From what I can parse, when the number of remaining Bricks reaches the Reset Threshold, the board Resets. If you lower your Reset Threshold, you need to destroy more blocks before the board resets, if you raise it you need to destroy less.
You keep passing up poison, poison would be so helpful by doing damage over time to the last enemy, which usually are ranged attackers and has low hp, and during boss fights is free extra damage
Okay this game was actually really fun to watch. Gotta say though, I understand 100% that it is much more difficult to play a game & comment during it, than to backseat and be critical. But man oh man did some moments watching this have me on the edge of my seat or in tears. I think a good pro-gamer move would be to constantly track the main ball with the paddle because I noticed there were a lot of cases where it fell into the abyss simply just cause the paddle was on the other side. (Though what do I know, it's probably harder than it looks.)
Oh yeah, it’s CLEAR that peglin was a BIG inspiration for this game. It’s not a peglin clone, it’s doing it’s own thing. There also seems to be a suprising amount of depth, so theres that!
As others have commented, I think when the amount of remaining bricks gets to the reset threshold, you would reset. So with a higher threshold you would need to break less bricks to to reset. With the recall, I believe you’d use it when the ball is too far to get with your paddle so you don’t take damage. Or also, if there are projectiles in your way, so you don’t have to sacrifice your ball to avoid the projectiles
This game looks really cool but I think the physics could be improved somewhat. The physics isn't buggy or anything, it does exactly what it says it does, but it doesn't follow the geometry. Instead of reflecting like a projectile incident on a surface, the ball is simply redirected radially. I get why that would be done for the paddle as it gives the player more control, but doing so for the bricks makes some of the bounces unsatisfying or nonsensical. Very promising roguelike though, I'm curious to see how it progresses. Great video as always, Olexa!
Hey! that's a very interesting observation, thanks for taking the time to point it out and for providing me the opportunity to talk about it. (I'm the guy who made the game btw and I love talking about gamedesign ^^) I experimented with different kind of physics, and the current implementation allowed for more strategical depth, both in designing the layout of the different levels and in rewarding the player actions. The issue with the more traditional ricochet is that it works well with layers of stacked bricks, but it has some important issues in more complex brick layouts featuring open spaces. It doesn't reward the player choices and skill because the ball tend to do all the work by itself. (imagine in the hydra level, the player would just throw the ball in between the "heads" and the ball would bounce left and right all the way up until it reaches the top then bounce it's way back down. It would pretty much always act in the same way making the player input feel irrelevent). Basically all levels would have had to be layers of stacked bricks with minimal variations if the ball ricocheted as a projectile instead of bouncing away from the center of its collision target. And as a player it would feel as you would have very minimal impact when maneuvering the ball. It was a counscious decision to have it act that way, I knew it could look weird for players who are used to the classic breakout games, and I honestly thought this would be one of the biggest complaint I would see about the game, but it surprisingly hasn't been mentionned much currently, so good job for spotting that in a video :) And I 100% agree with your final sentence, thanks Olexa for the amazing video =D
@@TheBrickOdysseyGame That makes so much sense, thanks for telling me about it. Now that I think about it, the chaos that the radial redirection brings is actually a good thing because the true uncertainty it brings is actually quite minimal for a single bounce but increases after every bounce. My meaning is that you know how the ball is going to bounce in a general sense before it has even hit a block but once it bounces you'll know it's trajectory to the next block but unless you are very good at eyeballing linear motion you won't know exactly where it'll bounce from there. This means that the player is constantly on their toes. Additionally, it raises the skill ceiling by making the player's inputs so much more valuable. The main bit I mentioned about the bounces being unsatisfying was the fact that the ball kept coming right back when it bounced on the side of the block, however that was because it was hitting quite low on the side of the block, making it bounce down, but if it hits higher on the side of the block, it'll bounce up, which will give the player time to dodge things or collect a blessing. Sorry for the ramble, I really just had to fangirl real quick because now I realise it is most definitely a better system for a roguelike.
