Yeah for sure it is. But every magnet field should have the same icon across rooms so when the player sees a lever with a diamond on it, they'll always know it's associated with magnet fields. Every heart should be associated with drills, etc. The icons vary between rooms.
@@OandCoGames I think what he's saying is for rooms with multiple magnet fields and multiple levers so that you can still see the connection between each. if each pair of magnet fields and levers had the same icon, then it will be hard to distinguish between them if you are colorblind.
@@OandCoGames I think you are misunderstanding, you don't need an icon to know that a lever is a lever, but you do need one to know which magnet the lever is connected to.
Isn‘t the core problem just that all rooms have different numbers of different kinds of objects? I think you could still figure out a way to make it consistent though. Maybe with the shape of the levers themselves?
I just played this earlier today. It's really cool to see applications of different concepts he's covered before. I just hope the later areas of the game get a bit more challenging :)
IMHO that's his biggest issue. It's so much theory, that it's not fun. If you do puzzles too incrementally, they stop being puzzles. While I don't personally love Braid, I respect the fact that it's puzzles are hard by the fact that you kinda don't know what to do. You slowly discover the mechanic and then you discover it more and more.
I said this with other pieces of media before (it was a movie but i forget which one): When your biggest complaint is that the game is too short, you know it's good.
Right. I'm just saying that some magnet fields are diamonds. Some are hearts. Depending on the room. Why not always use the same icon for the magnet fields?
@@OandCoGamesit’s possible later in the game that (for example) there will be multiple fields that aren’t controlled with the same switch. You can’t reuse the icon in those cases, so making sure people don’t associate the shape with the tool helps to avoid confusion later.
I really wish I was able to make bigger projects like that, but so far the most time I'm able to spend in a single project without burnouting and abandoning it forever is a single week.
@@OandCoGames Oh talk about it, at least I made a nice jam game recently, first time working on a team, and it even got 39th place over a thousand entries overall. It's genuinely a good game despite being buggy as hell, I just wish I could make something a bit more involved, although honestly, a lot of it is probably self-esteem issues, it's really hard to believe you CAN do it, even when you clearly have no other option.
after going from the first demo to this one the difference is huge. I tried the first one and it was way worse so it's cool to see how much the game improved
Hi Jordan. I have also watched Mark Brown for years. Your analisis is great. Mark's demo is really good. By the way, my game Medal winners 24 is in Steam Next Fest too. Hope to see more of your content about TetherGeist.
Fantastic analysis of the demo! Incredibly interesting to hear your perspective on it and my gosh if you haven't presented it beautifully! Great video!
Speaking of games with magnets, I had an idea for a game that is influenced by Bionic Commando. It's a game where you play as a robot with a magnet arm, in which you can use attraction to grab, switch and latch onto things, while repulsion can be used to throw things or as an impulse weapon. The setting would have a weird Y2K sci-fi esthetic to it, to give it a sort of eerie corporate future feel. Unfortunately, I don't have the time, dedication, knowledge and money to bring this creation to life. But if someone is reading this and are intrigued by this idea, I will give them permission to make it, just as long as they give me credit for the idea. As for this game: Yes, it looks like a fun if simple puzzle game. I was recommended it from Steam based on my purchase history and that's what led me to this video.
I mean, our game TetherGeist got like 2 seconds on the rewards video for that jam lol... so, not really? th-cam.com/video/9U4Zoagd_40/w-d-xo.htmlsi=ABaOxhsDpEwm_D2f&t=21
take off the fanboy glasses :/ this video is gushingly positive to the point that it's meaningless. wow it has text telling you you can jump higher... unfortunately there's not a single puzzle that justifies why the game even has a jump button
yeah I think that if it focused more on the negative aspect then it would be more interesting. obv it should still have the positive aspect but just not as the main focus as for the jump button, uh there most likely will involve the jump button in a puzzle. also it's a good example of the 'broad audience' thing and just mentioning that there is a prompt telling you that you can jump is very much not the reason it was brought up.
I agree, I love GMTKs channel but being honest, the artwork in his game is very uninspired and bland, and the “vector” graphics make me think of flash games or browser games in general, pixel art is way more appealing, even pre-rendered 3D or actual illustrations (like hollow knight) would give this game a lot more personality… I know his expertise is in mechanics but a Graphic Designer would have been very helpful.
Thank you Jordan, really kind of you!
And thank you for watching! Always an honor.
I'm pretty sure the varied iconography is for color blind players so they can still view connections between devices.
Yeah that's what I thought. also adds to the broad audience thing
Yeah for sure it is. But every magnet field should have the same icon across rooms so when the player sees a lever with a diamond on it, they'll always know it's associated with magnet fields. Every heart should be associated with drills, etc. The icons vary between rooms.
@@OandCoGames I think what he's saying is for rooms with multiple magnet fields and multiple levers so that you can still see the connection between each. if each pair of magnet fields and levers had the same icon, then it will be hard to distinguish between them if you are colorblind.
@@OandCoGames I think you are misunderstanding, you don't need an icon to know that a lever is a lever, but you do need one to know which magnet the lever is connected to.
Isn‘t the core problem just that all rooms have different numbers of different kinds of objects? I think you could still figure out a way to make it consistent though. Maybe with the shape of the levers themselves?
