to most, thunder jumper is like the blue border, something to glance at before going back to what you were doing. noobking was like scott, seeing it as a muse to inspire, rather than a mere distraction. danya was like scotts friends, maybe they took it a little to seriously, but yet, a legend was born of their conquest.
"thankfully, respawns are instant in this game" Man, there's no words to describe how much I love this design philosophy in games. You really want the player to feel as little friction on getting back into the action, and you do a great job of it here.
Thanks!! Every time I boot up Mario 3 I can't help but notice the agonizingly long respawn time. I feel like if someone made a graph of the respawn times in Mario games, it'd just be a straight descending line. Been something I've wanted to make a video about for a while
Suuuuper fun demo. Played it on my steam deck with the controller too and didn't have any 'major' issues. Ended up buying the game and am enjoying it very much ❤
I havent heard of your game or demo till now but I really like how you put some extra levels in the demo to be found, thats the kind of stuff you only do when you really love what you're working on! thanks for making an awesome game, will be sure to get it myself! :)
super well made video! loved the editing, writing, narration, and the game looks super awesome!! i hope the level hunters still got to go through and find the final code to access the level legit, and i hope you add a few more codes in the final game just for the hell of it :)
@HeyGrouch I got a zero second time by spaming letters after getting angry at a level did you make a dev code which allows you to instantly beat levels? This was in the demo
I’ve never seen you in my life, barely watches any dev logs but this got recommended and looks like the exact type of game I like. Not to mention u have a talent for story telling. Well dome
Aw, thanks so much!! :D I've been reading through The Lord of The Rings recently and have taken a lot of inspiration from how Tolkein writes. He's able to make even the most mundane scene feel so fresh and magical
Umm, jumping is the best way to go faster than running in celeste. It is literaly coded every time you jump you get +40 speed, and if you dash then jump you get to keep your dash speed while not dashing, and that is THE defining mechanic of celeste speedruns.
This video was pretty cool. Though tbh I would recommend putting a separate TAS leaderboard as it can be unfair for the other human players to be beated by TAS runs
Don't worry, the speedrunners generally agree, and this is very common practice. TAS runs are kept pretty separated from what are called "Real Time Attack" or RTA runs - They're useful tools and showcases, but they are a different beast, and typically well labelled as such. That said, there are two things to know about TASes: - They're actually created by people, they're not automated. There are "tools" that give these people some huge advantages over "unassisted" runs, but they use those tools to painstakingly research what's possible in the game. The bragging rights are very different for TASers. - TASes usually open up new strategies and ideas that humans use to improve their capabilities and performances. It's actually not uncommon to "beat the TAS" - sometimes with the techniques from that TAS or a better one, or sometimes from normal glitch hunting, routing, and theory crafting enabling a faster time than a highly optimized TAS using outdated techniques.
Grouch phrased it like I used TAS to beat noobking's records, but the thing is... I didn't even make it until after I got all the WRs! I got all those records legitimately. Also, there would be no way that a TAS would be allowed on a normal leaderboard, as it is pretty much cheating, especially in a game like this.
4:05 this really reminds me of the same thing in ultrakill. If you keep slamming and jumping right after it, you will gain slightly more and more height.
oh man this reminds me of TeeWorlds and it's racing mod with rocket jumps the hook, the rocket jumps, the double rocket jump tech, man I'm getting nostalgia
By the way, this speedrunner players can help you find problems, bugs and glitches in the game easier, precisely because they tests and pushes the limits of the game like no other player. Also, he can help you improve the game in other areas like adding more objects or obstacles, if possible through feedback since you can tell he is hell bent on playing it and into the game. In fact, this game IS PERFECT AND IS (accidentally) MADE FOR SPEEDRUN. By the way, your game looks fun, I hope you have success with it when it comes out complete and polished. :) Oh, one more thing... this game reminds me of the "quick" games or flash games that were on the internet before... good old days (I never liked speedrunning, but I was not against speedrunning in old games or flash games anyway). :D
i aint a speedrunner nor can i break the record but i played the demo with a little (painful) challenge of no movement keys such as a or d. also rules are only use standard items,no movement keys(as said),using standard items such as the rocket launcher or the cloud(you get the idea
Cool idea! I tried pushing this even further: completing the demo with only left click, no other buttons You can see my (around 17 minute) run in my video that I uploaded!
