Timestamps, will add more as I watch through the entire 7 hours long video. 00:00 Stream Start 06:29 Color Options UI bug 07:30 Introduction for Hakita and PITR 08:43 Boot up sequence 09:17 Why the audio calibration is set right when the game starts 11:21 Regarding the game's three taglines 11:27 The Keep Out! sign 13:09 Prelude's pipes 13:33 Slide and Dash tutorial 14:07 Some details on the Dash tutorial 15:05 Fresh Blood 15:27 Cerberi model 15:50 Ground Slam tutorial 16:36 Soul Orbs 17:00 Falling transition between levels 17:30 Small Q&A with chat 17:46 "Hey Hakita, as a composer myself, I wonder what your inspirations for ULTRAKILL's music are?" 19:50 "Why is it called Heaven Pierce Her?" 20:18 Epic intro hallway 21:25 The game's original visuals and setting 22:01 The first track for the game
22:54 Revolver skip 23:25 Clipping skips 24:11 Glass floors 25:37 Blood & gore 26:32 Falling SFX 27:02 Big Fan room 28:08 Curved room 29:49 How the game loads rooms 30:43 Lighting 31:21 Strays 32:13 The original Stalker & a small statue bug 32:54 Gibs & old blood 33:43 The 2 statues room, Ver 1.05 & details with no collisions 35:01 Blood pipeline room 36:02 Breakable glass & Parrying tutorial 36:29 Updated enemy designs & ragdolls bug 37:43 Old enemy models 38:26 Filth & the importance of enemy designs 39:43 Saving the Gianni question for later & reaffirmations about collisions 40:33 Second big fan room 41:37 Secret trap & broken closed mouth Filth texture 42:30 "How many hours have you registered on Steam, Hakita?" 43:05 Small penultimate hallway room 43:21 Boss door texture 44:00 Malicious Face & steaming pipe bug 45:45 Scrapped weak point idea for Maurice 46:29 Maurice boss room, cracked texture, falling corpse shockwave & Maurice difficulty
48:12 Level ending room 49:50 The level ending screen 50:21 UI, HUD & viewmodels inertia 51:50 "What made you decide all the guns have infinite ammo?" 52:15 Shop terminal, zoom & 0-2's unique start room 53:29 Electronic music genres 54:01 Shop terminal UI 56:07 Reduction of weapon variants 57:00 Cyber Grind, Sandbox, Enemies & their info 58:33 The writing in ULTRAKILL 1:01:31 "Did you write 2-S?" 1:02:13 Take Care & Were You Foolin' 1:03:10 "How long have you been doing game dev and etc?" 1:05:22 Small real world history of music writing 1:06:41 0-2's first room & Cerberus tease 1:07:40 Hakita's music files collection 1:07:53 Second room, third room & improvement of Prelude's levels flow 1:09:37 GitHub 1:11:11 Bathroom break for PITR, 0-2's fourth room, Dave's importance to game feedback & Prelude's color scheme 1:13:10 Waste pipe secret, Swordsmachine's combat tease & enemy infighting 1:14:48 Blue skull key secret & old slam mechanic
1:15:33 Schism tease, environmental storytelling & the game's main story 1:17:16 Crushers, environmental tutorials, more Swordsmachine tease, 0-S' entry room & prebaked enemy corpses 1:20:41 0-2's development hell (heh) & level linearity 1:23:47 The sewage & crouch state 1:24:33 Regarding the game's cheat activation 1:25:30 Red Orb secret & broken texture 1:25:50 "i forgor" & more environmental storytelling 1:27:55 Secret Swordsmachine encounter & 0-3 idea 1:29:22 Worst stream ever, fun 0-2 facts & Shotgun retexture along with upcoming weapon retextures 1:30:24 Breakable statues idea 1:31:20 0-3 & "When it comes to level design do you plan the basic route out and lock in early or do you just play around with it as you go along?" 1:32:35 Double Down's level skip 1:33:19 Early level challenges idea 1:34:40 Schisms 1:35:11 Spiral staircase room, insufficient firepower & Swordsmachine first bar
TH-cam is being an ass and won't let me edit my own comments for some reason, so when I'm done with everything here, I'll delete and repost them, especially with the timestamps I missed like Hard difficulties on 09:17
The way he described his thoughts on releasing Ultrakill Must Die difficulty later is low-key terrifying. "I want to release it after the game so I can use everything to its fullest potential"... we're in for a reaming of a lifetime with that one
@@asher879 I just beat act II a few days ago and V2 honestly was the hardest thing I fought until end of Act II. First time you face V2 is a vibe check fr. Now I am working on getting P rank for every level, almost done with act I.
9:17 "Also just in general I want to do the Audio thing first because like, everyone at this point knows how much of a fucking pain in the ass to have a game start at like 100% volume and you can't turn it down until like, way after like 15 minutes of cutscene or something." Bless you Hakita.
