There are a few points in this in which tyler just doesn't notice things the first time (the arrow recall, the orange eye meaning a toggle, the plant creating blocks under it rather than on the same level), which i attribute to his missing glasses
@@iv9753 Tyler manages to completely miss things most would consider obvious but manages to figure out crazy puzzles like in can of wormholes. Idk how he does it lol
We heard you liked floor, so we put a floor in your floor! Double the floor and double the fun!* *Floorz inc will not be held responsible for death, insanity, or bodily harm caused by the warping of spacetime
Agreed with the consensus in the comments. The orange vs. blue distinction could be clearer. I think they should have just said it. Or out some symbols on the wall somewhere or something. Tyler being confused about the green thing not creating a platform is just Tyler being Tyler though.
It definitely need to be explained, but I also like to note that it's borrowing that language quite directly from Ocarina of Time and Majora's Mask. I don't remember if later games in the Zelda series continued to use this. Gold and silver eyes on diamond-shaped tiles, one being toggle one being one-off. Since I love those games I got that immediately, but it's not intuitive
@@emdivine I don't think it needs to be that deep. It looks different, therefore it is different. That's all there is to it. Every orange eye maintains its state, while every blue eye doesn't. It really isn't that hard to figure out. In a puzzle game, if something is deliberately different, it must be so for a reason. Then when the buttons are added, and they follow the same color code, it just reinforces that Orange mechanisms are toggles while blue are not.
@@notbob555 i think a big issue is that _both_ the eyes blend in - the orange eyes with the yellow environment, the blue eyes with the blue circuitry contrast that with, say, the orange and blue portals in portal which stand out _a ton_ against the grey and white background of the test chambers
It's nice to know that hanzo has gotten the well awaited spinoff where he defies the laws of physics. Blizzard really knows how to communicate with their fanbase.
I find it very interesting that I nearly instantly understood the arrow recall mechanic, I guess it goes to show how important it is to play wider varieties of games
This game reminds me a lot of Titan Souls. It's not a puzzle game but it also features a protagonist with a single retrievable arrow, eyes that follow you that you shoot to open areas, and a focus on an idea of "truth". It's a good game, but it is hard. The main concept is finding where to hit each enemy with an arrow to kill it, as if it's placed right a single arrow will kill.
Oh god, my experience with Titan Souls was, not good (I was gifted it by a friend who absolutely loves the Dark Souls games for reference, and that style of game never meshed well with me), but I definitely could see the creativity of the bosses past the issues I had in the hour or so I spent trying it out The respawn and run-back time was what mainly got to me, my trying to play with a keyboard cause it didn't recognize a 3rd-party controller didn't help either but I don't think it's bad overall, it's just not in my wheelhouse
First Person grud based movement was all the rage in the 1980s RPGs. Mostly because it only had the drawing complexity of the Labirinth Screensaver. However over the last decade it got a bit of a renaissance. With games like "Legend of Grimrock".
Its wild how quickly Tyler can pick up on hyper complex patterns in other games but "Yellow and blue eyes are not the same thing" and "Green plants always spawn in the floor" he can't see, really goes to show how different people find different things easy, he's not a spatial thinker
As someone who primarily thinks spatially, this was wild for me. I can visualise a room in my house as a three-dimensional space in my head that I can manipulate on a whim. Eg; move furniture around to visualise a different layout. My brain does this with a lot of stuff, and I've almost never gotten lost due to how much I remember landmarks and which turns I make. Seeing someone struggle with stuff I find easy is crazy, because it's usually the other way around. Math? Can't go beyond multiplication and powers. Square routes (roots?) make no sense to me, and variables are near impossible majority of the time. I dread potentially needing calculus for going into a mechanical engineering field. What's crazy is that I can do math in my head *without* the numbers. I can throw something, and accurately predict its landing based on speed and trajectory, wind included, despite the fact the formulas don't stick in my head. This is far from the only case where this happens (that I suck at something most would see as normal knowledge, like the math) due to the fact I'm autistic. Seeing Tyler be confused at the green thing for the first time, my brain immediately clicked and I just went "it spawns in the floor from where the stick/wand is relative to the player" (I didn't know it was a plant until reading the original comment, lol, I thought it was a sorceror staff or something) But yeah, I was like "How is that not obvious? It spawns in the floor, so you can't use it if there's no hole."
