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65 Minutes of Cool Game Mechanics — Transcript

by Game Design Library · 13,616 words · 1,939 segments · language en · Watch on YouTube

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  1. 0:00Now, what you are about to watch is over
  2. 0:02an hour's worth of cool mechanics from
  3. 0:06over 50 different games, which range
  4. 0:08from indies, which you'll never heard of
  5. 0:11and probably never would have heard of
  6. 0:12without this video, to big AAA titles.
  7. 0:15With the idea for game developers to
  8. 0:17create a video that can give them loads
  9. 0:20of inspiration, loads of ideas, just
  10. 0:22loads of exposure to so many different
  11. 0:24cool mechanics in different games
  12. 0:25without the need to dedicate the time to
  13. 0:28playing each one of them. And for gamers
  14. 0:29and games enthusiasts, hopefully you
  15. 0:31come away from this video with a few
  16. 0:32games you want to pick up and play.
  17. 0:34Anyway, sit back, relax, and enjoy. Mini
  18. 0:37Mini Golf Golf is the most interesting
  19. 0:39and bizarre game I've played all year.
  20. 0:41The demo is out now, and I urge you to
  21. 0:43play it for yourself, so I won't spoil
  22. 0:45it here. I do, however, want to talk
  23. 0:48about the cool mechanic, which is the
  24. 0:49mini golf puzzle mechanic. The core of
  25. 0:52the game is centered around completing
  26. 0:53mini golf courses, which is really
  27. 0:55basic, especially the way it's
  28. 0:56implemented in this game. But the idea
  29. 0:58is actually to pay attention to FMV
  30. 1:01videos on the main screen to figure out
  31. 1:03how to complete courses in specific ways
  32. 1:06to unlock the next parts of the
  33. 1:08narrative. You can switch between
  34. 1:09multiple screens of videos using a dial,
  35. 1:12and then once you have discovered a
  36. 1:14hint, you hit the screen on the Steam
  37. 1:16Deck to play through the levels. [music]
  38. 1:18Not all levels work like this, though.
  39. 1:20Some are puzzles within themselves
  40. 1:22without needing to watch the FMV clips
  41. 1:24where you have to hit a ball in specific
  42. 1:26places or a specific amount of times,
  43. 1:28for example. Mini golf games are often
  44. 1:31relatively similar with the courses and
  45. 1:33physics being the main thing that
  46. 1:34differentiates them. With mini Mini Golf
  47. 1:37Golf, with this one design concept of
  48. 1:39marrying mini golf and narrative- based
  49. 1:40puzzles together really breaks the mold
  50. 1:43and shows that games can be so much more
  51. 1:45than their apparent genre. One cool
  52. 1:47mechanic in Viewfinder is how the
  53. 1:49perspective mechanic works. Similar to a
  54. 1:51game like Super Liminal, Viewfinder uses
  55. 1:53the real-time location and rotation of
  56. 1:54the player's camera and whilst
  57. 1:56referencing the location and rotation of
  58. 1:57the objects which can be affected,
  59. 1:59checks to see if the camera is looking
  60. 2:00at those objects in particular ways. If
  61. 2:03they are, then it triggers an event
  62. 2:04which is usually a spawn of assets into
  63. 2:06the world, creating a really interesting
  64. 2:08and unique effect, which is undeniably
  65. 2:10cool. One cool mechanic in Wheel World
  66. 2:12is the way the boost works. Like in a
  67. 2:14lot of racing games, you have a boost.
  68. 2:16However, it's the way the player gains
  69. 2:18boost which is really interesting. You
  70. 2:20gain boost by getting air time by near
  71. 2:22misses or crashes. Basically, anytime
  72. 2:25you go off road, your chances of getting
  73. 2:27a boost increases. What this does is it
  74. 2:29rewards players that are trying to go
  75. 2:32fast by cutting corners or finding
  76. 2:34shortcuts anyway by giving them a boost
  77. 2:36to go even faster. This is a classic
  78. 2:38case of synergistic design which works
  79. 2:40really well for this title. One cool
  80. 2:42mechanic in Wizardom is how the
  81. 2:44progression system works and how it's
  82. 2:46balanced more importantly. So, Wizdom is
  83. 2:48a boomer shooter with roglike elements.
  84. 2:50Those elements being paid upgrades
  85. 2:52between runs, which is pretty
  86. 2:53run-of-the-mill. However, it's how those
  87. 2:55paid upgrades actually work in practice.
  88. 2:58When playing Wizardom, if you just rush
  89. 3:00through and just go to the quest marker
  90. 3:02at any chance you get, you'll find out
  91. 3:04pretty quickly that it's going to take a
  92. 3:05while for you to be able to afford the
  93. 3:07upgrades you need. The player really
  94. 3:08needs to explore, find hidden areas,
  95. 3:11take on optional combat and enemies, and
  96. 3:13even find a goblin Santa like creature
  97. 3:15that appears occasionally with a big bag
  98. 3:18of gold. Note with the last one, you
  99. 3:19need to kill him quick or he is out of
  100. 3:22here. The reason I wanted to call this
  101. 3:24out is because I can't remember the last
  102. 3:26time a boomer shooter, new or old, has
  103. 3:29ever made me this hungry for
  104. 3:30exploration, and I think it's down to
  105. 3:32the balancing and level design in
  106. 3:34Wizard. Eats is the first game released
  107. 3:36by Clay Entertainment, who previously
  108. 3:38made Don't Starve Together and I should
  109. 3:40not include it. Eats is a game where you
  110. 3:42have to get a unit from one point of the
  111. 3:44level to a jigsaw piece, but you can't
  112. 3:46directly control what he does. Instead,
  113. 3:49you have to use objects like whales to
  114. 3:51swallow him up and then spit him out to
  115. 3:53a different part of the level or to
  116. 3:55change the level via moving things
  117. 3:56around and blowing stuff up. However,
  118. 3:58the cool mechanic I want to talk about
  119. 3:59is actually the other way you can
  120. 4:01manipulate the AI of eats. Via placing
  121. 4:04different objects, you can change his
  122. 4:06mood. For example, to stop him from
  123. 4:08blindly jumping off a cliff, which is
  124. 4:09what he will do by default, you can
  125. 4:11place this little green guy to give him
  126. 4:14fear. If you want him to attack
  127. 4:15something, you can make him angry by
  128. 4:17chucking these little orange things at
  129. 4:19him. Just the fact that his AI state,
  130. 4:21which is what behaviors he does, is
  131. 4:23manipulatable by the player is by itself
  132. 4:26cool. But what is also cool is the fact
  133. 4:28that his behavior stays the same between
  134. 4:31levels. Meaning if the solution was fear
  135. 4:34the previous level, you have to deal
  136. 4:36with the fact that he is going to have
  137. 4:37fear at the start of the next level. So
  138. 4:39that becomes part of the puzzle and adds
  139. 4:41an extra layer to the goal of each
  140. 4:43level. It's not just to guess a jigsaw
  141. 4:45piece, but also to potentially change
  142. 4:47his behavior before he reaches it to
  143. 4:50something easier to deal with. One cool
  144. 4:52mechanic in Dungeon Clorer is the claw
  145. 4:54machine. Dungeon Clawer is a roglike
  146. 4:56deck builder where all your actions are
  147. 4:57dictated by what you pull from the claw
  148. 5:00machine. If you pull a sword, you do
  149. 5:01damage. If you pull a shield, you
  150. 5:03protect yourself from damage on the
  151. 5:04enemy's turn. However, what's really
  152. 5:06cool is how the game really uses the
  153. 5:08claw machine. For example, there's one
  154. 5:09item, which is a stone brick, and every
  155. 5:11metal item close to it is buffed.
  156. 5:13There's another item which adds useless
  157. 5:14fluff to the machine every time you use
  158. 5:16it. There's also enemies which increase
  159. 5:18the size of certain items every time
  160. 5:19they are left alive to make it harder to
  161. 5:21grab what you need. The placement of
  162. 5:23items in the claw machine is actually
  163. 5:24really, really important. The grabbing
  164. 5:26itself as well can also be a real
  165. 5:28nailbiter, as you might just need that
  166. 5:30one shield or that one sword to save
  167. 5:32you, and it lands right outside the goal
  168. 5:34zone. There are many ways to do
  169. 5:35randomness in games, cards, dice, or
  170. 5:38just RNG, but I've never seen a game say
  171. 5:40to the player, "Hey, if you can see it,
  172. 5:42you can grab it." It really is a cool
  173. 5:44mechanic. One cool mechanic in debugging
  174. 5:46hero is the debug tool, which allows you
  175. 5:48to change the stats of yourself and
  176. 5:51enemies. Anyone familiar with game devs
  177. 5:53knows about a debug tool, a tool used to
  178. 5:55change variables in the game to test out
  179. 5:57different features. The way this games
  180. 5:58allows you to change variables is
  181. 6:00through variable cards on the fly
  182. 6:03midfight. You can access these cards,
  183. 6:05target enemies or yourself, and add or
  184. 6:07subtract stats to make you or your
  185. 6:08enemies stronger or weaker. Adding deck
  186. 6:10building to a dungeon crawler isn't
  187. 6:12really something new, but the way this
  188. 6:14game incorporates a really fun idea with
  189. 6:16on the-fly card playing is really cool,
  190. 6:18and contextualizing it around a player
  191. 6:20feeling like they are actually going
  192. 6:22into the game's code and manipulating it
  193. 6:24is really, really interesting. One cool
  194. 6:26mechanic in Rematch is how the positions
  195. 6:28work. Firstly, there are only really two
  196. 6:30positions in Rematch, outfielder and
  197. 6:32goalkeeper. The distinction between
  198. 6:34outfielders pretty much stops at where
  199. 6:36they spawn on kickoff as the pitch is so
  200. 6:38small and the players can change
  201. 6:39positions so quickly. However, with the
  202. 6:41goalkeeper, you have completely unique
  203. 6:43controls and unique responsibility. So,
  204. 6:45with this in mind, how does rematch
  205. 6:47allow players to play how they want to
  206. 6:49play. Unlike other football games,
  207. 6:50rematch doesn't allow you to select your
  208. 6:52preferred position. Instead, it does two
  209. 6:54things. It rotates positions with every
  210. 6:56kickoff, meaning if there is five
  211. 6:58kickoffs in a 5v5 game, every player
  212. 7:00would have played every position once.
  213. 7:02And if the goalkeeper leaves the area,
  214. 7:04then the next player to enter that area
  215. 7:06becomes the goalkeeper. This second
  216. 7:08point is an amazing mechanic as it
  217. 7:09allows for two outcomes. Firstly, if the
  218. 7:11goalkeeper goes on a mad one, you can
  219. 7:13still have a goalkeeper by just going in
  220. 7:15goal yourself. And secondly, if your
  221. 7:17perverted position is goalkeeper, you
  222. 7:19can just simply swap with the person in
  223. 7:21there at every kickoff. This is such a
  224. 7:23simple mechanic, but it really adds a
  225. 7:25lot of flexibility and player choice
  226. 7:26which would have otherwise gone a miss.
  227. 7:28One cool mechanic in Gritshot is how the
  228. 7:31perks and stickers work. So, Gritshot is
  229. 7:33a game where it takes the feeling of
  230. 7:35playing that basketball game at the
  231. 7:36arcade we all played as a kid and adds
  232. 7:38the pizzazz you can expect in the genre
  233. 7:41inspired by Bellatra. One of those
  234. 7:42pizzazz mechanics is the perk and
  235. 7:44sticker system. So, just before I
  236. 7:46explain the perk system and the sticker
  237. 7:48system, when you shoot your shot at the
  238. 7:50basket, it works as a quick time event.
