65 Minutes of Cool Game Mechanics — Transcript
Full transcript
- 0:00Now, what you are about to watch is over
- 0:02an hour's worth of cool mechanics from
- 0:06over 50 different games, which range
- 0:08from indies, which you'll never heard of
- 0:11and probably never would have heard of
- 0:12without this video, to big AAA titles.
- 0:15With the idea for game developers to
- 0:17create a video that can give them loads
- 0:20of inspiration, loads of ideas, just
- 0:22loads of exposure to so many different
- 0:24cool mechanics in different games
- 0:25without the need to dedicate the time to
- 0:28playing each one of them. And for gamers
- 0:29and games enthusiasts, hopefully you
- 0:31come away from this video with a few
- 0:32games you want to pick up and play.
- 0:34Anyway, sit back, relax, and enjoy. Mini
- 0:37Mini Golf Golf is the most interesting
- 0:39and bizarre game I've played all year.
- 0:41The demo is out now, and I urge you to
- 0:43play it for yourself, so I won't spoil
- 0:45it here. I do, however, want to talk
- 0:48about the cool mechanic, which is the
- 0:49mini golf puzzle mechanic. The core of
- 0:52the game is centered around completing
- 0:53mini golf courses, which is really
- 0:55basic, especially the way it's
- 0:56implemented in this game. But the idea
- 0:58is actually to pay attention to FMV
- 1:01videos on the main screen to figure out
- 1:03how to complete courses in specific ways
- 1:06to unlock the next parts of the
- 1:08narrative. You can switch between
- 1:09multiple screens of videos using a dial,
- 1:12and then once you have discovered a
- 1:14hint, you hit the screen on the Steam
- 1:16Deck to play through the levels. [music]
- 1:18Not all levels work like this, though.
- 1:20Some are puzzles within themselves
- 1:22without needing to watch the FMV clips
- 1:24where you have to hit a ball in specific
- 1:26places or a specific amount of times,
- 1:28for example. Mini golf games are often
- 1:31relatively similar with the courses and
- 1:33physics being the main thing that
- 1:34differentiates them. With mini Mini Golf
- 1:37Golf, with this one design concept of
- 1:39marrying mini golf and narrative- based
- 1:40puzzles together really breaks the mold
- 1:43and shows that games can be so much more
- 1:45than their apparent genre. One cool
- 1:47mechanic in Viewfinder is how the
- 1:49perspective mechanic works. Similar to a
- 1:51game like Super Liminal, Viewfinder uses
- 1:53the real-time location and rotation of
- 1:54the player's camera and whilst
- 1:56referencing the location and rotation of
- 1:57the objects which can be affected,
- 1:59checks to see if the camera is looking
- 2:00at those objects in particular ways. If
- 2:03they are, then it triggers an event
- 2:04which is usually a spawn of assets into
- 2:06the world, creating a really interesting
- 2:08and unique effect, which is undeniably
- 2:10cool. One cool mechanic in Wheel World
- 2:12is the way the boost works. Like in a
- 2:14lot of racing games, you have a boost.
- 2:16However, it's the way the player gains
- 2:18boost which is really interesting. You
- 2:20gain boost by getting air time by near
- 2:22misses or crashes. Basically, anytime
- 2:25you go off road, your chances of getting
- 2:27a boost increases. What this does is it
- 2:29rewards players that are trying to go
- 2:32fast by cutting corners or finding
- 2:34shortcuts anyway by giving them a boost
- 2:36to go even faster. This is a classic
- 2:38case of synergistic design which works
- 2:40really well for this title. One cool
- 2:42mechanic in Wizardom is how the
- 2:44progression system works and how it's
- 2:46balanced more importantly. So, Wizdom is
- 2:48a boomer shooter with roglike elements.
- 2:50Those elements being paid upgrades
- 2:52between runs, which is pretty
- 2:53run-of-the-mill. However, it's how those
- 2:55paid upgrades actually work in practice.
- 2:58When playing Wizardom, if you just rush
- 3:00through and just go to the quest marker
- 3:02at any chance you get, you'll find out
- 3:04pretty quickly that it's going to take a
- 3:05while for you to be able to afford the
- 3:07upgrades you need. The player really
- 3:08needs to explore, find hidden areas,
- 3:11take on optional combat and enemies, and
- 3:13even find a goblin Santa like creature
- 3:15that appears occasionally with a big bag
- 3:18of gold. Note with the last one, you
- 3:19need to kill him quick or he is out of
- 3:22here. The reason I wanted to call this
- 3:24out is because I can't remember the last
- 3:26time a boomer shooter, new or old, has
- 3:29ever made me this hungry for
- 3:30exploration, and I think it's down to
- 3:32the balancing and level design in
- 3:34Wizard. Eats is the first game released
- 3:36by Clay Entertainment, who previously
- 3:38made Don't Starve Together and I should
- 3:40not include it. Eats is a game where you
- 3:42have to get a unit from one point of the
- 3:44level to a jigsaw piece, but you can't
- 3:46directly control what he does. Instead,
- 3:49you have to use objects like whales to
- 3:51swallow him up and then spit him out to
- 3:53a different part of the level or to
- 3:55change the level via moving things
- 3:56around and blowing stuff up. However,
- 3:58the cool mechanic I want to talk about
- 3:59is actually the other way you can
- 4:01manipulate the AI of eats. Via placing
- 4:04different objects, you can change his
- 4:06mood. For example, to stop him from
- 4:08blindly jumping off a cliff, which is
- 4:09what he will do by default, you can
- 4:11place this little green guy to give him
- 4:14fear. If you want him to attack
- 4:15something, you can make him angry by
- 4:17chucking these little orange things at
- 4:19him. Just the fact that his AI state,
- 4:21which is what behaviors he does, is
- 4:23manipulatable by the player is by itself
- 4:26cool. But what is also cool is the fact
- 4:28that his behavior stays the same between
- 4:31levels. Meaning if the solution was fear
- 4:34the previous level, you have to deal
- 4:36with the fact that he is going to have
- 4:37fear at the start of the next level. So
- 4:39that becomes part of the puzzle and adds
- 4:41an extra layer to the goal of each
- 4:43level. It's not just to guess a jigsaw
- 4:45piece, but also to potentially change
- 4:47his behavior before he reaches it to
- 4:50something easier to deal with. One cool
- 4:52mechanic in Dungeon Clorer is the claw
- 4:54machine. Dungeon Clawer is a roglike
- 4:56deck builder where all your actions are
- 4:57dictated by what you pull from the claw
- 5:00machine. If you pull a sword, you do
- 5:01damage. If you pull a shield, you
- 5:03protect yourself from damage on the
- 5:04enemy's turn. However, what's really
- 5:06cool is how the game really uses the
- 5:08claw machine. For example, there's one
- 5:09item, which is a stone brick, and every
- 5:11metal item close to it is buffed.
- 5:13There's another item which adds useless
- 5:14fluff to the machine every time you use
- 5:16it. There's also enemies which increase
- 5:18the size of certain items every time
- 5:19they are left alive to make it harder to
- 5:21grab what you need. The placement of
- 5:23items in the claw machine is actually
- 5:24really, really important. The grabbing
- 5:26itself as well can also be a real
- 5:28nailbiter, as you might just need that
- 5:30one shield or that one sword to save
- 5:32you, and it lands right outside the goal
- 5:34zone. There are many ways to do
- 5:35randomness in games, cards, dice, or
- 5:38just RNG, but I've never seen a game say
- 5:40to the player, "Hey, if you can see it,
- 5:42you can grab it." It really is a cool
- 5:44mechanic. One cool mechanic in debugging
- 5:46hero is the debug tool, which allows you
- 5:48to change the stats of yourself and
- 5:51enemies. Anyone familiar with game devs
- 5:53knows about a debug tool, a tool used to
- 5:55change variables in the game to test out
- 5:57different features. The way this games
- 5:58allows you to change variables is
- 6:00through variable cards on the fly
- 6:03midfight. You can access these cards,
- 6:05target enemies or yourself, and add or
- 6:07subtract stats to make you or your
- 6:08enemies stronger or weaker. Adding deck
- 6:10building to a dungeon crawler isn't
- 6:12really something new, but the way this
- 6:14game incorporates a really fun idea with
- 6:16on the-fly card playing is really cool,
- 6:18and contextualizing it around a player
- 6:20feeling like they are actually going
- 6:22into the game's code and manipulating it
- 6:24is really, really interesting. One cool
- 6:26mechanic in Rematch is how the positions
- 6:28work. Firstly, there are only really two
- 6:30positions in Rematch, outfielder and
- 6:32goalkeeper. The distinction between
- 6:34outfielders pretty much stops at where
- 6:36they spawn on kickoff as the pitch is so
- 6:38small and the players can change
- 6:39positions so quickly. However, with the
- 6:41goalkeeper, you have completely unique
- 6:43controls and unique responsibility. So,
- 6:45with this in mind, how does rematch
- 6:47allow players to play how they want to
- 6:49play. Unlike other football games,
- 6:50rematch doesn't allow you to select your
- 6:52preferred position. Instead, it does two
- 6:54things. It rotates positions with every
- 6:56kickoff, meaning if there is five
- 6:58kickoffs in a 5v5 game, every player
- 7:00would have played every position once.
- 7:02And if the goalkeeper leaves the area,
- 7:04then the next player to enter that area
- 7:06becomes the goalkeeper. This second
- 7:08point is an amazing mechanic as it
- 7:09allows for two outcomes. Firstly, if the
- 7:11goalkeeper goes on a mad one, you can
- 7:13still have a goalkeeper by just going in
- 7:15goal yourself. And secondly, if your
- 7:17perverted position is goalkeeper, you
- 7:19can just simply swap with the person in
- 7:21there at every kickoff. This is such a
- 7:23simple mechanic, but it really adds a
- 7:25lot of flexibility and player choice
- 7:26which would have otherwise gone a miss.
- 7:28One cool mechanic in Gritshot is how the
- 7:31perks and stickers work. So, Gritshot is
- 7:33a game where it takes the feeling of
- 7:35playing that basketball game at the
- 7:36arcade we all played as a kid and adds
- 7:38the pizzazz you can expect in the genre
- 7:41inspired by Bellatra. One of those
- 7:42pizzazz mechanics is the perk and
- 7:44sticker system. So, just before I
- 7:46explain the perk system and the sticker
- 7:48system, when you shoot your shot at the
- 7:50basket, it works as a quick time event.