I'm not sure why the green wand mechanic being along the floor you're on wasn't intuitive to you, but it will probably be confusing for others also. But it's an important mechanic to the puzzles so hopefully they can add some polish to make it more clear from the start that that's how they work.
The first person grid-based movement reminds me of Legends of Grimlock and the older RPGs that inspired it. It's interesting to see it as a puzzle game mechanic.
Day 964 of telling Tyler that he never finished his minecraft series and that he should finish it. I'm graduating tomorrow. 4 long years, all comes down to this
I saw that reload prompt and figured we'd also be seeing some Deadly Rooms of Death-style combat, with enemies taking turns only when you do - Having your attack be restricted to at least 2 turns per shot could make for some real dicey scuffles, though the moving platforms seem to be based in real time which doesn't mesh with that combat style at all (Great puzzle game series btw, go check em out!)
The toggles should have a more significant distinction from the buttons instead of just being a different color. Game could do with a bit better tutorializitation, but very interesting so far! When using the green bridge they should really have a visual indicator on where the bridge should be created, like a green aura that projects down from the arrow's trail. Super promising game still though
I disagree, there's very little clutter in the level design at all, so all you really had to do was quite literally look at what you were shooting to notice the sole difference in the mechanic. If the vast majority of viewers and players alike could notice the obvious distinction, I think it works pretty dang well. For whatever reason, Tyler just walked past it at 3:29 and just went with it instead of trying to figure out the mechanic like he normally does with puzzle games :/
This reminds me a bit of kula world from the ps1, I'm glad that other games are incorporating concepts like this, there was also another puzzle game on steam which was like this, where you would teleport around the map, and the main objective was to reach the goal, sometimes by rotating blocks, or by finding a path around certain obstacles.
Watching Tyler fail to understand the basic rules of the game was hilarious to me. It's ok buddy, you can't win them all. You're still great at puzzle games. Fun video.
From the first few levels I can already see the potential of this game. The idea is unique and intuitive and the tutorials are very well-crafted. I am a bit skeptical about first-person grid-based timing puzzle but I'm sure the timings are forgiving with the undo option. I am genuinely excited about the full release!
At first I hated how this was grid based, but then I realised it was the only way to make how the shooting work feel natural. I wish the graphics made it feel more naturally grid based tho
Ah yes, my favorite upcoming fps puzzle game, Blade and Sorcery. Will be interesting to see this when the full version comes out? (for the nerds who didn't realize, the video is tagged as Blade & Sorcery gameplay, probably due to automatic footage analysis.)
I found a cheese solution on the 2nd secret level: 1. move box down 2. position yourself on the box such that you fall right over the green thing 3. time your shot and shoot the green thing, making a single block right in front of the door crevice 4. stand on sed block and retrieve arrow to fall down into the door area
This game looks incredible! Excited to see how far they go with the logic gate mechanics. My only criticism of this video is the jump cuts; kinda made it hard to keep track of what wall he was on lol
"gamers dont check ceilings" reminds me of a stand up bit by jonathan barak that said "no one checks ceilings, even people in the marvel universe, while looking for spiderman, dont check ceilings, and he's always there"
11:18 The reason that shot worked and the others didn't is because the box always spawns on the same level as the "floor" you're standing on, provided there's empty space. When it didn't work, it was because there were no gaps in the "floor" for it to spawn in. Edit: Ah, he figured that out later.
This remind me of an old game I played as a kid, "Kiki the nano bot" You have the same mechanics where there is no set gravity and you can walk on walls. You also could shoot things straight in front of you. You could also push blocks and they would fall with your current gravity, making for great puzzles! (and the game is open source too I think)
So blue means button and orange means toggle, I think when the game comes out there should be more levels at the beginning that cement that concept. It obviously isn’t completely clear at first, so an extra level or two at the start to show the difference would be good.