@@IsStillVicarious Haha don't worry I love the rambling, I felt the same with my previous message, felt like I had to cut it short ^^ But yeah you're exactly right, and I think you're spot on when you mention chaos. I really like that term I'm gonna steal it. It is chaotic but not random, and this is another advantage of the current system: there is no need to add a random value to the angle after a bounce (usually with the ricochet style you would sometimes add a small random value to the angle of the ball just to make it less predictable/repetitive -> more chaotic) But with the radial redirection the chaos comes naturally so the ball movement doesn't need randomness to be added on top of it, so on a shorter timeframe the ball movement is actually more predictable/consistent, and as you correctly pointed out it gets harder and harder to predict it over longer bounce streaks. So on the initial throw you can aim at the right side of a brick and you'll be 100% sure the ball will go right, and then with enough practice a good player will have the skill to predict/calculate several bounces ahead. (For exemple: in the first level if you throw the ball in a very specific position and angle, the ball will always bounce in the exact same perfect pattern that will beat the level in one go, without the ball ever coming back to the paddle. No RNG involved. It used to reward a secret "Intended" achievement, there's a video of that somewhere^^) And you're so right about keeping the player on their toe, it was definitely a consideration: with this system the bounces can sometimes feel surprising/unnatural at first, but once you are used to it you actually start to understand where the ball will go and where you will have to be before it hits a block. It's actually quite satisfying when you get used to it. It brings a real improvement to the skill ceiling, and the game is definitely more than just a casual & chill brick-breaker in my opinion. Well that was the objective at least, and I'm always so happy when I see the players starting to realize it :)
Hey it's been a few weeks so i doubt you'll see this, but I had a suggestion. I also thought the ball should bounce the traditional way, but your explanation convinced me that it's a good sacrifice for gameplay. So, I'm wondering if the issue can be solved graphically? If the bricks were changed from rectangles to ovals, the radial bounce might be more intuitive. Like pool/billiards/bowling. It would probably be the easiest to implement, but another possibility is to add a tiny particle effect showing the brick pushing the ball somehow. That would take programming though so it would depend on your implementation. I don't know if either method would even look good. It's just a guess.
@@Melissanoma Hey thanks for the suggestion! I experimented with rounded angles on the bricks during the early development. (for this exact issue) I didn't get much outside feedback on it but personally I thought it looked weird (it's not what we are used to see in a block-breaker) However your comment got me thinking, at first I thought maybe I could add an option to have oval brick (would only change the visual, not the physics or hitbox in any way) But I'm not sure I like the idea of adding too many new options for every details, so then I thought, maybe I could add unlockable Brick Skins (rounded angles, oval, different colors, etc.) I'll have to do some testing and think about it some more, but I kinda like the idea, I think it would be the most elegant approach to this problem. I'll also experiment with particles, adding a subtle wave-like shape after a bounce is a very good idea. We'll have to see if I have the ability to make something that looks good ^^ Thank you very much for making those suggestions, great ideas, really appreciated!
awesome game! i think the curse blocks kind of suck really bad because they're mostly luck-based, but otherwise its surprisingly mechanically tight. would love to see more!
Fun game it looks like style of a Hero of Might and Magic its good You really need to learn about using recall better You clearly did not read what it said about the Hydra
this one looks intresting! A bit too... unpolished for my liking but it seems like it could be a lot of fun, if this got updated it could be really cool! if you're in the ball park to take suggestions you should check out a game called Shoot Trip Die, I worked on it and it's on sale atm! Hope you do more 4 souls content too!
The game looks fun but not going to lie the graphics remind me of an old flash game, so if i get it, it's be hard for me to justify it if it's too expensive.
Love the content but I did pain me to see you skip a great multi ball relic and then skip like 6 multi ball bricks and then pick up a worse multi ball upgrade
“Don’t see why I’d ever recall”
Misses the ball about 19 times in a row
Shame that there's no way to gain 35% of your HP back after every fight or that second run could've gone differently.
lol
'How the hell did I heal his ass'
Ladies and gentlemen, Tyler's reading skills in full display. And somehow, it's Orbital's fault.
From what I can parse, when the number of remaining Bricks reaches the Reset Threshold, the board Resets. If you lower your Reset Threshold, you need to destroy more blocks before the board resets, if you raise it you need to destroy less.
@@bbittercoffee no it is the threshold of bricks that need to be left not the bricks that need to be hit
@@spidy606 ah, that makes sense
Let me just delete my previous comment then
Thanks for the correction
Olexa: why would I need a ball reset function?