My headcanon is that in the cutscenes between acts, the painted style comes from the fact that we see them from Gabriel's perspective, and that's how he perceives the world, similar to how the game's overall retro aesthetic is a result of V1 rendering that way for themself
4:43:42 I have been laughing at this moment for several minutes straight, the "I don't know, whatever." followed by the game unpausing and the music cutting in again is hilarious. It's like Hakita just tabs out for a moment, reads the message, responds to it _out loud_ and then instantly goes back to whatever he was talking about before. Absolutely perfect
15:27 yooo holy shit! I went to the same school as you I'm pretty sure. I remember playing Untraceable when I was getting introduced to the school before starting there. I got to play some games made in the previous years, and when you mentioned Untraceable it souded really familiar, and when I looked it up, it's the exact game! and funny enough, I was there for game dev classes the next 3 years. and now ULTRAKILL's one of my absolute favorite games what a small world :p
at around the 4 hour mark, hakita talks about hell being in a constant transitory state where it can create space to suit the individual's descent into hell. thats fucking terrifying, knowing that you could be trapped in a room with no exit but seeing everyone else just phase through like the walls don't exist
21:48 A non-euclidian space zone would still be super cool to see though, like warping corridors that flip the view, place, size or gravity seemingly to get to other areas or as a some kind of secret level mechanic.
I thnk a neat solution to the question “why doesn’t cerberus have 3 dudes to fight” is to have a broken one placed somewhere so that the player might wonder who came through there before you and killed it
Though it doesnt make much sense, supposedly V2 is the first machine to go to hell, but he for some reason doesnt kill anyone, and then V1 comes through and he is the one to start killing everyone and other machines followed him, or maybe V2 followed him too and that would make even less sense.
@@x8c8r Where does it say V2 is the first machine in hell? Most of the machines in the game (drones, streetcleaners, V1 & V2 and the sentries) were made before humanity started exploring hell. V2 is by no means the first machine down there. Plenty of machines murder Husks, especially streetcleaners
Even then, who's to say it was one of the machines or humanity or heaven or the unkown makers of the soldiers and stalkers, lots of factions who'd want access to hell
Just gonna say that I like how the whole situation with V2 was dealt with. The “you, but better” trope is especially exciting in a game with as many different ways to play as ultrakill, and V2’s irrelevance with the rest of the story stops it from overstaying its welcome.
Personally I think that the trees in 1-1 are a perfect fit for the level, especially since they look more cartoony than retro. Even if they don't look fake it's a good subconscious thing that makes the whole contrast of the first few levels work better
35:00 In my first playthrough i ended up breaking all the glass in that room. Something made me sure that of there's a lot of familiar objects in a single place, one of them *has* to contain a secret.
Wait, i realized, minos prime is a prime soul, and he comes out of an orb, a soul orb, so those secret orbs are souls that dont have a strong enough will to become prime souls
"Why do we need to go through these boring corridors to get to the boss?" "Cope seethe mald git gud :^)" I suggest putting that in the strategy guide for bosses as well. Also, Luke Correia as Uriel or riot
ULTRAKILL is with no doubt one of the best games i have ever played, the game has advanced so much in such a little time period, it dosent even feel like an early access game. Not to talk about the comunity, wich is completely amazing, even ultrakill land is a good place! (Sometimes)
One great experience I had playing Uktrakill was the first time I faced V2. For the first time, I saw what I as V1 looked like to enemies. Seeing V2 slide around, get air control, hit with a bunch of different imperceptible attacks at once, and generally float like a butterfly and sting like a bee, I got compelled to make the most of what made me exceptional as a foe to the enemies I face. So V2 gave me this new perspective on how to play the game, but it also gave me their arm. This is why I think players have this bittersweet connection with V2 and fantasize about playing alongside them. They’re a part of you, literally. They’re your brother in a way. They were an unwitting casualty of your blood lust.
Holy crap, the entire stream was really informative, and the screwdriver tech you showed off at the end made me rethink that weapon variant. Is that going to be in the next update?
I hope that non-euclidean geometry from the initial game concept can make a return in the Fraud layer, like the layer is so fraudulent you cant even trust basic rules of nature and/or your mind.
I've been generally scared of where the game will go, especially since it feels like each chapter outdoes the previous one, but seeing how much thought these devs puts into the game is quelling my fears, at least a little at a time.
At worst it'll be like classic FPS games where it's a lot of the same, but Hakita has proved time and time again that he can find ways around stagnation. The game's in good hands.
Funny how Hakita describes game soundtracks and even ULTRAKILL when bringing up "A Complete and Utter Destruction of the Senses" because it's exactly how I felt about ULTRAKILL's tracks when I first listened to them. They sounded so garbled and chaotic that I didn't find myself liking them very much. That was until I actually played the game and saw how much the tracks fit into the levels and encounters. It's really context that matters with videogame soundtracks and I never really noticed that until ULTRAKILL. There are some standalone exceptions here and there though.
1:40:22 hearing about the jpeg ass textures and in general how clueless you were about a lot of things at the time is nice to hear. in general how you got help from newblood folks about how to improve the flow of the early levels. and in the end you say it yourself that anyone can make a good game if they're invested and passionate about it. gives insight on how we're all just regular joes in the end and we learn from silly mistakes, each to their own pace
I absolutely love that the Ultrakill dev team is taking their time with this game. It's clear that they're working hard, but they value quality over speed in their update releases. I can count on one hand the times the game has had a glitch occur, and every addition is solid without exception. Best devs.