I found this a few days ago, and holy crap this game is amazing. I sadly had to do school that day, but afterwards I played through the whole demo (+ some completonist content) in about an hour. The 7 bucks was worth it and I should write a review soon. The limitless speed is so fun, just zooming through levels. I just wish there was a way to rebind keys... Edit: sorry, that last part was hinting. Please allow me to rebind controls, hopefully including mouse 4 and 5. I love my computer hampter (mouse without tail) and want to use his full potential
I really appreciate the compliment :)) I bet you can make a game one day! And probably sooner than you think! There's a great tutorial series here on TH-cam called "How to Make a Video Game in Unity" by the channel Brackeys. It's what got me started. It can be really difficult at times, but as long as you keep pushing forward you'll definitely be able to make any kind of game you want! My only advice would be to start with very small projects. Good luck!! :D
thanks :) It ended up being about half the size I was aiming for (I wanted 64 levels, the final game has 32). I decided to just wrap it up early because I was starting to get really burnt out on the project :P
played as soldier in this demo once real fun and if you type "soldier" while already in a level you instantly beat it and thats how i found the secret level
Dang, that's pretty good. I think I can do better, though. All I need to do is add an 8-second bleed effect to the pre-existing strategies and the top spot is mine.
SPOILER (cheat code): Fun fact, if you type in "soldier" while playing any level, it will instantly clear it and complete the level. Have fun :D P.S, please don't abuse it. This is just something cool that I found when reverse-engineering the game. Use at your own risk!
Wow, you also can reverse engineer games? Cool! Although one thing - grouch already said that this method exists in a previous Thunder Jumper video, so not really a spoiler
@@DanyaV-real Did not know that! That's very cool that he mentioned it, I just thought it was a code used in debugging to test the completion of levels/just an easter egg. P.S, this game is awesome btw I completed it in one sitting :D
@@FutureFlash Oops, I missed what you said completely. See, the cheat code "soldier" is completely different from what you commented. What you thought was the "soldier" cheat code was actually a different dev feature that grouch forgot to leave out, that, when you press "i", the level will instantly get cleared. What the "soldier" cheat code actually is is that, if you type it on the main menu, you will be able to play as soldier from TF2! You also get force-o'-nature as a secondary weapon.
Im a gamedev student and extremly impressed by the fluidity of the movement system. Could you tell me if ypu used a kinematic or non kinematic approach? And if possible how to approach the roap swinging. Again impressive stuff
Fluidity was the main priority when designing the movement! The physics are mostly dynamic. Rockets add a constant force regardless of proximity. Old versions of the game had proximity to the center of a blast as a factor in the force of the blast, but this made the game feel EXTREMELY inconsistent. The game further helps with consistency by resetting a player’s downward (but only downward!) velocity whenever they hit a blast below them. This niche rule allows players to perform wall jumps much easier. Old versions didn’t have this rule, and many players would struggle to get up walls. Rocket jumps performed while standing/running/sliding on ground also give a decent bit of bonus Y-veloctiy. This means grounded jumps push players further upward than wall-jumps or rocket-hops. This feels intuitive especially when combined with the previous rule. As for the grapple, the “retraction” feature is absolutely vital. It’s easiest to notice if you go in-game and grapple a ceiling, then while grappling perform a rocket jump straight up. The gravity of the world is also double the acceleration of earth’s gravity. This helps the player feel in control for a few reasons. Firstly, the player has more strafe control on the ground, so getting the player back on the ground quickly helps with control. Secondly, the player can usually do things to maintain their air-time like grappling, rocket-hopping, wall-jumping, etc. So if the player is in the air, it’s because they want to be there, and they can perfectly control how long they’re in the air for. They’re never “floating.” And while it has nothing to do with physics, giving the player infinite ammo and instant respawns has a huge impact on fluidity. A player never has to hesitate when shooting, they can always just “GO!” Players are never thinking about anything other than the space of the level- In other words, there is nothing distracting the player from the core gameplay element of maneuverability. If a player dies, it’s because they didn’t maneuver correctly- not because they forgot about ammo, or got unlucky, or got surprised, etc. You’ll also notice that if a player is holding a directional input, they’ll continue that directional input between deaths. Pretty standard stuff, but it’s always worth pointing out. If you’re interested in furthering your studies, I HIGHLY recommend the book “The Art of Game Design” by Jesse Schell. I’d say it’s required reading for any game designer. In particular, the section on “The Lens of The Toy” was highly influential on my design approach. I hope this helps! Once you make your first game, I'd love to check it out! :)
@@HeyGrouch thank you so much for that expansive responds. Jesse Schell is an absolute legend xD. I will keep all of this in mind when designing my movement system. Ill comment again once im finished with my first game. Again Thank you
Congratz on the release! Though I'm a bit mixed on this video, on one hand having made the game and engaged with the community around it is very wholesome, but on the other hand packaging it all into a very content-ified video and then using the music for the most iconic precision platformer on it... I guess a more positive way of saying it would be: *_believe in your game!_* Looking forward to your future projects.