Also Olexa: how do I get the ball when it's on the opposite side of the arena?
9:15 i cant believe u find the PEGLIN protagonist there XD what a crossover
You keep passing up poison, poison would be so helpful by doing damage over time to the last enemy, which usually are ranged attackers and has low hp, and during boss fights is free extra damage
Okay this game was actually really fun to watch. Gotta say though, I understand 100% that it is much more difficult to play a game & comment during it, than to backseat and be critical. But man oh man did some moments watching this have me on the edge of my seat or in tears. I think a good pro-gamer move would be to constantly track the main ball with the paddle because I noticed there were a lot of cases where it fell into the abyss simply just cause the paddle was on the other side. (Though what do I know, it's probably harder than it looks.)
"X but its a roguelike now" is one of my favorite genres
I love how enthusiastic he his but my man you read what the boss does yet are confused why and I love it
Recalling is as important if not more than dodge rolling in Gungeon
Ayyy glad you found this game! I told the dev to hit you up cuz I knew you liked Peglin. It's such an underrated game!
I'd love to see more of this game
If anything this is a reverse Peglin, you choose the "pegs" instead of the "orbs"
Oh yeah, it’s CLEAR that peglin was a BIG inspiration for this game. It’s not a peglin clone, it’s doing it’s own thing.
There also seems to be a suprising amount of depth, so theres that!
The glorious return of the bopping intro music!
We def need to see more of this one! The classic brick breaking mechanic is genius. Way more engaging and challenging as hell.
Don't see Arkanoid clones often these days. Interesting to see the style is still kicking.
I've been needing to know that name for years now! Had no luck searching for it, was starting to think I imagined that game.
As others have commented, I think when the amount of remaining bricks gets to the reset threshold, you would reset. So with a higher threshold you would need to break less bricks to to reset.
With the recall, I believe you’d use it when the ball is too far to get with your paddle so you don’t take damage. Or also, if there are projectiles in your way, so you don’t have to sacrifice your ball to avoid the projectiles
Lol, "I played a lot... I was never good".
This game looks really cool but I think the physics could be improved somewhat. The physics isn't buggy or anything, it does exactly what it says it does, but it doesn't follow the geometry. Instead of reflecting like a projectile incident on a surface, the ball is simply redirected radially. I get why that would be done for the paddle as it gives the player more control, but doing so for the bricks makes some of the bounces unsatisfying or nonsensical. Very promising roguelike though, I'm curious to see how it progresses. Great video as always, Olexa!
Hey! that's a very interesting observation, thanks for taking the time to point it out and for providing me the opportunity to talk about it. (I'm the guy who made the game btw and I love talking about gamedesign ^^)
I experimented with different kind of physics, and the current implementation allowed for more strategical depth, both in designing the layout of the different levels and in rewarding the player actions.
The issue with the more traditional ricochet is that it works well with layers of stacked bricks, but it has some important issues in more complex brick layouts featuring open spaces. It doesn't reward the player choices and skill because the ball tend to do all the work by itself.
(imagine in the hydra level, the player would just throw the ball in between the "heads" and the ball would bounce left and right all the way up until it reaches the top then bounce it's way back down. It would pretty much always act in the same way making the player input feel irrelevent).
Basically all levels would have had to be layers of stacked bricks with minimal variations if the ball ricocheted as a projectile instead of bouncing away from the center of its collision target. And as a player it would feel as you would have very minimal impact when maneuvering the ball.
It was a counscious decision to have it act that way, I knew it could look weird for players who are used to the classic breakout games, and I honestly thought this would be one of the biggest complaint I would see about the game, but it surprisingly hasn't been mentionned much currently, so good job for spotting that in a video :)
And I 100% agree with your final sentence, thanks Olexa for the amazing video =D
@@TheBrickOdysseyGame That makes so much sense, thanks for telling me about it.
