Hey thanks for checking Corpus Edax out!! And thanks to everyone for being so understanding and still seeing the potential even when its mired in bugs. This version in the video was from February, I have since then fixed/changed a lot of stuff - AI pathing, crashes, save bugs, added a tutorial level as well as one NPC in the starting area to help you with game mechanics. I'm working on it day and night, I want it to be good and it was really great reading your comments. Morale boost!
I got a good vibe from the demo. The bugs are understandable but the focus on improvised melee, stealth and interaction with objects around made the experience fun. Looking forward to the full thing, keep at it you’re doing great :) !
In the early demo for Corpus Edax, if you broke a window while someone was next to it, the room would depressurize and they'd get sucked out. I nearly pissed myself laughing the first time it happened.
The husband/wife team thing is so cute, you can really tell they're putting their heart into it. Who knows where they'll be out, skill-wise, in a few years if they keep at it. You love to see it.
I loved it. It’s super impressive for what it is as well, I wish my girlfriend would do something like that with me but she doesn’t really have an interest in that stuff. I’m very happy that couple made a game together and shared it with us, despite its flaws.
the environments were all very beautiful! you just know one of them (or both!) has the eye of an artist, the way things are laid out, and colors are used, especially in that fungal cave. the next step is to learn more about how to do a functional layout for an environment, as the things which are aesthetically pleasing may not be practical for a player to actually navigate intuitively. meld both function and form together, and you get games like BotW, where it's both stunningly beautiful, but also very well thought out in terms of layout and how everything from the terrain to the foliage to the population of mobs/npcs will help guide players through the world without any firm handholding. with how much passion has obviously been poured into their project, i don't doubt they have what it takes to learn these vital lessons and apply that knowledge with greater skill as time goes on. you can clearly see a love for the visuals, the cinematography, the presentation of the world, and fundamental gameplay aspects are all there too. a good QA tester/team would be a great way to keep ironing out the kinks and improving the polish; wiz's advice alone is invaluable, and i too hope this husband/wife duo find this video and hear it for themselves.
Silent scream is the most artistic metaphor for working fast food I have ever seen. You serve a shadowy, faceless and ethicless being that is legally a person according to the government. You have to do unspeakable things in the bathroom, corporate is sucking the life and soul out of people in one form or another. Either it is you or your customers. And ultimately there is no escape from your fate.
I really like the wholesome and encouraging critiques of these games instead of just putting them on blast because they clearly aren't made by professional game developers with a massive budget (yet). The politeness is infectious, and I'm gonna go tell someone to have a nice day now because of you.
Remember, after saying “have a nice day” to someone, the moment you turn your back, bring your hands together in a scheming motion and complete the ritual by saying “like never” then laugh like you’re an anime villain.
For Night Bus it really looks like everything being scripted is what ruins the horror if you replay it for the other endings. The greatest fear is the fear of the unknown, and conversely if you KNOW what's coming it can't really spook you. So what it really oughta do is randomize a couple things, save some scares for a second playthrough, tweak timings, move passengers around between the bus stops and so on. Also a game starting you with EVERY WEAPON just screams "we forgot to turn off a dev cheat before hitting the 'release on Steam' button"...
You're a Game dev... What game did YOU do? Will we be seeing your game in a future Wicked Wiz video or has he already featured your game? (Asking in actual curiosity, not mocking)
Wasn't feeling the Night Bus art style, but then the deer demon just goes and sits in the back and it won me over. We need more polite demons like that now.
The preview instantly made me wonder if they copy Chilla's Art with that style. But the think I remembered after that was "hey, it's the horror game with the emotional support cat"
I'm really glad you shifted to doing these "Good games on steam" format rather than "Worst game on Steam" Feel like you can get more passion and positivity for something thats actually pretty interesting rather than the wrapping of the video being "Its shit."
Check this out if you want to see some gameplay of Happy’s Humble Burger Farm before you buy, it’s so good it’ll probably convince you if you liked Overcooked m.th-cam.com/video/dQw4w9WgXcQ/w-d-xo.html
39:04 Money goes through their head. Those are classic asset flip games, buy (or steal) cheap assets, put them together quickly to a "game" and sell the game for some bucks. doesn't matter how buggy those games are as long as they are somewhat playable.
I like your sense of humor and your focus on the flaws of the games, as well as your honest opinions. Keep up the great videos. It is a pleasure to watch your content!
Its definitely an issue with ambition and not realizing how much it takes to make use of a large world. But I also think its just a general issue with how people understand encounter design. I play tabletop games and have for 2 decades, DMd for 15 years. I've had dms that have been running games since before I was born and complete newbies. I find a common mistake with newbies(one I even made myself) is designing maps for encounters too big. A new DM will make a room that fight takes place in, if were using a grid representing 5ft, 20x20 or 100ftx100ft. While an experienced dm can make a multi-room dungeon using the same amount of space. Couldn't tell you the reason this is so common but ive seen it so many times its definitely a trend.
I love the idea of monsters casually taking the bus. Just walking on board and taking a seat, awkwardly not making eye contact with the other passengers until they get to their stop. Getting off, thanking the bus driver and then going about being a monster again.
all the gun holding is just bad socket work or whatever its called in whatever engine they used. essentally, a socket is a point in a mesh, other meshes can be attached to it. if you havent configured all your meshes correctly, some of them will show up wrong in the socket, you generally change this by adjusting the origin or the mesh. the origin is the center of the mesh, the point of which it rotates. the easiest way to thing about it is with a door, with a door, the origin is where the hinges connect to the wall so that the entire mesh rotates out and it looks like the door opens, if the origin was in the center, you would have a door that is rotated in the center, so it goes open space, sideways door, open space instead of rotating at the hinges. so anyways, they set up some sockets for their weapons and didnt care to make sure each weapon fit correctly in the sockets, it something that you would do while proto typing, it would be a waste of time to make sure every finger is perfectly on the mesh during the point, as if you make any changes to the mesh, you will need to redo it. that is something that you would do in your final polishing pass, you would make sure all the meshes fit on the character and stuff like that before releasing
I'm assuming this is an Unreal thing? I use Unity and I haven't heard about this socket thing, but I did know that this had something to do with using the wrong gun's animation settings.