The Drood Knight fight is really good, he and Avery are amazing together. This is a great stream, so much knowledge on your design process! Thank you for making it
Projectile boosting being a bug-turned-tech makes this game even more retro-themed for me to be honest; reminds me of the evolution of rocket jumping, and just the general beautiful chaos that came out of old 90s 3D engines, with all their silly quirks.
There's a lot of great takeaways from this. Thanks for giving us some insight into how you and the team have made the game so fun! I'll be sure to refer to this if I ever get into gamedev.
The amount of play testing you and your team do is amazing. Reminds me of listening to Half Life Alyx Dev commentary, and just seeing how many small little issues can cause giant problems. We need more game devs like you and your team!
I was at work when this was live streamed, so I wasn't able to catch it live, but I do want to say some stuff regardless while I continue to watch this: 1. I absolutely LOVE the buildup for everything in this game, be it from levels, enemies, weapons, etc. 2. Interesting that V1 is not the main character of the story, makes me wonder who or what is... 3. The piercer revolver cylinder does rotate with each shot AFTER you fire a piercing shot, when the shot is charged again the cylinder stops rotating with each shot. I know the lore behind the gun is that each shell is an energy cell that fires a laser. It would rotate to a new cell and recharge the spent shells in the meantime. By the time the revolver makes a full revolution, the spent shells would have been recharged at that point. Wasn't sure if the cylinder not rotating was intentional or not actually.
If I had to guess by shooting in the dark, it is probably God himself but I just heard a theory about it, so I don't know for sure if He's really the main character
Thank you for giving your fans so much of your time to do this, and for emphasizing the work that your team does, alongside your own. Also your accent is cool I guess
Just seeing this now sadly but I wanted to say, Ive had a ongoing joke with some friends that every time some new freak tech is discovered like the Chargeback from Malicious Face or slam storage or coin adding it goes a little something like this. "Player base: Hakita did you make it like this on purpose, this is sick! Hakita confused and looking around: "Uhhhhhhhhhhh, sure?" How close to the truth is this?
Depends. Chargeback was designed for while slam storage is a bug. Coin adding isn't either since it's just the coin doing its normal functionality but with people throwing more in during hitstops.
a bit of a weird question but I'm making a book that references Ultrakill as a bit of commentary bits. Is it ok if I include these or not due to legal lawsuits?
I like how Hakita included infighting in the Violence layer and (besides the Prelude Swordsmachine section) ONLY in the Violence layer, which makes sense considering the nature of the layer revolves entirely around the concept of violence.
I’m not going to lie, I took about 20 minutes trying to jump up through the glass of 0-3 in the demo, thinking it was the intended route. I did succeed and beat the level by mostly just killing swords
Just realized that Matt McMuscles' skeleton in the Hall of Kings is all blue. With the new Act II Ferryman lore, does that mean Matt McMuscles was a Ferryman before being entombed here? What was a Ferryman doing in the desert of Greed? In Matt's own words, "What Happened?"
Im making a video about ukltrakill, and I start watching this vod with a documentation purposes. But In the end it became me procrastinating and watching for 7 hours with all my atecion how hakita explains every single thing in the game. I really like this vod. Well done Hakita
2:26:00 I only recently picked up the game and played through Layer 4. In my opinion, it's pretty clear that Limbo looks the way it does completely intentionally. Layers 2 and 4 especially are very visually stunning, so it's clear in retrospect that Layer 1 is "fake" (that, and the name of Limbo should tip anyone with knowledge of the Divine Comedy into what's going on)
It was nice to hear you talk about how Minos has set ways of responding to you being in the air that are intentionally more dangerous. When I first fought him, as much as I enjoyed getting better and finally winning, what I had the most fun with was seeing the over the top ways he killed me. It kind of feels like you're getting air juggled in a fighting game.
i loved 4-S so much, i wanna probably the most out of anyone i've seen play it. i'm a crash FREAK, so this was beyond a treat, especially finding out that the fuckin slide-spin (a crash speedrunner trick) was in the clash mode, this is actually the coolest shit ever
This is some really cool commentary! It got me thinking, since you already have a gmod reference (if you can even call it a reference), why not have ingame commentary on release just like in valve games, with those orange floating speech bubbles. Would neat!
It would be really good to yoink Celeste - style berrymarks in tab menu to show what secrets you already found. I had a problem with finding some of secrets on big levels, because I can't get a hint, in what part of the level secret is without quiting level or finishing it.
2:10:47 I decided to speed up the ambient music myself and found that it's actually a short sample of sourire d'avril slowed down, unless I've got the wrong audio track
33:40 I think a way to dive into this concept more is to have an upgrade for the grapple that could make it so you could be pulled towards light enemies instead of them pulled towards you.
Holy shit this is awesome. Ultrakill’s my favorite game i think now, and Hakita n co are a big inspiration for me. Seriously, keep going, i’ll be sure to tune in, Ultrakill or not.
1:51:15 i was learning history and there was a picture of the empire state building but when I was reading the page next to it in my perriferal vision i saw it as the head of swordmachine, burnt into my memory by the swordmachine related trauma in the dual idoled mindflayer room in p2. It got so bad to the point where i literally couldn't focus on anything without covering the image up, so yeah, pretty iconic character design and yes it definitely stuck in my mind.
