well, we should have been doing that. Let's take a look at the Steam page here.
You are an observer tasked with monitoring Whoa, scary. You're an observer tasked with monitoring surveillance footage for suspicious activity. This innocuous job soon takes a turn for the creepy as anomalies begin to appear from moving furniture to them. Experience a real-time horror straight from horrorfilled creepy pasta. Sweet. Sweet. Okay, hang tight, guys. We're going to let this thing install. I'm trying I'm going to look at these reviews for I don't want to show them on screen just yet. Okay, Spectator is still installing. Let me open up the Steam page. I was looking at the reviews for that other
game just to make sure that I was not completely off base and I don't think I am [sighs] because I don't I don't want to give bad advice. [snorts] That's one of my biggest fears to be completely honest with you guys. Giving bad advice and just being completely wrong. I hate that. Um, this looks cool. Let's watch the trailer. Okay, the music it I feel like we're watching like Tron or Born Identity or something. It could be so much more creepy. I I I might actually do it in Premiere. I couldn't read that. I had no idea what
that said. Yeah. So, if you if it's a horror game, I wouldn't play that kind of music.
[snorts] [gasps]
What's going on? What's happening?
Oh, it's installing then. Net framework. My my There's no way I'll have all the answers. Cyber Cyershell. It's funny. The older I get, the more averse to giving advice I am. You know, I'm just more and more insecure. Okay. What's the to Thomas Brush's first rule, first law of a good game? Does the UI have sound? Nope.
Yeah, this music should have been in the trailer, you know. A lot of different fonts. Cell code of conduct. Keep calm. Don't smoke. Keep clean. Follow the routine. That's a good character controller. Feels pretty good. Feels like I have weight. Although I got stuck on that door. It's easy to get stuck on door frames. Yeah. Okay. So, when I when I get against walls, I just get It's almost like I'm a magnet. That's tough. So, never mind about the character control. That's brutal. Oh, that feels really brutal. It's like I'm made of velcro.
Good lighting. We got some back rooms. We got some Five Nights at Freddy's. We've got Slender Man. We've also got Among Us, which actually that's actually makes sense. They're taking all the different horror tropes and they're putting it into this uh surveillance game, which I actually think makes sense. That's kind of funny. That's the That's the gimmick. [snorts] That's the I I understand what the developers trying to do now. Um anyway, let's see here. No anomaly of this type in the room. Blood.
Yeah. Lot of different fonts and some things are outlined, some things aren't. Okay. So, what do these buttons do? Okay, so how do I get out of this? Whoa. Okay, so those are apparently arrows. They don't look like arrows, though. This is kind of cool. So, it's a it's a bit of an idol game, wouldn't you say? Idol horror game.
What? Do you guys understand what I'm supposed to do here? Does anyone have any idea? Okay. Okay. So, that's what it is. I We need to be taught that. I can't rely on my stream to tell me how to play. You look through the cameras and when you see an anomaly, you select which anomaly is there with the buttons. Okay. So, this one was a camera malfunction. Okay.
That's kind of fun. Let's see here. I agree. The fix takes too long to complete when you select something. It should just I I mean I don't see why it shouldn't just be immediate. It's very disorienting when it takes so long when you click something. I think [snorts] it should just like be pretty
immediate. Although I understand perhaps why the developer is doing that. Otherwise, you could just click everything really quickly. So, there's a bit of a design problem there. It's a catch 22. On one hand, it's very, very annoying that I have to wait five seconds. It's another thing that I could just click whatever, you know. blood
or is that just dirt? Okay. So I had to do it quickly. So yeah, you have like it's like uh a limited time.
What was that? Yeah, I agree. The timer does make you think carefully. I agree. I I think it needs to be something like when you press the wrong thing, you're you're punished gameplay-wise. Like you get a jump scare and the game you you start over that you start over this sequence. Oh, was it movement? Yeah, there needs to be some kind of punishment where it's like you get three try. Is that what that is?
