This is an interesting idea for a series, but from my experience truly unique mechanics feel very rare; what I see a lot of out of successful games is unique combinations of non-unique mechanics. Games like Loop Hero, Vampire Survivors, and Peglin exemplify this. Loop Hero has the persistent progress of roguelites combined with city builder and tower defense elements (it has quite a bit in common with Monopoly as well, i.e. a game board that loops and is built up over time), Vampire Survivors is a bullet hell without enemy bullets that uses a moba-like progression system, and Peglin is a mashup of Peggle/pachinko and more traditional rpg elements. If a game is going to just use the same set of mechanics as games before, it has to have some other way of standing out; an example would be Hollow Knight which I would say is not very mechanically unique but nails those mechanics (a lot of prospective Metroidvanias screw up the formula somehow-making a Metroidvania-style game is quite difficult) while being aesthetically unique. To sum up my rant, looking to the past at old games and well-established genres and cannibalizing them to create something new yet familiar is a powerful method for making enjoyable games.
You are totally right! Another example is Celest, a double jump is something that has been around for years and years, but Celest nails it by focusing everything on just that mechanic. The originality comes from the small mechanics that are all carefully built to support the main mechanic of the double jump. Great points for sure! Thanks! :D
If want to find more unique mechanics, I might suggest looking at entries for game jams. Those contests are known for using constraints to encourage contestants to take more unique approaches to development, and I've seen some fascinating results just from watching promotional videos and dev-logs.
I was just searching for some guidance on building a platformer, and stumbled across your videos. Your channel is awesome, and my kids and I are really enjoying the content. Keep it up! 👍👍
Your ratings are pretty wild to me, especially the inflation on the last one. Just from what I've seen (none intrigued me enough to play them), I'd have given these relative rankings of 4 > 2 > 3 > 1, but the individual scores would all be very similar and on the lower end. Like, I can't think of a game off the top of my head that has the *exact* teleporting mechanics as Teleportorium, so maybe it deserves a high score, but there are tons of games with teleporting gimmicks and even with throw/shoot-thing-to-teleport-where-it-hits sort of gimmicks. Also, to me the rest of a game's design is as important as its core mechanic, and in this case it just screams basic unoriginal avoid-death single-screen puzzle game which there's a billion of, with nothing interesting going on for the visuals/sound either. It's a fun exercise though, I sometimes like to look at games through the lens of originality and overall creativity too even if I don't think that's the most important criteria on either the consumer or producer side. (That would be "is it fun", and originality is not a guaranteed plus or minus on that.) I'll have to check out your other vids in the series. (Side note, I find it hilarious that a big company, often creatively bankrupt and incentivized to be so, will occasionally still put out a game that's so creative even on just a single level basis compared to vast hordes of indie games in the same area in a long-trodden genre. Recent example, Super Mario Wonder.)
Yeah, to be honest many of these scores are kinda pulled out of the air, just how I was feeling about them at the time, and could possibly change based on the games I'm currently playing. But still a fun thing to think about. :)
Games you can try that are pretty original, but some of them are kinda well-known (haven't played all of them): - Pause Ahead and Tower of Heaven from Askiisoft (used to be Flash games, I don't know if they're still accessible, and yes these are the guys behind Katana Zero): well thought and interesting - Milkblood and Bramble from Valknut (Itch): more proofs of concept than anything, but pretty good - Little Ghost (Steam/Itch, only the demo is free): seems interesting, maybe not that much inspired gameplay-wise - LightFall from BishopGames (Itch): seems original but I see a lot of mixed reviews And I could of course talk about games like Flinthook, Shovel Knight, etc. but these are too well-known I think.