  239. 7:52The closer you get to the center of that
  240. 7:54quick time event, i.e. the purple
  241. 7:55section, the more points you get when
  242. 7:58you score. You also have only five
  243. 8:00seconds to make this shot. Now, that is
  244. 8:02important. Perks are passive effects,
  245. 8:05which usually relate to increasing the
  246. 8:07value of or making it easier to hit
  247. 8:09these different sections of the QTE, and
  248. 8:11those are symbolized by items at the
  249. 8:13bottom of the machine. It can make any
  250. 8:15section give you more points than other
  251. 8:17sections, which could drastically change
  252. 8:19your strategy depending on how you want
  253. 8:21to build your perks. The stickers though
  254. 8:23are really cool. The way these work is
  255. 8:26that you buy them from the shop and
  256. 8:27attach them to specific balls. When it's
  257. 8:30time for that ball to be thrown, the QT
  258. 8:32bar also has that sticker on it. In
  259. 8:35order to activate that sticker and its
  260. 8:37abilities, which can give you a whole
  261. 8:39bunch of different benefits from
  262. 8:40different molts to more time to more
  263. 8:42money, you need to also hit that
  264. 8:44sticker. This is great for two reasons.
  265. 8:47Due to the time restriction, it can get
  266. 8:50really intense, especially if that
  267. 8:51sticker and the QT area are really far
  268. 8:53apart from one another on the bar, and
  269. 8:55especially if the sticker is past the QT
  270. 8:57area. And secondly, it's just great
  271. 8:59design to synergize these two systems
  272. 9:01together. It would have been so easy for
  273. 9:04this to just be passive, but the
  274. 9:06designer thought they would work better
  275. 9:08if the stickers were a part of the main
  276. 9:10gameplay experience, which I think is
  277. 9:12great. One cool mechanic in Monster
  278. 9:14Train 2 is how the train works. It can
  279. 9:16sometimes be a struggle for digital car
  280. 9:18games to get new players thinking
  281. 9:20multiple turns ahead. But the train
  282. 9:22itself is a great way that the game
  283. 9:24helps the player do this. The way the
  284. 9:26train works is that monsters enter the
  285. 9:28train at the bottom level and at the end
  286. 9:29of every turn, if the monster is still
  287. 9:31alive, they will move up a level on the
  288. 9:33train. The player can place units on any
  289. 9:35level of the train at any point. And as
  290. 9:37they know that monsters will move up a
  291. 9:39level at the end of every turn, this is
  292. 9:40a great visual aid to allow them to plan
  293. 9:42ahead. They might start off with placing
  294. 9:44units to keep monsters busy at the
  295. 9:46bottom levels of the train and use
  296. 9:47special units as almost like a trap near
  297. 9:49the top, for example. On top of this,
  298. 9:51the player's health is located at the
  299. 9:53top of the train. If the monster gets to
  300. 9:54the same level as the health, they will
  301. 9:55start doing damage to it. Further
  302. 9:57motivating the player to think
  303. 9:58strategically about where and when they
  304. 10:00place their units. The lesson to take
  305. 10:02away from Monster Train 2 is that if
  306. 10:03you're struggling to get the player
  307. 10:04behavior that you want, try to visualize
  308. 10:06it for them. One cool mechanic in South
  309. 10:09of Midnight is how the wall running
  310. 10:11works. Wall running has been around for
  311. 10:13ages. You jump on a wall, run for a bit,
  312. 10:15and jump off the wall before you fall
  313. 10:17off. With South of Midnight, though, it
  314. 10:19works differently. Using the character's
  315. 10:21hooks, not only can you run on a wall,
  316. 10:23but you can also move down and up. This
  317. 10:26allows the player to firstly not fall
  318. 10:28off the wall, but secondly, choose the
  319. 10:30height from which they jump off of the
  320. 10:31wall. Now, this is a cool mechanic
  321. 10:33simply because it takes a mechanic which
  322. 10:35has been done in so many games and puts
  323. 10:37a cool spin on it, and it's executed
  324. 10:39really well. Another cool mechanic in
  325. 10:41Hollow Knight is the way the knockback
  326. 10:43works. Whenever the player hits
  327. 10:44something with their nail, they are
  328. 10:46knocked back. Like in a lot of 2D games
  329. 10:48which have melee attacks, on the
  330. 10:49surface, this is used to sell the impact
  331. 10:52of the hit. However, one somewhat hidden
  332. 10:54aspect of this knockback feature is that
  333. 10:56the knockback works in all cardinal
  334. 10:58directions, meaning that the knockback
  335. 10:59can actually be used to platform and not
  336. 11:02just platform environmental obstacles,
  337. 11:03but enemies as well. Once the player
  338. 11:05realizes this, it blasts open a wide
  339. 11:08range of movement possibilities when
  340. 11:10exploring and when in combat. This is
  341. 11:12truly a cool mechanic because it simply
  342. 11:14applies a bit of force to the sprite,
  343. 11:16but in actuality, it adds so much more
  344. 11:18to the gameplay experience. This is the
  345. 11:20type of mechanic every dev should strive
  346. 11:22for. One cool mechanic in Celeste is how
  347. 11:25the dash works. Dashing in Celeste is
  348. 11:28essential for traversing through the
  349. 11:29tricky levels the player faces. However,
  350. 11:31one constant problem the player will
  351. 11:33face is the fact that you only get one
  352. 11:35dash until you land. Now, as the game
  353. 11:37progresses, feet touching the ground
  354. 11:39gets more and more of an ask, and
  355. 11:41planning ahead at a time and figuring
  356. 11:42out when your net's going to get to
  357. 11:44solid ground is a must for the player.
  358. 11:46The dash reset alongside a tight level
  359. 11:48design really makes every level feel
  360. 11:50like a puzzle. However, there is one
  361. 11:52hidden mechanic in Celeste, [music]
  362. 11:54which you might not know about. Celeste
  363. 11:56uses a camera and level segmenting
  364. 11:58technique that uses transitions [music]
  365. 11:59from one screen to another. Once you get
  366. 12:01to the end of a section, the camera
  367. 12:03transitions to the new section. Now,
  368. 12:04another rule with the camera transition
  369. 12:06is that the player always starts with
  370. 12:08their dash available, even if they have
  371. 12:10just used it, and [music] even if they
  372. 12:12haven't touched the ground yet. This
  373. 12:13little wrinkle allows players to do some
  374. 12:15really remarkable things for impossible
  375. 12:18beforehand. No new system, no new
  376. 12:20mechanic, just two mechanics working
  377. 12:22together to create more than the sum of
  378. 12:24their parts. One cool mechanic in Death
  379. 12:26Stranding 2 is the weather system. Many
  380. 12:28games have weather systems, of course,
  381. 12:30but the weather system in Death
  382. 12:31Stranding 2 is the most impactful and
  383. 12:33reactive weather system that I've ever
  384. 12:35seen. If you don't know, the entire
  385. 12:36point of the gameplay of Death Stranding
  386. 12:38is to get from point A to B. How you
  387. 12:40navigate through the environment is up
  388. 12:42to you. In Death Shawn in one though,
  389. 12:44the terrain was tricky and interesting
  390. 12:45enough. Backtracking to and from the
  391. 12:47same points could become a bit
  392. 12:49repetitive because the terrain is always
  393. 12:51the same. The weather system in Death
  394. 12:52Shining 2 fixes that. If it rains,
  395. 12:55rivers which weren't there before now
  396. 12:56become obstacles. The plane of desert
  397. 12:58that you've crossed three or four times
  398. 13:00could suddenly be hit by a sandstorm.
  399. 13:01You can even get hit by lightning if you
  400. 13:03choose to brave certain weather
  401. 13:04conditions. Bottom line, the new weather
  402. 13:06system in Death Shawning 2 works simply
  403. 13:08because it adds variety to the puzzle
  404. 13:10that is getting from point A to B, which
  405. 13:13is cool. One cool mechanic in Super Meat
  406. 13:15Boy is what is left behind every time
  407. 13:17you die. Super Meat Boy is a twitchy and
  408. 13:20quite difficult platformer that relies
  409. 13:21on the player trying over and over again
  410. 13:24to land pixel perfect jumps. One subtle
  411. 13:26yet incredibly useful tool the devs give
  412. 13:28the player is the fact that Meat Boy not
  413. 13:30only leaves a big blood splatter on any
  414. 13:32surface that kills him, but he also
  415. 13:34leaves a trail of blood on the ground as
  416. 13:36he moves. This gives the player the path
  417. 13:38used on every previous attempt, allowing
  418. 13:40them to easily jump that one pixel
  419. 13:42earlier or hold the jump button half a
  420. 13:44second longer. Without this mechanic,
  421. 13:46the game would surely be 10 times
  422. 13:48harder. So, I think we can all be
  423. 13:50grateful that it was included. One cool
  424. 13:51mechanic in AI in the Blind Forest is
  425. 13:53the bash ability. The bash ability
  426. 13:55allows AI to propel themselves in the
  427. 13:57direction they are aiming, which is
  428. 13:59pretty cool. But what's really cool is
  429. 14:01how the player activates it. The player
  430. 14:03can use bash if close to lanterns that
  431. 14:05are dotted around the level, enemies
  432. 14:07that try to attack AI, and projectiles
  433. 14:09that enemies fire. And not only that,
  434. 14:11but when AI uses bash and projectiles or
  435. 14:13enemies, it sends them flying in the
  436. 14:15other direction. This mechanic is so
  437. 14:16much more than the sum of its parts.
  438. 14:18It's incredibly useful and a satisfying
  439. 14:20tool for movement, but it's also great
  440. 14:22for combat and solving puzzles. One cool
  441. 14:24mechanic in Ghostrunner is the deflect
  442. 14:26mechanic. The deflect mechanic in
  443. 14:27Ghostrunner essentially works as a parry
  444. 14:29as most enemies, especially early on,
  445. 14:31shoot slower moving projectile bullets
  446. 14:33and the player has about a half second
  447. 14:35window to use their melee attack to
  448. 14:37deflect the bullet due to the player
  449. 14:38constantly playing a one-touch game,
  450. 14:40meaning any amount of damage will insta
  451. 14:42kill them. The deflect works as a last
  452. 14:44resort tool. If the player has
  453. 14:45positioned themselves poorly or their
  454. 14:47dash is on cooldown or simply an enemy
  455. 14:49has just surprised them, getting off a
  456. 14:51perfectly timed deflect can be one of
  457. 14:52the best feelings you can experience
  458. 14:54while playing a game. One cool mechanic
  459. 14:56in Peak is a stamina bar. Like many
  460. 14:58others, peak takes inspiration from the
  461. 15:00Breath of the Wild. Your aim is to climb
  462. 15:02to the well peak of the mountain, and
  463. 15:04you're only limited by your stamina bar.
  464. 15:06However, it's how the stamina bar can be
  465. 15:08affected by different things which makes
  466. 15:10it really interesting. The stamina bar
  467. 15:12also works as your health bar. So, if
  468. 15:14you take damage, it takes a chunk of
  469. 15:15your stamina away. If you get hungry as
  470. 15:17you climb, your hunger takes away some
  471. 15:19of the stamina. If you get poisoned,
  472. 15:21that also takes away some stamina. And
  473. 15:22the weight of your gear can take away
  474. 15:24stamina, too. All of these different
  475. 15:26aspects are also cured in different
  476. 15:28ways. Health is cured by bandages.
  477. 15:30Hunger is cured by food. Removing weight
  478. 15:32is cured by well, getting rid of
  479. 15:33resources. The fact that different
  480. 15:35things remove stamina in different ways,
  481. 15:37and you need different solutions for
  482. 15:38each of them means that the game has a
  483. 15:40bunch of tools to motivate the player to
  484. 15:42head off in different directions whilst
  485. 15:44they climb the mountain. Not only is the
  486. 15:46mountain a big puzzle to solve, but so
  487. 15:48is managing your stamina. All because of
  488. 15:50this one cool mechanic. Another cool
  489. 15:52mechanic in Silk Song is the clamber.
  490. 15:54Being able to clamber onto ledges
  491. 15:56firstly and more obviously makes the
  492. 15:57platforming challenges slightly easier
  493. 15:59as you can technically just miss a jump
  494. 16:01but still pull yourself up. However,
  495. 16:03it's how the clamber works with the
  496. 16:04other systems as well as the levels
  497. 16:06which make it really interesting.