@@NoneNullAnd0 No, games have been using this method for years. Basically any time you see a character pick something up in a video game, it's the same idea. What you're doing is attaching a bone within the other object to a bone on the model you want "holding" it. I've personally never heard the term "socket", but I used the same terminology he did since I don't know if it actually has an official name. If the object lacks a bone to reference, it can use origin as a reference point instead. Really it just depends on how the code/models of the game is setup. (2D games do this too btw) Even stuff like, Link picking up objects in Link to the Past works like this, they're just moving the object link is supposed to be carrying to a certain point. The gun in the video is just referencing the wrong point.
@@slugmanestudios768 Unity's built in inverse kinematics system is incredibly bare bones. I use storebought IK assets and I don't think they have mesh-specific adjustments (I could easily be wrong).
With the second game, the Yellow King is referring to Hastur, one of the Great Old Ones of the Cthulhu Mythos, his abilities are; Immortality Death manipulation Higher dimensional manipulation Parafrosynikinesis Omnifarious Reality warping Telepathy Mind control Tentacle extension
Corpus Edax is awesome, I love that thing with all my heart, the physics and improvised melee are easy sells to me. Also, the dev is very passionate and active, it was a pleasure to be a backer of this one, I really hope this game gets the exposure and success it deserves. Ty Luis!
The second game with the yellow cloak is a reference to the book of short stories called "The King In Yellow". Theres a fictional play that shows up in the first four stories about a play that drives people crazy if they read it. It was a big inspiration for Lovecraft
"Everyone speaks english. Anything else and you will be imprisoned" So they can neither mention the planet, nor the city, since both are named in latin.
That 2nd game Silent Scream, and the Night Bus game, felt like horror-comedy games, rather than horror games! 😂 Imagine if these horror comedy games had Wicked Wizard voice acting the main protagonist in these games, and the protagonist said the same things he said in this video! It would be perfect! 😂 But this video is good enough by itself 👍.
The horror burger joint one was already done, I believe, at least 5-10 times overall. Maybe some of them were a coffee place or some other fast food thing, but the idea is matured already nonetheless. The guy just needs to put some work into a story, and it could rival those. (Not sure if you're familiar with Bawkbasoup, but he plays pretty much all those indie horror games.) The bus one follows the same art and storytelling styles of those games (horror burger joint, horror motel living, horror this or that) as well, with a weird Five Nights at Freddy's twist (the whole "check cameras, look behind your shoulder" thing), but it's definitely another idea that if matured a little more could have turned into a pretty decent indie horror. The problem with that one though, as pointed out, is that everything is on rails. Your first run will be the same as the fourth, so it loses value ENTIRELY after getting the ending achievements (before that actually, but I'm a completionist so in my case it would be after the achievements). Overall, there were some good contenders this time around. The two horror games aside, it felt like the choices this time at least came from people trying. They definitely tried to reach a little (WAY) too far from their grasp, but you could at least feel a sense of "wow, they added an actual mechanic" here and there. As an added note, I think Corpus Edax actually has a future, janky as hell or not. Of the lot (again, horror ones aside), I'd say it's the only one that didn't try biting more than it could chew. Although, even as I say that, and even for a demo, it does still need A LOT of polish. But the guy at least has what seems to be a solid foundation. If it's a one person job, I'd say he could scale it down, maybe do away with the open world, make it a linear level based game. And I'm going to be honest here, even if it looks like his inspiration is Deus Ex, if he did away with the game trying to take itself seriously those insane deaths and punts would feel awesome.
When it first came into fashion, the late 90's graphics style felt unique, but now everyone is doing it and it somehow annoys me a bit., because many of them are so inconsistent with the art direction. But at least none of them had this 08/15 VHS blur filter going on. I often think that these games are made by people which didn't live during that era and think we played games through a VCR. //edited for Typo, because i'm watching on my phone (i normally don't) and i'm terrible at typing on a touchscren.
I've actively held back a few games just so each video isn't just retro style games. There are some bangers with that style for reasons way deeper than the aesthetic but I agree, it's a bit over used now and the charm starts to get old
@@wicked_wizard I enjoy watching you play bad games. Thanks for your reply. The art style of the Bus game, was all over the place, where the steering wheel was this octagonal shape but the control buttons and other parts were perfectly round. The assets were all over the place. The NPC's with the wobbly textures were Playstation 1 inspired (wibbly wobbly because no FPU), whilst the rest looked like they were from random 1995 - 2005 PC games. The "VHS"/Camcorder Font. Many bad indie horror games are like this and it's kinda boring, especially all the Backroom asset flips, which are all the same. I think what finally ruined the art style, is that many are hiding low effort behind "retro style". Kinda like coverting a bad colour photo that was taken with wrong camera settings into a B&W one. When done right, the 90's style can look great and it doesn't really bother me, but from my understanding, getting retro styles right requires technical understanding about the limitations of that era. Best would be to use period correct foundation, such as the DOOM, Quake or original source engine.
This! I get so sick when I see all these retro games. IMO there are only a few who actually do use the old graphics artistically and many just use it as a cheap gimmick or to forego spending time and resources on better graphics.