- 7:52The closer you get to the center of that
- 7:54quick time event, i.e. the purple
- 7:55section, the more points you get when
- 7:58you score. You also have only five
- 8:00seconds to make this shot. Now, that is
- 8:02important. Perks are passive effects,
- 8:05which usually relate to increasing the
- 8:07value of or making it easier to hit
- 8:09these different sections of the QTE, and
- 8:11those are symbolized by items at the
- 8:13bottom of the machine. It can make any
- 8:15section give you more points than other
- 8:17sections, which could drastically change
- 8:19your strategy depending on how you want
- 8:21to build your perks. The stickers though
- 8:23are really cool. The way these work is
- 8:26that you buy them from the shop and
- 8:27attach them to specific balls. When it's
- 8:30time for that ball to be thrown, the QT
- 8:32bar also has that sticker on it. In
- 8:35order to activate that sticker and its
- 8:37abilities, which can give you a whole
- 8:39bunch of different benefits from
- 8:40different molts to more time to more
- 8:42money, you need to also hit that
- 8:44sticker. This is great for two reasons.
- 8:47Due to the time restriction, it can get
- 8:50really intense, especially if that
- 8:51sticker and the QT area are really far
- 8:53apart from one another on the bar, and
- 8:55especially if the sticker is past the QT
- 8:57area. And secondly, it's just great
- 8:59design to synergize these two systems
- 9:01together. It would have been so easy for
- 9:04this to just be passive, but the
- 9:06designer thought they would work better
- 9:08if the stickers were a part of the main
- 9:10gameplay experience, which I think is
- 9:12great. One cool mechanic in Monster
- 9:14Train 2 is how the train works. It can
- 9:16sometimes be a struggle for digital car
- 9:18games to get new players thinking
- 9:20multiple turns ahead. But the train
- 9:22itself is a great way that the game
- 9:24helps the player do this. The way the
- 9:26train works is that monsters enter the
- 9:28train at the bottom level and at the end
- 9:29of every turn, if the monster is still
- 9:31alive, they will move up a level on the
- 9:33train. The player can place units on any
- 9:35level of the train at any point. And as
- 9:37they know that monsters will move up a
- 9:39level at the end of every turn, this is
- 9:40a great visual aid to allow them to plan
- 9:42ahead. They might start off with placing
- 9:44units to keep monsters busy at the
- 9:46bottom levels of the train and use
- 9:47special units as almost like a trap near
- 9:49the top, for example. On top of this,
- 9:51the player's health is located at the
- 9:53top of the train. If the monster gets to
- 9:54the same level as the health, they will
- 9:55start doing damage to it. Further
- 9:57motivating the player to think
- 9:58strategically about where and when they
- 10:00place their units. The lesson to take
- 10:02away from Monster Train 2 is that if
- 10:03you're struggling to get the player
- 10:04behavior that you want, try to visualize
- 10:06it for them. One cool mechanic in South
- 10:09of Midnight is how the wall running
- 10:11works. Wall running has been around for
- 10:13ages. You jump on a wall, run for a bit,
- 10:15and jump off the wall before you fall
- 10:17off. With South of Midnight, though, it
- 10:19works differently. Using the character's
- 10:21hooks, not only can you run on a wall,
- 10:23but you can also move down and up. This
- 10:26allows the player to firstly not fall
- 10:28off the wall, but secondly, choose the
- 10:30height from which they jump off of the
- 10:31wall. Now, this is a cool mechanic
- 10:33simply because it takes a mechanic which
- 10:35has been done in so many games and puts
- 10:37a cool spin on it, and it's executed
- 10:39really well. Another cool mechanic in
- 10:41Hollow Knight is the way the knockback
- 10:43works. Whenever the player hits
- 10:44something with their nail, they are
- 10:46knocked back. Like in a lot of 2D games
- 10:48which have melee attacks, on the
- 10:49surface, this is used to sell the impact
- 10:52of the hit. However, one somewhat hidden
- 10:54aspect of this knockback feature is that
- 10:56the knockback works in all cardinal
- 10:58directions, meaning that the knockback
- 10:59can actually be used to platform and not
- 11:02just platform environmental obstacles,
- 11:03but enemies as well. Once the player
- 11:05realizes this, it blasts open a wide
- 11:08range of movement possibilities when
- 11:10exploring and when in combat. This is
- 11:12truly a cool mechanic because it simply
- 11:14applies a bit of force to the sprite,
- 11:16but in actuality, it adds so much more
- 11:18to the gameplay experience. This is the
- 11:20type of mechanic every dev should strive
- 11:22for. One cool mechanic in Celeste is how
- 11:25the dash works. Dashing in Celeste is
- 11:28essential for traversing through the
- 11:29tricky levels the player faces. However,
- 11:31one constant problem the player will
- 11:33face is the fact that you only get one
- 11:35dash until you land. Now, as the game
- 11:37progresses, feet touching the ground
- 11:39gets more and more of an ask, and
- 11:41planning ahead at a time and figuring
- 11:42out when your net's going to get to
- 11:44solid ground is a must for the player.
- 11:46The dash reset alongside a tight level
- 11:48design really makes every level feel
- 11:50like a puzzle. However, there is one
- 11:52hidden mechanic in Celeste, [music]
- 11:54which you might not know about. Celeste
- 11:56uses a camera and level segmenting
- 11:58technique that uses transitions [music]
- 11:59from one screen to another. Once you get
- 12:01to the end of a section, the camera
- 12:03transitions to the new section. Now,
- 12:04another rule with the camera transition
- 12:06is that the player always starts with
- 12:08their dash available, even if they have
- 12:10just used it, and [music] even if they
- 12:12haven't touched the ground yet. This
- 12:13little wrinkle allows players to do some
- 12:15really remarkable things for impossible
- 12:18beforehand. No new system, no new
- 12:20mechanic, just two mechanics working
- 12:22together to create more than the sum of
- 12:24their parts. One cool mechanic in Death
- 12:26Stranding 2 is the weather system. Many
- 12:28games have weather systems, of course,
- 12:30but the weather system in Death
- 12:31Stranding 2 is the most impactful and
- 12:33reactive weather system that I've ever
- 12:35seen. If you don't know, the entire
- 12:36point of the gameplay of Death Stranding
- 12:38is to get from point A to B. How you
- 12:40navigate through the environment is up
- 12:42to you. In Death Shawn in one though,
- 12:44the terrain was tricky and interesting
- 12:45enough. Backtracking to and from the
- 12:47same points could become a bit
- 12:49repetitive because the terrain is always
- 12:51the same. The weather system in Death
- 12:52Shining 2 fixes that. If it rains,
- 12:55rivers which weren't there before now
- 12:56become obstacles. The plane of desert
- 12:58that you've crossed three or four times
- 13:00could suddenly be hit by a sandstorm.
- 13:01You can even get hit by lightning if you
- 13:03choose to brave certain weather
- 13:04conditions. Bottom line, the new weather
- 13:06system in Death Shawning 2 works simply
- 13:08because it adds variety to the puzzle
- 13:10that is getting from point A to B, which
- 13:13is cool. One cool mechanic in Super Meat
- 13:15Boy is what is left behind every time
- 13:17you die. Super Meat Boy is a twitchy and
- 13:20quite difficult platformer that relies
- 13:21on the player trying over and over again
- 13:24to land pixel perfect jumps. One subtle
- 13:26yet incredibly useful tool the devs give
- 13:28the player is the fact that Meat Boy not
- 13:30only leaves a big blood splatter on any
- 13:32surface that kills him, but he also
- 13:34leaves a trail of blood on the ground as
- 13:36he moves. This gives the player the path
- 13:38used on every previous attempt, allowing
- 13:40them to easily jump that one pixel
- 13:42earlier or hold the jump button half a
- 13:44second longer. Without this mechanic,
- 13:46the game would surely be 10 times
- 13:48harder. So, I think we can all be
- 13:50grateful that it was included. One cool
- 13:51mechanic in AI in the Blind Forest is
- 13:53the bash ability. The bash ability
- 13:55allows AI to propel themselves in the
- 13:57direction they are aiming, which is
- 13:59pretty cool. But what's really cool is
- 14:01how the player activates it. The player
- 14:03can use bash if close to lanterns that
- 14:05are dotted around the level, enemies
- 14:07that try to attack AI, and projectiles
- 14:09that enemies fire. And not only that,
- 14:11but when AI uses bash and projectiles or
- 14:13enemies, it sends them flying in the
- 14:15other direction. This mechanic is so
- 14:16much more than the sum of its parts.
- 14:18It's incredibly useful and a satisfying
- 14:20tool for movement, but it's also great
- 14:22for combat and solving puzzles. One cool
- 14:24mechanic in Ghostrunner is the deflect
- 14:26mechanic. The deflect mechanic in
- 14:27Ghostrunner essentially works as a parry
- 14:29as most enemies, especially early on,
- 14:31shoot slower moving projectile bullets
- 14:33and the player has about a half second
- 14:35window to use their melee attack to
- 14:37deflect the bullet due to the player
- 14:38constantly playing a one-touch game,
- 14:40meaning any amount of damage will insta
- 14:42kill them. The deflect works as a last
- 14:44resort tool. If the player has
- 14:45positioned themselves poorly or their
- 14:47dash is on cooldown or simply an enemy
- 14:49has just surprised them, getting off a
- 14:51perfectly timed deflect can be one of
- 14:52the best feelings you can experience
- 14:54while playing a game. One cool mechanic
- 14:56in Peak is a stamina bar. Like many
- 14:58others, peak takes inspiration from the
- 15:00Breath of the Wild. Your aim is to climb
- 15:02to the well peak of the mountain, and
- 15:04you're only limited by your stamina bar.
- 15:06However, it's how the stamina bar can be
- 15:08affected by different things which makes
- 15:10it really interesting. The stamina bar
- 15:12also works as your health bar. So, if
- 15:14you take damage, it takes a chunk of
- 15:15your stamina away. If you get hungry as
- 15:17you climb, your hunger takes away some
- 15:19of the stamina. If you get poisoned,
- 15:21that also takes away some stamina. And
- 15:22the weight of your gear can take away
- 15:24stamina, too. All of these different
- 15:26aspects are also cured in different
- 15:28ways. Health is cured by bandages.
- 15:30Hunger is cured by food. Removing weight
- 15:32is cured by well, getting rid of
- 15:33resources. The fact that different
- 15:35things remove stamina in different ways,
- 15:37and you need different solutions for
- 15:38each of them means that the game has a
- 15:40bunch of tools to motivate the player to
- 15:42head off in different directions whilst
- 15:44they climb the mountain. Not only is the
- 15:46mountain a big puzzle to solve, but so
- 15:48is managing your stamina. All because of
- 15:50this one cool mechanic. Another cool
- 15:52mechanic in Silk Song is the clamber.