Thanks so much for the kind words! I just put in that music 'cause I like those games- I used the same music in my last video about TF2 :P The first and last songs are written by me! :D And what do y'all mean by "contentified?" Do I sound disingenuous? I'm really trying to improve my vid quality so I'd love some more detailed feedback
@@HeyGrouch Wow I actually really liked your compositions! I remember scrolling down to see a list of music used as I was watching. I guess that's one thing you could add? Rewatching the video I see nice editing, good pacing, not much I can put my finger on... I think it is the writing that connects parts of the video. Many descriptions felts simplified and/or watered down, and the competitive spirit in comparing the speedruns could have been done better, as it feels a bit childish and silly to me in this version. Your description of TAS kinda encapsulates my problems. I've never made a video but I'd personally use a visual for it instead (NES TAS runs sometimes have a controller visualization on-screen and/or an input timeline. FCEUX has easy-to-use TAS tools in case you wanted to create your own footage) Lastly, continuing the "believe in your game" advice, I think adopting a "this has been my journey" framing rather than "look at all these crazy friends in my discord" format could have helped in establishing your game as more than just a platformer game but a foundation that attracted the right kinds of people who invested into your game to derive deeper meaning and satisfaction- more than just a disposable demo (a theme that you actually did kinda touch on in the beginning though) Then again, I'm not representative of your audience, (born 99) neither do I have experience in online marketing or video production. And generally bad at reading the room also. But I do see and appreciate the effort that goes into your work and the videos (1.0 release of the game, rebalance mod actually existing and being playable etc) and would love to see the creative spirited get reflected in your high-production videos but I realize it is hard and not many creative youtubers manage to find the balance. I hope it gives you an idea, sorry for rambling on in a youtube comment!
Yep, that is exactly how we were supposed to find the secret level The monkey is in each level (except level 8, we don't talk about what happened to that monkey)
I got an idea for a level. I saw that these flowers can redirect rockets, why not have one at the start direct it to a factory, but playing the level is faster than the rocket.
Easy way to stop speed runners: Make the game soft lock right before the end if they get to it under a specific timeframe. Boom, no more speedrunning problems!
Ok time to post on MultibleRatsInMyLasagna again Not gonna have too much time to play it But i 100% wanna get some runs and make some videos… eventually Thx for the kind words tho 🦒👍
@@HeyGrouch lol i played the game its very good, i am trying to speedrun it but whenever i beat the level i have to exit the level it would be nice if there was some type of practice mode where after beating the level it just respawns you.
Nice idea! One problem: there are 5 people in the TAS discord server excluding me Also, no one really made any TAS runs except me once, so there isn't really any reason to make a leaderboard... also if you thought I submitted those runs to the official leaderboard, no. I played all those runs myself, without the use of outside tools
Yes! There are certain levels with flowers springpads you can bounce rockets off of. So you can do a reflect + sync for 3 simultaneous rockets. Not sure how useful it is though :P
I'm like 2 weeks late, but whatever Technically, yes, you CAN triple sync or even higher, but it's way harder to get than just a double, because you have to shoot two rockets into one place so they explode at the same time PLUS shoot one at the end. It is also rare to actually be useful in actual runs, as you won't be able to just do it in the middle of it because of its difficulty. So yeah, you can triple sync, but it is impractical to do it in a run.
I like this coding man
4:18 hey wait a minute
r u that noob king
@@chairwood nah, I'm ThatNoobKing
@@ThatNoobKing is ur pfp undertale
@@chairwood nah it's -nutdealer- deltarune
@@ThatNoobKing ok. I like u
to most, thunder jumper is like the blue border, something to glance at before going back to what you were doing. noobking was like scott, seeing it as a muse to inspire, rather than a mere distraction. danya was like scotts friends, maybe they took it a little to seriously, but yet, a legend was born of their conquest.
i tried re-making Gex from memory and made Thunder Jumper
@@HeyGrouch happens to the best of us! (not like jeb jab can tell the difference anyway)
TF2 sync jumps :D @@HeyGrouch
6:47 yay
@@HeyGrouch I'm gonna play this game when I get my PC fixed
I hope this game (and video) takes off! Passion and talent abound here.