@@hyperturbotechnomike B&W has saved many a bad color photo but the only properly good B&W has to be shot with it in mind i.e. contrast and texture emphasis - i agree with your point I think it's time we moved past the retro low-poly aesthetic. I liked the lighting and weather effects on Night Bus here, like modern 2D platformers using the tools available *in tasteful amounts* even if they're going for a 16-bit look or whatever is fine with me, but yeah. It's overdone at this point!
Man, if I'm ever sacrificed to a Lovecraftian horror underneath a fast food restaurant, I hope I rate a bit higher than "the bits at the bottom of the bag"! A fun romp through some truly weird games, though, and I like that you try to be encouraging to these devs. One or two did look like they had the potential to be really fun with some more polish - and I'd certainly be down for the wild, anachronistic surrealism of the last game, if it felt more intentional.
ngl the 'beyond the fringe' being a first game for a couple with no prior experience was pretty legit as an experiment. good on them hope they keep doing stuff
A bug driver for paranomal entities and cryptics is actually a hilariously and yet a bit creepy idea for a game lol. It just needs a bit of sass and some comedy and raunch to make it perfect
So nice of the mum of the 3rd game's dev to record some lines. Because it exactly sounds like asking your mum to record some lines for your game. I asked my mum before, I know how that sounds. Already interest to see how the project turns out once everything is more refined, because the system and general design is there. A bit Anthem, a Bit Destiny, a Bit EYE Divine Cybermancy, a bit Otherland, and a lot of not yet finished transitions. It's already a lot more polished than most overambitious projects and can shine once things are sorted out.
Compared to when he first played Horror Villa, Wiz has seen so much wacky stuff that hes no longer surprised by anything, he embraces all of the wackiness in every game
Really enjoying these, thanks. I love playing games that aren't great, but have features that could make a good game better. Like if Into the Fringe didn't require sweeping to earn money but it was just a fun option. All they had to do was make quest rewards include the price of transportation.
The night bus game looks amazing! I would love to see them make a game where you have to follow rules like in that creepy pasta story narrated by lighthouse horror here on youtube
bro the first game was awesome. it's an immersive sim and they really delivered on that holy shit. i wasn't expecting anything great and i'm totally wowed
Second game had such a good premisse would probably be better to go a visual novel type of way instead of 3d. Some very dark and gross art with good sound design, you could probably have different endings, and probably a real one where you slowly poison the monster to free yourself or something. Would be better if it started without the dark ambiance and actually a normal cooking game for the sake of surprise
You could also go the other way and lean into the 3d, expanding on mechanics like the throwing the body out the window and customers calling the police if they see something suspicious - make it a challenge to get the body out unseen while still juggling customers.
for a first project, Beyond the Fringe is absolutely fucking amazing. The amount of polish that is there and lack of game obliterating bugs is just applause worthy. It definitely falls short in most aspects, but for a very first attempt with a two person team, they did fantastic. I hope they keep at it and keep learning from feedback and experience.
If you like Night Bus and its idea of a good job sim horror game, you will definitely LOVE Voices of the void. It is the concept taken to the extreme and is VERY polished.
I would like to see a endless mode for Silent Scream if they continue working on their game. The idea would be similar to lethal company but mixed with restaurant management. were you have to manage between money for improving your restaurant (ways to make customer return and stay longer. maybe ones popular, perhaps with the ladies and for all he knows they seem to keep flaking on him), buying items to kil customers, bribes and payments, all while trying to please the entity. Give the entity to much you may lose out on some money, give him to little maybe he curses you the next day (or something) until he deems you unworthy. Your work doesn't go unnoticed, cause of your pact with the entity it'll give you a performance-based increase that adds positive modifiers that changes the atmosphere (idk the lore behind this) and changes things like a increase in customer wait time, mood, and more customers in general. Perfect planning for those busy days to be less stressful!
First game reminds me quite a bit of my newest VR game: Stride Fates. A janky as hell Mirrors Edge clone, but with decent physics, and some glorious violence. Fun, and funny.
38:36 maybe the dev made it so the physycs engines velocity would stop updating in cutscenes so it wouldent slide around due to physics but that means the velocity is staying the same so for one frame its getting the player out of the ground and the other its aplying the velocity to the players position
A game you might like for this series is munch, there is a demo available and currently a playtest going on, which idk if hey are still giving out keys for but probably yes
38:40 That is why I watch your videos. I am a solo gamedev, and I am currently making a survival game about a spider. These videos clearly show me how NOT to do things. And the bug on the timestamp is actually the dev being lazy and forgot to add another animation to the NPC. Actually, I think that I might be able to fix some of those bugs, because some of them are just so basic it makes me wonder why they do not even fix them. Also the thing with the buildings is another stupid thing: since matirials(textures) were not created for a single segment, but for a whole model, he tried to make the windows transmapent, but instead made the whole matirial (texture) transparent. That is why the building are so wierd + to fix that, he can just put a plane with the texture of a window ON TOP of the model's window, to make the window's matirial differ from the building one. Also Rock and Stone!