Sadly each time I put one out they would get less and less views. I would love to keep making them, but right now it's just not the best use of my time. :/
@@Artindi - I completely understand. Whether it's game dev, or creating TH-cam videos, or anything else really - prioritizing our time in efficient ways to meet our goals is such a challenging, and doing it well is one of the best paths to success. I like your style, so I subbed, and I'm looking forward to seeing future content from you! Cheers :)
Hello Artindi :), nice to see my game here - Agent Pyxel. I am a bit sad that you decided to judge the games mechanic without reading the game description or even in game instructions in menu. You haven't paid ANY attention to all of the different achievements you can get in the game. Also no, equipment is not 'usable once' - you simply didn't have the gas mask :). Please let me then just share a bit of extra info: 1. The game has a shadow based stealth mechanics. When you stand in shadow you become invisible to the enemies - this allows you to plan your path carefully. It is possible to pass the whole game without killing single enemy besides the main boss. Also, when you are hidden, you inflict critical damage which allows you to kill enemies without noticing you, which makes it possible to pass the whole game without dying. 2. The respawn after death is part of the core mechanics. The game is not intended to be extremely difficult and allows you to go through each playthrough differently, getting different achievements. There is achievement for a lot of deaths, there is achievement for no death at all to encourage different play styles. Also, your playtime is taken into consideration when giving achievements. It is close to impossible to get the achievement for finishing game quickly dying multiple times. 3. The game has, as mentioned before, a system of achievements which encourages different ways of playing. Stealth mechanics, exploration, killing all enemies, avoiding enemies. 4. I am also completely disappointed you haven't mentioned the raycast-based shooting. Maybe I don't have that much experience with other platformers as you have buuuuuut... I haven't seen many 2d platformers having raycast based shooting. If you know some, please let me know, I would love to play them and learn from them! :D. 5. I literally had to go back to the game and complete it yet one more time just to make sure the situation you mention about 'non-renewable' gear is not a bug that I missed. No, once you pick up the gas mask if you die, no matter where, you have the mask still on and the gas doesn't hurt you :). That means, you simply haven't found the mask. Please don't get me wrong. I don't mind you rating the game poorly. I humbly accept any feedback you have but I feel that if you want to make a video about 'game mechanics' you should first research those games, at least a little bit. Your feedback on my game makes me 100% sure that you haven't even gone as far as reading the description or in game instructions. Good luck with further videos! Even though I don't have positive feedback about the video this time, I am subscribing and I hope I will learn a lot from you! :)
Hey PitilT! I apricate the thoughtful depth you've given the game, and honestly the level layouts where incredible. However, I have to stand by the score given, if you would like I can send you a full response to the points you brought up, but for now I am content in simply saying I apricate your pushback and defense of your game, but respectfully disagree. I do want to apologies for my cheeky remarks at the beginning of my review about the title of your game, as it didn't set the stage for an objective opinion. So please forgive me for those rude comments. Otherwise glad to see you are actively engaged with those who play your games and that you are continuing to create and participate in this great community! I looked up your channel because of your comment and have given you a follow! And might need to give some of your other games a try as they look pretty fun. (Though, probably just for my own enjoyment instead of for content.) Cheer! :D
@@Artindi, thank you so much for this reply :). You have full right to have your own opinion and your own rating of the game - it's also a valuable lesson for me. Though, I just wish there was a little bit more constructive feedback which I could use to improve in my future games :). Maybe one day I will release a game you will feel is truly unique :D.
So this is 4 random games that aren't noteworthy. I'm not sure I see the point of this video. I guess you can use it as an example of how to judge games but it doesn't leave me wanting more of this series.
That's okay, I stopped doing the series, but sometimes it can be helpful to learn what not to do just as much as what too do, likewise, it can also inspire critical thinking to analyze games in different ways. Thanks for the feedback. :)
I love this video idea but would like to see you actually share examples or comparisons of similar mechanics in other games to justify when you rank on originality. For example, what games do you hide as a bypass to enemies?
Having spent a lot of time on other forms of art, such as music, I feel slightly disconcerted by your video's emphasis on originality. I mean, if we stick with the example of music, most of us would hate the sound of something truly new and original. We normally want to listen to familiar things blended together in a way that creates something that feels fresh, even though it's not truly new, though I guess we must occasionally add in subtle new things in a new genre. I'm pretty sure other forms of art work the same way too, though games might have slightly more room for actual new things since they're a much younger art form…But then again, I think mechanics in games are almost always at least loosely based on something we see in reality or in other art. Have you got any thoughts on this? Sorry if I'm being too literal here 😅
Games don't always need to be original. But being original will increase the chances of success considerably. This is because a games original mechanics can tap into a person's natural desire to learn and experiments, as seen when a toddler discovers the effects of gravity and starts dropping things just to see it fall. Real life mechanics have mostly all been experimented with for most people or can be otherwise difficult to experiment with due to cost or rarity. So a great original mechanic can allow access to something new for someone to experiment with and learn about further then real life can offer. If a game has already covered something well, such as the double jump by Celest, then other games with the same thing as there mechanic won't be quite as interesting. But if a game introduces something new, it can captivate a player considerably. This isn't to say other aspects of games can't be important or even the main draw to play a game. Some people just like a good story, or whatever else. But for indie devs in particular their best chance of drawing an audience to their game is with an original set of mechanics. At least, in my opinion. :)
@@ArtindiThanks for the reply! Having thought a bit more, I feel like platformers do usually need some kind of mechanic beyond just running and jumping, but I think the overall presentation, level design, and feel of the game is usually much more important than the specifics of the mechanics- especially in the long run, as it won’t feel new for very long…Of course, that’s just my opinion. I agree that unusual mechanics can be fun, and it’s interesting watching you search for them, too
Thanks for asking! I would say that the only not 'nice' thing I did was make fun of the title of one of the games, otherwise the ratings were purely objective and honest. Reviewing and critiquing is not really about being nice, it's about determining the quality of a product based on objective and subjective measures. In the end an honest critique is always more appreciated by a dedicated developer, than a nice one is. In fact just the other day I asked several people online what they thought of my current project, and the most helpful comment was someone who said they didn't like it and listed honest reasons why my game had shortcoming, it's helped me improve my game greatly. So even if it isn't nice, rating people's games like this will be appreciated and sought after by truly dedicated developers, as long as I continue to be as honest and objective as possible. :)
@@Artindi i think i would still get permission in the first place to make an honest rating , otherwise it could be disheartening for them esp since they are free to play games. But yeah not such a big deal i guess.