Thanks man!! :))
TH-cam algoritm thank you for recomending this. I fucking love when devs share their thoughts like this
"thankfully, respawns are instant in this game"
Man, there's no words to describe how much I love this design philosophy in games. You really want the player to feel as little friction on getting back into the action, and you do a great job of it here.
Thanks!! Every time I boot up Mario 3 I can't help but notice the agonizingly long respawn time. I feel like if someone made a graph of the respawn times in Mario games, it'd just be a straight descending line. Been something I've wanted to make a video about for a while
Suuuuper fun demo. Played it on my steam deck with the controller too and didn't have any 'major' issues. Ended up buying the game and am enjoying it very much ❤
Thanks for playing!! :)
Speed runners destroy every game it’s the prophecy
Edit: holy moly Danya obliterated the game I did not expect that
No, not yet, there are like 2 more WRs I haven't gotten out of around 30
In mother Russia speed runners do not break game, game break speed runners
He should make these stuff "invented"
Imagine if people helped me break project nasu
@@frisk-jl6zg Seems like a cool game! Is there a discord server for it?
I havent heard of your game or demo till now but I really like how you put some extra levels in the demo to be found, thats the kind of stuff you only do when you really love what you're working on! thanks for making an awesome game, will be sure to get it myself! :)
Thanks for the kind words!! It was so cool to see the players trying to work through my puzzles
Ah yes, good old Super Meat Boy music for a video about speedrunning platformers.
Love that game
There's also other platformer soundtracks but i haven't heard the song in years
A new game genre emerges... The Peak Jumper... Absolute cinema and gaming all united under the same video game
super well made video! loved the editing, writing, narration, and the game looks super awesome!! i hope the level hunters still got to go through and find the final code to access the level legit, and i hope you add a few more codes in the final game just for the hell of it :)
Update: we found it
Being so good at a game that the Dev calls you "your majesty" is strieght goat behavior
it's out IT'S OUT, coincidently I also released the episode 2 of Convento today 🐟
YOO that's actually a wild coincidence
0:11 thats a downgrade to me
cheers 🥂
If you unironically play overwatch, you're either 3 or a 30 year old man who likes the female models
@HeyGrouch I got a zero second time by spaming letters after getting angry at a level did you make a dev code which allows you to instantly beat levels? This was in the demo
I’ve never seen you in my life, barely watches any dev logs but this got recommended and looks like the exact type of game I like. Not to mention u have a talent for story telling. Well dome
Aw, thanks so much!! :D I've been reading through The Lord of The Rings recently and have taken a lot of inspiration from how Tolkein writes. He's able to make even the most mundane scene feel so fresh and magical
@@HeyGrouch never read lord of the rings but I did read the hobbit. It’s great to see so many small channels outputting brilliant content
Umm, jumping is the best way to go faster than running in celeste. It is literaly coded every time you jump you get +40 speed, and if you dash then jump you get to keep your dash speed while not dashing, and that is THE defining mechanic of celeste speedruns.
Dude's never played Chapter 9 and finished the game. How embarrassing! (I'm joking, Games great tho)
I really like watching game developers showcase their content! I absolutely love the aspect of including the best player!!!
Glad you enjoyed watching!! I'm hoping to make more stuff like this in the future :)
@@HeyGrouch How does it feel to create a community? Did you ever think someone would put that much time in it?
@@garrettclarke2266 It's still super surreal tbh. I hoped somebody would, but I truly did not expect it lol
This is a masterclass in advertising
This video was pretty cool. Though tbh I would recommend putting a separate TAS leaderboard as it can be unfair for the other human players to be beated by TAS runs
yeah TAS isn't on the normal leaderboard :)
Don't worry, the speedrunners generally agree, and this is very common practice. TAS runs are kept pretty separated from what are called "Real Time Attack" or RTA runs - They're useful tools and showcases, but they are a different beast, and typically well labelled as such.