As an American, my eye gave a tiny twitch at the pronunciation of jalapeño with the J being pronounced as it would be in English 😂. Had to remind myself that Spanish words are not common in his neck of the woods, lol. I equate it to like, Canadians and French. I can't pronounce French to save my life (which became a b*tch when I lived in New Orleans for a year and couldn't pronounce the damn street I lived on 😂), but plenty of Canadians also butcher Spanish because they don't have the same Latin American and Cuban population and influence that we've had. Which, I find that to be pretty cool, how both of our countries have this in common. Edit: Well, fuck. I had paused to write this comment, then the moment I unpaused, he did pronounce it correctly. Nevermind, forget everything I said! But I'm going to leave this comment here because the punch to my hubris is hilarious! 😂
Before I clicked the [Read More...] I was gonna say... but I waited a moment, yeah? Reminded me of Napolean's aunt pronouncing quesadilla as "kess-a-dilla" lol but they're a llama's favorite amirite
"then the moment I unpaused, he did pronounce it correctly" Well, no he still didn't lol. He said "Jalapeeno" without the "ñ" and with "pee". It's pronounced like "halla-pen-yo", not "halla-pee-no". The "ñ" adds a "y" sound after the n. Also the letter "e" in Spanish is pronounced like it is in the word "Head". Only the letter "i" makes that "ee" sound. Ex: Idioma (pronounced ee-dee-oma).
some of you all need to understand. IF YOU LIKE IT GO BUY IT. some of these are like $12 support this level of the medium before these engine creators start making it impossible for these indie devs to curse or bless us. Epic used funds from Unreal to fund Gears of war and Silicon Knights was destroyed by it. Do your research your money matters more than ever with this medium. Atom RPG, Stellar Tactics, Exiled Kingdoms to name a few that are worth the $4-20
The glitch with the building seems like an issue where the developer used a transparent material on the building. It's too slow to depth sort transparent objects per-pixel, so transparent objects are typically sorted based on the objects pivot. This can often lead to a transparent object appearing in front of another transparent object, even if logically it should appear behind.
Hey thanks for checking Corpus Edax out!! And thanks to everyone for being so understanding and still seeing the potential even when its mired in bugs.
This version in the video was from February, I have since then fixed/changed a lot of stuff - AI pathing, crashes, save bugs, added a tutorial level as well as one NPC in the starting area to help you with game mechanics. I'm working on it day and night, I want it to be good and it was really great reading your comments. Morale boost!
I got a good vibe from the demo. The bugs are understandable but the focus on improvised melee, stealth and interaction with objects around made the experience fun. Looking forward to the full thing, keep at it you’re doing great :) !
@@wicked_wizardthis needs to get pinned. Good luck on your Dev journey!
@@wicked_wizard thanks again man!
Are you concerned about copyright infringement in using the Corpus Edax name? Seems risky to me…
@@JP-do5tc Wait, what would the copyright infringement be? First time someone said that
In the early demo for Corpus Edax, if you broke a window while someone was next to it, the room would depressurize and they'd get sucked out.
I nearly pissed myself laughing the first time it happened.
This is why I love Wicked; he gives every game a fair shot, tries to enjoy them, and gives honest criticism.
The husband/wife team thing is so cute, you can really tell they're putting their heart into it. Who knows where they'll be out, skill-wise, in a few years if they keep at it. You love to see it.
I loved it. It’s super impressive for what it is as well, I wish my girlfriend would do something like that with me but she doesn’t really have an interest in that stuff. I’m very happy that couple made a game together and shared it with us, despite its flaws.
the environments were all very beautiful! you just know one of them (or both!) has the eye of an artist, the way things are laid out, and colors are used, especially in that fungal cave. the next step is to learn more about how to do a functional layout for an environment, as the things which are aesthetically pleasing may not be practical for a player to actually navigate intuitively. meld both function and form together, and you get games like BotW, where it's both stunningly beautiful, but also very well thought out in terms of layout and how everything from the terrain to the foliage to the population of mobs/npcs will help guide players through the world without any firm handholding.
with how much passion has obviously been poured into their project, i don't doubt they have what it takes to learn these vital lessons and apply that knowledge with greater skill as time goes on. you can clearly see a love for the visuals, the cinematography, the presentation of the world, and fundamental gameplay aspects are all there too. a good QA tester/team would be a great way to keep ironing out the kinks and improving the polish; wiz's advice alone is invaluable, and i too hope this husband/wife duo find this video and hear it for themselves.
I'm willing to bet the wife came up with the sweeping idea. 😂
Wiz didn’t notice it, but I really liked how during the deer ending the “Bus Stopping” sign turned into “No Stopping”
Silent scream is the most artistic metaphor for working fast food I have ever seen. You serve a shadowy, faceless and ethicless being that is legally a person according to the government. You have to do unspeakable things in the bathroom, corporate is sucking the life and soul out of people in one form or another. Either it is you or your customers. And ultimately there is no escape from your fate.
Real.
I really like the wholesome and encouraging critiques of these games instead of just putting them on blast because they clearly aren't made by professional game developers with a massive budget (yet). The politeness is infectious, and I'm gonna go tell someone to have a nice day now because of you.
Remember, after saying “have a nice day” to someone, the moment you turn your back, bring your hands together in a scheming motion and complete the ritual by saying “like never” then laugh like you’re an anime villain.
First passenger being picked up at busstop 661, I knew it would kick off 5 stops later.
I like how he looks at Corpus Edax, an indie Deus Ex clone, and names every game BUT Deus Ex as an influence lol
I still pronounce Deus Ex like "Doos ex"... I'm cursed by this
It’s because he’s British… Deus Ex was banned in Britain for centuries
Yes, same!
@@yggdrasil4986why was it banned?
@@yggdrasil4986 No, It wasn't, That was Manhunt 2. The UK have only ever outright banned 2 Games. Both of them being "Corn"/"Ped" Games.
It's weird how the first game, though janky as all hell, legit has some good things that if improved, could make for a good indie game
exactly what i was thinking!! it seems like a neat concept if it was a bit more polished!!!
he did say it was a demo though, so maybe later this year we can see a more polished version
To be fair, the competition is Bethesda games, so maybe the goat simulator physics are just a feature.