Let me know if you disagree with my assessments! If you would like me to rank your game comment a link below! :D Thanks for watching! :D :D
There’s no I in TEAM, but there definitely is in “Iimplementation” 😅
@@monokai3570 you make'n fun of my spelling? Or pronunciation? o.0
This is an interesting idea for a series, but from my experience truly unique mechanics feel very rare; what I see a lot of out of successful games is unique combinations of non-unique mechanics. Games like Loop Hero, Vampire Survivors, and Peglin exemplify this. Loop Hero has the persistent progress of roguelites combined with city builder and tower defense elements (it has quite a bit in common with Monopoly as well, i.e. a game board that loops and is built up over time), Vampire Survivors is a bullet hell without enemy bullets that uses a moba-like progression system, and Peglin is a mashup of Peggle/pachinko and more traditional rpg elements. If a game is going to just use the same set of mechanics as games before, it has to have some other way of standing out; an example would be Hollow Knight which I would say is not very mechanically unique but nails those mechanics (a lot of prospective Metroidvanias screw up the formula somehow-making a Metroidvania-style game is quite difficult) while being aesthetically unique. To sum up my rant, looking to the past at old games and well-established genres and cannibalizing them to create something new yet familiar is a powerful method for making enjoyable games.
You are totally right! Another example is Celest, a double jump is something that has been around for years and years, but Celest nails it by focusing everything on just that mechanic. The originality comes from the small mechanics that are all carefully built to support the main mechanic of the double jump.
Great points for sure! Thanks! :D
Hollow Knight literally has nothing original yet it's my favourite game of all time
I feel like this is true
If want to find more unique mechanics, I might suggest looking at entries for game jams. Those contests are known for using constraints to encourage contestants to take more unique approaches to development, and I've seen some fascinating results just from watching promotional videos and dev-logs.
I believe you are right, maybe I could even host a game jam as well! :D
Great idea for a series, would love to see more with other genres as well.
That's the plan! :D
we PAINFULLY need more games like apex. games based around evolution and adaptation, especially playing as monsters
Hey, I know one of the artists who worked on shadows under the bed :D, we study in the same Game Design program. That's so cool
It's a small world after all. :)
The new series, "roasting beginners indie games" :D
lol. Yeah, I suppose most of this episode was that for sure. :)
I was just searching for some guidance on building a platformer, and stumbled across your videos. Your channel is awesome, and my kids and I are really enjoying the content. Keep it up! 👍👍
Glad I could help! :D
Your ratings are pretty wild to me, especially the inflation on the last one. Just from what I've seen (none intrigued me enough to play them), I'd have given these relative rankings of 4 > 2 > 3 > 1, but the individual scores would all be very similar and on the lower end. Like, I can't think of a game off the top of my head that has the *exact* teleporting mechanics as Teleportorium, so maybe it deserves a high score, but there are tons of games with teleporting gimmicks and even with throw/shoot-thing-to-teleport-where-it-hits sort of gimmicks. Also, to me the rest of a game's design is as important as its core mechanic, and in this case it just screams basic unoriginal avoid-death single-screen puzzle game which there's a billion of, with nothing interesting going on for the visuals/sound either.