  498. 16:07Firstly, due to Hornet's five
  499. 16:09directional combat movement where her
  500. 16:10down attacks can only be diagonal, the
  501. 16:12clamber allows for more fluidity when
  502. 16:14combined with these attacks, and it
  503. 16:16gives the player a bit more freedom to
  504. 16:17perform these actions, especially
  505. 16:19midair. Secondly, the clamber allows for
  506. 16:21levels to feel a bit less cluttered when
  507. 16:22it comes to platforms. platforms can be
  508. 16:24a bit higher up and a bit further apart,
  509. 16:26allowing there to be more space for the
  510. 16:28background art to shine, but also for
  511. 16:30enemies to maneuver, which overall just
  512. 16:32gives the game a subtle amount of
  513. 16:33breathing room, which the player might
  514. 16:35not notice, but they should definitely
  515. 16:36feel. One cool mechanic in Eyes of the
  516. 16:38Elderwood is how the magic works. So,
  517. 16:40you start off the game with a gun given
  518. 16:42to you by a frog in a swamp, of course.
  519. 16:45However, if you try left click, your
  520. 16:47hand will start pointing with purple
  521. 16:49emitting from the finger. Weird. Then,
  522. 16:51if you right click, you will shoot. So,
  523. 16:53the question in the player's mind is
  524. 16:54what does leftclick actually do at this
  525. 16:57point? After a while, you will then
  526. 16:58stumble across some torn pieces of
  527. 17:00paper. On the back of them shows a shape
  528. 17:02and a clue as to what that shape means.
  529. 17:05Sure enough, if you draw that shape with
  530. 17:06your left hand, you will be able to cast
  531. 17:09spells. That alone is a cool mechanic.
  532. 17:11It's not completely unique, but a very
  533. 17:13well done and immersive implementation
  534. 17:15of spellcasting. But on top of that,
  535. 17:17it's the fact that you dual wield magic
  536. 17:19and a revolver at once, which for me is
  537. 17:21just great. One cool mechanic in Lumines
  538. 17:23Arise is how the game rethinks point
  539. 17:25scoring. In Lumines Arise, to score
  540. 17:27points, you have to create two by two
  541. 17:29blocks of the same color. Pretty simple.
  542. 17:31However, those blocks aren't scored and
  543. 17:33removed immediately. Instead, a timeline
  544. 17:35that sweeps across the screen in time
  545. 17:37with the music scores 2x two or bigger
  546. 17:39blocks whenever it hits them. That means
  547. 17:41that there is a time element to scoring
  548. 17:42and placement, as the bigger you make
  549. 17:44these blocks, the more points you get.
  550. 17:45This not only incentivizes a player
  551. 17:47behavior to be quick with building up
  552. 17:49blocks to be as big as possible as soon
  553. 17:51as the timeline passes a certain point,
  554. 17:53but it also incentivizes thinking ahead
  555. 17:55as when blocks are removed, the blocks
  556. 17:57above fall down, potentially creating
  557. 17:58even bigger blocks that you can build
  558. 18:00on. A great example of an incredibly
  559. 18:02simple mechanic that creates a lot of
  560. 18:03depth. One cool mechanic in Demon School
  561. 18:05is just how many features the game gives
  562. 18:07you to plan the most optimal round you
  563. 18:09can. So firstly, in the planning phase,
  564. 18:11you have an option to rewind any move.
  565. 18:13You can do this any number of times
  566. 18:15right to the start of the first move in
  567. 18:17that round, which is unlimited freedom,
  568. 18:19which I don't see too often. Secondly,
  569. 18:21there are no restrictions on character
  570. 18:23order, meaning that you have more tools
  571. 18:24in your arsenal to combine moves and
  572. 18:26attacks in different ways. And thirdly,
  573. 18:28the player has complete knowledge of how
  574. 18:30friendly and enemy characters work,
  575. 18:32their stats, their abilities, their
  576. 18:33strengths and weaknesses, etc. This all
  577. 18:35leads to a situation where the player
  578. 18:37isn't trying to figure out how to defeat
  579. 18:38enemies, but how to defeat enemies the
  580. 18:40best way they can possibly defeat them.
  581. 18:42This is a core tenant of combat,
  582. 18:43obviously justified by the turn number
  583. 18:45target for each fight. If you win the
  584. 18:47fight before or on this turn number, you
  585. 18:50get a bonus, which really elevates
  586. 18:52everything I've just mentioned. One cool
  587. 18:54mechanic in Fez is the fact that you can
  588. 18:55rotate the camera, turning a 2D platform
  589. 18:58into a temporarily 3D platformer. The
  590. 19:00idea with this mechanic is that objects
  591. 19:02which take up a certain space from one
  592. 19:04perspective take up a different space
  593. 19:06from another perspective. This is
  594. 19:07because their depth is perceived but not
  595. 19:10actually a thing, if that makes sense.
  596. 19:12So, as some parts of the level move
  597. 19:14closer or further away from the camera
  598. 19:16due to the rotation, they become closer
  599. 19:18or further from the center of the
  600. 19:20screen, which increases or decreases the
  601. 19:23distance in between those and other
  602. 19:26parts of the level. Now, there is no
  603. 19:27doubt how much of an impact Fez has had
  604. 19:29on the indie scene in the early 2010s.
  605. 19:31from how great it looks to its story to
  606. 19:33its appearance in Indie Game the movie.
  607. 19:35But one thing is for sure, this mechanic
  608. 19:37and how it completely shifts the
  609. 19:38perspective of the player from one
  610. 19:40rotation to the next opens up so many
  611. 19:42possibilities and actual executions of
  612. 19:44some amazing puzzles and platforming.
  613. 19:46One cool mechanic in High Guard is the
  614. 19:48shield breaker. The shield breaker is a
  615. 19:50sword that spawns 2 minutes after the
  616. 19:52start of the game or after a successful
  617. 19:54defense of a base. The shield breaker is
  618. 19:56used to break the shield of an
  619. 19:58opponent's base and spawns in
  620. 19:59predetermined spots on the map. All
  621. 20:01players are alerted to its spawn
  622. 20:03location ahead of time. So, one thing it
  623. 20:05does really well is it centralizes
  624. 20:07combat from a wide open map to tightly
  625. 20:09defined arena style levels within the
  626. 20:12map. Then, once the player has the
  627. 20:13sword, combat becomes way more dynamic.
  628. 20:16Combat happens around the sword bearer.
  629. 20:18So, depending on where they are in the
  630. 20:20level, combat can be wildly different.
  631. 20:22This works so well because as soon as
  632. 20:25the player plants the sword in the
  633. 20:26shield, the enemy team is at a massive
  634. 20:29disadvantage, resulting in both teams
  635. 20:31frenzying to stop or guarantee the sword
  636. 20:34reaching the shield. Super cool. One
  637. 20:36cool mechanic in a certain incremental
  638. 20:38exoplanet is the way the economy works
  639. 20:41and the choices it gives you. So, like
  640. 20:42in a lot of incremental games, you gain
  641. 20:44currency and you spend that currency in
  642. 20:47any which way you want and that can
  643. 20:49affect how you incrementally progress
  644. 20:51down certain paths. The way it works in
  645. 20:53Exoplanet is that you spend cubits to
  646. 20:54pay for quantum chips. Those quantum
  647. 20:57chips can then be used in three ways.
  648. 20:59Firstly, they can be used to just
  649. 21:01increase the amount of cubits you get,
  650. 21:02the main currency. Second way is by
  651. 21:04increasing rocket production for
  652. 21:06fighting enemies which show up in waves.
  653. 21:08And thirdly, they can be used to
  654. 21:10increase data mining production, which
  655. 21:12less directly increases the speed of
  656. 21:14either cubit production or data mining
  657. 21:17production. The game is built out. So,
  658. 21:18of course, you always want to maintain
  659. 21:20your core currency production and
  660. 21:22improve it over time, especially as it
  661. 21:24leads to the prestige system at the end
  662. 21:26of the game. But as enemies get tougher,
  663. 21:28you want to make more rockets. And as
  664. 21:30you need more data, as it's an
  665. 21:31alternative way, meaning increases
  666. 21:33incrementally at different pace to
  667. 21:35increase production in various ways,
  668. 21:37there is always an interesting decision
  669. 21:38to be made when it comes to spending
  670. 21:40your cash. Mugenics is a grid-based
  671. 21:42turn-based rogike where damage is
  672. 21:45universal which really creates a sandbox
  673. 21:47of combat possibilities. Every effect,
  674. 21:50damage, knockback, poison, traps, etc.
  675. 21:54can be done and inflicted to friendly
  676. 21:56targets on both sides, meaning that you
  677. 21:59can hurt your units and the enemy can
  678. 22:01hurt their own units as well. This
  679. 22:03design decision is really interesting
  680. 22:05because in theory, it creates a really
  681. 22:07high skill ceiling where not only do you
  682. 22:09have to position ahead of time to use
  683. 22:11your most powerful abilities with the
  684. 22:13biggest AoE's, but you can influence the
  685. 22:15positioning and types of attacks enemies
  686. 22:17use, maximizing the amount of damage
  687. 22:20they do to each other as well. The cool
  688. 22:22mechanic in Dungeon Slime is also the
  689. 22:24core mechanic in Dungeon Slime. Dungeon
  690. 22:27Slime is a puzzle game where it combines
  691. 22:30traditional 2D ice physics like from the
  692. 22:32old Zelda games where if you press a
  693. 22:34direction whilst on the ice, you will
  694. 22:36move on that direction until you hit a
  695. 22:38wall with the fact that whenever you hit
  696. 22:40a wall, you change shape. This game is
  697. 22:43really intuitive. So, I don't think I
  698. 22:45need to explain too much. You can just
  699. 22:46watch the video. But yeah, if you hit a
  700. 22:48wall from the side, you will be squished
  701. 22:51tall. And if you hit a wall from the top
  702. 22:53or bottom, you'll be squished flat. The
  703. 22:56idea is that every room is a puzzle
  704. 22:58where you have to figure out what size
  705. 23:00you need to be, where you need to go,
  706. 23:03how to get yourself to that size, and
  707. 23:06how to get yourself to that place. Every
  708. 23:09single wall placement matters, and every
  709. 23:11single movement matters. This is further
  710. 23:13pushed by the fact that the slime cube
  711. 23:15always has the exact same area, meaning
  712. 23:17that if you get squished, you get taller
  713. 23:20and wider, but you always maintain the
  714. 23:22same amount of total space on the
  715. 23:24screen. One cool mechanic in inching
  716. 23:27along is its painstaking movement. It's
  717. 23:30one of those games where just to move an
  718. 23:32inch, it takes a lot of effort.
  719. 23:34Essentially, you have five inputs. You
  720. 23:36have your grips on your little feet,
  721. 23:38which are one input each for front and
  722. 23:40back. space bar, which like scrunches
  723. 23:42you up, and then two inputs for your
  724. 23:44weight, so you can lean one way or
  725. 23:46another if either one of your feet
  726. 23:48aren't on the ground. This is usually
  727. 23:49for when you're climbing or getting over
  728. 23:51a gap, for example. The reason why this
  729. 23:53is a cool mechanic is twofold. Firstly,
  730. 23:55it simulates the feeling of being a
  731. 23:57caterpillar really well with me assuming
  732. 23:59what that feels like, of course. But
  733. 24:01secondly, with five inputs, I think this
  734. 24:03mechanic strikes a really interesting
  735. 24:05balance where after the initial hurdle
  736. 24:07of learning the game, it doesn't ask too
  737. 24:09much of the player to then fall into a
  738. 24:10zen-like feeling of just inching along.