- 15:54Being able to clamber onto ledges
- 15:56firstly and more obviously makes the
- 15:57platforming challenges slightly easier
- 15:59as you can technically just miss a jump
- 16:01but still pull yourself up. However,
- 16:03it's how the clamber works with the
- 16:04other systems as well as the levels
- 16:06which make it really interesting.
- 16:07Firstly, due to Hornet's five
- 16:09directional combat movement where her
- 16:10down attacks can only be diagonal, the
- 16:12clamber allows for more fluidity when
- 16:14combined with these attacks, and it
- 16:16gives the player a bit more freedom to
- 16:17perform these actions, especially
- 16:19midair. Secondly, the clamber allows for
- 16:21levels to feel a bit less cluttered when
- 16:22it comes to platforms. platforms can be
- 16:24a bit higher up and a bit further apart,
- 16:26allowing there to be more space for the
- 16:28background art to shine, but also for
- 16:30enemies to maneuver, which overall just
- 16:32gives the game a subtle amount of
- 16:33breathing room, which the player might
- 16:35not notice, but they should definitely
- 16:36feel. One cool mechanic in Eyes of the
- 16:38Elderwood is how the magic works. So,
- 16:40you start off the game with a gun given
- 16:42to you by a frog in a swamp, of course.
- 16:45However, if you try left click, your
- 16:47hand will start pointing with purple
- 16:49emitting from the finger. Weird. Then,
- 16:51if you right click, you will shoot. So,
- 16:53the question in the player's mind is
- 16:54what does leftclick actually do at this
- 16:57point? After a while, you will then
- 16:58stumble across some torn pieces of
- 17:00paper. On the back of them shows a shape
- 17:02and a clue as to what that shape means.
- 17:05Sure enough, if you draw that shape with
- 17:06your left hand, you will be able to cast
- 17:09spells. That alone is a cool mechanic.
- 17:11It's not completely unique, but a very
- 17:13well done and immersive implementation
- 17:15of spellcasting. But on top of that,
- 17:17it's the fact that you dual wield magic
- 17:19and a revolver at once, which for me is
- 17:21just great. One cool mechanic in Lumines
- 17:23Arise is how the game rethinks point
- 17:25scoring. In Lumines Arise, to score
- 17:27points, you have to create two by two
- 17:29blocks of the same color. Pretty simple.
- 17:31However, those blocks aren't scored and
- 17:33removed immediately. Instead, a timeline
- 17:35that sweeps across the screen in time
- 17:37with the music scores 2x two or bigger
- 17:39blocks whenever it hits them. That means
- 17:41that there is a time element to scoring
- 17:42and placement, as the bigger you make
- 17:44these blocks, the more points you get.
- 17:45This not only incentivizes a player
- 17:47behavior to be quick with building up
- 17:49blocks to be as big as possible as soon
- 17:51as the timeline passes a certain point,
- 17:53but it also incentivizes thinking ahead
- 17:55as when blocks are removed, the blocks
- 17:57above fall down, potentially creating
- 17:58even bigger blocks that you can build
- 18:00on. A great example of an incredibly
- 18:02simple mechanic that creates a lot of
- 18:03depth. One cool mechanic in Demon School
- 18:05is just how many features the game gives
- 18:07you to plan the most optimal round you
- 18:09can. So firstly, in the planning phase,
- 18:11you have an option to rewind any move.
- 18:13You can do this any number of times
- 18:15right to the start of the first move in
- 18:17that round, which is unlimited freedom,
- 18:19which I don't see too often. Secondly,
- 18:21there are no restrictions on character
- 18:23order, meaning that you have more tools
- 18:24in your arsenal to combine moves and
- 18:26attacks in different ways. And thirdly,
- 18:28the player has complete knowledge of how
- 18:30friendly and enemy characters work,
- 18:32their stats, their abilities, their
- 18:33strengths and weaknesses, etc. This all
- 18:35leads to a situation where the player
- 18:37isn't trying to figure out how to defeat
- 18:38enemies, but how to defeat enemies the
- 18:40best way they can possibly defeat them.
- 18:42This is a core tenant of combat,
- 18:43obviously justified by the turn number
- 18:45target for each fight. If you win the
- 18:47fight before or on this turn number, you
- 18:50get a bonus, which really elevates
- 18:52everything I've just mentioned. One cool
- 18:54mechanic in Fez is the fact that you can
- 18:55rotate the camera, turning a 2D platform
- 18:58into a temporarily 3D platformer. The
- 19:00idea with this mechanic is that objects
- 19:02which take up a certain space from one
- 19:04perspective take up a different space
- 19:06from another perspective. This is
- 19:07because their depth is perceived but not
- 19:10actually a thing, if that makes sense.
- 19:12So, as some parts of the level move
- 19:14closer or further away from the camera
- 19:16due to the rotation, they become closer
- 19:18or further from the center of the
- 19:20screen, which increases or decreases the
- 19:23distance in between those and other
- 19:26parts of the level. Now, there is no
- 19:27doubt how much of an impact Fez has had
- 19:29on the indie scene in the early 2010s.
- 19:31from how great it looks to its story to
- 19:33its appearance in Indie Game the movie.
- 19:35But one thing is for sure, this mechanic
- 19:37and how it completely shifts the
- 19:38perspective of the player from one
- 19:40rotation to the next opens up so many
- 19:42possibilities and actual executions of
- 19:44some amazing puzzles and platforming.
- 19:46One cool mechanic in High Guard is the
- 19:48shield breaker. The shield breaker is a
- 19:50sword that spawns 2 minutes after the
- 19:52start of the game or after a successful
- 19:54defense of a base. The shield breaker is
- 19:56used to break the shield of an
- 19:58opponent's base and spawns in
- 19:59predetermined spots on the map. All
- 20:01players are alerted to its spawn
- 20:03location ahead of time. So, one thing it
- 20:05does really well is it centralizes
- 20:07combat from a wide open map to tightly
- 20:09defined arena style levels within the
- 20:12map. Then, once the player has the
- 20:13sword, combat becomes way more dynamic.
- 20:16Combat happens around the sword bearer.
- 20:18So, depending on where they are in the
- 20:20level, combat can be wildly different.
- 20:22This works so well because as soon as
- 20:25the player plants the sword in the
- 20:26shield, the enemy team is at a massive
- 20:29disadvantage, resulting in both teams
- 20:31frenzying to stop or guarantee the sword
- 20:34reaching the shield. Super cool. One
- 20:36cool mechanic in a certain incremental
- 20:38exoplanet is the way the economy works
- 20:41and the choices it gives you. So, like
- 20:42in a lot of incremental games, you gain
- 20:44currency and you spend that currency in
- 20:47any which way you want and that can
- 20:49affect how you incrementally progress
- 20:51down certain paths. The way it works in
- 20:53Exoplanet is that you spend cubits to
- 20:54pay for quantum chips. Those quantum
- 20:57chips can then be used in three ways.
- 20:59Firstly, they can be used to just
- 21:01increase the amount of cubits you get,
- 21:02the main currency. Second way is by
- 21:04increasing rocket production for
- 21:06fighting enemies which show up in waves.
- 21:08And thirdly, they can be used to
- 21:10increase data mining production, which
- 21:12less directly increases the speed of
- 21:14either cubit production or data mining
- 21:17production. The game is built out. So,
- 21:18of course, you always want to maintain
- 21:20your core currency production and
- 21:22improve it over time, especially as it
- 21:24leads to the prestige system at the end
- 21:26of the game. But as enemies get tougher,
- 21:28you want to make more rockets. And as
- 21:30you need more data, as it's an
- 21:31alternative way, meaning increases
- 21:33incrementally at different pace to
- 21:35increase production in various ways,
- 21:37there is always an interesting decision
- 21:38to be made when it comes to spending
- 21:40your cash. Mugenics is a grid-based
- 21:42turn-based rogike where damage is
- 21:45universal which really creates a sandbox
- 21:47of combat possibilities. Every effect,
- 21:50damage, knockback, poison, traps, etc.
- 21:54can be done and inflicted to friendly
- 21:56targets on both sides, meaning that you
- 21:59can hurt your units and the enemy can
- 22:01hurt their own units as well. This
- 22:03design decision is really interesting
- 22:05because in theory, it creates a really
- 22:07high skill ceiling where not only do you
- 22:09have to position ahead of time to use
- 22:11your most powerful abilities with the
- 22:13biggest AoE's, but you can influence the
- 22:15positioning and types of attacks enemies
- 22:17use, maximizing the amount of damage
- 22:20they do to each other as well. The cool
- 22:22mechanic in Dungeon Slime is also the
- 22:24core mechanic in Dungeon Slime. Dungeon
- 22:27Slime is a puzzle game where it combines
- 22:30traditional 2D ice physics like from the
- 22:32old Zelda games where if you press a
- 22:34direction whilst on the ice, you will
- 22:36move on that direction until you hit a
- 22:38wall with the fact that whenever you hit
- 22:40a wall, you change shape. This game is
- 22:43really intuitive. So, I don't think I
- 22:45need to explain too much. You can just
- 22:46watch the video. But yeah, if you hit a
- 22:48wall from the side, you will be squished
- 22:51tall. And if you hit a wall from the top
- 22:53or bottom, you'll be squished flat. The
- 22:56idea is that every room is a puzzle
- 22:58where you have to figure out what size
- 23:00you need to be, where you need to go,
- 23:03how to get yourself to that size, and
- 23:06how to get yourself to that place. Every
- 23:09single wall placement matters, and every
- 23:11single movement matters. This is further
- 23:13pushed by the fact that the slime cube
- 23:15always has the exact same area, meaning
- 23:17that if you get squished, you get taller
- 23:20and wider, but you always maintain the
- 23:22same amount of total space on the
- 23:24screen. One cool mechanic in inching
- 23:27along is its painstaking movement. It's
- 23:30one of those games where just to move an
- 23:32inch, it takes a lot of effort.