This shows to me how carefull you have to be with naming things. As we could see near the beginning Tyler didnt fully grasp what "reload arrow" actually meant. I believe "recall" or "retrieve" might be better wording here, and something for the dev to consider in the full game.
12:59 is the time i relize the eyes that are buttons or switches/toggle buttons follow your character because they are eyes and its literally common sense yet i didn't know
Neat concept! My motion sickness is unfortunately making this incredibly uncomfortable to watch let alone play, but that's a game I wish I could engage with, it looks like it's trying to make use of all the quirks of the controls quite well
This game quite reminds me of legend of grimmrock.. it has similair movement system and puzzles aswell, with the only difference that this isn't a dungeon crawler
The movement and puzzles heavily remind me of Grimrock You should play it at some point, while nearly definitely not video material I think you'll enjoy it
There's a game called neverout that is mechanically similar but way less in-depth or polished. I remember kinda feeling disoriented and having to take breaks while playing that, I hope this doesn't cause the same feeling.
There are a few points in this in which tyler just doesn't notice things the first time (the arrow recall, the orange eye meaning a toggle, the plant creating blocks under it rather than on the same level), which i attribute to his missing glasses
Nah, Tyler has always had shit perception
@@iv9753 Tyler manages to completely miss things most would consider obvious but manages to figure out crazy puzzles like in can of wormholes. Idk how he does it lol
That drove me crazy...
@@iv9753 Have you considered this is why he has glasses
* cue traumatic Witness apple flashbacks *
11:17
You'd think that tyler would know that you can't create a floor in a floor, it's just a floor with more floor
We heard you liked floor, so we put a floor in your floor! Double the floor and double the fun!*
*Floorz inc will not be held responsible for death, insanity, or bodily harm caused by the warping of spacetime
it's like the story of the guy who added powdered milk to his milk so he could drink more milk per milk
@@itayvolk I wonder what that tastes like.
@@Dean..... milk
@@Monochromania1double it and give it to the next person
The turn based(grid based as pointed out by a kind man) movement makes the gravity manipulation more bearable
That's not turn based, you probably meant grid based
For me it’s opposite tbh xD I feel a bit sick after 5 minutes of the video
@@coffeedude I forgor what it was called mb
It’s rare that I find myself seeing the solution before Tyler. But this game was having me yell at the screen.
Ikr this one made me angry lol, the glasses has changed him
For me it was the reload, thats the reason it aint automatic
i swear tyler can sound real freaking stupid sometimes
so true
Agreed with the consensus in the comments. The orange vs. blue distinction could be clearer. I think they should have just said it. Or out some symbols on the wall somewhere or something.
Tyler being confused about the green thing not creating a platform is just Tyler being Tyler though.
It definitely need to be explained, but I also like to note that it's borrowing that language quite directly from Ocarina of Time and Majora's Mask. I don't remember if later games in the Zelda series continued to use this. Gold and silver eyes on diamond-shaped tiles, one being toggle one being one-off. Since I love those games I got that immediately, but it's not intuitive
@@emdivine I don't think it needs to be that deep. It looks different, therefore it is different. That's all there is to it. Every orange eye maintains its state, while every blue eye doesn't. It really isn't that hard to figure out.
In a puzzle game, if something is deliberately different, it must be so for a reason.
Then when the buttons are added, and they follow the same color code, it just reinforces that Orange mechanisms are toggles while blue are not.
@@notbob555 i think a big issue is that _both_ the eyes blend in - the orange eyes with the yellow environment, the blue eyes with the blue circuitry
contrast that with, say, the orange and blue portals in portal which stand out _a ton_ against the grey and white background of the test chambers
@@5omebody Thats fair
It's nice to know that hanzo has gotten the well awaited spinoff where he defies the laws of physics. Blizzard really knows how to communicate with their fanbase.