It's a fun exercise though, I sometimes like to look at games through the lens of originality and overall creativity too even if I don't think that's the most important criteria on either the consumer or producer side. (That would be "is it fun", and originality is not a guaranteed plus or minus on that.) I'll have to check out your other vids in the series. (Side note, I find it hilarious that a big company, often creatively bankrupt and incentivized to be so, will occasionally still put out a game that's so creative even on just a single level basis compared to vast hordes of indie games in the same area in a long-trodden genre. Recent example, Super Mario Wonder.)
Yeah, to be honest many of these scores are kinda pulled out of the air, just how I was feeling about them at the time, and could possibly change based on the games I'm currently playing. But still a fun thing to think about. :)
Games you can try that are pretty original, but some of them are kinda well-known (haven't played all of them):
- Pause Ahead and Tower of Heaven from Askiisoft (used to be Flash games, I don't know if they're still accessible, and yes these are the guys behind Katana Zero): well thought and interesting
- Milkblood and Bramble from Valknut (Itch): more proofs of concept than anything, but pretty good
- Little Ghost (Steam/Itch, only the demo is free): seems interesting, maybe not that much inspired gameplay-wise
- LightFall from BishopGames (Itch): seems original but I see a lot of mixed reviews
And I could of course talk about games like Flinthook, Shovel Knight, etc. but these are too well-known I think.
Wow! A really underrated video indeed, hopefully more people see this I really enjoyed it.
Thanks! Glad you enjoyed! :D
Great stuff! Please make more of these series!
I'd watch these all day if you were putting them out.
Sadly each time I put one out they would get less and less views. I would love to keep making them, but right now it's just not the best use of my time. :/
@@Artindi - I completely understand. Whether it's game dev, or creating TH-cam videos, or anything else really - prioritizing our time in efficient ways to meet our goals is such a challenging, and doing it well is one of the best paths to success. I like your style, so I subbed, and I'm looking forward to seeing future content from you! Cheers :)
Hello Artindi :), nice to see my game here - Agent Pyxel. I am a bit sad that you decided to judge the games mechanic without reading the game description or even in game instructions in menu. You haven't paid ANY attention to all of the different achievements you can get in the game. Also no, equipment is not 'usable once' - you simply didn't have the gas mask :). Please let me then just share a bit of extra info:
1. The game has a shadow based stealth mechanics. When you stand in shadow you become invisible to the enemies - this allows you to plan your path carefully. It is possible to pass the whole game without killing single enemy besides the main boss. Also, when you are hidden, you inflict critical damage which allows you to kill enemies without noticing you, which makes it possible to pass the whole game without dying.
2. The respawn after death is part of the core mechanics. The game is not intended to be extremely difficult and allows you to go through each playthrough differently, getting different achievements. There is achievement for a lot of deaths, there is achievement for no death at all to encourage different play styles. Also, your playtime is taken into consideration when giving achievements. It is close to impossible to get the achievement for finishing game quickly dying multiple times.
3. The game has, as mentioned before, a system of achievements which encourages different ways of playing. Stealth mechanics, exploration, killing all enemies, avoiding enemies.
4. I am also completely disappointed you haven't mentioned the raycast-based shooting. Maybe I don't have that much experience with other platformers as you have buuuuuut... I haven't seen many 2d platformers having raycast based shooting. If you know some, please let me know, I would love to play them and learn from them! :D.
5. I literally had to go back to the game and complete it yet one more time just to make sure the situation you mention about 'non-renewable' gear is not a bug that I missed. No, once you pick up the gas mask if you die, no matter where, you have the mask still on and the gas doesn't hurt you :). That means, you simply haven't found the mask.
Please don't get me wrong. I don't mind you rating the game poorly. I humbly accept any feedback you have but I feel that if you want to make a video about 'game mechanics' you should first research those games, at least a little bit. Your feedback on my game makes me 100% sure that you haven't even gone as far as reading the description or in game instructions. Good luck with further videos! Even though I don't have positive feedback about the video this time, I am subscribing and I hope I will learn a lot from you! :)
Hey PitilT! I apricate the thoughtful depth you've given the game, and honestly the level layouts where incredible. However, I have to stand by the score given, if you would like I can send you a full response to the points you brought up, but for now I am content in simply saying I apricate your pushback and defense of your game, but respectfully disagree.
I do want to apologies for my cheeky remarks at the beginning of my review about the title of your game, as it didn't set the stage for an objective opinion. So please forgive me for those rude comments. Otherwise glad to see you are actively engaged with those who play your games and that you are continuing to create and participate in this great community! I looked up your channel because of your comment and have given you a follow!