That said, there are two things to know about TASes:
- They're actually created by people, they're not automated. There are "tools" that give these people some huge advantages over "unassisted" runs, but they use those tools to painstakingly research what's possible in the game. The bragging rights are very different for TASers.
- TASes usually open up new strategies and ideas that humans use to improve their capabilities and performances. It's actually not uncommon to "beat the TAS" - sometimes with the techniques from that TAS or a better one, or sometimes from normal glitch hunting, routing, and theory crafting enabling a faster time than a highly optimized TAS using outdated techniques.
Grouch phrased it like I used TAS to beat noobking's records, but the thing is... I didn't even make it until after I got all the WRs! I got all those records legitimately.
Also, there would be no way that a TAS would be allowed on a normal leaderboard, as it is pretty much cheating, especially in a game like this.
@@Woodledudeyou explained it better than I could have! Good job!
This is actually a reallly interesting idea for a game tbh keep up the work on it!
man putting all of his blood, blood and blood into this game
the blood, the bleed and the damage
Blood truly was the fuel
Im glad that I was the first person to submit a speedrun and revolutionise thunder jumper even though it was bound to be found anyways
Yo Traceyius!! Me too!! It was so cool seeing you and the other lads discover so much about the game :)
This game looks rather nice! I hope it can be showcased in a future Games Done Quick event! Well done!
That'd be a dream come true!
I didn't even mind watching this ad for a game I've never heard of. Good job man!
Haha, thanks!! :)
crazy to see a speedrun story develop in a demo. looking forward playing the full game. also, pls make your videos 60 fps 🥺
60 fps isnt nessasary
hm, i've never rendered in 60fps before. movies are 30 so i went with that :P
there's nothing like seeing people obsess over something you've created. Drink it in, you deserve it
Thanks :) It's been a crazy experience
this game takes me to the good old time with Teeworld!
there were speedrun levels where you had only a rocket launcher and a hook like in your game :)
Yes!! Teeworld is awesome!
4:05 this really reminds me of the same thing in ultrakill. If you keep slamming and jumping right after it, you will gain slightly more and more height.
oh sick, i didn't know!
I learned more physics from this then i am from school
Combining rocket jump + grappling hook + ground slam is a movement game design marvel.
I figured if I couldn't make rocket jumps and grappling hooks fun, I probably couldn't make anything fun :P
Honestly a really good way to get me interested in a game, gg
lol, gg. :)
oh man this reminds me of TeeWorlds and it's racing mod with rocket jumps
the hook, the rocket jumps, the double rocket jump tech, man I'm getting nostalgia
TeeWorlds is awesome!!
Aww homeboy made a love letter to his homies disguised as a TH-cam video
grouch you've gotten so far, yet (as we know of) no hot giraffes.
Just you wait
Imagine being so good at a game that the Dev need to make a Documentry on you.
I hope you put someone in the full game for noob king like a secret trophy with his name on it on top of the map or something
There's a "Lightning King" trophy 🔥🔥
By the way, this speedrunner players can help you find problems, bugs and glitches in the game easier, precisely because they tests and pushes the limits of the game like no other player. Also, he can help you improve the game in other areas like adding more objects or obstacles, if possible through feedback since you can tell he is hell bent on playing it and into the game. In fact, this game IS PERFECT AND IS (accidentally) MADE FOR SPEEDRUN. By the way, your game looks fun, I hope you have success with it when it comes out complete and polished. :)
Oh, one more thing... this game reminds me of the "quick" games or flash games that were on the internet before... good old days (I never liked speedrunning, but I was not against speedrunning in old games or flash games anyway). :D
All good points! And thanks! The game is actually out now :)
Demm game idea and it's creativity amazing
thanks!!! :)
Did you just make a story out of speed runners to pitch a game? Noice.
Dude why is this video such good advertisement
I won't lie, it was completely intentional lol. A boy's gotta eat!
0:38 INSIDE OUT 2 REFERENCE
i aint a speedrunner nor can i break the record but i played the demo with a little (painful) challenge of no movement keys such as a or d. also rules are only use standard items,no movement keys(as said),using standard items such as the rocket launcher or the cloud(you get the idea
got around 1 hour and 30 minutes hope somebody beats my record
Cool idea!
I tried pushing this even further: completing the demo with only left click, no other buttons
You can see my (around 17 minute) run in my video that I uploaded!