This comment being off the tail end of Blizzard cancelling pve mode in Overwatch 2 is just *chef's kiss*
I’m glad to see Tyler trying a bunch of new puzzle games
I find it very interesting that I nearly instantly understood the arrow recall mechanic, I guess it goes to show how important it is to play wider varieties of games
Perhaps the reload arrow prompt would be better phrased with recall arrow instead
This game reminds me a lot of Titan Souls. It's not a puzzle game but it also features a protagonist with a single retrievable arrow, eyes that follow you that you shoot to open areas, and a focus on an idea of "truth". It's a good game, but it is hard. The main concept is finding where to hit each enemy with an arrow to kill it, as if it's placed right a single arrow will kill.
Oh god, my experience with Titan Souls was, not good (I was gifted it by a friend who absolutely loves the Dark Souls games for reference, and that style of game never meshed well with me), but I definitely could see the creativity of the bosses past the issues I had in the hour or so I spent trying it out
The respawn and run-back time was what mainly got to me, my trying to play with a keyboard cause it didn't recognize a 3rd-party controller didn't help either but I don't think it's bad overall, it's just not in my wheelhouse
2:51 It'd be clearer how the arrow works if the 'reload arrow' button was called 'recall arrow' instead
First Person grud based movement was all the rage in the 1980s RPGs.
Mostly because it only had the drawing complexity of the Labirinth Screensaver.
However over the last decade it got a bit of a renaissance. With games like "Legend of Grimrock".
Its wild how quickly Tyler can pick up on hyper complex patterns in other games but "Yellow and blue eyes are not the same thing" and "Green plants always spawn in the floor" he can't see, really goes to show how different people find different things easy, he's not a spatial thinker
As someone who primarily thinks spatially, this was wild for me. I can visualise a room in my house as a three-dimensional space in my head that I can manipulate on a whim. Eg; move furniture around to visualise a different layout. My brain does this with a lot of stuff, and I've almost never gotten lost due to how much I remember landmarks and which turns I make.
Seeing someone struggle with stuff I find easy is crazy, because it's usually the other way around. Math? Can't go beyond multiplication and powers. Square routes (roots?) make no sense to me, and variables are near impossible majority of the time. I dread potentially needing calculus for going into a mechanical engineering field. What's crazy is that I can do math in my head *without* the numbers. I can throw something, and accurately predict its landing based on speed and trajectory, wind included, despite the fact the formulas don't stick in my head.
This is far from the only case where this happens (that I suck at something most would see as normal knowledge, like the math) due to the fact I'm autistic.
Seeing Tyler be confused at the green thing for the first time, my brain immediately clicked and I just went "it spawns in the floor from where the stick/wand is relative to the player" (I didn't know it was a plant until reading the original comment, lol, I thought it was a sorceror staff or something) But yeah, I was like "How is that not obvious? It spawns in the floor, so you can't use it if there's no hole."
Hey this is my game - thanks a million for playing!
Damn! I remember playing the original jam game entry. Never realized they set out to make a full game! That's awesome!
I'm not sure why the green wand mechanic being along the floor you're on wasn't intuitive to you, but it will probably be confusing for others also. But it's an important mechanic to the puzzles so hopefully they can add some polish to make it more clear from the start that that's how they work.
The first person grid-based movement reminds me of Legends of Grimlock and the older RPGs that inspired it. It's interesting to see it as a puzzle game mechanic.
Day 964 of telling Tyler that he never finished his minecraft series and that he should finish it.
I'm graduating tomorrow. 4 long years, all comes down to this
Yay good for you!!! 🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉
Day 924 of agreeing
🎉🎉🎉
Oh man, this smells like barrels of potential!
I’m excited for the full release!
This already seems like a trippy game. I want MORE
1:03 he's not sure why reloading isn't automatic
2:53 he figures it out
Wow so many promising new puzzle games! Can’t wait to see you play the full releases
I saw that reload prompt and figured we'd also be seeing some Deadly Rooms of Death-style combat, with enemies taking turns only when you do - Having your attack be restricted to at least 2 turns per shot could make for some real dicey scuffles, though the moving platforms seem to be based in real time which doesn't mesh with that combat style at all
(Great puzzle game series btw, go check em out!)