  739. 24:13This comes from the principle of
  740. 24:14subotizing, where if you keep the amount
  741. 24:16of things someone has to remember below
  742. 24:19six, then it makes it a lot easier for
  743. 24:21them to remember it. It's why numbers
  744. 24:23are separated into threes with commas or
  745. 24:25why phone numbers are split into groups
  746. 24:27of five and six numbers. Also shouting
  747. 24:30out the level design here for giving the
  748. 24:32feeling of relief by having most
  749. 24:34checkpoints floppable too. What I mean
  750. 24:36by this is that oftent times just
  751. 24:38letting go of all inputs can let you
  752. 24:40fall into a checkpoint and then respawn.
  753. 24:43It seems to have been done with
  754. 24:45intention and it really does give the
  755. 24:46player a satisfying feeling of
  756. 24:47accomplishment as they watch their
  757. 24:49little caterpillar flop to victory. This
  758. 24:52game definitely is not for everyone, but
  759. 24:54I do appreciate it design. One cool
  760. 24:57mechanic in Legends of Lega, sorry if I
  761. 25:00mispronounced that, is the tactical art
  762. 25:02system. Basically, what this mechanic
  763. 25:04is, for me anyway, is a really good
  764. 25:07solution for players who wish they were
  765. 25:09really good at comboing in fighting
  766. 25:10games but just don't have the source
  767. 25:13like myself. Basically, the way it
  768. 25:15works, unlike most other JRPGs which
  769. 25:17have you choose one attack, instead on
  770. 25:19your turn, based on the amount of AP you
  771. 25:21have, you can build sequences of attacks
  772. 25:23to execute all in one go. Regarding the
  773. 25:26comboing, based on the moves you which
  774. 25:28you input, you can output different
  775. 25:31types of arts, which is just the name of
  776. 25:33the combos in this game. There are
  777. 25:35regular arts, hyper arts, super arts,
  778. 25:37and miracle arts. All are differentiated
  779. 25:40by what actions you input, as well as
  780. 25:43where those actions are in the move
  781. 25:45order. For example, the only way to
  782. 25:47perform a super art is if you end your
  783. 25:49attack with a special move. There are
  784. 25:51around 20 different combos for each
  785. 25:52character, of which there are three. And
  786. 25:55the decision-making behind which ones to
  787. 25:57use mainly depend on which enemies you
  788. 25:59are facing, the health of both you and
  789. 26:01the enemy, and the amount of AP you
  790. 26:02have. TLDDR, this mechanic is really
  791. 26:05cool because it firstly makes you feel
  792. 26:07like a badass in a format which is more
  793. 26:08brains over brawn and secondly, it's
  794. 26:11because of the sheer amount of variety
  795. 26:13in which you can approach an encounter
  796. 26:15all whilst only having a few basic
  797. 26:17actions. It's an incredibly economically
  798. 26:20designed system and it's executed really
  799. 26:23well. One cool mechanic in Slayblade is
  800. 26:25how the combat and movements are one.
  801. 26:27So, Slayblade's entire mission statement
  802. 26:30is to create a really fast-paced and
  803. 26:32true attempt at mimicking the feeling of
  804. 26:34playing with your Beyblades as a kid.
  805. 26:36And it accomplishes that. One way it
  806. 26:38does this is the cool mechanic, the
  807. 26:40combat and movement of the blades. So,
  808. 26:42the way combat works, it's probably hard
  809. 26:44to tell from the video, but it's all
  810. 26:46about movement and positioning.
  811. 26:47Essentially, if you are moving towards
  812. 26:49the opponent and they are not moving
  813. 26:51towards you, you hit them. So, they take
  814. 26:54damage. And if it's the other way
  815. 26:55around, whereas they are moving towards
  816. 26:57you and you're moving away from them,
  817. 26:59they hit you and you take damage. And if
  818. 27:01you are both moving towards each other,
  819. 27:03which will happen, of course, it's about
  820. 27:05who is moving quicker, which determines
  821. 27:07who gets hit. So, who has more velocity,
  822. 27:09and the person with the lower velocity
  823. 27:11takes damage. Now the blade follows your
  824. 27:13cursor around which creates a very
  825. 27:15intuitive combat and movement system
  826. 27:17where you are building up momentum and
  827. 27:19speed around the board whilst attempting
  828. 27:21to dodge the other blade until you are
  829. 27:23ready to go in and hit them. This is one
  830. 27:25of those mechanics which I think was
  831. 27:26created initially for that mission
  832. 27:28statement. Like I said, the feeling of
  833. 27:30playing Beyblade, but I also think it's
  834. 27:32achieved a combat system which has a
  835. 27:34really high skill ceiling. Every
  836. 27:36movement of the cursor matters. every
  837. 27:38pixel and inch of the screen that you
  838. 27:39move to can drastically affect the
  839. 27:41outcome of the next Clash. Honestly,
  840. 27:43this game would probably be an absolute
  841. 27:45nightmare to get working multiplayer,
  842. 27:47but if the devs could pull it off, I
  843. 27:49think it would be a great scene with a
  844. 27:51few tweaks for to the underlying
  845. 27:52systems. Switch Track is a puzzle game
  846. 27:54that also has rhythm elements. I
  847. 27:57hesitate to call it a rhythm puzzle game
  848. 27:59because I don't think it quite meets the
  849. 28:01criteria, but the cool mechanic is
  850. 28:03centered around it. Essentially, the
  851. 28:04cool mechanic is so you have to switch
  852. 28:05tracks in a specific sequence with every
  853. 28:08level in order to safely escort carts
  854. 28:10from the tunnel to where they deposit
  855. 28:12their gold. What's cool about this
  856. 28:14mechanic for me is that it's so simple.
  857. 28:16It's as simple as changing the location
  858. 28:18of track actors between two coordinates
  859. 28:20on a flip-flop using one input. That is
  860. 28:23it. And with the addition of adding more
  861. 28:25tracks, more different types of tracks
  862. 28:27with different inputs and more carts,
  863. 28:29the puzzles have a very natural
  864. 28:31progression in difficulty and more than
  865. 28:33enough depth for this game to create a
  866. 28:34valuable experience for the player. It's
  867. 28:36just switching tracks. And sometimes
  868. 28:39that is what good game design is.
  869. 28:41Nothing complicated, nothing that will
  870. 28:43take months to implement, just a very
  871. 28:45basic premise which yields rewards which
  872. 28:47are both economical for the player in
  873. 28:49terms of quality and the developer in
  874. 28:52terms of time to make. One cool mechanic
  875. 28:54in Treasure of Rudas is that you can
  876. 28:56craft your own spells by naming them
  877. 28:59different things. So before I explain,
  878. 29:02in the menus of the game, you can
  879. 29:03inscribe different spells. What this
  880. 29:05means, you can literally type in letters
  881. 29:07to form the names of spells. How this
  882. 29:10actually works is that the game looks
  883. 29:12for groups of letters and then that
  884. 29:14informs what the spell does. Groups of
  885. 29:16letters can depict the element of the
  886. 29:18spell, the action it takes, and the
  887. 29:20overall mana cost of the spell. Here on
  888. 29:23screen is a breakdown of what they can
  889. 29:25be. There is a lot, so it's going to be
  890. 29:27quite small, unfortunately. What is
  891. 29:29really interesting about this is that
  892. 29:30the game makes a decision to sacrifice
  893. 29:33quality of life and ease of use to give
  894. 29:35the player an incredible feeling. The
  895. 29:38feeling of being the master of their own
  896. 29:40spells. To be able to determine exactly
  897. 29:42what spells they want to have access to
  898. 29:45via the system is a level of control
  899. 29:47players rarely have in the genre. The
  900. 29:49game doesn't restrict the player either.
  901. 29:51Well, not directly. You can give
  902. 29:52yourself via a guide. Probably the best
  903. 29:55spells in the entire game immediately.
  904. 29:57You just won't have the mana to cast
  905. 29:59them straight away. So, that is an
  906. 30:01important thing to note. Progression
  907. 30:03does have a gate in this game, your mana
  908. 30:05cap. And even then, the spells are
  909. 30:06balanced around their power. Still, they
  910. 30:08will cost more mana regardless. So, you
  911. 30:11could cast them later on, but still it
  912. 30:13would be an interesting decision to make
  913. 30:14of whether to have the most powerful
  914. 30:16spells, but maybe only be able to cast
  915. 30:18one or two spells per fight. But the
  916. 30:20fact remains that just being able to
  917. 30:22craft your own spells by typing them and
  918. 30:24having so much control over the amount
  919. 30:26of spells and what they do is really
  920. 30:28cool. Definitely a relic of its time,
  921. 30:30but this mechanic can and should be
  922. 30:32modernized in my opinion. Luffia 2 does
  923. 30:35something really interesting with AoE
  924. 30:37magic attacks. AoE attacks in turn-based
  925. 30:40JRPGs often follow the same rule. They
  926. 30:42hit more enemies but for less damage
  927. 30:44than a regular attack. Sometimes [music]
  928. 30:46the difference in damage isn't that
  929. 30:48drastic, but in those games, in those
  930. 30:50cases, uh the combat system is built
  931. 30:52around enemies being weak to different
  932. 30:54attacks. So sometimes an AoE attack
  933. 30:56might be better against some enemies and
  934. 30:58others. And even sometimes if you hit an
  935. 31:01enemy with a particular attack, it could
  936. 31:03actually buff them. So deciding whether
  937. 31:05to get more total damage or not can
  938. 31:08depend on the enemies you are facing. In
  939. 31:10Luffia 2 though, the game gives you a
  940. 31:12lot more control in a really interesting
  941. 31:14and elegant way. Essentially with a lot
  942. 31:16of AoE attacks, the player can choose
  943. 31:18whether to attack one or multiple
  944. 31:20enemies with it. The more enemies you
  945. 31:22attack with AoE, the less damage each
  946. 31:24unit takes. It seems to go down by 50%
  947. 31:27every time incrementally. Additionally,
  948. 31:29a lot of attacks have a range to them
  949. 31:31depicted by the length of the bar of the
  950. 31:32enemy name. So, you have to choose
  951. 31:34carefully where to start your attack so
  952. 31:36you can reach other enemies. This
  953. 31:38mechanic allows for the player to make
  954. 31:40interesting choices with every attack.
  955. 31:42If they want to take down an enemy which
  956. 31:43is causing them a problem really
  957. 31:45quickly, they might want to focus all of
  958. 31:48their damage on that one target using an
  959. 31:50AoE attack. But if they want to hit all
  960. 31:51the enemies at once over the course of a
  961. 31:53couple of rounds, they can choose to do
  962. 31:55that. What I like about this mechanic is
  963. 31:57how easy and intuitive it is for the
  964. 32:00player to understand with very binary
  965. 32:02choices which [music] can have cascading
  966. 32:04impacts on every fight, making it easy
  967. 32:06to understand but deep enough to make
  968. 32:08the player think. One cool mechanic in
  969. 32:10Grandia is how the turn meter works. So
  970. 32:13Grandia is a GRPG with turn-based combat
  971. 32:15but with a twist. The best way to
  972. 32:17describe the combat in this game is that
  973. 32:19each unit takes turns selecting an
  974. 32:21action as usual, but the actions are
  975. 32:24performed based on when that unit
  976. 32:26reaches the end of the act part of the
  977. 32:28meter in the bottom right of the screen.
  978. 32:30Each unit selects an action when they
  979. 32:32reach the com part of the meter, which I
  980. 32:34assume is short for combat. And then the
  981. 32:36action is performed when they reach the
  982. 32:38end of the act part of the meter. This
  983. 32:41means two things. Firstly, it means that
  984. 32:43there is a time between when an action
  985. 32:45is performed and when it is executed.
  986. 32:47And secondly, this time is actually
  987. 32:50meaningful. It isn't just a built-in
  988. 32:52timer for an animation to play. During
  989. 32:54the distance between the common acts
  990. 32:56part of the meter, every other unit is
  991. 32:58moving closer to the common act part of
  992. 33:00the meter. Because when in combat, apart
  993. 33:03from when the game is paused, so you can
  994. 33:05select an action, units are constantly
  995. 33:07moving up and down this meter. This
  996. 33:09alongside with the fact that different
  997. 33:10actions move at different speeds along
  998. 33:12the meter as well as different enemies
  999. 33:14moving at different speeds along the
  1000. 33:15meter, it means that selecting and
  1001. 33:17performing actions get desincted. Every
  1002. 33:20combat encounter starts pretty
  1003. 33:22sequential, but soon units are
  1004. 33:25performing actions really close
  1005. 33:26together. Some units taking over other
  1006. 33:28units in the order. And what this means
  1007. 33:30is that actions can be stopped by other
  1008. 33:33actions right before they are executed.