And might need to give some of your other games a try as they look pretty fun. (Though, probably just for my own enjoyment instead of for content.)
Cheer! :D
@@Artindi, thank you so much for this reply :). You have full right to have your own opinion and your own rating of the game - it's also a valuable lesson for me. Though, I just wish there was a little bit more constructive feedback which I could use to improve in my future games :). Maybe one day I will release a game you will feel is truly unique :D.
So this is 4 random games that aren't noteworthy. I'm not sure I see the point of this video. I guess you can use it as an example of how to judge games but it doesn't leave me wanting more of this series.
That's okay, I stopped doing the series, but sometimes it can be helpful to learn what not to do just as much as what too do, likewise, it can also inspire critical thinking to analyze games in different ways. Thanks for the feedback. :)
I think it's pretty funny tho, I would like more of it @@Artindi
+1 for looking for games on Itch and not going straight to Steam.
I love this video idea but would like to see you actually share examples or comparisons of similar mechanics in other games to justify when you rank on originality. For example, what games do you hide as a bypass to enemies?
Every Metal Gear game
Having spent a lot of time on other forms of art, such as music, I feel slightly disconcerted by your video's emphasis on originality.
I mean, if we stick with the example of music, most of us would hate the sound of something truly new and original. We normally want to listen to familiar things blended together in a way that creates something that feels fresh, even though it's not truly new, though I guess we must occasionally add in subtle new things in a new genre. I'm pretty sure other forms of art work the same way too, though games might have slightly more room for actual new things since they're a much younger art form…But then again, I think mechanics in games are almost always at least loosely based on something we see in reality or in other art.
Have you got any thoughts on this? Sorry if I'm being too literal here 😅
Games don't always need to be original. But being original will increase the chances of success considerably. This is because a games original mechanics can tap into a person's natural desire to learn and experiments, as seen when a toddler discovers the effects of gravity and starts dropping things just to see it fall.
Real life mechanics have mostly all been experimented with for most people or can be otherwise difficult to experiment with due to cost or rarity. So a great original mechanic can allow access to something new for someone to experiment with and learn about further then real life can offer.
If a game has already covered something well, such as the double jump by Celest, then other games with the same thing as there mechanic won't be quite as interesting. But if a game introduces something new, it can captivate a player considerably. This isn't to say other aspects of games can't be important or even the main draw to play a game. Some people just like a good story, or whatever else. But for indie devs in particular their best chance of drawing an audience to their game is with an original set of mechanics. At least, in my opinion. :)
@@ArtindiThanks for the reply! Having thought a bit more, I feel like platformers do usually need some kind of mechanic beyond just running and jumping, but I think the overall presentation, level design, and feel of the game is usually much more important than the specifics of the mechanics- especially in the long run, as it won’t feel new for very long…Of course, that’s just my opinion. I agree that unusual mechanics can be fun, and it’s interesting watching you search for them, too
Jolt:Fully Charged on itch
Agent Pyxel reminds me of Secret Agent from Apogee, this looks like an awesome remake actually...
It really wasn't bad. Worth a try for sure. :)
I need more of these o_O
super cool 👍
More you shall have... maybe next week? I donno, when I have time I suppose. :)
This is fe#%ng GREAT! please keep doing this. Im not even being sarcastic. Hunting the real forest for real beasts...
Where can u play apex?
nice ;D
did that apex game so dirty 2/10 for originality?? as a reviewer u trippin lowkey
A game called self game 2d platformer but..
Is the game called "self" I found several on itch.io, maybe you can include a link?
2d only?
Nope, but PC only.
nice
Thanks!
is it really nice to rate other people's games like that?
Thanks for asking! I would say that the only not 'nice' thing I did was make fun of the title of one of the games, otherwise the ratings were purely objective and honest. Reviewing and critiquing is not really about being nice, it's about determining the quality of a product based on objective and subjective measures. In the end an honest critique is always more appreciated by a dedicated developer, than a nice one is.
In fact just the other day I asked several people online what they thought of my current project, and the most helpful comment was someone who said they didn't like it and listed honest reasons why my game had shortcoming, it's helped me improve my game greatly.
So even if it isn't nice, rating people's games like this will be appreciated and sought after by truly dedicated developers, as long as I continue to be as honest and objective as possible. :)
@@Artindi i think i would still get permission in the first place to make an honest rating , otherwise it could be disheartening for them esp since they are free to play games. But yeah not such a big deal i guess.