It's weird how all of your just regurgitate what he says, having no new input or things to add.
It was like Fallout 59cents
corpus edax is pretty sick with it being inspired by deus ex and dark messiah, glad you shared it!
For Night Bus it really looks like everything being scripted is what ruins the horror if you replay it for the other endings. The greatest fear is the fear of the unknown, and conversely if you KNOW what's coming it can't really spook you. So what it really oughta do is randomize a couple things, save some scares for a second playthrough, tweak timings, move passengers around between the bus stops and so on.
Also a game starting you with EVERY WEAPON just screams "we forgot to turn off a dev cheat before hitting the 'release on Steam' button"...
You're a Game dev... What game did YOU do? Will we be seeing your game in a future Wicked Wiz video or has he already featured your game? (Asking in actual curiosity, not mocking)
@@Heathenshalt right, not mocking at all
no the greatist fear is the 1 of a Zionist black america
@@sjfs231He's made one of the best hentai games on Steam
@@Heathenshalt You can see on their channel, it's a dev channel
Wasn't feeling the Night Bus art style, but then the deer demon just goes and sits in the back and it won me over. We need more polite demons like that now.
The preview instantly made me wonder if they copy Chilla's Art with that style.
But the think I remembered after that was "hey, it's the horror game with the emotional support cat"
@@HappyBeezerStudios I think it's just supposed to be a take on the PS1 low-poly style, which I didn't really even like at the time.
@@KzintiCV can clearly see the fixed point rendering with it's warping textures and wobbly geometry.
@@HappyBeezerStudios yeah, like the PS1
@@sjfs231every horror game has this artstyle now its becoming generic lmao
It's a completely normal door in the lab and a sci fi door in the wooden hut
"I should be able to finish my shift by satisfying the dark lord" -Every major brand worker, every single day.
I'm really glad you shifted to doing these "Good games on steam" format rather than "Worst game on Steam" Feel like you can get more passion and positivity for something thats actually pretty interesting rather than the wrapping of the video being "Its shit."
_"Welcome to your first day at bus."_
🎶Bussing makes me feel good!🎶
"You can't kill me. I'll keep coming."
*Bonk*
Comedy Gold.
NGL that second game looks fire. A horror version of overcooked would be insane
you might like Happy's Humble Burger Farm then
Like Zeeleven says, try Happy’s Humble Burger Farm.
You can also check out Bones Cafe
Theres a... considerable amount of asset-flip-ish horror games about making
Check this out if you want to see some gameplay of Happy’s Humble Burger Farm before you buy, it’s so good it’ll probably convince you if you liked Overcooked
m.th-cam.com/video/dQw4w9WgXcQ/w-d-xo.html
39:04 Money goes through their head. Those are classic asset flip games, buy (or steal) cheap assets, put them together quickly to a "game" and sell the game for some bucks. doesn't matter how buggy those games are as long as they are somewhat playable.
yeah. their thoughs are "looks good enough for a strongly compressed screenshot and nobody will see this, so I won't put any more work in"
I like your sense of humor and your focus on the flaws of the games, as well as your honest opinions. Keep up the great videos. It is a pleasure to watch your content!
One thing I find with hobby game developers is that they like to make huge worlds that don't benefit the game play.
They dream too big for their own well being.
Its definitely an issue with ambition and not realizing how much it takes to make use of a large world. But I also think its just a general issue with how people understand encounter design.
I play tabletop games and have for 2 decades, DMd for 15 years. I've had dms that have been running games since before I was born and complete newbies. I find a common mistake with newbies(one I even made myself) is designing maps for encounters too big. A new DM will make a room that fight takes place in, if were using a grid representing 5ft, 20x20 or 100ftx100ft. While an experienced dm can make a multi-room dungeon using the same amount of space.
Couldn't tell you the reason this is so common but ive seen it so many times its definitely a trend.
I didn't know Ubisoft are considered hobby game developers.
For some reason I always read those titles as "5 000 good games", which confuses me beyond human comprehension.
I read it as 5000 games too....
If we apply bootleg logic to your 5000, that would equal like 276 games with 102+ repeats lol
14,000 games
same
I want to kiss Neal Mohan on his lips
Bloody hilarious 🤣 Missed ya Wiz. I truly love seeing your reviews of games I'd never otherwise encounter. Night Bus looks so charming.
The first game, Corpus Edax reminds me of Deus Ex: Invisible War.
feels like a mix of the riddick game and that
I love the idea of monsters casually taking the bus. Just walking on board and taking a seat, awkwardly not making eye contact with the other passengers until they get to their stop. Getting off, thanking the bus driver and then going about being a monster again.
I read "Beyond the fridge" instead of "Beyond the fringe", so for the longest time I was so confused as to why the lack of fridges in the game.
all the gun holding is just bad socket work or whatever its called in whatever engine they used. essentally, a socket is a point in a mesh, other meshes can be attached to it. if you havent configured all your meshes correctly, some of them will show up wrong in the socket, you generally change this by adjusting the origin or the mesh. the origin is the center of the mesh, the point of which it rotates. the easiest way to thing about it is with a door, with a door, the origin is where the hinges connect to the wall so that the entire mesh rotates out and it looks like the door opens, if the origin was in the center, you would have a door that is rotated in the center, so it goes open space, sideways door, open space instead of rotating at the hinges.
so anyways, they set up some sockets for their weapons and didnt care to make sure each weapon fit correctly in the sockets, it something that you would do while proto typing, it would be a waste of time to make sure every finger is perfectly on the mesh during the point, as if you make any changes to the mesh, you will need to redo it. that is something that you would do in your final polishing pass, you would make sure all the meshes fit on the character and stuff like that before releasing
Scrolled down to find this. I'm thinking they might have socketed it to origin and just never moved the origin of the mesh like you said.