I found this a few days ago, and holy crap this game is amazing. I sadly had to do school that day, but afterwards I played through the whole demo (+ some completonist content) in about an hour. The 7 bucks was worth it and I should write a review soon. The limitless speed is so fun, just zooming through levels. I just wish there was a way to rebind keys...
Edit: sorry, that last part was hinting. Please allow me to rebind controls, hopefully including mouse 4 and 5. I love my computer hampter (mouse without tail) and want to use his full potential
Hampter
i definitely want to add rebinds! i've never done it before though, so it'll be an interesting challenge
i had no idea you had to find the secrets on the levels to enter the secret level lol
it was a really complicated process lol
Congrats on making Soldier TF2s favorite video game
The tf2 rebalance behind this was good and nice channel
That's the next vid!
1:43 lowtiergrouch
nah that's hightiergrouch
Your grapple reminds me of the ninja rope in the worms games, awesome
omg i love worms wmd
I'd always drown my worms on accident with that thing lol
I just found you and this game I really hope I can make a game someday like this your one of the coolest people on yt
I really appreciate the compliment :)) I bet you can make a game one day! And probably sooner than you think! There's a great tutorial series here on TH-cam called "How to Make a Video Game in Unity" by the channel Brackeys. It's what got me started. It can be really difficult at times, but as long as you keep pushing forward you'll definitely be able to make any kind of game you want! My only advice would be to start with very small projects. Good luck!! :D
@@HeyGrouch ty
remove the rocket jumping, give 8 seconds of bleed for every jump.
buffed.
I also recently released a game, same thing. Speed runners popped off on me.
YOO TOPHATTWAFFLE!!!! I love your Hammer tutorials!! Playback Loop looks awesome, I'm downloading now!
This is a really effective ad
Glad to hear it, lol!
I love games with amazing speedrun potential. This is an amazing game!
Thanks so much!! :)
Love seeing small and interesting new games
14:21 I wish people could do this to find the secret zoo level
You mean the secret 6 hour revolutionary war themed level?
I knew the strategy as soon as you said "teleport to the ground"
it's incredible that you realist a game in 18 months a lot of games take 3 years
thanks :) It ended up being about half the size I was aiming for (I wanted 64 levels, the final game has 32). I decided to just wrap it up early because I was starting to get really burnt out on the project :P
add 8 seconds of bleed to the game
BUFFED
(i'm sorry i HAD to reference that)
lol
played as soldier in this demo once real fun and if you type "soldier" while already in a level you instantly beat it and thats how i found the secret level
It's actually because of another reason
Grouch forgot to remove a dev feature, that pressing "i" instantly beats the current level
Could you add an option to use the old textures and player model? I liked those a lot
You where good son, REAL GOOD!
But you will never beat the BEST!
Wait till a tf2 jump map sweat plays this, he will be a god
For real
Dang, that's pretty good. I think I can do better, though. All I need to do is add an 8-second bleed effect to the pre-existing strategies and the top spot is mine.
Usually, doesn't matter you developed the game. Someone decided to be the best at it will beat the devs.
this wouldn't have happened if you had the enforcer in the game!
Enforcer? I hardly know her!
Your grapple hook sort of reminds me of Grapple Worms from rain world.
Oh I've heard great things about rain world! Didn't know it had a grapple hook. Gonna have to give it a play
SPOILER (cheat code):
Fun fact, if you type in "soldier" while playing any level, it will instantly clear it and complete the level. Have fun :D
P.S, please don't abuse it. This is just something cool that I found when reverse-engineering the game. Use at your own risk!
Wow, you also can reverse engineer games? Cool!
Although one thing - grouch already said that this method exists in a previous Thunder Jumper video, so not really a spoiler
@@DanyaV-real Did not know that! That's very cool that he mentioned it, I just thought it was a code used in debugging to test the completion of levels/just an easter egg.
P.S, this game is awesome btw I completed it in one sitting :D
@@FutureFlash Oops, I missed what you said completely. See, the cheat code "soldier" is completely different from what you commented. What you thought was the "soldier" cheat code was actually a different dev feature that grouch forgot to leave out, that, when you press "i", the level will instantly get cleared. What the "soldier" cheat code actually is is that, if you type it on the main menu, you will be able to play as soldier from TF2! You also get force-o'-nature as a secondary weapon.
to make the game harder, add bleed damage for 10 seconds every time you jump.