Can YOU manybe elaborate on the usual pitfalls about retro fps talked about at 4:59:35 ? I am a complete nobody, and I am making a retro FPS :D Would love to get a hang of those notes if possible! Awesome game and I wish you the best!
The 4 points Mandy mentioned to me were: 1. Too many hitscanners 2. Too abstract enemies/environments (makes things feel random and cheap) 3. Procedural levels (not really applicable anymore but back then most indie shooters were roguelites) 4. Poor movement
really cool update i love the sawblade launcher ( i think its time for another run with only nailguns) really cool game, this game has became my favorite game of all time, thanks for creating such a master piece like ULTRAKILL
Timestamps, will add more as I watch through the entire 7 hours long video.
00:00 Stream Start
06:29 Color Options UI bug
07:30 Introduction for Hakita and PITR
08:43 Boot up sequence
09:17 Why the audio calibration is set right when the game starts
11:21 Regarding the game's three taglines
11:27 The Keep Out! sign
13:09 Prelude's pipes
13:33 Slide and Dash tutorial
14:07 Some details on the Dash tutorial
15:05 Fresh Blood
15:27 Cerberi model
15:50 Ground Slam tutorial
16:36 Soul Orbs
17:00 Falling transition between levels
17:30 Small Q&A with chat
17:46 "Hey Hakita, as a composer myself, I wonder what your inspirations for ULTRAKILL's music are?"
19:50 "Why is it called Heaven Pierce Her?"
20:18 Epic intro hallway
21:25 The game's original visuals and setting
22:01 The first track for the game
22:54 Revolver skip
23:25 Clipping skips
24:11 Glass floors
25:37 Blood & gore
26:32 Falling SFX
27:02 Big Fan room
28:08 Curved room
29:49 How the game loads rooms
30:43 Lighting
31:21 Strays
32:13 The original Stalker & a small statue bug
32:54 Gibs & old blood
33:43 The 2 statues room, Ver 1.05 & details with no collisions
35:01 Blood pipeline room
36:02 Breakable glass & Parrying tutorial
36:29 Updated enemy designs & ragdolls bug
37:43 Old enemy models
38:26 Filth & the importance of enemy designs
39:43 Saving the Gianni question for later & reaffirmations about collisions
40:33 Second big fan room
41:37 Secret trap & broken closed mouth Filth texture
42:30 "How many hours have you registered on Steam, Hakita?"
43:05 Small penultimate hallway room
43:21 Boss door texture
44:00 Malicious Face & steaming pipe bug
45:45 Scrapped weak point idea for Maurice
46:29 Maurice boss room, cracked texture, falling corpse shockwave & Maurice difficulty
48:12 Level ending room
49:50 The level ending screen
50:21 UI, HUD & viewmodels inertia
51:50 "What made you decide all the guns have infinite ammo?"
52:15 Shop terminal, zoom & 0-2's unique start room
53:29 Electronic music genres
54:01 Shop terminal UI
56:07 Reduction of weapon variants
57:00 Cyber Grind, Sandbox, Enemies & their info
58:33 The writing in ULTRAKILL
1:01:31 "Did you write 2-S?"
1:02:13 Take Care & Were You Foolin'
1:03:10 "How long have you been doing game dev and etc?"
1:05:22 Small real world history of music writing
1:06:41 0-2's first room & Cerberus tease
1:07:40 Hakita's music files collection
1:07:53 Second room, third room & improvement of Prelude's levels flow
1:09:37 GitHub
1:11:11 Bathroom break for PITR, 0-2's fourth room, Dave's importance to game feedback & Prelude's color scheme
1:13:10 Waste pipe secret, Swordsmachine's combat tease & enemy infighting
1:14:48 Blue skull key secret & old slam mechanic
1:15:33 Schism tease, environmental storytelling & the game's main story
1:17:16 Crushers, environmental tutorials, more Swordsmachine tease, 0-S' entry room & prebaked enemy corpses
1:20:41 0-2's development hell (heh) & level linearity
1:23:47 The sewage & crouch state
1:24:33 Regarding the game's cheat activation
1:25:30 Red Orb secret & broken texture
1:25:50 "i forgor" & more environmental storytelling
1:27:55 Secret Swordsmachine encounter & 0-3 idea
1:29:22 Worst stream ever, fun 0-2 facts & Shotgun retexture along with upcoming weapon retextures
1:30:24 Breakable statues idea
1:31:20 0-3 & "When it comes to level design do you plan the basic route out and lock in early or do you just play around with it as you go along?"