I just played this earlier today. It's really cool to see applications of different concepts he's covered before. I just hope the later areas of the game get a bit more challenging :)
Agreed. I'm guessing they will since the demo is just establishing the mechanics and teaching the player.
IMHO that's his biggest issue. It's so much theory, that it's not fun. If you do puzzles too incrementally, they stop being puzzles. While I don't personally love Braid, I respect the fact that it's puzzles are hard by the fact that you kinda don't know what to do. You slowly discover the mechanic and then you discover it more and more.
I said this with other pieces of media before (it was a movie but i forget which one): When your biggest complaint is that the game is too short, you know it's good.
Beautifully said.
The varied icons are to show colorblind people which lever attaches to which magnetic field
Right. I'm just saying that some magnet fields are diamonds. Some are hearts. Depending on the room. Why not always use the same icon for the magnet fields?
@@OandCoGamesit’s possible later in the game that (for example) there will be multiple fields that aren’t controlled with the same switch. You can’t reuse the icon in those cases, so making sure people don’t associate the shape with the tool helps to avoid confusion later.
You can actually see the composer's name in the credits on the title screen! Their name is Zach Jones.
Ugh, my bad lol. I'll add the name in the video description. Thanks!
Great to see GMTK smashing this game, after all these years of teaching us all game design.
Agreed :)
I really wish I was able to make bigger projects like that, but so far the most time I'm able to spend in a single project without burnouting and abandoning it forever is a single week.
Yeah, follow-through is definitely the hardest part.
@@OandCoGames Oh talk about it, at least I made a nice jam game recently, first time working on a team, and it even got 39th place over a thousand entries overall.
It's genuinely a good game despite being buggy as hell, I just wish I could make something a bit more involved, although honestly, a lot of it is probably self-esteem issues, it's really hard to believe you CAN do it, even when you clearly have no other option.
after going from the first demo to this one the difference is huge. I tried the first one and it was way worse so it's cool to see how much the game improved
Hi Jordan. I have also watched Mark Brown for years. Your analisis is great. Mark's demo is really good. By the way, my game Medal winners 24 is in Steam Next Fest too. Hope to see more of your content about TetherGeist.
Fantastic analysis of the demo! Incredibly interesting to hear your perspective on it and my gosh if you haven't presented it beautifully! Great video!
Dang, high praise! Thank you!
I played the very first demo and its always been a solid concept and hes done great work refining it
HAHA ! HOW THE TABLES TURN!!!!
Excellent video, thank you for sharing!
Glad you enjoyed it!
Speaking of games with magnets, I had an idea for a game that is influenced by Bionic Commando. It's a game where you play as a robot with a magnet arm, in which you can use attraction to grab, switch and latch onto things, while repulsion can be used to throw things or as an impulse weapon. The setting would have a weird Y2K sci-fi esthetic to it, to give it a sort of eerie corporate future feel.
Unfortunately, I don't have the time, dedication, knowledge and money to bring this creation to life. But if someone is reading this and are intrigued by this idea, I will give them permission to make it, just as long as they give me credit for the idea.
As for this game: Yes, it looks like a fun if simple puzzle game. I was recommended it from Steam based on my purchase history and that's what led me to this video.
Now that's a GMTK-level analysis indeed! Love the video! ❤
Awe shucks thanks :)
The composer is credited in-game
Oof yeah, I should have looked more closely lol
I really really liked the sound design
I think I'm gonna wait until release to play this but it looks like a ton of fun
Are you the dude from the GMTK game jam video in 2021?
I mean, our game TetherGeist got like 2 seconds on the rewards video for that jam lol... so, not really?
th-cam.com/video/9U4Zoagd_40/w-d-xo.htmlsi=ABaOxhsDpEwm_D2f&t=21
What is the game at 4:09 name?
Evan's Remains
"Most anticipated TH-cam devlog game"
bro forgot about KARLSON
lol fair
You should make a game jam.
Like host my own event? Or make a game for GMTK Jam 2024?
@@OandCoGames I think you could host your own event.
kinda cool that no one knows who the composer is :)
Yeah actually. Fun mystery... though Mark did say he'd be talking about his composer in his next devlog.
@@OandCoGames There's a credits page in the demo.
@@NickCarney94 *GASP* I should have paid attention lol
hmm, the game is so easy there isn't really any puzzles in the demo. not sure that's good puzzle game design
I think it's hinting at something greater. This feels more like an introduction/tutorial. I'm betting the puzzles get more challenging.
I dunno probably
lol yeah probably
gotta steal the first comment before watching the video am I right
Game looks good till the magnet talked jsjsjsjs
take off the fanboy glasses :/ this video is gushingly positive to the point that it's meaningless. wow it has text telling you you can jump higher... unfortunately there's not a single puzzle that justifies why the game even has a jump button
Thanks for the view anyway!
yeah I think that if it focused more on the negative aspect then it would be more interesting. obv it should still have the positive aspect but just not as the main focus
as for the jump button, uh there most likely will involve the jump button in a puzzle. also it's a good example of the 'broad audience' thing and just mentioning that there is a prompt telling you that you can jump is very much not the reason it was brought up.
I agree, I love GMTKs channel but being honest, the artwork in his game is very uninspired and bland, and the “vector” graphics make me think of flash games or browser games in general, pixel art is way more appealing, even pre-rendered 3D or actual illustrations (like hollow knight) would give this game a lot more personality… I know his expertise is in mechanics but a Graphic Designer would have been very helpful.