I'm assuming this is an Unreal thing? I use Unity and I haven't heard about this socket thing, but I did know that this had something to do with using the wrong gun's animation settings.
@@NoneNullAnd0
No, games have been using this method for years. Basically any time you see a character pick something up in a video game, it's the same idea. What you're doing is attaching a bone within the other object to a bone on the model you want "holding" it. I've personally never heard the term "socket", but I used the same terminology he did since I don't know if it actually has an official name. If the object lacks a bone to reference, it can use origin as a reference point instead. Really it just depends on how the code/models of the game is setup. (2D games do this too btw)
Even stuff like, Link picking up objects in Link to the Past works like this, they're just moving the object link is supposed to be carrying to a certain point. The gun in the video is just referencing the wrong point.
@@NoneNullAnd0 yeah it is an unreal thing, I assumed that unity had some similar way of adding points to a mesh, but idk haha
@@slugmanestudios768 Unity's built in inverse kinematics system is incredibly bare bones. I use storebought IK assets and I don't think they have mesh-specific adjustments (I could easily be wrong).
With the second game, the Yellow King is referring to Hastur, one of the Great Old Ones of the Cthulhu Mythos, his abilities are;
Immortality
Death manipulation
Higher dimensional manipulation
Parafrosynikinesis
Omnifarious
Reality warping
Telepathy
Mind control
Tentacle extension
That game was definitely a cosmic love *note.
A tentacle extension for all those E-girls.
I always love it when people list out the powers of Old Ones, they just make me laugh
You gotta read the fucking books again mate
Whenever I think of Hastur I can only thing of Henserson now
No one:
Wiz: "Jallapeeno"
Juhlopano
Corpus Edax is awesome, I love that thing with all my heart, the physics and improvised melee are easy sells to me. Also, the dev is very passionate and active, it was a pleasure to be a backer of this one, I really hope this game gets the exposure and success it deserves.
Ty Luis!
Damn that last one has asset flip energy like I haven't seen for a while now
The second game with the yellow cloak is a reference to the book of short stories called "The King In Yellow". Theres a fictional play that shows up in the first four stories about a play that drives people crazy if they read it. It was a big inspiration for Lovecraft
That third game Beyond The Fringe has some pretty wicked gun sound effects to be honest, like properly good stuff IMO
"Everyone speaks english. Anything else and you will be imprisoned"
So they can neither mention the planet, nor the city, since both are named in latin.
Ah yes, a jallapeeno burger. No, I'm not complaining... It's simply the best pronounciation. It's magical, because a wizard did it!
gyallapeeno
That 2nd game Silent Scream, and the Night Bus game, felt like horror-comedy games, rather than horror games! 😂 Imagine if these horror comedy games had Wicked Wizard voice acting the main protagonist in these games, and the protagonist said the same things he said in this video! It would be perfect! 😂 But this video is good enough by itself 👍.
Corpus Edax looks really good tbh, like that Chronicles of Riddick game meets Deus Ex
Tbf the Night Bus looks awesome
I agree, I love the art style and it seems really charming
6:20 "I'm not here. Nothing here about me." Love it 😂
The second game was referencing a fantastic book of short horror stories called The King in Yellow. Highly recommended!
*Gets slammed with a chair*
"I'm getting hungry all of a sudden..."
You can tell that the developer behind Corpus Edax is very passionate
"this is quite chill i like it" Immediately gets spooked
The first two games look crazy fun
Beyond The Fringe has a genuinely neat idea about it, and I hope they get to make it cool someday.
it's cool how almost every game on this video have a lot of potential... and I kinda wanna buy a few of them now
The horror burger joint one was already done, I believe, at least 5-10 times overall. Maybe some of them were a coffee place or some other fast food thing, but the idea is matured already nonetheless. The guy just needs to put some work into a story, and it could rival those. (Not sure if you're familiar with Bawkbasoup, but he plays pretty much all those indie horror games.)
The bus one follows the same art and storytelling styles of those games (horror burger joint, horror motel living, horror this or that) as well, with a weird Five Nights at Freddy's twist (the whole "check cameras, look behind your shoulder" thing), but it's definitely another idea that if matured a little more could have turned into a pretty decent indie horror. The problem with that one though, as pointed out, is that everything is on rails. Your first run will be the same as the fourth, so it loses value ENTIRELY after getting the ending achievements (before that actually, but I'm a completionist so in my case it would be after the achievements).
Overall, there were some good contenders this time around. The two horror games aside, it felt like the choices this time at least came from people trying. They definitely tried to reach a little (WAY) too far from their grasp, but you could at least feel a sense of "wow, they added an actual mechanic" here and there.
As an added note, I think Corpus Edax actually has a future, janky as hell or not. Of the lot (again, horror ones aside), I'd say it's the only one that didn't try biting more than it could chew. Although, even as I say that, and even for a demo, it does still need A LOT of polish. But the guy at least has what seems to be a solid foundation. If it's a one person job, I'd say he could scale it down, maybe do away with the open world, make it a linear level based game. And I'm going to be honest here, even if it looks like his inspiration is Deus Ex, if he did away with the game trying to take itself seriously those insane deaths and punts would feel awesome.
When it first came into fashion, the late 90's graphics style felt unique, but now everyone is doing it and it somehow annoys me a bit., because many of them are so inconsistent with the art direction. But at least none of them had this 08/15 VHS blur filter going on. I often think that these games are made by people which didn't live during that era and think we played games through a VCR.
//edited for Typo, because i'm watching on my phone (i normally don't) and i'm terrible at typing on a touchscren.