Three tries. Okay, guys. Let's do a little vote here. So, I It's hard to stream that because we're just going to get viewers falling off because it's very static game. I I'm not saying it's bad. I just I don't know. I don't know if it's for me. I don't know if it's for me. Um, but maybe you guys like that, you know. Maybe you guys like that. Um, okay. Well, let's go ahead and do a little vote here. I'm going to throw into the chat a vote for our favorite games. What were they called? We had a game called What is your favorite game? Shock. Woo. What was the other one? Lieutenant Dan it was [snorts] called Shock Voodoo and then Spectator. Spectator. The real reason guys and also
the reason I'm kind of jumping quickly here is because I realized I have a podcast with Primagen in an hour and I have to prepare for it. Yeah, I don't think it's a I I don't I don't think it's a good streaming game. And I'm not trying to be mean. I'm not trying to make the developer feel bad. That's just not streamable. Um unless unless it's played on like one of those casual channels where you where streamers are just really good at talking, you know. Um okay, I'm going to post this. Shock. Shock is the uh legless game. Woo is the fun box, fun 3D object clicking game. And then spectator was the backrooms, cameras game. All right, I'm going to post that. And while I do that, one more big huge thank you to all these new students who joined Fulltime GameDev. I just want to give you guys one more shout out. It really means a lot to me. And it also, you
know, to be completely honest with you, it supports the final leg of development for Twisted Tower, which is just so I'm just so grateful for you guys. Thank you so much. But more importantly, look, you're going to learn a ton and the biggest bundle I've ever done. Biggest freaking bundle. This is the biggest Black Friday sale I've ever done. It is 50% off my program, Full-Time GameDev. Go ahead and vote, guys. The the link is in the description or in the chat. So, go ahead and vote while I while I do this uh ad read. 50% off full-time gamedev. What is full-time gamedev? Well, you're going to learn from an actual gamedev on how to pitch to publishers, how to do a Kickstarter campaign and get funded, how to make a game, 2D, 3D, how to code with C. You also learn Unity or Unreal or GDO, whichever engine you want to learn. But you're also going to get my 2D art programs, my 3D art program, and my YouTube program completely free. Um, but only for the next 11 days. And I'll also throw in my stream my game uh
course which teaches how to reach out to streamers. What's what the reason I shill these courses so confidently is because I have 4,500 students. People love these courses. Um and number two, everything that's in these courses I've done multiple times. So pitching to publishers, I've signed three publisher deals. My biggest was I signed a publisher deal with 3D Realms. Um, I've been funded on Kickstarter twice. Both campaigns raised about $100,000. I've made 2D games. I've made 3D games. I've built a a really solid YouTube channel that's profitable. I've got streamers to stream my games. Jack Septic Eye, Game Grumps, Matt Pat, the list goes on. I know how to do this stuff. And so, you're learning from somebody who actually knows how to do it. So, if you want to make 2026 the year where you finally get into gamedev and you put together a a small indie studio and hopefully hopefully go
full-time, if that's your dream, this is the perfect resource for you. And you don't even have to go through it all, you know, all at one moment or one weekend. Get the discount now and all next year and the year after that as I continue to update the course. It's a great resource. You'll always get updates in perpetuity. It's a great resource to have and there's a private Discord server server with thousands of gamedev students. I've had a lot of students go full-time, believe it or not. And this actually is very surprising to me because going full-time is pretty difficult. So, it's just such a good resource to have. And also, these people are on the server. Bart, I think Bart, you I think Bart, if you're in the chat, I think you were in yesterday's chat. bar went full-time and I think you hit the new and trending yesterday which is really cool. Um, please check out the course and I'll give you a shout out tomorrow in tomorrow's live stream. All right, guys.
Thanks for letting me shill. You know I like to shill. [snorts] Let's take a look at the poll. Ready, set, go. Here's what we got. [gasps and sighs] Woo! The fun 3D object click game got 51%. Shock got 43% and Spectator the backroom's camera game got 6%. I'm going to do one more poll. Okay, let's see here. 63 votes, guys. We've got 480 people watching right now across all platforms. 250 on YouTube. Go ahead and vote. Please vote. Let's see if these go up. Let's see how much control I have. Vote. Vote. Let's watch the numbers go up. Vote. Vote. Vote. Yes. Okay, we got one.
Vote. really. [laughter] Oh man. Hey, let's see here. We've got 72 votes and that woo game, that one won. Now I'm going to start a new poll. Okay, I'm going to start one more poll. This is for my curiosity. If the wheelchair game had better tutorialization, would it win?
if that's a word. If the wheelchair game had better tutorialization, would it win? [snorts] No, Weezy. Don't vote if you don't. I appreciate it, but don't don't vote for a random game. It's fine. Yeah. Yep. Yeah. So, overall overall, um I think that um that wheelchair game just needed a good tutorial level. We needed to teach the player in a nice sequence. Cool. Cool. All right, guys. I love you so much. Feel free to check out that course below if it looks interesting to you. I'm going to do a live stream tomorrow. I'm going to shout out new students
tomorrow. So, be sure to come on the live stream tomorrow to hang out and I'll shout you out. Again, huge thank you to the new students who joined during Black Friday. It's so awesome uh
Auto-generated captions from YouTube — names and numbers may be misheard.
Distilling the key insights…
Thomas Brush · 2026
Thomas Brush · 2026
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