1:32:35 Double Down's level skip
1:33:19 Early level challenges idea
1:34:40 Schisms
1:35:11 Spiral staircase room, insufficient firepower & Swordsmachine first bar
1:37:23 Shotgun, Revolver, along with texture compression & filtering
1:40:16 ULTRAKILL is a mess & impostor syndrome
1:41:25 Cool loopty-loop room
1:42:05 Wind tunnel room development hell
1:43:26 Light pillars room, 2nd floor & game design foolproofing
1:45:45 Secrets & penultimate stairway room
1:47:11 Back to Swordsmachine first bar room
1:48:50 Boss & enemy spawning
1:50:06 Swordsmachine
1:52:23 Energy drinks addicts
1:53:34 0-4's big room
1:54:44 Reusing bosses & 0-4's challenge
1:56:07 Curved geometry, rotating hallway room, along with 0-4 & all layers' original length
1:57:57 Secret double Maurice encounter
1:58:57 Back to the rotating hallway & making memorable level designs
1:59:56 Penultimate glass floor room & Schisms' design
2:02:42 Final rotating hallway room, game feedback & old enemy spawns
2:05:47 Projectile Boosting's discovery
2:07:59 Shotgun swapping, weapon tech individuality & Overpumping
2:08:52 Explosions risk & reward
TH-cam is being an ass and won't let me edit my own comments for some reason, so when I'm done with everything here, I'll delete and repost them, especially with the timestamps I missed like Hard difficulties on 09:17
The way he described his thoughts on releasing Ultrakill Must Die difficulty later is low-key terrifying. "I want to release it after the game so I can use everything to its fullest potential"... we're in for a reaming of a lifetime with that one
P R E P A R E T H Y S E L F
Imagine the last prime soul on that difficulty. Oh god.
@@alpharius2omegaboogaloo384 T H Y E N D I S N O W
filth are replaced with minos prime
I imagine its hardest difficulty + 1hp.
Accidentally putting three Cerberus at the start of Gluttony is the biggest brain play of the year
woah lambdadelta pfp
And now Hakita is Intentionally putting 4 cerbs in P-2.
Character development is real.
@@looperhonstropythe weezer room is real
Hakita: "V2 was supposed to be difficult" *proceeds to rock its shit in 18 seconds flat*
Hakita meant the first time you fight them
@@asher879 I just beat act II a few days ago and V2 honestly was the hardest thing I fought until end of Act II. First time you face V2 is a vibe check fr. Now I am working on getting P rank for every level, almost done with act I.
@@AJ213Probably Fool...
Dude made the fight
@@frenchfryfortunecookie4163 father brutally shoots his child to death
9:17 "Also just in general I want to do the Audio thing first because like, everyone at this point knows how much of a fucking pain in the ass to have a game start at like 100% volume and you can't turn it down until like, way after like 15 minutes of cutscene or something."
Bless you Hakita.
Literally dark souls
Jerma take
Watching this makes me realize that Hakita does NOT sugarcoat it
My headcanon is that in the cutscenes between acts, the painted style comes from the fact that we see them from Gabriel's perspective, and that's how he perceives the world, similar to how the game's overall retro aesthetic is a result of V1 rendering that way for themself
Holy shit that makes sense
also V1 probably doesn't see those so it makes sense that the visual is not that of V1's
Now imagine it in real life..
so this means that gabriel sees everything like a painting or something?
@@megaman4354 considering that we play as a fucking Nikon it’s not that much of a stretch
4:43:42 I have been laughing at this moment for several minutes straight, the "I don't know, whatever." followed by the game unpausing and the music cutting in again is hilarious. It's like Hakita just tabs out for a moment, reads the message, responds to it _out loud_ and then instantly goes back to whatever he was talking about before. Absolutely perfect
15:27 yooo holy shit! I went to the same school as you I'm pretty sure.
I remember playing Untraceable when I was getting introduced to the school before starting there. I got to play some games made in the previous years, and when you mentioned Untraceable it souded really familiar, and when I looked it up, it's the exact game! and funny enough, I was there for game dev classes the next 3 years.
and now ULTRAKILL's one of my absolute favorite games
what a small world :p
Wow
Epic
Ive been following ULTRAKILL's development since the demo came out and its actually insane how much progress you've made. Hats off to you, Hakita!
Yes, me too, it has honestly been one of the best games I've ever played
"Fixed AI by fixing the model" what a gamer
Work smarter, not harder!
fixed the engine by getting new wheels
Timestamp 39:24
at around the 4 hour mark, hakita talks about hell being in a constant transitory state where it can create space to suit the individual's descent into hell. thats fucking terrifying, knowing that you could be trapped in a room with no exit but seeing everyone else just phase through like the walls don't exist
21:48 A non-euclidian space zone would still be super cool to see though, like warping corridors that flip the view, place, size or gravity seemingly to get to other areas or as a some kind of secret level mechanic.
Maybe in fraud?
the escher labs 2
@@net6403 I thought more of Homecoming
Sort of like Amid Evil's void?
@@tatianadashkova2143 yellow arm
"I forget why but there are reasons for it." -Hakita
words off wisdom this are ganna be hakitas last words lol
The War without reason should kick in after that.
2:15:33 the shop terminal advice will be the new *"Easy mode is now selectable"*
I love getting to hear this man's voice again
Yeah love his commentary
*Heer
he got that finnish twang
I thnk a neat solution to the question “why doesn’t cerberus have 3 dudes to fight” is to have a broken one placed somewhere so that the player might wonder who came through there before you and killed it
More V2-shadowing, I love it.
Though it doesnt make much sense, supposedly V2 is the first machine to go to hell, but he for some reason doesnt kill anyone, and then V1 comes through and he is the one to start killing everyone and other machines followed him, or maybe V2 followed him too and that would make even less sense.