- 23:34Essentially, you have five inputs. You
- 23:36have your grips on your little feet,
- 23:38which are one input each for front and
- 23:40back. space bar, which like scrunches
- 23:42you up, and then two inputs for your
- 23:44weight, so you can lean one way or
- 23:46another if either one of your feet
- 23:48aren't on the ground. This is usually
- 23:49for when you're climbing or getting over
- 23:51a gap, for example. The reason why this
- 23:53is a cool mechanic is twofold. Firstly,
- 23:55it simulates the feeling of being a
- 23:57caterpillar really well with me assuming
- 23:59what that feels like, of course. But
- 24:01secondly, with five inputs, I think this
- 24:03mechanic strikes a really interesting
- 24:05balance where after the initial hurdle
- 24:07of learning the game, it doesn't ask too
- 24:09much of the player to then fall into a
- 24:10zen-like feeling of just inching along.
- 24:13This comes from the principle of
- 24:14subotizing, where if you keep the amount
- 24:16of things someone has to remember below
- 24:19six, then it makes it a lot easier for
- 24:21them to remember it. It's why numbers
- 24:23are separated into threes with commas or
- 24:25why phone numbers are split into groups
- 24:27of five and six numbers. Also shouting
- 24:30out the level design here for giving the
- 24:32feeling of relief by having most
- 24:34checkpoints floppable too. What I mean
- 24:36by this is that oftent times just
- 24:38letting go of all inputs can let you
- 24:40fall into a checkpoint and then respawn.
- 24:43It seems to have been done with
- 24:45intention and it really does give the
- 24:46player a satisfying feeling of
- 24:47accomplishment as they watch their
- 24:49little caterpillar flop to victory. This
- 24:52game definitely is not for everyone, but
- 24:54I do appreciate it design. One cool
- 24:57mechanic in Legends of Lega, sorry if I
- 25:00mispronounced that, is the tactical art
- 25:02system. Basically, what this mechanic
- 25:04is, for me anyway, is a really good
- 25:07solution for players who wish they were
- 25:09really good at comboing in fighting
- 25:10games but just don't have the source
- 25:13like myself. Basically, the way it
- 25:15works, unlike most other JRPGs which
- 25:17have you choose one attack, instead on
- 25:19your turn, based on the amount of AP you
- 25:21have, you can build sequences of attacks
- 25:23to execute all in one go. Regarding the
- 25:26comboing, based on the moves you which
- 25:28you input, you can output different
- 25:31types of arts, which is just the name of
- 25:33the combos in this game. There are
- 25:35regular arts, hyper arts, super arts,
- 25:37and miracle arts. All are differentiated
- 25:40by what actions you input, as well as
- 25:43where those actions are in the move
- 25:45order. For example, the only way to
- 25:47perform a super art is if you end your
- 25:49attack with a special move. There are
- 25:51around 20 different combos for each
- 25:52character, of which there are three. And
- 25:55the decision-making behind which ones to
- 25:57use mainly depend on which enemies you
- 25:59are facing, the health of both you and
- 26:01the enemy, and the amount of AP you
- 26:02have. TLDDR, this mechanic is really
- 26:05cool because it firstly makes you feel
- 26:07like a badass in a format which is more
- 26:08brains over brawn and secondly, it's
- 26:11because of the sheer amount of variety
- 26:13in which you can approach an encounter
- 26:15all whilst only having a few basic
- 26:17actions. It's an incredibly economically
- 26:20designed system and it's executed really
- 26:23well. One cool mechanic in Slayblade is
- 26:25how the combat and movements are one.
- 26:27So, Slayblade's entire mission statement
- 26:30is to create a really fast-paced and
- 26:32true attempt at mimicking the feeling of
- 26:34playing with your Beyblades as a kid.
- 26:36And it accomplishes that. One way it
- 26:38does this is the cool mechanic, the
- 26:40combat and movement of the blades. So,
- 26:42the way combat works, it's probably hard
- 26:44to tell from the video, but it's all
- 26:46about movement and positioning.
- 26:47Essentially, if you are moving towards
- 26:49the opponent and they are not moving
- 26:51towards you, you hit them. So, they take
- 26:54damage. And if it's the other way
- 26:55around, whereas they are moving towards
- 26:57you and you're moving away from them,
- 26:59they hit you and you take damage. And if
- 27:01you are both moving towards each other,
- 27:03which will happen, of course, it's about
- 27:05who is moving quicker, which determines
- 27:07who gets hit. So, who has more velocity,
- 27:09and the person with the lower velocity
- 27:11takes damage. Now the blade follows your
- 27:13cursor around which creates a very
- 27:15intuitive combat and movement system
- 27:17where you are building up momentum and
- 27:19speed around the board whilst attempting
- 27:21to dodge the other blade until you are
- 27:23ready to go in and hit them. This is one
- 27:25of those mechanics which I think was
- 27:26created initially for that mission
- 27:28statement. Like I said, the feeling of
- 27:30playing Beyblade, but I also think it's
- 27:32achieved a combat system which has a
- 27:34really high skill ceiling. Every
- 27:36movement of the cursor matters. every
- 27:38pixel and inch of the screen that you
- 27:39move to can drastically affect the
- 27:41outcome of the next Clash. Honestly,
- 27:43this game would probably be an absolute
- 27:45nightmare to get working multiplayer,
- 27:47but if the devs could pull it off, I
- 27:49think it would be a great scene with a
- 27:51few tweaks for to the underlying
- 27:52systems. Switch Track is a puzzle game
- 27:54that also has rhythm elements. I
- 27:57hesitate to call it a rhythm puzzle game
- 27:59because I don't think it quite meets the
- 28:01criteria, but the cool mechanic is
- 28:03centered around it. Essentially, the
- 28:04cool mechanic is so you have to switch
- 28:05tracks in a specific sequence with every
- 28:08level in order to safely escort carts
- 28:10from the tunnel to where they deposit
- 28:12their gold. What's cool about this
- 28:14mechanic for me is that it's so simple.
- 28:16It's as simple as changing the location
- 28:18of track actors between two coordinates
- 28:20on a flip-flop using one input. That is
- 28:23it. And with the addition of adding more
- 28:25tracks, more different types of tracks
- 28:27with different inputs and more carts,
- 28:29the puzzles have a very natural
- 28:31progression in difficulty and more than
- 28:33enough depth for this game to create a
- 28:34valuable experience for the player. It's
- 28:36just switching tracks. And sometimes
- 28:39that is what good game design is.
- 28:41Nothing complicated, nothing that will
- 28:43take months to implement, just a very
- 28:45basic premise which yields rewards which
- 28:47are both economical for the player in
- 28:49terms of quality and the developer in
- 28:52terms of time to make. One cool mechanic
- 28:54in Treasure of Rudas is that you can
- 28:56craft your own spells by naming them
- 28:59different things. So before I explain,
- 29:02in the menus of the game, you can
- 29:03inscribe different spells. What this
- 29:05means, you can literally type in letters
- 29:07to form the names of spells. How this
- 29:10actually works is that the game looks
- 29:12for groups of letters and then that
- 29:14informs what the spell does. Groups of
- 29:16letters can depict the element of the
- 29:18spell, the action it takes, and the
- 29:20overall mana cost of the spell. Here on
- 29:23screen is a breakdown of what they can
- 29:25be. There is a lot, so it's going to be
- 29:27quite small, unfortunately. What is
- 29:29really interesting about this is that
- 29:30the game makes a decision to sacrifice
- 29:33quality of life and ease of use to give
- 29:35the player an incredible feeling. The
- 29:38feeling of being the master of their own
- 29:40spells. To be able to determine exactly
- 29:42what spells they want to have access to
- 29:45via the system is a level of control
- 29:47players rarely have in the genre. The
- 29:49game doesn't restrict the player either.
- 29:51Well, not directly. You can give
- 29:52yourself via a guide. Probably the best
- 29:55spells in the entire game immediately.
- 29:57You just won't have the mana to cast
- 29:59them straight away. So, that is an
- 30:01important thing to note. Progression
- 30:03does have a gate in this game, your mana
- 30:05cap. And even then, the spells are
- 30:06balanced around their power. Still, they
- 30:08will cost more mana regardless. So, you
- 30:11could cast them later on, but still it
- 30:13would be an interesting decision to make
- 30:14of whether to have the most powerful
- 30:16spells, but maybe only be able to cast
- 30:18one or two spells per fight. But the
- 30:20fact remains that just being able to
- 30:22craft your own spells by typing them and
- 30:24having so much control over the amount
- 30:26of spells and what they do is really
- 30:28cool. Definitely a relic of its time,
- 30:30but this mechanic can and should be
- 30:32modernized in my opinion. Luffia 2 does
- 30:35something really interesting with AoE
- 30:37magic attacks. AoE attacks in turn-based
- 30:40JRPGs often follow the same rule. They
- 30:42hit more enemies but for less damage
- 30:44than a regular attack. Sometimes [music]
- 30:46the difference in damage isn't that
- 30:48drastic, but in those games, in those
- 30:50cases, uh the combat system is built
- 30:52around enemies being weak to different
- 30:54attacks. So sometimes an AoE attack
- 30:56might be better against some enemies and
- 30:58others. And even sometimes if you hit an
- 31:01enemy with a particular attack, it could
- 31:03actually buff them. So deciding whether
- 31:05to get more total damage or not can
- 31:08depend on the enemies you are facing. In
- 31:10Luffia 2 though, the game gives you a
- 31:12lot more control in a really interesting
- 31:14and elegant way. Essentially with a lot
- 31:16of AoE attacks, the player can choose
- 31:18whether to attack one or multiple
- 31:20enemies with it. The more enemies you
- 31:22attack with AoE, the less damage each
- 31:24unit takes. It seems to go down by 50%
- 31:27every time incrementally. Additionally,
- 31:29a lot of attacks have a range to them
- 31:31depicted by the length of the bar of the
- 31:32enemy name. So, you have to choose
- 31:34carefully where to start your attack so
- 31:36you can reach other enemies. This
- 31:38mechanic allows for the player to make
- 31:40interesting choices with every attack.
- 31:42If they want to take down an enemy which
- 31:43is causing them a problem really
- 31:45quickly, they might want to focus all of
- 31:48their damage on that one target using an
- 31:50AoE attack. But if they want to hit all
- 31:51the enemies at once over the course of a
- 31:53couple of rounds, they can choose to do
- 31:55that. What I like about this mechanic is
- 31:57how easy and intuitive it is for the
- 32:00player to understand with very binary
- 32:02choices which [music] can have cascading
- 32:04impacts on every fight, making it easy
- 32:06to understand but deep enough to make
- 32:08the player think. One cool mechanic in
- 32:10Grandia is how the turn meter works. So
- 32:13Grandia is a GRPG with turn-based combat
- 32:15but with a twist. The best way to
- 32:17describe the combat in this game is that
- 32:19each unit takes turns selecting an
- 32:21action as usual, but the actions are
- 32:24performed based on when that unit
- 32:26reaches the end of the act part of the
- 32:28meter in the bottom right of the screen.