The toggles should have a more significant distinction from the buttons instead of just being a different color. Game could do with a bit better tutorializitation, but very interesting so far!
When using the green bridge they should really have a visual indicator on where the bridge should be created, like a green aura that projects down from the arrow's trail. Super promising game still though
I disagree, there's very little clutter in the level design at all, so all you really had to do was quite literally look at what you were shooting to notice the sole difference in the mechanic. If the vast majority of viewers and players alike could notice the obvious distinction, I think it works pretty dang well.
For whatever reason, Tyler just walked past it at 3:29 and just went with it instead of trying to figure out the mechanic like he normally does with puzzle games :/
Love a longer video! Halfway through and was worried it was over
OH yeah its a demo LOL
I can absolutely see the Portal influence in this game. Looking forward to what it has to offer!
This reminds me a bit of kula world from the ps1, I'm glad that other games are incorporating concepts like this, there was also another puzzle game on steam which was like this, where you would teleport around the map, and the main objective was to reach the goal, sometimes by rotating blocks, or by finding a path around certain obstacles.
Watching Tyler fail to understand the basic rules of the game was hilarious to me. It's ok buddy, you can't win them all. You're still great at puzzle games. Fun video.
From the first few levels I can already see the potential of this game. The idea is unique and intuitive and the tutorials are very well-crafted.
I am a bit skeptical about first-person grid-based timing puzzle but I'm sure the timings are forgiving with the undo option. I am genuinely excited about the full release!
"That helps me fall off, I couldn't fall off otherwise" - Aliensrock the Chad(?)
At first I hated how this was grid based, but then I realised it was the only way to make how the shooting work feel natural. I wish the graphics made it feel more naturally grid based tho
This seems like such a cool game, I hope Tyler plays way more of it
This is my first time seeing Tyler so confused at any puzzle game, and it's just been 7 minutes into the video!
Ah yes, my favorite upcoming fps puzzle game, Blade and Sorcery. Will be interesting to see this when the full version comes out?
(for the nerds who didn't realize, the video is tagged as Blade & Sorcery gameplay, probably due to automatic footage analysis.)
FPP with this grid movement/shooting system is kinda weird imo but its somewhat interesting and i get why they chose it
I found a cheese solution on the 2nd secret level:
1. move box down
2. position yourself on the box such that you fall right over the green thing
3. time your shot and shoot the green thing, making a single block right in front of the door crevice
4. stand on sed block and retrieve arrow to fall down into the door area
This game looks really cool! I might get this one when it comes out
This game looks incredible! Excited to see how far they go with the logic gate mechanics. My only criticism of this video is the jump cuts; kinda made it hard to keep track of what wall he was on lol
I did not expect Tyler to be the kool-aid man. Clearly, he has ascended beyond my comprehension.
Really interesting game, I hope you play it when the full version releases!
I think Tyler missed the different colors of eye switches. The yellow ones need to be shot again, the blue ones only need you to reload.
Every puzzle gamer whenever a puzzle game has a death by squishing yourself with a block mechanic:
7:00
"gamers dont check ceilings" reminds me of a stand up bit by jonathan barak that said "no one checks ceilings, even people in the marvel universe, while looking for spiderman, dont check ceilings, and he's always there"
11:18 The reason that shot worked and the others didn't is because the box always spawns on the same level as the "floor" you're standing on, provided there's empty space. When it didn't work, it was because there were no gaps in the "floor" for it to spawn in.
Edit: Ah, he figured that out later.
To recommend a puzzle game worth trying, Blink is a good game worth a try, you can walk on light when the eyes are closed I'll leave it at that.
This is the medieval-style Portal sequel I didn't knew I always wanted.
This remind me of an old game I played as a kid, "Kiki the nano bot"
You have the same mechanics where there is no set gravity and you can walk on walls. You also could shoot things straight in front of you. You could also push blocks and they would fall with your current gravity, making for great puzzles! (and the game is open source too I think)
"your orientation dosnt matter when you are shooting" quote of the year.