@@x8c8r Where does it say V2 is the first machine in hell? Most of the machines in the game (drones, streetcleaners, V1 & V2 and the sentries) were made before humanity started exploring hell. V2 is by no means the first machine down there. Plenty of machines murder Husks, especially streetcleaners
Even then, who's to say it was one of the machines or humanity or heaven or the unkown makers of the soldiers and stalkers, lots of factions who'd want access to hell
@@Leffrey thats why i said supposedly and also read below that
Just gonna say that I like how the whole situation with V2 was dealt with. The “you, but better” trope is especially exciting in a game with as many different ways to play as ultrakill, and V2’s irrelevance with the rest of the story stops it from overstaying its welcome.
Personally I think that the trees in 1-1 are a perfect fit for the level, especially since they look more cartoony than retro. Even if they don't look fake it's a good subconscious thing that makes the whole contrast of the first few levels work better
53:35 Is my favorite part of this whole stream.
agreed
Huh...nice name and pic
Thank You
Ah hell nah, maurice2454 and MauriceUltrakill are in the same place together.
“Who the fuck names a genre happy hardcore” -Hakita
35:00 In my first playthrough i ended up breaking all the glass in that room. Something made me sure that of there's a lot of familiar objects in a single place, one of them *has* to contain a secret.
Wait, i realized, minos prime is a prime soul, and he comes out of an orb, a soul orb, so those secret orbs are souls that dont have a strong enough will to become prime souls
Probably from a cluster of common enemies.
@@notcreativename1285 that's why they're secrets
"Why do we need to go through these boring corridors to get to the boss?"
"Cope seethe mald git gud :^)"
I suggest putting that in the strategy guide for bosses as well.
Also, Luke Correia as Uriel or riot
Annoying voice + no range + bad acting + L + ratio
@@gigagleb9842 a perfect antipod to Gianni tho
@@gigagleb9842 your ratio failed hard
@@gigagleb9842^^^^^
Ahh yes more updates on the best game ever.
I can't wait till it's finished.
If its finished, that means there wont be any more updates, are you sure?
@@fridge713 dlc and free updates exist
@@jasonsanimations2624 dlc is downloadable content, means hakita would have more to tell on the story, or the gameplay
@@fridge713 Level editor
@@fridge713 And mods
“Everybody is fucking tricking people into thinking they’re good because people are fucking dumb.”
Arsi “Hakita” Palata
ULTRAKILL is with no doubt one of the best games i have ever played, the game has advanced so much in such a little time period, it dosent even feel like an early access game.
Not to talk about the comunity, wich is completely amazing, even ultrakill land is a good place! (Sometimes)
Absolutely
The community is good apart from the H O R N Y.
@@alpharius2omegaboogaloo384 that’s an upside
@@alpharius2omegaboogaloo384 clearly you don't own a V1 body pillow
@@a_businessman Gabriel body pillow.
One great experience I had playing Uktrakill was the first time I faced V2. For the first time, I saw what I as V1 looked like to enemies. Seeing V2 slide around, get air control, hit with a bunch of different imperceptible attacks at once, and generally float like a butterfly and sting like a bee, I got compelled to make the most of what made me exceptional as a foe to the enemies I face. So V2 gave me this new perspective on how to play the game, but it also gave me their arm. This is why I think players have this bittersweet connection with V2 and fantasize about playing alongside them. They’re a part of you, literally. They’re your brother in a way. They were an unwitting casualty of your blood lust.
Holy crap, the entire stream was really informative, and the screwdriver tech you showed off at the end made me rethink that weapon variant. Is that going to be in the next update?
Yup.
@@Hakita Well we’re not disappointed with the results.
Thank You Hakita for the Screwdriver, It's been carrying me from COKM all the way to Sisyphus Prime
2:38:58 the tease worked lmao. That demo was fantastic. Your music got me to play the demo and the demo got me to buy the game.
Homestuck pfp
Seven hours of half-insane Finnish gibberish, god bless
This is amazing to listen to, like an ultrakill podcast
hakita: talks
pitr: 🗿
lol
_ _
!
I hope that non-euclidean geometry from the initial game concept can make a return in the Fraud layer, like the layer is so fraudulent you cant even trust basic rules of nature and/or your mind.
Even just using it as the secret level mechanic for fraud would be fine with me.
@@jinxsterr_Dispenser3741 maybe have it be like antichamber then? having another puzzle secret level might be too similar to the Witless, doe
@@MysteryKaror just go full myhouse.wad mode
Damn, that's a genius move!
Also where Hakita mentions non-euclidean geometry?
I've been generally scared of where the game will go, especially since it feels like each chapter outdoes the previous one, but seeing how much thought these devs puts into the game is quelling my fears, at least a little at a time.
At worst it'll be like classic FPS games where it's a lot of the same, but Hakita has proved time and time again that he can find ways around stagnation. The game's in good hands.
@@kveller555 No the worst possible outcome is that the final chapter is Hexen and you need to find 58 buttons.
@@alpharius2omegaboogaloo384 ONE 58TH OF THE PUZZLE HAS BEEN SOLVED
I like how hakita says that he doesn't really have a least favorite enemy like if they're his children lul
2:06:00 I love when something official in the game was originally a bug.