  1009. 33:36Say you have a slow attack. If it's slow
  1010. 33:38enough and an enemy is fast enough, they
  1011. 33:40could get off an ability to block that
  1012. 33:41attack. And the same goes for you
  1013. 33:43against enemies. This really makes a
  1014. 33:45speed start in this game mean a lot more
  1015. 33:47than just other turn-based games, which
  1016. 33:50is usually just to inform the starting
  1017. 33:52order. And it really allows for each
  1018. 33:54battle to feel incredibly unique and
  1019. 33:56strategic. One cool mechanic in Trails
  1020. 33:59in the Sky is how the combat works. So,
  1021. 34:02Trails in the Sky is a JRPG with
  1022. 34:04turn-based combat. However, it does
  1023. 34:06something really interesting with how
  1024. 34:08you engage in the combat. So, firstly,
  1025. 34:10you can choose for it to not be
  1026. 34:12turnbased at all if you don't want to.
  1027. 34:14So long as it's outside of scripted
  1028. 34:16bosses or mini boss encounters, you can
  1029. 34:18just run up to enemies and start
  1030. 34:20whailing on them. Alternatively, you can
  1031. 34:22choose to go straight into turn-based
  1032. 34:23combat immediately. This stops all
  1033. 34:25enemies from what they're doing when
  1034. 34:27they're out in the wild and gives
  1035. 34:28everyone a turn order, or you can mix
  1036. 34:31and match. What I really like to do,
  1037. 34:32especially because of how positioning
  1038. 34:34can really matter, which I will get on
  1039. 34:36to in a minute, is attack enemies in
  1040. 34:38real time until I'm happy with how
  1041. 34:40everyone is set up, like where they're
  1042. 34:41placed on the field. Then I switch to
  1043. 34:44turnbased. The reason why positioning is
  1044. 34:46important is because of how the attacks
  1045. 34:48work. Apart from magic and melee
  1046. 34:50attacks, attacks attack space rather
  1047. 34:53than enemy. Usually a radius or like a
  1048. 34:56rectangle covering an area. So looking
  1049. 34:58at it in a basic sense, if you group a
  1050. 35:01bunch of enemies together by
  1051. 35:02manipulating their positioning whilst in
  1052. 35:04real-time combat, you can then use
  1053. 35:06attacks with a radius to hit a bunch of
  1054. 35:08enemies at once rather than just one
  1055. 35:10enemy. Additionally, certain enemies
  1056. 35:12take more damage and certain attacks do
  1057. 35:14more damage if you hit them from a
  1058. 35:15certain angle. Some enemies are weak to
  1059. 35:17their left. Some attacks do more damage
  1060. 35:20from behind, etc. This
  1061. 35:21turn-based/realtime combat combination
  1062. 35:24goes a lot further than just a gimmick.
  1063. 35:26And honestly, there is so much depth to
  1064. 35:28the combat of Trials in the Sky beyond
  1065. 35:30what I've just talked about here that I
  1066. 35:32really appreciate the surface level
  1067. 35:34mechanical implementation of the combat
  1068. 35:36as it also serves that depth. Blood
  1069. 35:39Dungeon, the auto shooting platformer by
  1070. 35:41the developers behind Nidhog, has a
  1071. 35:44bunch of really cool things about it.
  1072. 35:46But with no shade at all, most of it is
  1073. 35:48cut from a very similar cloth as to
  1074. 35:51other auto shooters, Bullet Heaven
  1075. 35:53games, Vampire Survivors type games,
  1076. 35:55etc. However, one cool mechanic which is
  1077. 35:58really interesting and I haven't seen
  1078. 35:59done this way is the wall climbing
  1079. 36:01mechanic. Essentially, you can climb on
  1080. 36:04any surface, whether the bottom of the
  1081. 36:05platform, the side of the platform, or
  1082. 36:07any walls and floors with no penalty
  1083. 36:10whatsoever. No stamina, no cooldowns,
  1084. 36:13nothing. This is really interesting
  1085. 36:14because of what it means for the game as
  1086. 36:16a whole. As an auto shooter, the
  1087. 36:18emphasis is on avoiding damage because
  1088. 36:20you don't have to pay attention to
  1089. 36:22shooting at all. So right there giving
  1090. 36:25the players this level of freedom to
  1091. 36:26express and move however they want is
  1092. 36:28really cool and lifting any restrictions
  1093. 36:30which are common in other games was a
  1094. 36:32great decision which had to be made. On
  1095. 36:34top of that though the developers put a
  1096. 36:35lot of effort into the enemy design to
  1097. 36:37really make this meaningful. The height
  1098. 36:39of the enemies are either small, medium
  1099. 36:41or large. This alongside the standard
  1100. 36:43corridor size really makes an impact on
  1101. 36:45which surface you hold onto as you are
  1102. 36:47moving throughout the level. Some
  1103. 36:49enemies stick to walls and can swap to
  1104. 36:51other walls. Other enemies can go
  1105. 36:53through walls. Other enemies can shoot
  1106. 36:54walls and shoot through walls, whilst
  1107. 36:56other enemies are restricted to just the
  1108. 36:58surface that they are on. It makes every
  1109. 37:00enemy a surprising little puzzle box
  1110. 37:02where your movement and positioning is
  1111. 37:03the key to the solution. Honestly, like
  1112. 37:06I said at the top, this game is
  1113. 37:08relatively paint by the numbers for the
  1114. 37:10genre, and most games in the genre are.
  1115. 37:12So, I didn't expect for the what is
  1116. 37:14usually the most basic and common part
  1117. 37:16of the design of the game to be the
  1118. 37:18mechanic that really sets it apart, the
  1119. 37:21movement. Dice Vader is a game where the
  1120. 37:23designer took the premise of Space
  1121. 37:25Invaders and flipped it on its head.
  1122. 37:27Essentially, much like Bellatro, your
  1123. 37:29aim is to score more points than the
  1124. 37:31goal every round. If you don't, then the
  1125. 37:33humans will win. If you do, the aliens,
  1126. 37:35which are which is you, will win, and
  1127. 37:37you get to move on to the next round.
  1128. 37:39There's shops, artifacts, perks,
  1129. 37:42everything you'd expect. But one cool
  1130. 37:43mechanic is how the artifacts and
  1131. 37:45columns work specifically. So on screen
  1132. 37:47you will see that you have six columns.
  1133. 37:49Depending on what dice you roll, they
  1134. 37:51will end up in that column. The more
  1135. 37:53dice, the higher the multi. But also,
  1136. 37:55you need to make sure you have good
  1137. 37:56aliens. And a lot of them in any
  1138. 37:58particular column to score a lot of
  1139. 38:00points. If there's no aliens in a
  1140. 38:01column, then you can't score points even
  1141. 38:03if you roll a dice for that column.
  1142. 38:05Right there is a decision which is
  1143. 38:07interesting. Do you go wide or deep
  1144. 38:09riskreward? But the placement of
  1145. 38:11artifacts which are abilities really
  1146. 38:14matter. Some artifacts are obnoxic when
  1147. 38:16it comes to where they you place them,
  1148. 38:18but most of them either give nothing or
  1149. 38:20a small bonus compared to their full
  1150. 38:22ability unless they are in the column
  1151. 38:24which is actively being scored. These
  1152. 38:27abilities could be something like if a
  1153. 38:29pair is scored, so two dice in the same
  1154. 38:31column, gain two molts for example, on
  1155. 38:34top of what you already gain. This plays
  1156. 38:35into what I was saying earlier about
  1157. 38:37deciding whether to put all your eggs in
  1158. 38:39one basket or one in a few baskets
  1159. 38:42across the board, i.e. building your
  1160. 38:44units in just a few columns or spreading
  1161. 38:46them out. Sure, you will score lower per
  1162. 38:48dice, but you will always score rather
  1163. 38:51than completely whiff if you get unlucky
  1164. 38:53rolls, which happened to me a bunch. On
  1165. 38:54top of that, the artifacts have a level
  1166. 38:56up system where the more they are used,
  1167. 38:58the more XP they get and the higher
  1168. 39:00level they are, which means that they
  1169. 39:02get better. Outside of placement, this
  1170. 39:04also plays nicely into decisions of
  1171. 39:07whether or not to replace artifacts. As
  1172. 39:09the longer you have them, the more
  1173. 39:11difficult that choice gets, cuz when you
  1174. 39:12buy new artifacts, they are level one
  1175. 39:14for the most part. This game is full of
  1176. 39:16little nuances and tweaks to familiar
  1177. 39:18formulas. And honestly, I really like
  1178. 39:20it. So, I came across a problem game. I
  1179. 39:24call it a problem game because I
  1180. 39:25couldn't stop playing. And that game is
  1181. 39:28called Kaz. Kaz is a rogike game where
  1182. 39:31you control a character on a grid with
  1183. 39:32WD or the arrow keys. No other input is
  1184. 39:35required apart from the occasional space
  1185. 39:37bar to progress through menus. The aim
  1186. 39:39of the game is to get a certain amount
  1187. 39:41of points each round before the time
  1188. 39:43runs out. You get points by killing
  1189. 39:45enemies and finding and collecting
  1190. 39:46stars. There are two types of enemies,
  1191. 39:48the clown and the ghost. The clone just
  1192. 39:50stands there and the ghost runs away
  1193. 39:53until you corner them. Clowns can also
  1194. 39:55have shields which take multiple hits to
  1195. 39:57destroy them and stars disappear after
  1196. 39:59just a couple of seconds. Additionally,
  1197. 40:01there are also spikes which curse you.
  1198. 40:04You need to avoid them. They appear and
  1199. 40:05disappear like stars except they have a
  1200. 40:07little warning beforehand in the form of
  1201. 40:09a purple cross. The cool mechanic in
  1202. 40:11this game is that movement and attacks
  1203. 40:13because of what you are moving to and
  1204. 40:16attacking. The game is incredibly
  1205. 40:18fast-paced. looks really unintuitive
  1206. 40:20from the observer, as I'm sure it does
  1207. 40:22for you, but when you play one or two
  1208. 40:25rounds, you are fully locked in. There
  1209. 40:27are so many micro decisions with that
  1210. 40:29movement and attacking made constantly
  1211. 40:31in order to get the most points possible
  1212. 40:34within the time. You can't just spam WD
  1213. 40:38as fast as you can and come out on top.
  1214. 40:40You need to actually decide who you are
  1215. 40:42attacking and where you are moving, and
  1216. 40:45you need to avoid the obstacles. The
  1217. 40:47game is also complemented really well by
  1218. 40:49a basic inr run progression system which
  1219. 40:52is actually really good. But the core
  1220. 40:54fundamentals of this game are so strong
  1221. 40:56it's just really fun to make decisions
  1222. 40:59in CAS. So don't pause the game is an
  1223. 41:02incredibly weird one. There is a cool
  1224. 41:04mechanic where yes if you guessed it
  1225. 41:06then good on you. You pause the game in
  1226. 41:08order to complete puzzles. How does this
  1227. 41:10work? Well, it works by opening menus.
  1228. 41:13You open the basic menu and you can
  1229. 41:15actually jump on the buttons. You change
  1230. 41:16the language and those buttons become
  1231. 41:18bigger or smaller depending on the
  1232. 41:20language you chose. You can change the
  1233. 41:21language for those buttons to do
  1234. 41:23different things as well, like make the
  1235. 41:24screen bigger or smaller. And yes, you
  1236. 41:27can jump on the slider, too. This is for
  1237. 41:29sure a bit of a gimmicky game. Well,
  1238. 41:31it's entirely a gimmicky game, and it's
  1239. 41:33hard to play due to the fact that
  1240. 41:35changing languages means that you can't
  1241. 41:36understand what most of the buttons do.