Mind bending puzzle games *HOW FUN*
My favorite type of game.
So blue means button and orange means toggle, I think when the game comes out there should be more levels at the beginning that cement that concept. It obviously isn’t completely clear at first, so an extra level or two at the start to show the difference would be good.
This game would be so cool in VR
With the way the movement works it would just be a one way ticket to the floor
That room from the Forest Temple in Ocarina of Time, but as an entire game.
Neat!
This shows to me how carefull you have to be with naming things. As we could see near the beginning Tyler didnt fully grasp what "reload arrow" actually meant. I believe "recall" or "retrieve" might be better wording here, and something for the dev to consider in the full game.
Dude each video is just Tyler’s beard progress update
Nothing relaxes me like Tyler playing puzzle games
Funny how half the time Tyler is a mega genius and I can't even follow what's going on, and the other half I am yelling at my screen.
The graphics give me HUGE Gravity Falls Vibes
This seems super inspired by the last temple in Majora's mask. Very cool
Thanks for the content!
medieval portal kinda hitting hard
This reminds me of Legend of Grimrock a lot with the movement.
It's me.
I am the one who watches
good find, demo was quite enjoyable
thanks for showing us neat stuff!
Aliensrock on that demo grindset
12:59 is the time i relize the eyes that are buttons or switches/toggle buttons follow your character because they are eyes and its literally common sense yet i didn't know
Neat concept! My motion sickness is unfortunately making this incredibly uncomfortable to watch let alone play, but that's a game I wish I could engage with, it looks like it's trying to make use of all the quirks of the controls quite well
i like this game, for once not only fully understand hwat is happening but sometimes even solve things faster than Tyler
This game in multiplayer would be crazy
We are who watch, Tyler. We watch your every move
This game quite reminds me of legend of grimmrock.. it has similair movement system and puzzles aswell, with the only difference that this isn't a dungeon crawler
You know its a good game with those graphics
Graphics don't make a game so I have to call bull on that statement
The bow reminds me of Hanzo and the eyes remind me of the switches in Legend of Zelda: Ocarina of Time
This game reminds me a bit of portal. Really cool stuff.
I like this. Thank you
this is really cool
im the sequel
Don't know why my notifications are bugging out, but If this game gets a full release I'd love to see it. Hope the controls aren't too clunky.
It's me, he, yeah I'm here, Can you stop causing me eye pain? I'm trying to sleep here, I got a meeting tomorrow.
Portal with arrows! Cool!
"Gamers never check ceilings"
Twilight Princess PTSD flashbacks
16:29 Tyler makes a mistake that solves the puzzle.
@23:19, that meme was quite unexpected!
The movement and puzzles heavily remind me of Grimrock
You should play it at some point, while nearly definitely not video material I think you'll enjoy it
No way they made Hanzo into a puzzle game
i wanna say it took him too long for the first "not" gate puzzle but then again that's what it's meant to teach, nice job game dev(s) 👍
New game looks sick!
The editor really called me out for watching this on the toilet.
22:02 looks like tyler still has ptsd from baba is you
This game reminds me of Kula World for PS1, at least the wall climbing mehcanics
Surprisingly, I figured out the level at the beginning about reloading between the doors much faster than Tyler did
Same.
he has weird brains
This looks like a reskin of a portal mod but in a good way
What a sick game.
if this game is even half as clunky as it looks, i cant imagine playing it
the music is top notch
Your editor really went ham on this one, lol.
10:58 Of course this doesn't work... There is no space for it to spawn.
7:06 it was at this moment, Tyler knew, he fucked up
0:44 that bow is quite
my parents allways told me "you wont fall up and down we will find you"(8:25)
I really don't understand what he's expecting to happen when he shoots the platform- creating plant where there are already platforms.
Probably a continuous wall straight ahead
There's a game called neverout that is mechanically similar but way less in-depth or polished. I remember kinda feeling disoriented and having to take breaks while playing that, I hope this doesn't cause the same feeling.