- 32:30Each unit selects an action when they
- 32:32reach the com part of the meter, which I
- 32:34assume is short for combat. And then the
- 32:36action is performed when they reach the
- 32:38end of the act part of the meter. This
- 32:41means two things. Firstly, it means that
- 32:43there is a time between when an action
- 32:45is performed and when it is executed.
- 32:47And secondly, this time is actually
- 32:50meaningful. It isn't just a built-in
- 32:52timer for an animation to play. During
- 32:54the distance between the common acts
- 32:56part of the meter, every other unit is
- 32:58moving closer to the common act part of
- 33:00the meter. Because when in combat, apart
- 33:03from when the game is paused, so you can
- 33:05select an action, units are constantly
- 33:07moving up and down this meter. This
- 33:09alongside with the fact that different
- 33:10actions move at different speeds along
- 33:12the meter as well as different enemies
- 33:14moving at different speeds along the
- 33:15meter, it means that selecting and
- 33:17performing actions get desincted. Every
- 33:20combat encounter starts pretty
- 33:22sequential, but soon units are
- 33:25performing actions really close
- 33:26together. Some units taking over other
- 33:28units in the order. And what this means
- 33:30is that actions can be stopped by other
- 33:33actions right before they are executed.
- 33:36Say you have a slow attack. If it's slow
- 33:38enough and an enemy is fast enough, they
- 33:40could get off an ability to block that
- 33:41attack. And the same goes for you
- 33:43against enemies. This really makes a
- 33:45speed start in this game mean a lot more
- 33:47than just other turn-based games, which
- 33:50is usually just to inform the starting
- 33:52order. And it really allows for each
- 33:54battle to feel incredibly unique and
- 33:56strategic. One cool mechanic in Trails
- 33:59in the Sky is how the combat works. So,
- 34:02Trails in the Sky is a JRPG with
- 34:04turn-based combat. However, it does
- 34:06something really interesting with how
- 34:08you engage in the combat. So, firstly,
- 34:10you can choose for it to not be
- 34:12turnbased at all if you don't want to.
- 34:14So long as it's outside of scripted
- 34:16bosses or mini boss encounters, you can
- 34:18just run up to enemies and start
- 34:20whailing on them. Alternatively, you can
- 34:22choose to go straight into turn-based
- 34:23combat immediately. This stops all
- 34:25enemies from what they're doing when
- 34:27they're out in the wild and gives
- 34:28everyone a turn order, or you can mix
- 34:31and match. What I really like to do,
- 34:32especially because of how positioning
- 34:34can really matter, which I will get on
- 34:36to in a minute, is attack enemies in
- 34:38real time until I'm happy with how
- 34:40everyone is set up, like where they're
- 34:41placed on the field. Then I switch to
- 34:44turnbased. The reason why positioning is
- 34:46important is because of how the attacks
- 34:48work. Apart from magic and melee
- 34:50attacks, attacks attack space rather
- 34:53than enemy. Usually a radius or like a
- 34:56rectangle covering an area. So looking
- 34:58at it in a basic sense, if you group a
- 35:01bunch of enemies together by
- 35:02manipulating their positioning whilst in
- 35:04real-time combat, you can then use
- 35:06attacks with a radius to hit a bunch of
- 35:08enemies at once rather than just one
- 35:10enemy. Additionally, certain enemies
- 35:12take more damage and certain attacks do
- 35:14more damage if you hit them from a
- 35:15certain angle. Some enemies are weak to
- 35:17their left. Some attacks do more damage
- 35:20from behind, etc. This
- 35:21turn-based/realtime combat combination
- 35:24goes a lot further than just a gimmick.
- 35:26And honestly, there is so much depth to
- 35:28the combat of Trials in the Sky beyond
- 35:30what I've just talked about here that I
- 35:32really appreciate the surface level
- 35:34mechanical implementation of the combat
- 35:36as it also serves that depth. Blood
- 35:39Dungeon, the auto shooting platformer by
- 35:41the developers behind Nidhog, has a
- 35:44bunch of really cool things about it.
- 35:46But with no shade at all, most of it is
- 35:48cut from a very similar cloth as to
- 35:51other auto shooters, Bullet Heaven
- 35:53games, Vampire Survivors type games,
- 35:55etc. However, one cool mechanic which is
- 35:58really interesting and I haven't seen
- 35:59done this way is the wall climbing
- 36:01mechanic. Essentially, you can climb on
- 36:04any surface, whether the bottom of the
- 36:05platform, the side of the platform, or
- 36:07any walls and floors with no penalty
- 36:10whatsoever. No stamina, no cooldowns,
- 36:13nothing. This is really interesting
- 36:14because of what it means for the game as
- 36:16a whole. As an auto shooter, the
- 36:18emphasis is on avoiding damage because
- 36:20you don't have to pay attention to
- 36:22shooting at all. So right there giving
- 36:25the players this level of freedom to
- 36:26express and move however they want is
- 36:28really cool and lifting any restrictions
- 36:30which are common in other games was a
- 36:32great decision which had to be made. On
- 36:34top of that though the developers put a
- 36:35lot of effort into the enemy design to
- 36:37really make this meaningful. The height
- 36:39of the enemies are either small, medium
- 36:41or large. This alongside the standard
- 36:43corridor size really makes an impact on
- 36:45which surface you hold onto as you are
- 36:47moving throughout the level. Some
- 36:49enemies stick to walls and can swap to
- 36:51other walls. Other enemies can go
- 36:53through walls. Other enemies can shoot
- 36:54walls and shoot through walls, whilst
- 36:56other enemies are restricted to just the
- 36:58surface that they are on. It makes every
- 37:00enemy a surprising little puzzle box
- 37:02where your movement and positioning is
- 37:03the key to the solution. Honestly, like
- 37:06I said at the top, this game is
- 37:08relatively paint by the numbers for the
- 37:10genre, and most games in the genre are.
- 37:12So, I didn't expect for the what is
- 37:14usually the most basic and common part
- 37:16of the design of the game to be the
- 37:18mechanic that really sets it apart, the
- 37:21movement. Dice Vader is a game where the
- 37:23designer took the premise of Space
- 37:25Invaders and flipped it on its head.
- 37:27Essentially, much like Bellatro, your
- 37:29aim is to score more points than the
- 37:31goal every round. If you don't, then the
- 37:33humans will win. If you do, the aliens,
- 37:35which are which is you, will win, and
- 37:37you get to move on to the next round.
- 37:39There's shops, artifacts, perks,
- 37:42everything you'd expect. But one cool
- 37:43mechanic is how the artifacts and
- 37:45columns work specifically. So on screen
- 37:47you will see that you have six columns.
- 37:49Depending on what dice you roll, they
- 37:51will end up in that column. The more
- 37:53dice, the higher the multi. But also,
- 37:55you need to make sure you have good
- 37:56aliens. And a lot of them in any
- 37:58particular column to score a lot of
- 38:00points. If there's no aliens in a
- 38:01column, then you can't score points even
- 38:03if you roll a dice for that column.
- 38:05Right there is a decision which is
- 38:07interesting. Do you go wide or deep
- 38:09riskreward? But the placement of
- 38:11artifacts which are abilities really
- 38:14matter. Some artifacts are obnoxic when
- 38:16it comes to where they you place them,
- 38:18but most of them either give nothing or
- 38:20a small bonus compared to their full
- 38:22ability unless they are in the column
- 38:24which is actively being scored. These
- 38:27abilities could be something like if a
- 38:29pair is scored, so two dice in the same
- 38:31column, gain two molts for example, on
- 38:34top of what you already gain. This plays
- 38:35into what I was saying earlier about
- 38:37deciding whether to put all your eggs in
- 38:39one basket or one in a few baskets
- 38:42across the board, i.e. building your
- 38:44units in just a few columns or spreading
- 38:46them out. Sure, you will score lower per
- 38:48dice, but you will always score rather
- 38:51than completely whiff if you get unlucky
- 38:53rolls, which happened to me a bunch. On
- 38:54top of that, the artifacts have a level
- 38:56up system where the more they are used,
- 38:58the more XP they get and the higher
- 39:00level they are, which means that they
- 39:02get better. Outside of placement, this
- 39:04also plays nicely into decisions of
- 39:07whether or not to replace artifacts. As
- 39:09the longer you have them, the more
- 39:11difficult that choice gets, cuz when you
- 39:12buy new artifacts, they are level one
- 39:14for the most part. This game is full of
- 39:16little nuances and tweaks to familiar
- 39:18formulas. And honestly, I really like
- 39:20it. So, I came across a problem game. I
- 39:24call it a problem game because I
- 39:25couldn't stop playing. And that game is
- 39:28called Kaz. Kaz is a rogike game where
- 39:31you control a character on a grid with
- 39:32WD or the arrow keys. No other input is
- 39:35required apart from the occasional space
- 39:37bar to progress through menus. The aim
- 39:39of the game is to get a certain amount
- 39:41of points each round before the time
- 39:43runs out. You get points by killing
- 39:45enemies and finding and collecting
- 39:46stars. There are two types of enemies,
- 39:48the clown and the ghost. The clone just
- 39:50stands there and the ghost runs away
- 39:53until you corner them. Clowns can also
- 39:55have shields which take multiple hits to
- 39:57destroy them and stars disappear after
- 39:59just a couple of seconds. Additionally,
- 40:01there are also spikes which curse you.
- 40:04You need to avoid them. They appear and
- 40:05disappear like stars except they have a
- 40:07little warning beforehand in the form of
- 40:09a purple cross. The cool mechanic in
- 40:11this game is that movement and attacks
- 40:13because of what you are moving to and
- 40:16attacking. The game is incredibly
- 40:18fast-paced. looks really unintuitive
- 40:20from the observer, as I'm sure it does
- 40:22for you, but when you play one or two
- 40:25rounds, you are fully locked in. There
- 40:27are so many micro decisions with that
- 40:29movement and attacking made constantly
- 40:31in order to get the most points possible
- 40:34within the time. You can't just spam WD
- 40:38as fast as you can and come out on top.