Buffed.
w h a t i s w r o n g w i t h y o u
Sounds fun
Some people just can’t drop it lmao
You have no life
@@maplegaming143
! ALERT !
GORRILA TAG TH-camR
OPINION NULLIFIED
awesome video
thanks!! :)
these people make it so easy-
I still haven't even beat it ;W;
Haha. It's not an easy game :P
4:11 TF2 reference, pootis time
B)
Always fun to see speedrunners pull off ridiculous runs.
Yeah this was awesome to see
Im a gamedev student and extremly impressed by the fluidity of the movement system. Could you tell me if ypu used a kinematic or non kinematic approach? And if possible how to approach the roap swinging. Again impressive stuff
Fluidity was the main priority when designing the movement! The physics are mostly dynamic.
Rockets add a constant force regardless of proximity. Old versions of the game had proximity to the center of a blast as a factor in the force of the blast, but this made the game feel EXTREMELY inconsistent.
The game further helps with consistency by resetting a player’s downward (but only downward!) velocity whenever they hit a blast below them. This niche rule allows players to perform wall jumps much easier. Old versions didn’t have this rule, and many players would struggle to get up walls.
Rocket jumps performed while standing/running/sliding on ground also give a decent bit of bonus Y-veloctiy. This means grounded jumps push players further upward than wall-jumps or rocket-hops. This feels intuitive especially when combined with the previous rule.
As for the grapple, the “retraction” feature is absolutely vital. It’s easiest to notice if you go in-game and grapple a ceiling, then while grappling perform a rocket jump straight up.
The gravity of the world is also double the acceleration of earth’s gravity. This helps the player feel in control for a few reasons. Firstly, the player has more strafe control on the ground, so getting the player back on the ground quickly helps with control. Secondly, the player can usually do things to maintain their air-time like grappling, rocket-hopping, wall-jumping, etc. So if the player is in the air, it’s because they want to be there, and they can perfectly control how long they’re in the air for. They’re never “floating.”
And while it has nothing to do with physics, giving the player infinite ammo and instant respawns has a huge impact on fluidity. A player never has to hesitate when shooting, they can always just “GO!” Players are never thinking about anything other than the space of the level- In other words, there is nothing distracting the player from the core gameplay element of maneuverability. If a player dies, it’s because they didn’t maneuver correctly- not because they forgot about ammo, or got unlucky, or got surprised, etc.
You’ll also notice that if a player is holding a directional input, they’ll continue that directional input between deaths. Pretty standard stuff, but it’s always worth pointing out.
If you’re interested in furthering your studies, I HIGHLY recommend the book “The Art of Game Design” by Jesse Schell. I’d say it’s required reading for any game designer. In particular, the section on “The Lens of The Toy” was highly influential on my design approach.
I hope this helps! Once you make your first game, I'd love to check it out! :)
@@HeyGrouch thank you so much for that expansive responds. Jesse Schell is an absolute legend xD. I will keep all of this in mind when designing my movement system. Ill comment again once im finished with my first game. Again Thank you
Congratz on the release! Though I'm a bit mixed on this video, on one hand having made the game and engaged with the community around it is very wholesome, but on the other hand packaging it all into a very content-ified video and then using the music for the most iconic precision platformer on it... I guess a more positive way of saying it would be: *_believe in your game!_* Looking forward to your future projects.
Without it being contentified, though, TH-cam probably would not have shown it to me and I would not be aware of this neat game
Thanks so much for the kind words! I just put in that music 'cause I like those games- I used the same music in my last video about TF2 :P The first and last songs are written by me! :D
And what do y'all mean by "contentified?" Do I sound disingenuous? I'm really trying to improve my vid quality so I'd love some more detailed feedback
@@HeyGrouch Wow I actually really liked your compositions! I remember scrolling down to see a list of music used as I was watching. I guess that's one thing you could add?