I've actively held back a few games just so each video isn't just retro style games. There are some bangers with that style for reasons way deeper than the aesthetic but I agree, it's a bit over used now and the charm starts to get old
@@wicked_wizard I enjoy watching you play bad games. Thanks for your reply.
The art style of the Bus game, was all over the place, where the steering wheel was this octagonal shape but the control buttons and other parts were perfectly round. The assets were all over the place. The NPC's with the wobbly textures were Playstation 1 inspired (wibbly wobbly because no FPU), whilst the rest looked like they were from random 1995 - 2005 PC games. The "VHS"/Camcorder Font. Many bad indie horror games are like this and it's kinda boring, especially all the Backroom asset flips, which are all the same.
I think what finally ruined the art style, is that many are hiding low effort behind "retro style". Kinda like coverting a bad colour photo that was taken with wrong camera settings into a B&W one.
When done right, the 90's style can look great and it doesn't really bother me, but from my understanding, getting retro styles right requires technical understanding about the limitations of that era. Best would be to use period correct foundation, such as the DOOM, Quake or original source engine.
This! I get so sick when I see all these retro games. IMO there are only a few who actually do use the old graphics artistically and many just use it as a cheap gimmick or to forego spending time and resources on better graphics.
@@hyperturbotechnomike B&W has saved many a bad color photo but the only properly good B&W has to be shot with it in mind i.e. contrast and texture emphasis - i agree with your point I think it's time we moved past the retro low-poly aesthetic. I liked the lighting and weather effects on Night Bus here, like modern 2D platformers using the tools available *in tasteful amounts* even if they're going for a 16-bit look or whatever is fine with me, but yeah. It's overdone at this point!
Thats what ive been sayin dude
Man, if I'm ever sacrificed to a Lovecraftian horror underneath a fast food restaurant, I hope I rate a bit higher than "the bits at the bottom of the bag"! A fun romp through some truly weird games, though, and I like that you try to be encouraging to these devs. One or two did look like they had the potential to be really fun with some more polish - and I'd certainly be down for the wild, anachronistic surrealism of the last game, if it felt more intentional.
ngl the 'beyond the fringe' being a first game for a couple with no prior experience was pretty legit as an experiment. good on them
hope they keep doing stuff
A bug driver for paranomal entities and cryptics is actually a hilariously and yet a bit creepy idea for a game lol. It just needs a bit of sass and some comedy and raunch to make it perfect
Wahoo youre back. Editing pays off that's for sure
d'aww husband and wife development team... a regular Ken and Roberta, here!
Story of the Olivia is Red Dead Redemption if it was made by a high school drop out...
So nice of the mum of the 3rd game's dev to record some lines. Because it exactly sounds like asking your mum to record some lines for your game. I asked my mum before, I know how that sounds.
Already interest to see how the project turns out once everything is more refined, because the system and general design is there. A bit Anthem, a Bit Destiny, a Bit EYE Divine Cybermancy, a bit Otherland, and a lot of not yet finished transitions. It's already a lot more polished than most overambitious projects and can shine once things are sorted out.
Honestly? Corpus Edax looks like a decent game with a solid foundation.
Compared to when he first played Horror Villa, Wiz has seen so much wacky stuff that hes no longer surprised by anything, he embraces all of the wackiness in every game
This channel deserves more subs.
great video mate i love your content , keep it up
That was a really benevolent ending, thanks for the positive video; it was necessary + welcome, Wiz.
Really enjoying these, thanks. I love playing games that aren't great, but have features that could make a good game better. Like if Into the Fringe didn't require sweeping to earn money but it was just a fun option. All they had to do was make quest rewards include the price of transportation.
15:01 "Is this going to be another Avium?"
That got me pretty good.
The first game seemed to be actually really good. Has some real potential
Loving the Vampire the Masquerade Bloodlines vibes of the first game!
The night bus game looks amazing! I would love to see them make a game where you have to follow rules like in that creepy pasta story narrated by lighthouse horror here on youtube
I love the Orpheus run of Night Bus. I hope they expand that game. Very original premise.
thanks for another vid wiz stay wicked
Wow the Wiz shouts out one of my favorite books. Design of Everyday Things is truly mind expanding stuff.
UX Wizard Money Gang! If the door don’t pull, then metal plate or gtfo
Corpus Edax is the right kinda jank. I hope they put some more work into it.
Hilarious and honest video, thx wiz. Night bus looked comfy af.
13:24, 20:08 I lost there 😆
bro the first game was awesome. it's an immersive sim and they really delivered on that holy shit. i wasn't expecting anything great and i'm totally wowed
Second game had such a good premisse would probably be better to go a visual novel type of way instead of 3d.
Some very dark and gross art with good sound design, you could probably have different endings, and probably a real one where you slowly poison the monster to free yourself or something.
Would be better if it started without the dark ambiance and actually a normal cooking game for the sake of surprise
Like the Cthulhu version of Va-11 Hall-a
You could also go the other way and lean into the 3d, expanding on mechanics like the throwing the body out the window and customers calling the police if they see something suspicious - make it a challenge to get the body out unseen while still juggling customers.
for a first project, Beyond the Fringe is absolutely fucking amazing. The amount of polish that is there and lack of game obliterating bugs is just applause worthy. It definitely falls short in most aspects, but for a very first attempt with a two person team, they did fantastic. I hope they keep at it and keep learning from feedback and experience.
If you like Night Bus and its idea of a good job sim horror game, you will definitely LOVE Voices of the void. It is the concept taken to the extreme and is VERY polished.
9:10 This entire interaction is just wonderful.