Had a feeling the projectile boost tech was originally unintentional
Funny how Hakita describes game soundtracks and even ULTRAKILL when bringing up "A Complete and Utter Destruction of the Senses" because it's exactly how I felt about ULTRAKILL's tracks when I first listened to them. They sounded so garbled and chaotic that I didn't find myself liking them very much. That was until I actually played the game and saw how much the tracks fit into the levels and encounters. It's really context that matters with videogame soundtracks and I never really noticed that until ULTRAKILL. There are some standalone exceptions here and there though.
1:40:22 hearing about the jpeg ass textures and in general how clueless you were about a lot of things at the time is nice to hear. in general how you got help from newblood folks about how to improve the flow of the early levels. and in the end you say it yourself that anyone can make a good game if they're invested and passionate about it. gives insight on how we're all just regular joes in the end and we learn from silly mistakes, each to their own pace
I absolutely love that the Ultrakill dev team is taking their time with this game. It's clear that they're working hard, but they value quality over speed in their update releases. I can count on one hand the times the game has had a glitch occur, and every addition is solid without exception. Best devs.
The Drood Knight fight is really good, he and Avery are amazing together. This is a great stream, so much knowledge on your design process! Thank you for making it
Projectile boosting being a bug-turned-tech makes this game even more retro-themed for me to be honest; reminds me of the evolution of rocket jumping, and just the general beautiful chaos that came out of old 90s 3D engines, with all their silly quirks.
There's a lot of great takeaways from this. Thanks for giving us some insight into how you and the team have made the game so fun! I'll be sure to refer to this if I ever get into gamedev.
I hope we get one of these for act 2 this is so fascinating to watch
would be funny if in the "ultrakill must die" difficulty all the other statues in 0-5 came to life
Maybe in 0-5 Encore
That would’ve been fucked up
This game impressed the hell out of me! The music, level design, story, etc are immaculate! I’m so excited for what’s going come in the future!
The amount of play testing you and your team do is amazing.
Reminds me of listening to Half Life Alyx Dev commentary, and just seeing how many small little issues can cause giant problems.
We need more game devs like you and your team!
5:57:40 hes describing such a divine feeling that i can only admire but not relate to.
NO STINKY ROBOTS
@@justjustjusttttaasdddf-ri6xh get out
I was at work when this was live streamed, so I wasn't able to catch it live, but I do want to say some stuff regardless while I continue to watch this:
1. I absolutely LOVE the buildup for everything in this game, be it from levels, enemies, weapons, etc.
2. Interesting that V1 is not the main character of the story, makes me wonder who or what is...
3. The piercer revolver cylinder does rotate with each shot AFTER you fire a piercing shot, when the shot is charged again the cylinder stops rotating with each shot. I know the lore behind the gun is that each shell is an energy cell that fires a laser. It would rotate to a new cell and recharge the spent shells in the meantime. By the time the revolver makes a full revolution, the spent shells would have been recharged at that point. Wasn't sure if the cylinder not rotating was intentional or not actually.
If I had to guess by shooting in the dark, it is probably God himself but I just heard a theory about it, so I don't know for sure if He's really the main character
@@deadpan904 My guess is either Him or Gabe given how pretty much all of the extra lorebooks and end-of-act cutscenes are about that guy.
"I just fuckin went hard in the paint"
You did that the whole game Hakita
21:50 I would love a layer where its all non-euclidean geometry, that sounds fantastic for exploring!
sounds like something treachery would do
2:01:00 ooooooof “people who only use the pistol like dumbasses” yikes can’t wait to hear another scathing critique from under the mayo
It’s really neat to hear how Dave is a creative force for good, not just steamrolling ideas.
The amount of love, liveliness, and detail is overflowing in this game
Thank you for giving your fans so much of your time to do this, and for emphasizing the work that your team does, alongside your own. Also your accent is cool I guess
26:37 This explanation of the falling enemy sound is actually wholesome. 👌
I love how at the beginning, he's looking through the settings just like a new player would even though he made the game he's playing.
This game is one of the best games I have ever played, watching the commentary is fascinating. can't wait for new update.
Judgment+Die is combo that almost always gets you off guard
Really enjoyed the commentary. Thanks for creating this game, it's really fun to play !
Just seeing this now sadly but I wanted to say, Ive had a ongoing joke with some friends that every time some new freak tech is discovered like the Chargeback from Malicious Face or slam storage or coin adding it goes a little something like this.
"Player base: Hakita did you make it like this on purpose, this is sick!
Hakita confused and looking around: "Uhhhhhhhhhhh, sure?"
How close to the truth is this?
Depends. Chargeback was designed for while slam storage is a bug. Coin adding isn't either since it's just the coin doing its normal functionality but with people throwing more in during hitstops.
It's a shame I missed the stream, but I'm glad it's uploaded.
i really like that you tell us about small secrets, definitely my most favorite developer
44:54 amazing and gross I thought it was just a visual bug for it registering the Malicious face but now I completely see it differently
a bit of a weird question but I'm making a book that references Ultrakill as a bit of commentary bits. Is it ok if I include these or not due to legal lawsuits?
Go for it
Aye, thanks!
whats the book about
@Atlas Beneda
Fantasy with made up gods and stuff
@@alchemyparrot4670 huh
I like how Hakita included infighting in the Violence layer and (besides the Prelude Swordsmachine section) ONLY in the Violence layer, which makes sense considering the nature of the layer revolves entirely around the concept of violence.