Rewatching the video I see nice editing, good pacing, not much I can put my finger on... I think it is the writing that connects parts of the video. Many descriptions felts simplified and/or watered down, and the competitive spirit in comparing the speedruns could have been done better, as it feels a bit childish and silly to me in this version. Your description of TAS kinda encapsulates my problems. I've never made a video but I'd personally use a visual for it instead (NES TAS runs sometimes have a controller visualization on-screen and/or an input timeline. FCEUX has easy-to-use TAS tools in case you wanted to create your own footage)
Lastly, continuing the "believe in your game" advice, I think adopting a "this has been my journey" framing rather than "look at all these crazy friends in my discord" format could have helped in establishing your game as more than just a platformer game but a foundation that attracted the right kinds of people who invested into your game to derive deeper meaning and satisfaction- more than just a disposable demo (a theme that you actually did kinda touch on in the beginning though)
Then again, I'm not representative of your audience, (born 99) neither do I have experience in online marketing or video production. And generally bad at reading the room also. But I do see and appreciate the effort that goes into your work and the videos (1.0 release of the game, rebalance mod actually existing and being playable etc) and would love to see the creative spirited get reflected in your high-production videos but I realize it is hard and not many creative youtubers manage to find the balance.
I hope it gives you an idea, sorry for rambling on in a youtube comment!
Noobking was the best king in history, his reign will not be forgotten
This looks like a game ludwig might like
literally ddnet
hell yeah teeworlds is awesome
I LOVE DDNET
I LOVE DDNET
idk if any of yall found this but in the first level theres a secret spinning monkey thing that says you're not supposed to be here
Yep, that is exactly how we were supposed to find the secret level
The monkey is in each level (except level 8, we don't talk about what happened to that monkey)
Heyo just found your channel from the one TH-camr animating your slot shot game and wanted to ask, can we get an update on slot shot?
It will definitely come out at some point!!
I got an idea for a level.
I saw that these flowers can redirect rockets, why not have one at the start direct it to a factory, but playing the level is faster than the rocket.
I hope the sequel is an even longer game
I'll be adding more content to this one over time- for free!
Easy way to stop speed runners: Make the game soft lock right before the end if they get to it under a specific timeframe. Boom, no more speedrunning problems!
Ok time to post on MultibleRatsInMyLasagna again
Not gonna have too much time to play it
But i 100% wanna get some runs and make some videos… eventually
Thx for the kind words tho 🦒👍
yes plz noobking
we miss you
you should make a new level score rank called "king" and have the symbol be a simplified version of his pfp or something similar like an homage to him
that looks like a really good game you should add bleed to it
*nervously scribbles in notepad*
@@HeyGrouch lol i played the game its very good, i am trying to speedrun it but whenever i beat the level i have to exit the level it would be nice if there was some type of practice mode where after beating the level it just respawns you.
@@Entow2012 i'll add a "go to previous level" button!
@@HeyGrouch thanks.
great game goonch!
thanks jonathan!
Im gonna miss Noob's reign on TJ, hoping he makes a comeback fr🙏
fr
Wish he comes back after the release
guys i didnt leave or anything
i just didnt play the game that muchbdehibvljrgkabgsrgbjkdabknsfæbn
This is great
8:44 NAH THAT'S CRAZYYYY
When is the next ballance video??
Next video!
i played teh demo once, was really fun ngl
Glad you liked it!! :)
here's an idea. trackmania has two types of official WR's. one for normal runs, one for TAS runs.
Nice idea! One problem: there are 5 people in the TAS discord server excluding me
Also, no one really made any TAS runs except me once, so there isn't really any reason to make a leaderboard...
also if you thought I submitted those runs to the official leaderboard, no. I played all those runs myself, without the use of outside tools
Thunder jumper, more like... I don't even know man. I am going to try the game after a game jam.
Good luck on the jam!! Let me know how it goes
now u just need sandbox where u can make ur own lvls
I'd love to add one eventually!!
this game is actually really really cool
thunderjumper TODAY
3:39 GD spider
omg i see it
hate you for making me noticce that
3:59 holy shit its just like tf2/quake sync jumping
can you triple?
Yes! There are certain levels with flowers springpads you can bounce rockets off of. So you can do a reflect + sync for 3 simultaneous rockets. Not sure how useful it is though :P
I'm like 2 weeks late, but whatever
Technically, yes, you CAN triple sync or even higher, but it's way harder to get than just a double, because you have to shoot two rockets into one place so they explode at the same time PLUS shoot one at the end. It is also rare to actually be useful in actual runs, as you won't be able to just do it in the middle of it because of its difficulty.
So yeah, you can triple sync, but it is impractical to do it in a run.
You should add bleed for 8 seconds everytime you rocket jump
😂😂😂 BRO THAT'S CRAZY 😂😂😂
@@HeyGrouch instead of rocket jumps make it so you teleport instantly to the end goal and shoot it
That is why you should make demo or at least alpha before you even think you can handle a full game as solo dev.