- 40:40You need to actually decide who you are
- 40:42attacking and where you are moving, and
- 40:45you need to avoid the obstacles. The
- 40:47game is also complemented really well by
- 40:49a basic inr run progression system which
- 40:52is actually really good. But the core
- 40:54fundamentals of this game are so strong
- 40:56it's just really fun to make decisions
- 40:59in CAS. So don't pause the game is an
- 41:02incredibly weird one. There is a cool
- 41:04mechanic where yes if you guessed it
- 41:06then good on you. You pause the game in
- 41:08order to complete puzzles. How does this
- 41:10work? Well, it works by opening menus.
- 41:13You open the basic menu and you can
- 41:15actually jump on the buttons. You change
- 41:16the language and those buttons become
- 41:18bigger or smaller depending on the
- 41:20language you chose. You can change the
- 41:21language for those buttons to do
- 41:23different things as well, like make the
- 41:24screen bigger or smaller. And yes, you
- 41:27can jump on the slider, too. This is for
- 41:29sure a bit of a gimmicky game. Well,
- 41:31it's entirely a gimmicky game, and it's
- 41:33hard to play due to the fact that
- 41:35changing languages means that you can't
- 41:36understand what most of the buttons do.
- 41:38However, I wanted to cover it because if
- 41:40you thought there were no new spins or
- 41:42mechanics, then this game proves you
- 41:44wrong. The cool mechanic in Aftermove is
- 41:48the movement and enemies, for lack of a
- 41:51better term. So, After Move is a puzzle
- 41:52game where you get from point A to point
- 41:54B without dying. That's your objective.
- 41:57Whenever you move, the enemies on the
- 41:58board move the amount and in the
- 42:00direction indicated on them. It might be
- 42:03difficult to tell much about how the
- 42:05enemies will behave on this video, but
- 42:07this game is incredibly intuitive to
- 42:08play. I can say that there are a couple
- 42:10of cool things about the system which
- 42:12create a really nice puzzle experience.
- 42:14Firstly, you might realize that a lot of
- 42:16these pieces move like chess pieces. So,
- 42:18if you have played chess before, the
- 42:20fundamentals of moving your piece around
- 42:22the board, taking into account not just
- 42:24their next move, but next three moves
- 42:26from now and of a bunch of different
- 42:28pieces at the same time is really
- 42:30interesting. Secondly, due to the
- 42:32variety of how pieces move, every move
- 42:34really does count from you because
- 42:36pieces can be in sync with each other,
- 42:38i.e. they are moving the same way or the
- 42:40same number of spaces. But if you move
- 42:42too much or not enough, they could hit
- 42:44each other or hit walls or get
- 42:47teleported to different parts of the
- 42:48map. Each piece due to their
- 42:50interactions with other pieces equal
- 42:52more than just to some of their parts.
- 42:54Finally, pieces move just after you
- 42:57move. This is a bit nuanced, but really
- 42:59makes an impact. Essentially, you can't
- 43:01move into spaces that a piece is on.
- 43:03Even if you think that might be
- 43:04possible, as you expect the piece to
- 43:06move as you move, but like I said, they
- 43:08move just after you move. What this
- 43:09means is that both the space the pieces
- 43:11on as well as the space they are going
- 43:13to move to as soon as you move are red
- 43:16zones. Again, making every piece,
- 43:18depending on what behaviors they have,
- 43:20have more to them than just a standard
- 43:22chest piece. One cool mechanic in Braid
- 43:25is, of course, the time mechanic. So,
- 43:27the time mechanic is fundamentally
- 43:29interesting, even without the design
- 43:31implications for puzzles. So, we're not
- 43:32even going to talk about puzzles for
- 43:34now, but we will get to it. What Braid
- 43:36allows you to do at any point is rewind
- 43:38time. It rewinds the main character as
- 43:40well as any enemies or moving platforms.
- 43:42And you can even speed this up if you
- 43:44want, say if you're rewinding for quite
- 43:45a while. What this does, again,
- 43:48fundamentally, is put an entire new
- 43:50perspective on failure. If you fail, you
- 43:53rewind. There is no checkpoints, no cuts
- 43:55to black. You are constantly in the
- 43:57level, constantly immersed and thinking
- 43:58about how to solve puzzles and
- 44:00avoid/defeat enemies. Very streamlined,
- 44:03very simple, and very well executed.
- 44:06However, the puzzle design aspect of
- 44:07this mechanic is also really cool. The
- 44:09foundation of a lot of puzzles in Braid
- 44:11is, sure, you can rewind time, but some
- 44:13things are immune to it/ work
- 44:16differently when you rewind. The basic
- 44:18example is the key and the door.
- 44:20Figuring out how to get the key is one
- 44:22thing, but then the fact that the key is
- 44:24immune to rewind allows you to
- 44:25accomplish things in levels you wouldn't
- 44:27think possible based off the opening
- 44:29five minutes of the game, as the key
- 44:30comes with you when you rewind. But then
- 44:32the game quickly gets much more
- 44:35interesting. Platforms are immune to the
- 44:37rewind whilst others are not. Take this
- 44:39puzzle for example, where the bottom
- 44:41platforms are immune whilst the top ones
- 44:43aren't. The entire puzzle is about
- 44:45figuring out how to use your rewind so
- 44:47the gaps between platforms are short
- 44:50enough so you can make the jump. Just
- 44:52this binary behavior, either reacting or
- 44:54not reacting to the rewind mechanic or
- 44:56even reacting in different ways to the
- 44:58rewind mechanic is more than enough to
- 45:00base an entire game on which Braid did
- 45:02and is a strong evidence of any to
- 45:05indicate great mechanic and puzzle
- 45:07design. One cool mechanic in World of
- 45:08Goo is how the goo works. So, World of
- 45:11Goo is a puzzle game where you have to
- 45:13use goo balls to get from one point in
- 45:15the level to the other. To do this, you
- 45:17drag and drop goo balls to connect them
- 45:19to other goo balls in your structure.
- 45:21This structure has physics, meaning
- 45:23weight and tension. This in lines part
- 45:26of the puzzle aspect of the design. You
- 45:28need to make sure you build a sound
- 45:29structure to get to where you need to
- 45:31go. Otherwise, if you mess it up, you'll
- 45:33have to restart. However, the other half
- 45:35of the puzzle aspect of the design is
- 45:37the amount of goo balls you need to have
- 45:39left over by the time you complete the
- 45:41puzzle. This is a number visible at the
- 45:43start of each level. This means not only
- 45:45do you need to create a good structure,
- 45:46but you need to do it with as few goo
- 45:48balls as possible. If you don't have
- 45:50enough goo balls by the end, again, you
- 45:52fail the puzzle. On top of that, the
- 45:54game has a mechanic which incentivizes
- 45:56you to retain as many goo balls as
- 45:58possible, furthering the need to be as
- 46:00efficient as possible. This is an
- 46:02example of a puzzle mechanic which isn't
- 46:04about how to do something, but how to do
- 46:06something as well as you can. It's for
- 46:09the player type that isn't super keen on
- 46:11brainmelting puzzles, but instead for
- 46:13the player that loves to optimize and
- 46:15plan ahead. Do not be fooled by the way
- 46:18Bulbo's belief system looks. This puzzle
- 46:20game is actually incredible. So, the
- 46:22cool mechanic is that Bulbo, the main
- 46:24character, doesn't believe in anything
- 46:26unless he is told to believe in it by an
- 46:28NPC. This includes walking left and
- 46:30right, gravity, throwing, jumping, etc.
- 46:33Essentially, outside of the context, you
- 46:35have no actions unless you interact with
- 46:37an NPC that gives you a specific action.
- 46:39This is what is needed to complete a
- 46:41puzzle in this game. So, say you need
- 46:42gravity. You need to interact with an
- 46:44NPC to get it. However, in this starting
- 46:46puzzle, if you have gravity, you will
- 46:48fall before you need it. Therefore, you
- 46:51need to go to this other NPC to get the
- 46:53ability to throw to then go and throw
- 46:54the gravity NPC to where you need them
- 46:56to be and then get gravity afterwards.
- 46:59There are also times when you need to
- 47:01remove a belief system in order to
- 47:03complete a puzzle, like in this section
- 47:05here, where you need to climb up a
- 47:06shaft. To do that, you need to forget
- 47:08gravity after just learning jumps, so
- 47:10you can essentially fly. This is such a
- 47:13cool mechanic as it's built for
- 47:14creativity and unexpected solutions to
- 47:17complete puzzles. Really giving the
- 47:19player the feeling of control and
- 47:20therefore when they complete a puzzle
- 47:22they feel incredibly smart. Wim wo I m
- 47:26I'm assuming it's pronounced wim is just
- 47:29an incredible puzzle game based off
- 47:31snake but you are a worm that eats a
- 47:34lot. So the core premise of every puzzle
- 47:36is if you press the button or eat a
- 47:38certain amount of apples then you can
- 47:40get to the exit. The main hurdle of
- 47:42doing this though is always you
- 47:45literally. So each level is built so you
- 47:48can only move in a relatively small
- 47:50area. You are somewhat long to begin
- 47:52with, but the more you eat, the bigger
- 47:54you get. For puzzles which have the goal
- 47:56of eating a certain number of apples in
- 47:58order to progress, the entire point of
- 48:00the puzzle is figuring out how not to
- 48:02get stuck as you get bigger. There is
- 48:04really only one path you can take to eat
- 48:06all the apples and also not get stuck.
- 48:09You have to figure that out. Other
- 48:10puzzles don't require you to eat
- 48:12anything. Instead, you have to maneuver
- 48:13your body around a level to put a rock
- 48:16on a button, for example. A task that
- 48:18looks so simple at first, but you soon
- 48:20realize that it isn't because you are
- 48:22always getting in the way of yourself.
- 48:24Puzzles are built very much for the
- 48:25player that likes to think and plan
- 48:27ahead. When you move, it could sign your
- 48:29death certificate for getting stuck in
- 48:3110 moves from now or 15 moves from now.
- 48:34decisions which are made right at the
- 48:36start of the level could affect what you
- 48:38can do, if anything, at the end of the
- 48:40level. I will say though, if it wasn't
- 48:41obvious, the game does have an undo
- 48:43button which can send you right back to
- 48:45the start of the level if you want to.
- 48:46Level design like this is really
- 48:48interesting to analyze because it's so
- 48:50difficult to do, but Wim does it really
- 48:53well. One cool mechanic in object
- 48:56impermanence is the well object
- 48:59impermanence mechanic. TLDDR. This is
- 49:01one of those ever increasingly rare
- 49:04puzzle games that has truly found a new
- 49:06mechanic or a new way of doing a
- 49:08mechanic to base its entire game on. The
- 49:10way it works broadly is if you look at
- 49:12something, an object behaves in one way,
- 49:14and if you don't look at it, it behaves
- 49:16in another way. At the start of the
- 49:18game, you are introduced to turbines,
- 49:20which only move when you look at them,
- 49:21fans, which only turn on when you look
- 49:23at them, and flowers, which begin their
- 49:25life again whenever you look at them.
