Honestly agree with this so much, it's really nice to be able to have a hub of really good content from an amazing creator who doesn't clickbait the hell out of us. Actually a national treasure that we need to protect.
I love how it takes a second for the enemies in a room to start following and attacking you. It's subtle but gives the player time to take in their surroundings
It's so similar that I had to google if it's the same developer and sequel - it's not, so it's a rip off of ScourgeBringer. If someone is curious, simple search + video on youtube will show you how copy-paste it is. Also the people comparing with dead cells - yep, strong dead cell type of vibe with ScourgeBringer as well. Actually I recommend it as it's quite a good game!
@@GameTimeWhy I mean... No ! Scourge has nothing in common with Dead Cells aside from "punchy" swordplay. But that's punch comes from visual effects, the gameplay is not the same at all, not even remotely. The secondary actions are not the same, there's guns, combos, different metaprogression and so on. Corebreaker does a lot of visual borrowing from ScourgeBringer but the gameplay is once again not even remotely the same.
Thumbnail instantly caught my eye "this reminds me of Dead Cells". As soon as I saw the first couple of seconds I fell in love with the pixel art and added it to my wishlist!
If you weren't aware, Splat, apparently there is a new DLC for MechWarriors 5: Mercenaries coming out Jan. 26th. Just saw the trailer, which apparently was posted 4 days ago.
Always felt it should be pollish, so the 'o' becomes a short 'o', (ah sound) as in 'pond'. Rather than just upper and lower-case spelling to differentiate the 2 words. I can see why English as a second language is weird to most people.
Huge inspirations from ScourgeBringer ! The HUD is setup exactly the same, map with squares for room and small icons on said square (to be fair I think Monolith uses something similar?). And the room layouts, exit points and transitions look eerily familiar ! Plus the main character having a lot of white on the head and leaving a trail behind (though not with hair here). It looks really cool ! :)
Ah, I always like your vids because not only are they informative and entertaining, but we share many of the same tastes and pet peeves. Like the screen shake, most devs go full Michael Bay on it when just a hint will do. Also, game reminds me of megaman more then anything else
Sup man new to the channel. I just had to say I'm so glad to have found your channel. Best thing to happen to indie reviews since Mandalore Gaming. Cant believe I didn't find you sooner! Keep it up!
Wow, Splatty's preachin gospel, that hit feedback IS excellent!, waaay too fast a game for me, I just don't have those twitch-reflexes anymore (if I ever had).
there's a lot of great things to say about it, definitely. sound, music and art is really spot on. there is one thing that I question though, which is really minor but that should say a lot that it's the only thing that came to mind: when you transition rooms, I would reverse the direction the screen transition goes in. right now it goes the same direction you are going in (so if you go out the right side, it goes left to right) I suspect the game transition will actually look better if it's flipped, from going the same direction the character is going to instead mimic the "wall" going past you.
In most platformers, m/kb works better for me than a controller. I grew up with the C64 and the Amiga 500 and back then, we used joysticks that were, so to speak, digital. Klack, right, klack, left, klack klack, jump. Playing a platformer with an analogue input device still feels off somehow. Apart from this, the game looks really interesting and unlike a lot of similar games challenging, but quite fair. The only thing I find a bit annoying are those constant, strange pumping moves all the characters make. But I admit, that's just me.
Controllers also have d-pads, and most people accustomed to both will agree that platformers feel better with thumb movement. If you're not used to controllers, though, almost every game works pretty well with arrow keys or WASD; I played pretty much the entire NES and SNES library on emulators with the keyboard and didn't struggle inordinately for the most part.
Ahh, a fellow old fart like myself. So much time spent with the many beloved games on the C64. *happy memories* And so much time spent waiting for the datasette to finish loading them... *less happy memories*
@@DrBunnyMedicinal hahah another old fart right here... been gaming on the 286 IBM with the 5 1/4" drives back in '83... Ultima 2 Exodus and Bards Tale.. Also Sopwith..
Sometimes the black squares that move across the screen for the room transitions feels off...like either it should be animate faster or displaying the character in the room should be delayed briefly. I feel like sometimes the room is loaded, the enemies are there, you're there, and you're waiting for the black squares to finish moving out of the way so you can start (rather than the transition animation filling the load time). Honestly I think it probably shouldn't have that transition in between rooms of the same level because the transfer from room to room is so fast.
It's a studio. The start screen was a commission from an outside artist. I tracked it down because I was so impressed with it - the lighting, the shading, absolutely magnificent. The rest of the game looks good, but that start screen landscape is a masterpiece.