I would like to see a endless mode for Silent Scream if they continue working on their game. The idea would be similar to lethal company but mixed with restaurant management. were you have to manage between money for improving your restaurant (ways to make customer return and stay longer. maybe ones popular, perhaps with the ladies and for all he knows they seem to keep flaking on him), buying items to kil customers, bribes and payments, all while trying to please the entity. Give the entity to much you may lose out on some money, give him to little maybe he curses you the next day (or something) until he deems you unworthy. Your work doesn't go unnoticed, cause of your pact with the entity it'll give you a performance-based increase that adds positive modifiers that changes the atmosphere (idk the lore behind this) and changes things like a increase in customer wait time, mood, and more customers in general. Perfect planning for those busy days to be less stressful!
Me when the bus crashed: Oh no! What about the cat!?
Wiz saying everything’s good since the cat’s fine.
Same wavelength
First game reminds me quite a bit of my newest VR game: Stride Fates. A janky as hell Mirrors Edge clone, but with decent physics, and some glorious violence. Fun, and funny.
Story of Olivia glitch looks like the last frame of animation playing on repeat, setting position over and over again.
Great video man, I found you about a year afo and your videos always crack me the hell up. Keep it up!
38:36 maybe the dev made it so the physycs engines velocity would stop updating in cutscenes so it wouldent slide around due to physics but that means the velocity is staying the same so for one frame its getting the player out of the ground and the other its aplying the velocity to the players position
it’s a good day when wicked wizard uploads
Corpus Edax melee combat reminded me of Escape from Butcher Bay, so that's a good thing.
The compass overlay on the map in Beyond the Fringe is something more games should do.
37:52 That is called Skyriming your way up.
I LOVE this new format.
A game you might like for this series is munch, there is a demo available and currently a playtest going on, which idk if hey are still giving out keys for but probably yes
Some gems in the rough and some straight asset flips.
The first game's combat is amazing when you learn it. There's not much quite like it, aside from Dark Messiah.
the kick!
Chronicles of Riddick Escape from Butcher Bay kind of has a similar feel. If you have never played it before I highly recommend it.
Riddick Escape from Butcher Bay has similar combat. If you have never played it before I'd highly recommend it.
This website is garbage and Neal Mohan is a damn goblin.
TH-cam really suck. This site is garbage.
38:40 That is why I watch your videos. I am a solo gamedev, and I am currently making a survival game about a spider. These videos clearly show me how NOT to do things. And the bug on the timestamp is actually the dev being lazy and forgot to add another animation to the NPC. Actually, I think that I might be able to fix some of those bugs, because some of them are just so basic it makes me wonder why they do not even fix them. Also the thing with the buildings is another stupid thing: since matirials(textures) were not created for a single segment, but for a whole model, he tried to make the windows transmapent, but instead made the whole matirial (texture) transparent. That is why the building are so wierd + to fix that, he can just put a plane with the texture of a window ON TOP of the model's window, to make the window's matirial differ from the building one.
Also Rock and Stone!
As an American, my eye gave a tiny twitch at the pronunciation of jalapeño with the J being pronounced as it would be in English 😂. Had to remind myself that Spanish words are not common in his neck of the woods, lol. I equate it to like, Canadians and French. I can't pronounce French to save my life (which became a b*tch when I lived in New Orleans for a year and couldn't pronounce the damn street I lived on 😂), but plenty of Canadians also butcher Spanish because they don't have the same Latin American and Cuban population and influence that we've had. Which, I find that to be pretty cool, how both of our countries have this in common.
Edit: Well, fuck. I had paused to write this comment, then the moment I unpaused, he did pronounce it correctly. Nevermind, forget everything I said! But I'm going to leave this comment here because the punch to my hubris is hilarious! 😂
Before I clicked the [Read More...] I was gonna say... but I waited a moment, yeah?
Reminded me of Napolean's aunt pronouncing quesadilla as "kess-a-dilla" lol but they're a llama's favorite amirite
I may have watched trailer park boys once lol
"then the moment I unpaused, he did pronounce it correctly" Well, no he still didn't lol.
He said "Jalapeeno" without the "ñ" and with "pee". It's pronounced like "halla-pen-yo", not "halla-pee-no". The "ñ" adds a "y" sound after the n. Also the letter "e" in Spanish is pronounced like it is in the word "Head".
Only the letter "i" makes that "ee" sound. Ex: Idioma (pronounced ee-dee-oma).
@@goobadoob It was better than "JAL-o-peno", so I'm happy 😆
23:57 "Why even do missions"
You can say you won the... sweeptakes 😁
That first game reminds me E.Y.E: Divine Cybermancy atleast in some ways,but of course less polish since it is basically a proof of concept atm.
some of you all need to understand.
IF YOU LIKE IT GO BUY IT.
some of these are like $12
support this level of the medium before these engine creators start making it impossible for these indie devs to curse or bless us.
Epic used funds from Unreal to fund Gears of war and Silicon Knights was destroyed by it. Do your research your money matters more than ever with this medium.
Atom RPG, Stellar Tactics, Exiled Kingdoms to name a few that are worth the $4-20
first one is a cool expansion on deus ex, reminds me a lot of invisible war in a good way
The glitch with the building seems like an issue where the developer used a transparent material on the building. It's too slow to depth sort transparent objects per-pixel, so transparent objects are typically sorted based on the objects pivot. This can often lead to a transparent object appearing in front of another transparent object, even if logically it should appear behind.
Well well look who decided to upload
Nice one, for the next bunch you could try Vivat Slovakia. :)
Beyond The Fringe, took the flying from Anthem as it was also boring :D
I don’t care what happens on days this mf uploads, he always raises my spirits. Keep it up my parasocial friend