- 49:27The way this mechanic plays into puzzles
- 49:29is through movement primarily,
- 49:31especially at the start of the game. You
- 49:32need objects to move or not to move in
- 49:35order to complete puzzles, such as this
- 49:36little ball that you carry around with
- 49:38you. In some puzzles, you need to look
- 49:40at it to get to move. Some of the
- 49:42puzzles involve actually figuring out
- 49:44how to look at it to begin with. Some
- 49:45puzzles require you to not look at it
- 49:47before you can grab it so it doesn't
- 49:48fall down a pit, for example. Some
- 49:50puzzles require you to only look at it
- 49:52at certain times. This is just the
- 49:54beginning of the game as well. The demo
- 49:56is out now and honestly this game is
- 49:58kind of really special and so much so I
- 50:00even on this channel I didn't really
- 50:02want to spoil even the demo. Make sure
- 50:04to check it out especially if you are
- 50:06designing your own puzzle game. One cool
- 50:08mechanic in Ether Vapor are the lock-on
- 50:10missile sections of missions. Ether
- 50:12Vapor is a highintensity shoot them up
- 50:15game with lots going on at any given
- 50:17time. And I mean lots. The devs did a
- 50:19lot to make sure each scene is
- 50:21incredibly varied in terms of enemies,
- 50:24camera angles, projectiles, etc.
- 50:26However, one of the coolest variances
- 50:28the devs did are the segments of
- 50:30missions where instead of controlling
- 50:31your jet, you are controlling the aiming
- 50:33of your lock on missiles. This feels
- 50:36incredibly cinematic, and the SFX and
- 50:38VFX do a great job at providing loads of
- 50:41really great player feedback, but the
- 50:42fact that it changes up the way you
- 50:44engage with the game in a meaningful way
- 50:46is the main reason I wanted to highlight
- 50:48it. It still makes you feel immersed.
- 50:50It's adjacent enough to the rest of the
- 50:51game where it doesn't feel out of place,
- 50:53but it's timed and placed perfectly in
- 50:55scenes to change it up in a really fun
- 50:57way. Fretless is a turnbased deck
- 51:00building rhythm game where rhythm
- 51:02actually plays a huge role in not just
- 51:04how potent your cards are, but when and
- 51:06where you should play your cards, which
- 51:08is where in lies the cool mechanic. So,
- 51:10when it's your turn in fretless, you can
- 51:12load up to three cards to play in quick
- 51:14succession. Alongside cards being better
- 51:16or worse depending on what order they
- 51:18are in the track due to what's on the
- 51:20card themselves. One other huge thing
- 51:22the player has to consider is the rhythm
- 51:24of the QTE each card requires. Every
- 51:26card requires you to execute a QT in
- 51:29order to get the most out of them. And I
- 51:31found whilst playing that the QTS
- 51:32themselves when they happen during the
- 51:34animation and how many of them there are
- 51:36played a huge role in where I would put
- 51:38them in the turn order. If I had one
- 51:40card which had two QTs right at the end
- 51:43of the animation, I wouldn't want to
- 51:44then pick a card which had a QT right at
- 51:47the start of the next animation because
- 51:48then I'll be dealing with too many QTs
- 51:50and the be out of rhythm. This mechanic
- 51:52was intended to work more subconsciously
- 51:54than anything else. I believe players
- 51:56will find over time which combo of cards
- 51:58work best for having a high accuracy of
- 52:00execution. And it will most likely be
- 52:02down to the QTE on those cards fitting
- 52:04together in rhythm, which makes sense
- 52:06given the context of the game is
- 52:08fighting with music. So the better the
- 52:10music, the better the outcome. One cool
- 52:12mechanic in Dice a million is how the
- 52:14economy works with both the deck
- 52:16building, or should I say dice building
- 52:18and the combat in rounds. So each fight
- 52:21you need to roll a certain total number
- 52:24across all your dice in all the rounds.
- 52:26If you roll higher than the minimum
- 52:28target, then you get the difference to
- 52:30spend on improving your deck. So say you
- 52:32need to get 50 in order to progress and
- 52:34you roll a total of 100, then you get 50
- 52:37to spend in the shop. What's really cool
- 52:39about this is firstly, it rewards the
- 52:41player for being ahead of the curve,
- 52:43creating a satisfying snowball effect.
- 52:45But secondly, and something which you
- 52:47might not clock at first is that any
- 52:49money you don't spend rolls over into
- 52:52the next round, meaning that you
- 52:53essentially get a head start. So for
- 52:55example, if you don't spend 50 in the
- 52:57shop, you start with 50 the next round,
- 53:00reducing the amount you actually need to
- 53:02beat that round. So basically 50 damage
- 53:04already done to the enemy, if you want
- 53:06to look at it like that. So it creates a
- 53:08really interesting decision. Do you
- 53:10spend more to potentially make more, or
- 53:13do you save money to give yourself less
- 53:15to make in the next round? One cool
- 53:17mechanic in Rogue Jack 21 is how it
- 53:20utilizes the rules of blackjack to
- 53:22create a really fun 1v one jewel. So, to
- 53:24just quickly summarize, in this
- 53:26simplified version of Blackjack, your
- 53:28cards need to total as close to 21 as
- 53:30possible without going over. And if you
- 53:32do go over, you lose. You are competing
- 53:34against AI who do the same thing as you
- 53:36attempt to get to 21. The first change
- 53:38this game does to make it a better
- 53:40dueling game than regular blackjack is
- 53:42it takes your total of your hand and
- 53:44damages the player with the lower score.
- 53:46So if you have a total of 20 and win,
- 53:49your opponent takes 20 damage. This adds
- 53:51an extra incentive to try and draw in
- 53:53extra cards just so you could do more
- 53:55damage to your opponent even though it
- 53:56might risk you going over 21. One cool
- 53:59mechanic in Mio Memories in Orbit is the
- 54:01one thing it does with combat. So, the
- 54:03combat in Mio feels great. And one of
- 54:05the reasons why is that along with the
- 54:07great game feel of the platforming, the
- 54:09game sets your velocity to near zero
- 54:12whenever you are to hit an enemy. This
- 54:14means that whenever you hit an enemy in
- 54:15the air, whether it's you jumping over
- 54:17them or you hitting a flying enemy from
- 54:19the side, you will stop dead midair,
- 54:21allowing you to combo them without
- 54:23falling so long as you keep hitting them
- 54:25because as soon as you miss, you'll
- 54:26start to fall again. This feels great in
- 54:28practice and is really well implemented.
- 54:30One cool mechanic in Incredicer are the
- 54:33two currencies and how important they
- 54:35are in this idle dice rolling game. So,
- 54:37you have two currencies, money and dark
- 54:39matter. Money is used as expected. You
- 54:42buy dice or buy upgrades to the dice in
- 54:44order to make more money. Very simple
- 54:46gameplay loop. However, dark matter is
- 54:48different entirely. With every dice
- 54:50roll, you get one dark matter. You then
- 54:52use dark matter to start unlocking
- 54:54skills on the skill tree. At the
- 54:55beginning, this skill tree is
- 54:56deceptively simple, but then you quickly
- 54:59start getting more and more options, and
- 55:01those options are three-fold. You can
- 55:03unlock economy skills, which can
- 55:05increase the potency of individual dice.
- 55:07You can unlock dark matter skills, which
- 55:09allow you to gain more dark matter per
- 55:11roll. And then you can unlock skills
- 55:13which give you both money and dark
- 55:15matter, but just indirectly. For
- 55:17example, as this game is an idol game,
- 55:19you can buy curses, which roll dice for
- 55:21you. So the more curses you buy, the
- 55:23more money you get, but also the more
- 55:24dark matter you get as more dice are
- 55:26rolled. The economy of this game is
- 55:28interesting where throughout your time
- 55:30with it, your goals change based on what
- 55:32economy type you need. So you find your
- 55:34way pushing one way up the skill tree
- 55:35and then counteracting that later on or
- 55:37maybe even regretting some decisions you
- 55:39made earlier on. Considering it took me
- 55:41just 6 hours to 100% this game, I didn't
- 55:44expect to be so involved in an idol
- 55:47game. But I always found myself every
- 55:49few minutes agonizing over different
- 55:51decisions and I think that is
- 55:52specifically due to the way the
- 55:54currencies works and I really like that.
- 55:56One cool mechanic in Cuphead is the
- 55:57parry mechanic. This mechanic I think is
- 55:59executed really well but also a bit
- 56:01differently to others in the genre.
- 56:03Essentially the way it works is that
- 56:04whenever there is a pink projectile or
- 56:06enemy on screen, if you jump on it and
- 56:08then hit the jump button as you're about
- 56:10to collide with it, you destroy it and
- 56:12get an extra bounce. The benefits of
- 56:13this are three-fold for the player. You
- 56:15remove an obstacle from the screen,
- 56:17which is one of the primary challenges
- 56:18in the game. You gain an extra jump,
- 56:20which can be vital for dodging certain
- 56:22attacks or just simply making it easier
- 56:23for yourself. And it gives you an
- 56:25additional charge to your meter. These
- 56:27three things make the negative, which is
- 56:29the fact that you have to actively get
- 56:31closer to a damage causer worth it. And
- 56:33the implementation of this mechanic is
- 56:35incredibly smooth and satisfying. I
- 56:36remember the other day I was watching
- 56:38Blueie with my kid and one of the
- 56:40characters was wearing pink. My
- 56:42instincts were to parry the character.
- 56:44No questions asked. Batman Arkham
- 56:47Knight's detective mode is honestly
- 56:48incredible, and I don't think it's been
- 56:50topped since. The design of this
- 56:52mechanic suits the character really
- 56:54well. You interact with different
- 56:55elements of the scene, and it replays a
- 56:57sequence of events leading up to how
- 56:59that object ended up where it was. This
- 57:01could give the player more information.