Now that I think about it, the chaos that the radial redirection brings is actually a good thing because the true uncertainty it brings is actually quite minimal for a single bounce but increases after every bounce. My meaning is that you know how the ball is going to bounce in a general sense before it has even hit a block but once it bounces you'll know it's trajectory to the next block but unless you are very good at eyeballing linear motion you won't know exactly where it'll bounce from there. This means that the player is constantly on their toes. Additionally, it raises the skill ceiling by making the player's inputs so much more valuable. The main bit I mentioned about the bounces being unsatisfying was the fact that the ball kept coming right back when it bounced on the side of the block, however that was because it was hitting quite low on the side of the block, making it bounce down, but if it hits higher on the side of the block, it'll bounce up, which will give the player time to dodge things or collect a blessing.
Sorry for the ramble, I really just had to fangirl real quick because now I realise it is most definitely a better system for a roguelike.
@@IsStillVicarious Haha don't worry I love the rambling, I felt the same with my previous message, felt like I had to cut it short ^^
But yeah you're exactly right, and I think you're spot on when you mention chaos. I really like that term I'm gonna steal it.
It is chaotic but not random, and this is another advantage of the current system: there is no need to add a random value to the angle after a bounce (usually with the ricochet style you would sometimes add a small random value to the angle of the ball just to make it less predictable/repetitive -> more chaotic)
But with the radial redirection the chaos comes naturally so the ball movement doesn't need randomness to be added on top of it, so on a shorter timeframe the ball movement is actually more predictable/consistent, and as you correctly pointed out it gets harder and harder to predict it over longer bounce streaks.
So on the initial throw you can aim at the right side of a brick and you'll be 100% sure the ball will go right, and then with enough practice a good player will have the skill to predict/calculate several bounces ahead. (For exemple: in the first level if you throw the ball in a very specific position and angle, the ball will always bounce in the exact same perfect pattern that will beat the level in one go, without the ball ever coming back to the paddle. No RNG involved. It used to reward a secret "Intended" achievement, there's a video of that somewhere^^)
And you're so right about keeping the player on their toe, it was definitely a consideration: with this system the bounces can sometimes feel surprising/unnatural at first, but once you are used to it you actually start to understand where the ball will go and where you will have to be before it hits a block.
It's actually quite satisfying when you get used to it. It brings a real improvement to the skill ceiling, and the game is definitely more than just a casual & chill brick-breaker in my opinion. Well that was the objective at least, and I'm always so happy when I see the players starting to realize it :)
Hey it's been a few weeks so i doubt you'll see this, but I had a suggestion. I also thought the ball should bounce the traditional way, but your explanation convinced me that it's a good sacrifice for gameplay.
So, I'm wondering if the issue can be solved graphically? If the bricks were changed from rectangles to ovals, the radial bounce might be more intuitive. Like pool/billiards/bowling. It would probably be the easiest to implement, but another possibility is to add a tiny particle effect showing the brick pushing the ball somehow. That would take programming though so it would depend on your implementation.
I don't know if either method would even look good. It's just a guess.
@@Melissanoma
Hey thanks for the suggestion!
I experimented with rounded angles on the bricks during the early development. (for this exact issue)
I didn't get much outside feedback on it but personally I thought it looked weird (it's not what we are used to see in a block-breaker)
However your comment got me thinking, at first I thought maybe I could add an option to have oval brick (would only change the visual, not the physics or hitbox in any way)
But I'm not sure I like the idea of adding too many new options for every details, so then I thought, maybe I could add unlockable Brick Skins (rounded angles, oval, different colors, etc.)
I'll have to do some testing and think about it some more, but I kinda like the idea, I think it would be the most elegant approach to this problem.
I'll also experiment with particles, adding a subtle wave-like shape after a bounce is a very good idea. We'll have to see if I have the ability to make something that looks good ^^
Thank you very much for making those suggestions, great ideas, really appreciated!
Recall seem like a panic bottom, hit it before the ball falls into abyss so you take less damage
Ok he just figure it out after I comment lol
we need more of that game for sure
"I can use recall to catch the ball"
"How do we keep him from eating the ball?!"
We may never solve this riddle....XD
I've heard about Tyler not being able to read before, but now it's getting ridiculous
This new Hydration joke gave me childhood nostalgia
Why be creative each day when I can simply steal and riff off of Olexa's creativity
This game looks janky af but I kinda love it? With a bit of polish and less information overload I could see this being a hit
awesome game! i think the curse blocks kind of suck really bad because they're mostly luck-based, but otherwise its surprisingly mechanically tight. would love to see more!