I’m not going to lie, I took about 20 minutes trying to jump up through the glass of 0-3 in the demo, thinking it was the intended route. I did succeed and beat the level by mostly just killing swords
You guys are doing God's work with this game, mates
Just realized that Matt McMuscles' skeleton in the Hall of Kings is all blue. With the new Act II Ferryman lore, does that mean Matt McMuscles was a Ferryman before being entombed here? What was a Ferryman doing in the desert of Greed? In Matt's own words, "What Happened?"
Im making a video about ukltrakill, and I start watching this vod with a documentation purposes. But In the end it became me procrastinating and watching for 7 hours with all my atecion how hakita explains every single thing in the game. I really like this vod. Well done Hakita
i love how this almost as long as the dusk anniversary stream hakita is ganna need a lot off energy drinks for the full game stream for sure
This is game gonna be HUGE when it fully comes out.
1:53:20 "nobody has ever done anything gay with monster cans"
Yet.
i will be the first
@@succulentcodyou wouldn't be the first. I regret to say that I've seen it, and you do not want to.
@@Dalek59862 it can't be *that* bad, can it?
@@ArcticCN *engage thousand yard stare*
just wanted to say this is one of the best games ive ever played, hats off to you and thank you for releasing this masterpiece
1:45:00 As a wise man once said, "It is impossible to make anything foolproof as fools are so ingenious.
I like that
PITR, thank you for the sandbox! I really appreciate having a gm_construct to screw around in.
I love this video its super interesting seeing how the game is made
I hope there will be stream like that when Act 3 get realised
2:26:00 I only recently picked up the game and played through Layer 4. In my opinion, it's pretty clear that Limbo looks the way it does completely intentionally. Layers 2 and 4 especially are very visually stunning, so it's clear in retrospect that Layer 1 is "fake" (that, and the name of Limbo should tip anyone with knowledge of the Divine Comedy into what's going on)
14:56 I can't beleive Vinny never using the dash once on his first stream of it years ago stuck with Hatika all the way to now.
It was nice to hear you talk about how Minos has set ways of responding to you being in the air that are intentionally more dangerous. When I first fought him, as much as I enjoyed getting better and finally winning, what I had the most fun with was seeing the over the top ways he killed me. It kind of feels like you're getting air juggled in a fighting game.
the closed mouth head texture for the Filth is broken but you can see it if you parry a Filth without taking any bite damage
i loved 4-S so much, i wanna probably the most out of anyone i've seen play it. i'm a crash FREAK, so this was beyond a treat, especially finding out that the fuckin slide-spin (a crash speedrunner trick) was in the clash mode, this is actually the coolest shit ever
This is some really cool commentary! It got me thinking, since you already have a gmod reference (if you can even call it a reference), why not have ingame commentary on release just like in valve games, with those orange floating speech bubbles.
Would neat!
Man, Hakita REALLY loves that cerberus track and how it's used lmao
It would be really good to yoink Celeste - style berrymarks in tab menu to show what secrets you already found. I had a problem with finding some of secrets on big levels, because I can't get a hint, in what part of the level secret is without quiting level or finishing it.
2:10:47 I decided to speed up the ambient music myself and found that it's actually a short sample of sourire d'avril slowed down, unless I've got the wrong audio track
33:40 I think a way to dive into this concept more is to have an upgrade for the grapple that could make it so you could be pulled towards light enemies instead of them pulled towards you.
I would love another commentary on the later layers, the game goes to some gorgeous and crazy places
Let's go! Been waiting for this to drop! Thanks for blessing us with this banger, Papa!
Holy shit this is awesome.
Ultrakill’s my favorite game i think now, and Hakita n co are a big inspiration for me. Seriously, keep going, i’ll be sure to tune in, Ultrakill or not.
nie
wonder if we will ever go up to the heavens and meet god in a comedic yet ironic way
I love that Hakita occasionally turns into Strong Bad throughout the stream.
I don't usually like to watch Dev streams but this is really good, good luck in the future!
7 hour long ultrakill stream. That is commitment.
1:51:15 i was learning history and there was a picture of the empire state building but when I was reading the page next to it in my perriferal vision i saw it as the head of swordmachine, burnt into my memory by the swordmachine related trauma in the dual idoled mindflayer room in p2.
It got so bad to the point where i literally couldn't focus on anything without covering the image up, so yeah, pretty iconic character design and yes it definitely stuck in my mind.
Can YOU manybe elaborate on the usual pitfalls about retro fps talked about at 4:59:35 ? I am a complete nobody, and I am making a retro FPS :D Would love to get a hang of those notes if possible! Awesome game and I wish you the best!
The 4 points Mandy mentioned to me were:
1. Too many hitscanners
2. Too abstract enemies/environments (makes things feel random and cheap)
3. Procedural levels (not really applicable anymore but back then most indie shooters were roguelites)
4. Poor movement
really cool update i love the sawblade launcher ( i think its time for another run with only nailguns) really cool game, this game has became my favorite game of all time, thanks for creating such a master piece like ULTRAKILL
its my birthday today, thank you for starting making my favourite game four years ago :^)
damn, 7 hours? obviously i'm going to hear the whole 7 hours
5:53:03 Hakita: "Uhmm what else should I mention?"
Minos: "Judgement!"