  1242. 41:38However, I wanted to cover it because if
  1243. 41:40you thought there were no new spins or
  1244. 41:42mechanics, then this game proves you
  1245. 41:44wrong. The cool mechanic in Aftermove is
  1246. 41:48the movement and enemies, for lack of a
  1247. 41:51better term. So, After Move is a puzzle
  1248. 41:52game where you get from point A to point
  1249. 41:54B without dying. That's your objective.
  1250. 41:57Whenever you move, the enemies on the
  1251. 41:58board move the amount and in the
  1252. 42:00direction indicated on them. It might be
  1253. 42:03difficult to tell much about how the
  1254. 42:05enemies will behave on this video, but
  1255. 42:07this game is incredibly intuitive to
  1256. 42:08play. I can say that there are a couple
  1257. 42:10of cool things about the system which
  1258. 42:12create a really nice puzzle experience.
  1259. 42:14Firstly, you might realize that a lot of
  1260. 42:16these pieces move like chess pieces. So,
  1261. 42:18if you have played chess before, the
  1262. 42:20fundamentals of moving your piece around
  1263. 42:22the board, taking into account not just
  1264. 42:24their next move, but next three moves
  1265. 42:26from now and of a bunch of different
  1266. 42:28pieces at the same time is really
  1267. 42:30interesting. Secondly, due to the
  1268. 42:32variety of how pieces move, every move
  1269. 42:34really does count from you because
  1270. 42:36pieces can be in sync with each other,
  1271. 42:38i.e. they are moving the same way or the
  1272. 42:40same number of spaces. But if you move
  1273. 42:42too much or not enough, they could hit
  1274. 42:44each other or hit walls or get
  1275. 42:47teleported to different parts of the
  1276. 42:48map. Each piece due to their
  1277. 42:50interactions with other pieces equal
  1278. 42:52more than just to some of their parts.
  1279. 42:54Finally, pieces move just after you
  1280. 42:57move. This is a bit nuanced, but really
  1281. 42:59makes an impact. Essentially, you can't
  1282. 43:01move into spaces that a piece is on.
  1283. 43:03Even if you think that might be
  1284. 43:04possible, as you expect the piece to
  1285. 43:06move as you move, but like I said, they
  1286. 43:08move just after you move. What this
  1287. 43:09means is that both the space the pieces
  1288. 43:11on as well as the space they are going
  1289. 43:13to move to as soon as you move are red
  1290. 43:16zones. Again, making every piece,
  1291. 43:18depending on what behaviors they have,
  1292. 43:20have more to them than just a standard
  1293. 43:22chest piece. One cool mechanic in Braid
  1294. 43:25is, of course, the time mechanic. So,
  1295. 43:27the time mechanic is fundamentally
  1296. 43:29interesting, even without the design
  1297. 43:31implications for puzzles. So, we're not
  1298. 43:32even going to talk about puzzles for
  1299. 43:34now, but we will get to it. What Braid
  1300. 43:36allows you to do at any point is rewind
  1301. 43:38time. It rewinds the main character as
  1302. 43:40well as any enemies or moving platforms.
  1303. 43:42And you can even speed this up if you
  1304. 43:44want, say if you're rewinding for quite
  1305. 43:45a while. What this does, again,
  1306. 43:48fundamentally, is put an entire new
  1307. 43:50perspective on failure. If you fail, you
  1308. 43:53rewind. There is no checkpoints, no cuts
  1309. 43:55to black. You are constantly in the
  1310. 43:57level, constantly immersed and thinking
  1311. 43:58about how to solve puzzles and
  1312. 44:00avoid/defeat enemies. Very streamlined,
  1313. 44:03very simple, and very well executed.
  1314. 44:06However, the puzzle design aspect of
  1315. 44:07this mechanic is also really cool. The
  1316. 44:09foundation of a lot of puzzles in Braid
  1317. 44:11is, sure, you can rewind time, but some
  1318. 44:13things are immune to it/ work
  1319. 44:16differently when you rewind. The basic
  1320. 44:18example is the key and the door.
  1321. 44:20Figuring out how to get the key is one
  1322. 44:22thing, but then the fact that the key is
  1323. 44:24immune to rewind allows you to
  1324. 44:25accomplish things in levels you wouldn't
  1325. 44:27think possible based off the opening
  1326. 44:29five minutes of the game, as the key
  1327. 44:30comes with you when you rewind. But then
  1328. 44:32the game quickly gets much more
  1329. 44:35interesting. Platforms are immune to the
  1330. 44:37rewind whilst others are not. Take this
  1331. 44:39puzzle for example, where the bottom
  1332. 44:41platforms are immune whilst the top ones
  1333. 44:43aren't. The entire puzzle is about
  1334. 44:45figuring out how to use your rewind so
  1335. 44:47the gaps between platforms are short
  1336. 44:50enough so you can make the jump. Just
  1337. 44:52this binary behavior, either reacting or
  1338. 44:54not reacting to the rewind mechanic or
  1339. 44:56even reacting in different ways to the
  1340. 44:58rewind mechanic is more than enough to
  1341. 45:00base an entire game on which Braid did
  1342. 45:02and is a strong evidence of any to
  1343. 45:05indicate great mechanic and puzzle
  1344. 45:07design. One cool mechanic in World of
  1345. 45:08Goo is how the goo works. So, World of
  1346. 45:11Goo is a puzzle game where you have to
  1347. 45:13use goo balls to get from one point in
  1348. 45:15the level to the other. To do this, you
  1349. 45:17drag and drop goo balls to connect them
  1350. 45:19to other goo balls in your structure.
  1351. 45:21This structure has physics, meaning
  1352. 45:23weight and tension. This in lines part
  1353. 45:26of the puzzle aspect of the design. You
  1354. 45:28need to make sure you build a sound
  1355. 45:29structure to get to where you need to
  1356. 45:31go. Otherwise, if you mess it up, you'll
  1357. 45:33have to restart. However, the other half
  1358. 45:35of the puzzle aspect of the design is
  1359. 45:37the amount of goo balls you need to have
  1360. 45:39left over by the time you complete the
  1361. 45:41puzzle. This is a number visible at the
  1362. 45:43start of each level. This means not only
  1363. 45:45do you need to create a good structure,
  1364. 45:46but you need to do it with as few goo
  1365. 45:48balls as possible. If you don't have
  1366. 45:50enough goo balls by the end, again, you
  1367. 45:52fail the puzzle. On top of that, the
  1368. 45:54game has a mechanic which incentivizes
  1369. 45:56you to retain as many goo balls as
  1370. 45:58possible, furthering the need to be as
  1371. 46:00efficient as possible. This is an
  1372. 46:02example of a puzzle mechanic which isn't
  1373. 46:04about how to do something, but how to do
  1374. 46:06something as well as you can. It's for
  1375. 46:09the player type that isn't super keen on
  1376. 46:11brainmelting puzzles, but instead for
  1377. 46:13the player that loves to optimize and
  1378. 46:15plan ahead. Do not be fooled by the way
  1379. 46:18Bulbo's belief system looks. This puzzle
  1380. 46:20game is actually incredible. So, the
  1381. 46:22cool mechanic is that Bulbo, the main
  1382. 46:24character, doesn't believe in anything
  1383. 46:26unless he is told to believe in it by an
  1384. 46:28NPC. This includes walking left and
  1385. 46:30right, gravity, throwing, jumping, etc.
  1386. 46:33Essentially, outside of the context, you
  1387. 46:35have no actions unless you interact with
  1388. 46:37an NPC that gives you a specific action.
  1389. 46:39This is what is needed to complete a
  1390. 46:41puzzle in this game. So, say you need
  1391. 46:42gravity. You need to interact with an
  1392. 46:44NPC to get it. However, in this starting
  1393. 46:46puzzle, if you have gravity, you will
  1394. 46:48fall before you need it. Therefore, you
  1395. 46:51need to go to this other NPC to get the
  1396. 46:53ability to throw to then go and throw
  1397. 46:54the gravity NPC to where you need them
  1398. 46:56to be and then get gravity afterwards.
  1399. 46:59There are also times when you need to
  1400. 47:01remove a belief system in order to
  1401. 47:03complete a puzzle, like in this section
  1402. 47:05here, where you need to climb up a
  1403. 47:06shaft. To do that, you need to forget
  1404. 47:08gravity after just learning jumps, so
  1405. 47:10you can essentially fly. This is such a
  1406. 47:13cool mechanic as it's built for
  1407. 47:14creativity and unexpected solutions to
  1408. 47:17complete puzzles. Really giving the
  1409. 47:19player the feeling of control and
  1410. 47:20therefore when they complete a puzzle
  1411. 47:22they feel incredibly smart. Wim wo I m
  1412. 47:26I'm assuming it's pronounced wim is just
  1413. 47:29an incredible puzzle game based off
  1414. 47:31snake but you are a worm that eats a
  1415. 47:34lot. So the core premise of every puzzle
  1416. 47:36is if you press the button or eat a
  1417. 47:38certain amount of apples then you can
  1418. 47:40get to the exit. The main hurdle of
  1419. 47:42doing this though is always you
  1420. 47:45literally. So each level is built so you
  1421. 47:48can only move in a relatively small
  1422. 47:50area. You are somewhat long to begin
  1423. 47:52with, but the more you eat, the bigger
  1424. 47:54you get. For puzzles which have the goal
  1425. 47:56of eating a certain number of apples in
  1426. 47:58order to progress, the entire point of
  1427. 48:00the puzzle is figuring out how not to
  1428. 48:02get stuck as you get bigger. There is
  1429. 48:04really only one path you can take to eat
  1430. 48:06all the apples and also not get stuck.
  1431. 48:09You have to figure that out. Other
  1432. 48:10puzzles don't require you to eat
  1433. 48:12anything. Instead, you have to maneuver
  1434. 48:13your body around a level to put a rock
  1435. 48:16on a button, for example. A task that
  1436. 48:18looks so simple at first, but you soon
  1437. 48:20realize that it isn't because you are
  1438. 48:22always getting in the way of yourself.
  1439. 48:24Puzzles are built very much for the
  1440. 48:25player that likes to think and plan
  1441. 48:27ahead. When you move, it could sign your
  1442. 48:29death certificate for getting stuck in
  1443. 48:3110 moves from now or 15 moves from now.
  1444. 48:34decisions which are made right at the
  1445. 48:36start of the level could affect what you
  1446. 48:38can do, if anything, at the end of the
  1447. 48:40level. I will say though, if it wasn't
  1448. 48:41obvious, the game does have an undo
  1449. 48:43button which can send you right back to
  1450. 48:45the start of the level if you want to.
  1451. 48:46Level design like this is really
  1452. 48:48interesting to analyze because it's so
  1453. 48:50difficult to do, but Wim does it really
  1454. 48:53well. One cool mechanic in object
  1455. 48:56impermanence is the well object
  1456. 48:59impermanence mechanic. TLDDR. This is
  1457. 49:01one of those ever increasingly rare
  1458. 49:04puzzle games that has truly found a new
  1459. 49:06mechanic or a new way of doing a
  1460. 49:08mechanic to base its entire game on. The
  1461. 49:10way it works broadly is if you look at
  1462. 49:12something, an object behaves in one way,
  1463. 49:14and if you don't look at it, it behaves
  1464. 49:16in another way. At the start of the
  1465. 49:18game, you are introduced to turbines,
  1466. 49:20which only move when you look at them,
  1467. 49:21fans, which only turn on when you look
  1468. 49:23at them, and flowers, which begin their
  1469. 49:25life again whenever you look at them.