Look great for this saturday night ! Thanks !! ;)
Shower thought after seeing the notification: make a new series and call it "Will it Rougelike!"
I’d love to see this as a series or at least a few more episodes!
Read the hydras ability to heal fully on reset
this game looks so sick
Tyler missing the peglin reference 🙃
I do have to say, this game has been the closet I think I've heard Olexa cry... 😂 "I don't know how to kill him!" "I have 4 ehhhhhhhh peeeeee"
You can tell he watched a lot of northernlion 😂
Is he a big brick breaker fan
@@OlexaYT I wish
This has some heavy peggle inspirations lol
Another fine roguelike for my wishlist. Thanks for the fine work!
jesus, the pain
You know it's a stressful game when Tyler does his Jerry Lewis Nutty professor impressions
Game looks interesting, definitely gonna pick it up
Its a peglin "clone" in a good way (Making old games new and i wanna play them)
you gave me anxiety while watching this
This is such a cool game what the fuck?! I'd love if ya ended up doing another episode on this lolol 😄
Cool game. I might play this since I'm not a fan of peggle, and therefore peglin.
Fun game it looks like style of a Hero of Might and Magic its good
You really need to learn about using recall better
You clearly did not read what it said about the Hydra
Arkanoid but a rougelite, I love it.
this one looks intresting! A bit too... unpolished for my liking but it seems like it could be a lot of fun, if this got updated it could be really cool!
if you're in the ball park to take suggestions you should check out a game called Shoot Trip Die, I worked on it and it's on sale atm!
Hope you do more 4 souls content too!
already miles better than peglin
I now must watch this to verify your conclusion.
Ok I agree
The physics seem very weird, almost bad(?), but the mechanics are amazing and super fun! With a metric ton of polish this game could be big
"I'm a *ball* expert" 🤨
tyler, how did you get a job in cyber security without learning how to read
It’s hard to ever truly know
¿Pegglin? This kind of game is the style of Breakout. A game from 1976!
Yes but it’s massively inspired with its UI by Peglin
space pinball roguelike when?
damn that was intense
this is just brick breaker peglin
The game looks fun but not going to lie the graphics remind me of an old flash game, so if i get it, it's be hard for me to justify it if it's too expensive.
AFAIK the original is called Arkanoid, not brick breaker :P
TTG sure does cover this game a lot. Cool game, and it has definitely improved since I first played it.
blasterball
It's confirmed olexa can't read
All the girls in my school had blackberries
this game didn't give you nostalgia it gave you stress LMAO
is it just me or is the brick upgrade music straight up a rip-off from Heroes of Might and Magic III?
Man if he could read and understand the mechanics of the game lmao
This is literally peglin but with the brick break game instead.
Low HP doesn’t heal after fight
is it just me or does the background of the 1st area literally look like the terraria one?
just recall
game kinda has dx ball vibes
All it needs is a paddle that shoots lasers.
This game looks amazing, but it's overpriced AF. It costs more than Isaac or monster train, it's not okay.
It’s $12 lol. That’s less than both Isaac and Monster Train
@@OlexaYT Than it's regional prices maybe? it's 465 for me, while isaac is 449 and monster train is 464
Oh maybe
Love the content but I did pain me to see you skip a great multi ball relic and then skip like 6 multi ball bricks and then pick up a worse multi ball upgrade
How is it you've never Noita?
Your avatar is basically the Noita 😅
I’ve played noita, I don’t like it. (My avatar isn’t noita)
I think you're the only one calling it a peglin clone to be honest.
I mean… just look at it lol. It’s heavily inspired, and that’s fine, they put their own twist on it
i dont think those minus max hp were at all balanced.
why you know use heal
Roguelike*
?
oh no, arcanoid is now called peglin ripoff?
Is this or is this not young NL
Not a roguelike. Not even a roguelite. Just randomly generated patterns.
Permadeath, upgrades, dungeoncrawling, character selection… checking all of the boxes here for roguelike
Roundguard clone smh /s
skill issue
This is just peglin but worse lol
Literally a completely different game lmao
@@OlexaYT L take
The only thing even remotely similar is how the game looks. The actual gameplay is completely different