- 57:03Say it's a car that's crashed, but you
- 57:04need to identify the driver. Then you
- 57:06can visibly see where that driver's
- 57:08license went, for example. However, I
- 57:11think what's most cool about this
- 57:12mechanic is the immersion aspect. The
- 57:15way the camera follows the scene, the
- 57:17way you feel like you're on the ground
- 57:18as it's happening, properly harnessing
- 57:20the fact that this game, the world that
- 57:22this game inhabits, is actually
- 57:24three-dimensional. That you can walk
- 57:25around it, that you can feel it change
- 57:27dynamically. And as this is a Batman
- 57:29game, this mechanic in terms of its
- 57:31design and its implementation should be
- 57:33seen as incredible just for the fact
- 57:35that it truly makes you feel like you
- 57:37are a detective. Pawns Revenge is a game
- 57:39where you control a pawn on a chess
- 57:41board and each turn you roll a dice to
- 57:44see how many moves you will get. The aim
- 57:46of the game is to get to the portal
- 57:47which is the white disc on the board and
- 57:50whilst doing that you have to avoid
- 57:51getting taken by other pieces. You get
- 57:54taken by ending your turn within their
- 57:56range. Other pieces on the board can
- 57:58include any other chess piece but you'll
- 58:00be mainly finding rooks, bishops, and
- 58:02knights. The game uses the in chess
- 58:05ranges of these pieces really well.
- 58:07Knights are like a walking prox mine
- 58:09where you want to stay away from them
- 58:11because their range is really small but
- 58:13can span their entire circle around
- 58:15them. And rooks and bishops act as walls
- 58:17which span the whole board, requiring
- 58:19the player to take their time and
- 58:21movement correctly. This game utilizes
- 58:23the rules of chess really well to give
- 58:25you an interesting puzzle game every
- 58:27time. Very simple yet mechanically well
- 58:29executed.
- 58:36Hello.
- 58:39So, I have brought you an item this
- 58:42time.
- 58:45And it's a French horn that I used to
- 58:46play in middle school. Yes, I did. I
- 58:49played this horn. I played it so well. I
- 58:51play this horn amazingly. Would you like
- 58:53to see?
- 58:56So, as you can probably tell, this game
- 58:59is a weird one. Now, Keyboard Smash is a
- 59:01very difficult game to pin down, and
- 59:03there are actually two key mechanics in
- 59:05this game. Now, one of them is an
- 59:07Undertale inspired combat system where
- 59:09it's played in a 2D plane. The icon you
- 59:12control depicts both yourself and how
- 59:14you do damage. This mechanic is used
- 59:16comparatively sparingly to the other
- 59:18mechanic, but is the mechanic people
- 59:21would point to most likely to actually
- 59:23call a mechanic. For me though, the cool
- 59:25mechanic in Keyboard Smash is actually
- 59:27the just just the multiplechoice
- 59:29dialogue mechanic. So the way the game
- 59:32works is that customers come to you with
- 59:34items or problems or just questions. It
- 59:36is up to you to use your magnifying
- 59:38glass on whatever they are talking
- 59:40about, get the relevant information, and
- 59:42then solve their problem or choose not
- 59:44to. This mechanic allows the developer
- 59:47to easily branch the narrative, which
- 59:49does happen. If you help or hinder
- 59:51customers, they will do different things
- 59:52when they come back again. if they come
- 59:54back again, which can also impact other
- 59:56customers stories. This, of course,
- 59:58gives replay-ability and ownership as
- 1:00:00two boons to the player. But what it
- 1:00:02also does is that it doesn't get in the
- 1:00:05way. This game is all about the voice
- 1:00:07acting, the animations, and the comedy.
- 1:00:09You are going to be spending most of
- 1:00:10your time listening to these customers,
- 1:00:12which I'm pretty sure is all just the
- 1:00:14same guy. Not for any gameplay benefit,
- 1:00:16no hints or big story beats, just
- 1:00:18because they are all incredibly odd and
- 1:00:20in my opinion, incredibly funny. I
- 1:00:23wanted to highlight this mechanic purely
- 1:00:25as an example of a mechanic which when
- 1:00:27done right does not get in the way of
- 1:00:29what is the key selling point of the
- 1:00:31game. It can be very tempting to try and
- 1:00:33deepen mechanics or make them more
- 1:00:35complex in hopes that the player finds
- 1:00:37them more interesting. But if you are
- 1:00:39confident in your writing and voice
- 1:00:41acting abilities like this developer
- 1:00:43clearly is, it allows the freedom to
- 1:00:45keep other aspects of the game light as
- 1:00:47to not detract from the core experience.
- 1:00:50Also, play the demo for this game. I
- 1:00:52don't oftent times tell people to play
- 1:00:55particular games in the channel, but
- 1:00:56please play the demo for this game. And
- 1:00:58again, it's called Keyboard Smash. It is
- 1:01:00insane. One cool mechanic in Courier
- 1:01:02Beware is how it blends time, starts,
- 1:01:06and point-and-click detective work
- 1:01:08together. So, Courier Beware is a ghost
- 1:01:10detective game where you need to solve
- 1:01:12mysteries and deal with ghosts. To do
- 1:01:14this, you need to do your bog standard
- 1:01:16detective work, but you also need to
- 1:01:18rely on your core stats. Core stats
- 1:01:21start off pretty poor, like they do in
- 1:01:23most games that have them. And when you
- 1:01:25go in your first job, you realize you
- 1:01:27need to increase your intelligence, for
- 1:01:29example. To do this, you need to go to
- 1:01:31the library. Pretty basic stuff. All
- 1:01:33makes sense. However, what is
- 1:01:34interesting is what increasing your
- 1:01:36stats cost you. In Black and White,
- 1:01:39increasing stats cost you energy. You
- 1:01:42only have a certain amount of energy
- 1:01:43each day. So, you need to make decisions
- 1:01:45around what stats are best to increase.
- 1:01:47When you use up all your energy, you
- 1:01:48need to go to sleep, progressing to the
- 1:01:50next day. Another variable which
- 1:01:52compounds on what I just said is money
- 1:01:54and time. At the end of each day, you
- 1:01:57have to pay rent. You get money from
- 1:01:59completing jobs with ghost, but you also
- 1:02:00get it from doing other activities. The
- 1:02:02push and pull of completing jobs in
- 1:02:04increasing your stats and making enough
- 1:02:07money to pay rent is a constant
- 1:02:09decision-making exercise for the player.
- 1:02:11Other activities play with this further.
- 1:02:14For example, in order to gain charisma,
- 1:02:16you need to go to the bar, but the bar
- 1:02:17cost you both energy and money. So, you
- 1:02:20need to complete a job which requires
- 1:02:22charisma. the net profit of that job
- 1:02:24compared to what you spent to increase
- 1:02:26the stamina might not actually be enough
- 1:02:28to pay the rent, in which case you need
- 1:02:31to factor in other ways to generate
- 1:02:32income, whilst again keeping track of
- 1:02:34your energy in order to do that. This
- 1:02:36game could have just been a basic point
- 1:02:38andclick detective game. those work
- 1:02:40well. And this game has both the art and
- 1:02:42narrative chops to carry such a design.
- 1:02:45But the devs did so much more with the
- 1:02:47stats and time mechanics to really
- 1:02:49ground you in the context of a
- 1:02:51struggling ghost detective just trying
- 1:02:52to make ends meet and not burn out
- 1:02:55whilst doing so. One cool mechanic in
- 1:02:57The Seance of Blake Manor is how it
- 1:02:59utilizes time in a really interesting
- 1:03:01way. So, you're a detective trying to
- 1:03:03find out what happened to a missing
- 1:03:04woman. However, the catch is you only
- 1:03:06have 1 hour and every time you
- 1:03:07investigate something or just ask a
- 1:03:09question, that hour becomes 1 minute
- 1:03:11less. Say you have a conversation which
- 1:03:13has 10 interactions. That's 10 minutes
- 1:03:15gone. Say you open a draw and then look
- 1:03:17at something in more detail. That's 2
- 1:03:18minutes right there with a time limit of
- 1:03:20an hour essentially equating to 60
- 1:03:22turns. It really makes the player pick
- 1:03:24and choose what is actually important to
- 1:03:26investigate further rather than just
- 1:03:28clicking on everything or choosing every
- 1:03:30line of dialogue which happens in every
- 1:03:32other detective game which I think is a
- 1:03:34really neat twist in its own and a great
- 1:03:36innovation. But on top of that, there is
- 1:03:37also the fact that this game loops. You
- 1:03:39aren't meant to solve the case in just 1
- 1:03:41hour, but instead so many 1 hours. So
- 1:03:44the investigation actually becomes not
- 1:03:45only what you need to actually know, but
- 1:03:48when you need to actually know it. Also
- 1:03:50what you can do and where you can do it
- 1:03:52and figuring out character patterns,
- 1:03:54where they will be and when. All
- 1:03:56interlin in incredibly well done and
- 1:03:58satisfactory way with just a simple 60
- 1:04:00turn limit. Now I'm going to show you an
- 1:04:02example of how you can use knowledge
- 1:04:04previously gained to move characters
- 1:04:06around and get to places you couldn't
- 1:04:08find before. Don't worry, this is right
- 1:04:10at the beginning of the game, so no
- 1:04:11spoilers.
- 1:04:18Sir, this area is for staff only. I
- 1:04:21would kindly ask you to leave this room
- 1:04:23if you need assistance.
- 1:04:39Your telegraph machine seems to be
- 1:04:41functional.
- 1:04:43Is that so? Mr. Hunter must have slipped
- 1:04:47in unnoticed and fixed it. Then you'll
- 1:04:50have to excuse me. I have messages to
- 1:04:52send ahead of tomorrow.
- 1:04:58Well, there we are. There's over an
- 1:05:00hour's worth of cool mechanics. This is
- 1:05:02the third one I've done. So, if you
- 1:05:04enjoyed this, then there's two other
- 1:05:06mega compilations of cool mechanics on
- 1:05:08the channel for you to check out, all
- 1:05:09with completely different games from
- 1:05:11this video, so you can have a bunch of
- 1:05:13fresh cool mechanics. If you enjoyed the
- 1:05:15video and stuck around to the end, then
- 1:05:17please make sure to leave a like so
- 1:05:18other people can see it. Don't forget to
- 1:05:19subscribe to see more game design
- 1:05:22related content on your feed. Also, we
- 1:05:24have a GDL Discord server. If you are a
- 1:05:26game developer who wants to join a
- 1:05:27community full of other game developers,
- 1:05:29then you can do that via the link in
- 1:05:30description. as well. If you're just a
- 1:05:32gamer and a games enthusiast, there's
- 1:05:33plenty of people in the Discord where
- 1:05:35you can chat to about different games
- 1:05:38and maybe find some [music] new games to
- 1:05:39play. Anyway, thanks again and keep on
- 1:05:42keeping on.
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