  1470. 49:27The way this mechanic plays into puzzles
  1471. 49:29is through movement primarily,
  1472. 49:31especially at the start of the game. You
  1473. 49:32need objects to move or not to move in
  1474. 49:35order to complete puzzles, such as this
  1475. 49:36little ball that you carry around with
  1476. 49:38you. In some puzzles, you need to look
  1477. 49:40at it to get to move. Some of the
  1478. 49:42puzzles involve actually figuring out
  1479. 49:44how to look at it to begin with. Some
  1480. 49:45puzzles require you to not look at it
  1481. 49:47before you can grab it so it doesn't
  1482. 49:48fall down a pit, for example. Some
  1483. 49:50puzzles require you to only look at it
  1484. 49:52at certain times. This is just the
  1485. 49:54beginning of the game as well. The demo
  1486. 49:56is out now and honestly this game is
  1487. 49:58kind of really special and so much so I
  1488. 50:00even on this channel I didn't really
  1489. 50:02want to spoil even the demo. Make sure
  1490. 50:04to check it out especially if you are
  1491. 50:06designing your own puzzle game. One cool
  1492. 50:08mechanic in Ether Vapor are the lock-on
  1493. 50:10missile sections of missions. Ether
  1494. 50:12Vapor is a highintensity shoot them up
  1495. 50:15game with lots going on at any given
  1496. 50:17time. And I mean lots. The devs did a
  1497. 50:19lot to make sure each scene is
  1498. 50:21incredibly varied in terms of enemies,
  1499. 50:24camera angles, projectiles, etc.
  1500. 50:26However, one of the coolest variances
  1501. 50:28the devs did are the segments of
  1502. 50:30missions where instead of controlling
  1503. 50:31your jet, you are controlling the aiming
  1504. 50:33of your lock on missiles. This feels
  1505. 50:36incredibly cinematic, and the SFX and
  1506. 50:38VFX do a great job at providing loads of
  1507. 50:41really great player feedback, but the
  1508. 50:42fact that it changes up the way you
  1509. 50:44engage with the game in a meaningful way
  1510. 50:46is the main reason I wanted to highlight
  1511. 50:48it. It still makes you feel immersed.
  1512. 50:50It's adjacent enough to the rest of the
  1513. 50:51game where it doesn't feel out of place,
  1514. 50:53but it's timed and placed perfectly in
  1515. 50:55scenes to change it up in a really fun
  1516. 50:57way. Fretless is a turnbased deck
  1517. 51:00building rhythm game where rhythm
  1518. 51:02actually plays a huge role in not just
  1519. 51:04how potent your cards are, but when and
  1520. 51:06where you should play your cards, which
  1521. 51:08is where in lies the cool mechanic. So,
  1522. 51:10when it's your turn in fretless, you can
  1523. 51:12load up to three cards to play in quick
  1524. 51:14succession. Alongside cards being better
  1525. 51:16or worse depending on what order they
  1526. 51:18are in the track due to what's on the
  1527. 51:20card themselves. One other huge thing
  1528. 51:22the player has to consider is the rhythm
  1529. 51:24of the QTE each card requires. Every
  1530. 51:26card requires you to execute a QT in
  1531. 51:29order to get the most out of them. And I
  1532. 51:31found whilst playing that the QTS
  1533. 51:32themselves when they happen during the
  1534. 51:34animation and how many of them there are
  1535. 51:36played a huge role in where I would put
  1536. 51:38them in the turn order. If I had one
  1537. 51:40card which had two QTs right at the end
  1538. 51:43of the animation, I wouldn't want to
  1539. 51:44then pick a card which had a QT right at
  1540. 51:47the start of the next animation because
  1541. 51:48then I'll be dealing with too many QTs
  1542. 51:50and the be out of rhythm. This mechanic
  1543. 51:52was intended to work more subconsciously
  1544. 51:54than anything else. I believe players
  1545. 51:56will find over time which combo of cards
  1546. 51:58work best for having a high accuracy of
  1547. 52:00execution. And it will most likely be
  1548. 52:02down to the QTE on those cards fitting
  1549. 52:04together in rhythm, which makes sense
  1550. 52:06given the context of the game is
  1551. 52:08fighting with music. So the better the
  1552. 52:10music, the better the outcome. One cool
  1553. 52:12mechanic in Dice a million is how the
  1554. 52:14economy works with both the deck
  1555. 52:16building, or should I say dice building
  1556. 52:18and the combat in rounds. So each fight
  1557. 52:21you need to roll a certain total number
  1558. 52:24across all your dice in all the rounds.
  1559. 52:26If you roll higher than the minimum
  1560. 52:28target, then you get the difference to
  1561. 52:30spend on improving your deck. So say you
  1562. 52:32need to get 50 in order to progress and
  1563. 52:34you roll a total of 100, then you get 50
  1564. 52:37to spend in the shop. What's really cool
  1565. 52:39about this is firstly, it rewards the
  1566. 52:41player for being ahead of the curve,
  1567. 52:43creating a satisfying snowball effect.
  1568. 52:45But secondly, and something which you
  1569. 52:47might not clock at first is that any
  1570. 52:49money you don't spend rolls over into
  1571. 52:52the next round, meaning that you
  1572. 52:53essentially get a head start. So for
  1573. 52:55example, if you don't spend 50 in the
  1574. 52:57shop, you start with 50 the next round,
  1575. 53:00reducing the amount you actually need to
  1576. 53:02beat that round. So basically 50 damage
  1577. 53:04already done to the enemy, if you want
  1578. 53:06to look at it like that. So it creates a
  1579. 53:08really interesting decision. Do you
  1580. 53:10spend more to potentially make more, or
  1581. 53:13do you save money to give yourself less
  1582. 53:15to make in the next round? One cool
  1583. 53:17mechanic in Rogue Jack 21 is how it
  1584. 53:20utilizes the rules of blackjack to
  1585. 53:22create a really fun 1v one jewel. So, to
  1586. 53:24just quickly summarize, in this
  1587. 53:26simplified version of Blackjack, your
  1588. 53:28cards need to total as close to 21 as
  1589. 53:30possible without going over. And if you
  1590. 53:32do go over, you lose. You are competing
  1591. 53:34against AI who do the same thing as you
  1592. 53:36attempt to get to 21. The first change
  1593. 53:38this game does to make it a better
  1594. 53:40dueling game than regular blackjack is
  1595. 53:42it takes your total of your hand and
  1596. 53:44damages the player with the lower score.
  1597. 53:46So if you have a total of 20 and win,
  1598. 53:49your opponent takes 20 damage. This adds
  1599. 53:51an extra incentive to try and draw in
  1600. 53:53extra cards just so you could do more
  1601. 53:55damage to your opponent even though it
  1602. 53:56might risk you going over 21. One cool
  1603. 53:59mechanic in Mio Memories in Orbit is the
  1604. 54:01one thing it does with combat. So, the
  1605. 54:03combat in Mio feels great. And one of
  1606. 54:05the reasons why is that along with the
  1607. 54:07great game feel of the platforming, the
  1608. 54:09game sets your velocity to near zero
  1609. 54:12whenever you are to hit an enemy. This
  1610. 54:14means that whenever you hit an enemy in
  1611. 54:15the air, whether it's you jumping over
  1612. 54:17them or you hitting a flying enemy from
  1613. 54:19the side, you will stop dead midair,
  1614. 54:21allowing you to combo them without
  1615. 54:23falling so long as you keep hitting them
  1616. 54:25because as soon as you miss, you'll
  1617. 54:26start to fall again. This feels great in
  1618. 54:28practice and is really well implemented.
  1619. 54:30One cool mechanic in Incredicer are the
  1620. 54:33two currencies and how important they
  1621. 54:35are in this idle dice rolling game. So,
  1622. 54:37you have two currencies, money and dark
  1623. 54:39matter. Money is used as expected. You
  1624. 54:42buy dice or buy upgrades to the dice in
  1625. 54:44order to make more money. Very simple
  1626. 54:46gameplay loop. However, dark matter is
  1627. 54:48different entirely. With every dice
  1628. 54:50roll, you get one dark matter. You then
  1629. 54:52use dark matter to start unlocking
  1630. 54:54skills on the skill tree. At the
  1631. 54:55beginning, this skill tree is
  1632. 54:56deceptively simple, but then you quickly
  1633. 54:59start getting more and more options, and
  1634. 55:01those options are three-fold. You can
  1635. 55:03unlock economy skills, which can
  1636. 55:05increase the potency of individual dice.
  1637. 55:07You can unlock dark matter skills, which
  1638. 55:09allow you to gain more dark matter per
  1639. 55:11roll. And then you can unlock skills
  1640. 55:13which give you both money and dark
  1641. 55:15matter, but just indirectly. For
  1642. 55:17example, as this game is an idol game,
  1643. 55:19you can buy curses, which roll dice for
  1644. 55:21you. So the more curses you buy, the
  1645. 55:23more money you get, but also the more
  1646. 55:24dark matter you get as more dice are
  1647. 55:26rolled. The economy of this game is
  1648. 55:28interesting where throughout your time
  1649. 55:30with it, your goals change based on what
  1650. 55:32economy type you need. So you find your
  1651. 55:34way pushing one way up the skill tree
  1652. 55:35and then counteracting that later on or
  1653. 55:37maybe even regretting some decisions you
  1654. 55:39made earlier on. Considering it took me
  1655. 55:41just 6 hours to 100% this game, I didn't
  1656. 55:44expect to be so involved in an idol
  1657. 55:47game. But I always found myself every
  1658. 55:49few minutes agonizing over different
  1659. 55:51decisions and I think that is
  1660. 55:52specifically due to the way the
  1661. 55:54currencies works and I really like that.
  1662. 55:56One cool mechanic in Cuphead is the
  1663. 55:57parry mechanic. This mechanic I think is
  1664. 55:59executed really well but also a bit
  1665. 56:01differently to others in the genre.
  1666. 56:03Essentially the way it works is that
  1667. 56:04whenever there is a pink projectile or
  1668. 56:06enemy on screen, if you jump on it and
  1669. 56:08then hit the jump button as you're about
  1670. 56:10to collide with it, you destroy it and
  1671. 56:12get an extra bounce. The benefits of
  1672. 56:13this are three-fold for the player. You
  1673. 56:15remove an obstacle from the screen,
  1674. 56:17which is one of the primary challenges
  1675. 56:18in the game. You gain an extra jump,
  1676. 56:20which can be vital for dodging certain
  1677. 56:22attacks or just simply making it easier
  1678. 56:23for yourself. And it gives you an
  1679. 56:25additional charge to your meter. These
  1680. 56:27three things make the negative, which is
  1681. 56:29the fact that you have to actively get
  1682. 56:31closer to a damage causer worth it. And
  1683. 56:33the implementation of this mechanic is
  1684. 56:35incredibly smooth and satisfying. I
  1685. 56:36remember the other day I was watching
  1686. 56:38Blueie with my kid and one of the
  1687. 56:40characters was wearing pink. My
  1688. 56:42instincts were to parry the character.
  1689. 56:44No questions asked. Batman Arkham
  1690. 56:47Knight's detective mode is honestly
  1691. 56:48incredible, and I don't think it's been
  1692. 56:50topped since. The design of this
  1693. 56:52mechanic suits the character really
  1694. 56:54well. You interact with different
  1695. 56:55elements of the scene, and it replays a
  1696. 56:57sequence of events leading up to how
  1697. 56:59that object ended up where it was. This
  1698. 57:01could give the player more information.
  1699. 57:03Say it's a car that's crashed, but you
  1700. 57:04need to identify the driver. Then you
  1701. 57:06can visibly see where that driver's
  1702. 57:08license went, for example. However, I
  1703. 57:11think what's most cool about this
  1704. 57:12mechanic is the immersion aspect. The
  1705. 57:15way the camera follows the scene, the
  1706. 57:17way you feel like you're on the ground
  1707. 57:18as it's happening, properly harnessing
  1708. 57:20the fact that this game, the world that
  1709. 57:22this game inhabits, is actually
  1710. 57:24three-dimensional. That you can walk
  1711. 57:25around it, that you can feel it change
  1712. 57:27dynamically. And as this is a Batman
  1713. 57:29game, this mechanic in terms of its
  1714. 57:31design and its implementation should be
  1715. 57:33seen as incredible just for the fact
  1716. 57:35that it truly makes you feel like you
  1717. 57:37are a detective. Pawns Revenge is a game
  1718. 57:39where you control a pawn on a chess
  1719. 57:41board and each turn you roll a dice to
  1720. 57:44see how many moves you will get. The aim
  1721. 57:46of the game is to get to the portal
  1722. 57:47which is the white disc on the board and
  1723. 57:50whilst doing that you have to avoid
  1724. 57:51getting taken by other pieces. You get
  1725. 57:54taken by ending your turn within their
  1726. 57:56range. Other pieces on the board can
  1727. 57:58include any other chess piece but you'll
  1728. 58:00be mainly finding rooks, bishops, and
  1729. 58:02knights. The game uses the in chess
  1730. 58:05ranges of these pieces really well.
  1731. 58:07Knights are like a walking prox mine
  1732. 58:09where you want to stay away from them
  1733. 58:11because their range is really small but
  1734. 58:13can span their entire circle around
  1735. 58:15them. And rooks and bishops act as walls
  1736. 58:17which span the whole board, requiring
  1737. 58:19the player to take their time and
  1738. 58:21movement correctly. This game utilizes
  1739. 58:23the rules of chess really well to give
  1740. 58:25you an interesting puzzle game every
  1741. 58:27time. Very simple yet mechanically well
  1742. 58:29executed.
  1743. 58:36Hello.
  1744. 58:39So, I have brought you an item this
  1745. 58:42time.
  1746. 58:45And it's a French horn that I used to
  1747. 58:46play in middle school. Yes, I did. I
  1748. 58:49played this horn. I played it so well. I
  1749. 58:51play this horn amazingly. Would you like
  1750. 58:53to see?
  1751. 58:56So, as you can probably tell, this game
  1752. 58:59is a weird one. Now, Keyboard Smash is a
  1753. 59:01very difficult game to pin down, and
  1754. 59:03there are actually two key mechanics in
  1755. 59:05this game. Now, one of them is an
  1756. 59:07Undertale inspired combat system where
  1757. 59:09it's played in a 2D plane. The icon you
  1758. 59:12control depicts both yourself and how
  1759. 59:14you do damage. This mechanic is used
  1760. 59:16comparatively sparingly to the other
  1761. 59:18mechanic, but is the mechanic people
  1762. 59:21would point to most likely to actually
  1763. 59:23call a mechanic. For me though, the cool
  1764. 59:25mechanic in Keyboard Smash is actually
  1765. 59:27the just just the multiplechoice
  1766. 59:29dialogue mechanic. So the way the game
  1767. 59:32works is that customers come to you with
  1768. 59:34items or problems or just questions. It
  1769. 59:36is up to you to use your magnifying
  1770. 59:38glass on whatever they are talking
  1771. 59:40about, get the relevant information, and
  1772. 59:42then solve their problem or choose not
  1773. 59:44to. This mechanic allows the developer
  1774. 59:47to easily branch the narrative, which
  1775. 59:49does happen. If you help or hinder
  1776. 59:51customers, they will do different things
  1777. 59:52when they come back again. if they come
  1778. 59:54back again, which can also impact other
  1779. 59:56customers stories. This, of course,
  1780. 59:58gives replay-ability and ownership as
  1781. 1:00:00two boons to the player. But what it
  1782. 1:00:02also does is that it doesn't get in the
  1783. 1:00:05way. This game is all about the voice
  1784. 1:00:07acting, the animations, and the comedy.
  1785. 1:00:09You are going to be spending most of
  1786. 1:00:10your time listening to these customers,
  1787. 1:00:12which I'm pretty sure is all just the
  1788. 1:00:14same guy. Not for any gameplay benefit,
  1789. 1:00:16no hints or big story beats, just
  1790. 1:00:18because they are all incredibly odd and
  1791. 1:00:20in my opinion, incredibly funny. I
  1792. 1:00:23wanted to highlight this mechanic purely
  1793. 1:00:25as an example of a mechanic which when
  1794. 1:00:27done right does not get in the way of
  1795. 1:00:29what is the key selling point of the
  1796. 1:00:31game. It can be very tempting to try and
  1797. 1:00:33deepen mechanics or make them more
  1798. 1:00:35complex in hopes that the player finds
  1799. 1:00:37them more interesting. But if you are
  1800. 1:00:39confident in your writing and voice
  1801. 1:00:41acting abilities like this developer
  1802. 1:00:43clearly is, it allows the freedom to
  1803. 1:00:45keep other aspects of the game light as
  1804. 1:00:47to not detract from the core experience.
  1805. 1:00:50Also, play the demo for this game. I
  1806. 1:00:52don't oftent times tell people to play
  1807. 1:00:55particular games in the channel, but
  1808. 1:00:56please play the demo for this game. And
  1809. 1:00:58again, it's called Keyboard Smash. It is
  1810. 1:01:00insane. One cool mechanic in Courier
  1811. 1:01:02Beware is how it blends time, starts,
  1812. 1:01:06and point-and-click detective work
  1813. 1:01:08together. So, Courier Beware is a ghost
  1814. 1:01:10detective game where you need to solve
  1815. 1:01:12mysteries and deal with ghosts. To do
  1816. 1:01:14this, you need to do your bog standard
  1817. 1:01:16detective work, but you also need to
  1818. 1:01:18rely on your core stats. Core stats
  1819. 1:01:21start off pretty poor, like they do in
  1820. 1:01:23most games that have them. And when you
  1821. 1:01:25go in your first job, you realize you
  1822. 1:01:27need to increase your intelligence, for
  1823. 1:01:29example. To do this, you need to go to
  1824. 1:01:31the library. Pretty basic stuff. All
  1825. 1:01:33makes sense. However, what is
  1826. 1:01:34interesting is what increasing your
  1827. 1:01:36stats cost you. In Black and White,
  1828. 1:01:39increasing stats cost you energy. You
  1829. 1:01:42only have a certain amount of energy
  1830. 1:01:43each day. So, you need to make decisions
  1831. 1:01:45around what stats are best to increase.
  1832. 1:01:47When you use up all your energy, you
  1833. 1:01:48need to go to sleep, progressing to the
  1834. 1:01:50next day. Another variable which
  1835. 1:01:52compounds on what I just said is money
  1836. 1:01:54and time. At the end of each day, you
  1837. 1:01:57have to pay rent. You get money from
  1838. 1:01:59completing jobs with ghost, but you also
  1839. 1:02:00get it from doing other activities. The
  1840. 1:02:02push and pull of completing jobs in
  1841. 1:02:04increasing your stats and making enough
  1842. 1:02:07money to pay rent is a constant
  1843. 1:02:09decision-making exercise for the player.
  1844. 1:02:11Other activities play with this further.
  1845. 1:02:14For example, in order to gain charisma,
  1846. 1:02:16you need to go to the bar, but the bar
  1847. 1:02:17cost you both energy and money. So, you
  1848. 1:02:20need to complete a job which requires
  1849. 1:02:22charisma. the net profit of that job
  1850. 1:02:24compared to what you spent to increase
  1851. 1:02:26the stamina might not actually be enough
  1852. 1:02:28to pay the rent, in which case you need
  1853. 1:02:31to factor in other ways to generate
  1854. 1:02:32income, whilst again keeping track of
  1855. 1:02:34your energy in order to do that. This
  1856. 1:02:36game could have just been a basic point
  1857. 1:02:38andclick detective game. those work
  1858. 1:02:40well. And this game has both the art and
  1859. 1:02:42narrative chops to carry such a design.
  1860. 1:02:45But the devs did so much more with the
  1861. 1:02:47stats and time mechanics to really
  1862. 1:02:49ground you in the context of a
  1863. 1:02:51struggling ghost detective just trying
  1864. 1:02:52to make ends meet and not burn out
  1865. 1:02:55whilst doing so. One cool mechanic in
  1866. 1:02:57The Seance of Blake Manor is how it
  1867. 1:02:59utilizes time in a really interesting
  1868. 1:03:01way. So, you're a detective trying to
  1869. 1:03:03find out what happened to a missing
  1870. 1:03:04woman. However, the catch is you only
  1871. 1:03:06have 1 hour and every time you
  1872. 1:03:07investigate something or just ask a
  1873. 1:03:09question, that hour becomes 1 minute
  1874. 1:03:11less. Say you have a conversation which
  1875. 1:03:13has 10 interactions. That's 10 minutes
  1876. 1:03:15gone. Say you open a draw and then look
  1877. 1:03:17at something in more detail. That's 2
  1878. 1:03:18minutes right there with a time limit of
  1879. 1:03:20an hour essentially equating to 60
  1880. 1:03:22turns. It really makes the player pick
  1881. 1:03:24and choose what is actually important to
  1882. 1:03:26investigate further rather than just
  1883. 1:03:28clicking on everything or choosing every
  1884. 1:03:30line of dialogue which happens in every
  1885. 1:03:32other detective game which I think is a
  1886. 1:03:34really neat twist in its own and a great
  1887. 1:03:36innovation. But on top of that, there is
  1888. 1:03:37also the fact that this game loops. You
  1889. 1:03:39aren't meant to solve the case in just 1
  1890. 1:03:41hour, but instead so many 1 hours. So
  1891. 1:03:44the investigation actually becomes not
  1892. 1:03:45only what you need to actually know, but
  1893. 1:03:48when you need to actually know it. Also
  1894. 1:03:50what you can do and where you can do it
  1895. 1:03:52and figuring out character patterns,
  1896. 1:03:54where they will be and when. All
  1897. 1:03:56interlin in incredibly well done and
  1898. 1:03:58satisfactory way with just a simple 60
  1899. 1:04:00turn limit. Now I'm going to show you an
  1900. 1:04:02example of how you can use knowledge
  1901. 1:04:04previously gained to move characters
  1902. 1:04:06around and get to places you couldn't
  1903. 1:04:08find before. Don't worry, this is right
  1904. 1:04:10at the beginning of the game, so no
  1905. 1:04:11spoilers.
  1906. 1:04:18Sir, this area is for staff only. I
  1907. 1:04:21would kindly ask you to leave this room
  1908. 1:04:23if you need assistance.
  1909. 1:04:39Your telegraph machine seems to be
  1910. 1:04:41functional.
  1911. 1:04:43Is that so? Mr. Hunter must have slipped
  1912. 1:04:47in unnoticed and fixed it. Then you'll
  1913. 1:04:50have to excuse me. I have messages to
  1914. 1:04:52send ahead of tomorrow.
  1915. 1:04:58Well, there we are. There's over an
  1916. 1:05:00hour's worth of cool mechanics. This is
  1917. 1:05:02the third one I've done. So, if you
  1918. 1:05:04enjoyed this, then there's two other
  1919. 1:05:06mega compilations of cool mechanics on
  1920. 1:05:08the channel for you to check out, all
  1921. 1:05:09with completely different games from
  1922. 1:05:11this video, so you can have a bunch of
  1923. 1:05:13fresh cool mechanics. If you enjoyed the
  1924. 1:05:15video and stuck around to the end, then
  1925. 1:05:17please make sure to leave a like so
  1926. 1:05:18other people can see it. Don't forget to
  1927. 1:05:19subscribe to see more game design
  1928. 1:05:22related content on your feed. Also, we
  1929. 1:05:24have a GDL Discord server. If you are a
  1930. 1:05:26game developer who wants to join a
  1931. 1:05:27community full of other game developers,
  1932. 1:05:29then you can do that via the link in
  1933. 1:05:30description. as well. If you're just a
  1934. 1:05:32gamer and a games enthusiast, there's
  1935. 1:05:33plenty of people in the Discord where
  1936. 1:05:35you can chat to about different games
  1937. 1:05:38and maybe find some [music] new games to
  1938. 1:05:39play. Anyway, thanks again and keep on
  1939. 1:05:42keeping on.

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