Ty for the honesty anout controller vs mouse&key. If im playing an inventory heavy game or rts, mouse and key. Games like this or high action im grabbing them sticks. Trying to play fps's or other action intense games with mouse and key feels contrived and clunky. Controller is ergonomic so already has an advantage
It might be easier when you got the controls in your hands but I feel like the lack of contrast between the character and the environment makes it easy to lose track of your position when you don't look at it directly.
dev from a year ago, hope he's ok "Sorry everyone for the lack of content and feedback! I'm having personal issues but I will be back as soon as possible with full power! I will try to read and interact with all the notifications as well, but nothing guaranteed! ;)"
I prefer alphas only have a small amount of stuff in them but have polish. You know the game will be good they just need to add more stuff to it. On the other hand games that don't have that polish to begin with can often struggle with it and some may forever be like the alpha
Not fond of the rapid bouncing idle animation, but because you're a weird flame-headed robot it's not offensive like it usually is; it just looks shoddy instead of gross.
For some reason I have a hard time watching games like this, where it has no plot or story. Although I do love that you can dash through enemy projectiles. (Some skill/proper timing required)
Pretty nice bones but no directional firing kinda sucks. They should do it like megaman and allow it on different weapons, especially the low range ones
I'd just like the backgrounds surrounding the dungeons were better, or non existent, cause it just doesn't add to the whole aesthetic of the game and its just there, no interactive animations no secrets no detail, its just soil and rocks..
Honestly, it's so nice to have a place to go to get genuine reviews and critiques. You're a treasure, Mr. Cat.
Honestly agree with this so much, it's really nice to be able to have a hub of really good content from an amazing creator who doesn't clickbait the hell out of us.
Actually a national treasure that we need to protect.
He really is. He's quickly become one of my favorite youtubers.
I love how it takes a second for the enemies in a room to start following and attacking you. It's subtle but gives the player time to take in their surroundings
ScourgeBringer vibes with this one. Thanks for bringing this game to our attention Splat.
This is what i was going to say.
It's so similar that I had to google if it's the same developer and sequel - it's not, so it's a rip off of ScourgeBringer. If someone is curious, simple search + video on youtube will show you how copy-paste it is. Also the people comparing with dead cells - yep, strong dead cell type of vibe with ScourgeBringer as well. Actually I recommend it as it's quite a good game!
@@gmdhighvoltage so scourge copied dead cell and corebreaker copied scourge?
@@GameTimeWhy I mean... No ! Scourge has nothing in common with Dead Cells aside from "punchy" swordplay. But that's punch comes from visual effects, the gameplay is not the same at all, not even remotely. The secondary actions are not the same, there's guns, combos, different metaprogression and so on.
Corebreaker does a lot of visual borrowing from ScourgeBringer but the gameplay is once again not even remotely the same.
@@devilblackdeath I was just wondering because they weren't the only one who was making the comparison.
Thumbnail instantly caught my eye "this reminds me of Dead Cells". As soon as I saw the first couple of seconds I fell in love with the pixel art and added it to my wishlist!
This really gives me Neon Abyss vibes.
Aaaaand as I wrote this you yourself said "Neon Abyss". Glad it's not just me!
I used to be an adventurer like you, then I took a banana in the knee
If you weren't aware, Splat, apparently there is a new DLC for MechWarriors 5: Mercenaries coming out Jan. 26th. Just saw the trailer, which apparently was posted 4 days ago.
Ooo weee! That one is going straight to my wishlist! Thanks again Splat!
The level of polish here is literally insane for a demo.
Always felt it should be pollish, so the 'o' becomes a short 'o', (ah sound) as in 'pond'. Rather than just upper and lower-case spelling to differentiate the 2 words. I can see why English as a second language is weird to most people.
Huge inspirations from ScourgeBringer ! The HUD is setup exactly the same, map with squares for room and small icons on said square (to be fair I think Monolith uses something similar?). And the room layouts, exit points and transitions look eerily familiar ! Plus the main character having a lot of white on the head and leaving a trail behind (though not with hair here). It looks really cool ! :)
I was watching this and thinking "don't I already own this game?" It looks so similar! (maybe with a little less air time)
Ah, I always like your vids because not only are they informative and entertaining, but we share many of the same tastes and pet peeves. Like the screen shake, most devs go full Michael Bay on it when just a hint will do.
Also, game reminds me of megaman more then anything else
Oh this pixel art is killer
At a glance, this really looks like a simplified version of Scourge Bringer. (complimentary)
this game looks so good pure arcadey chaos
Looks awesome visually.
Nice pixel art..Thanks Splatt
I wish there was a way to hook Splat's channel to my steam wish list and just add the games automatically
Sup man new to the channel. I just had to say I'm so glad to have found your channel. Best thing to happen to indie reviews since Mandalore Gaming. Cant believe I didn't find you sooner! Keep it up!
This looks so good already.
Reminds me so much of Scourge Bringer! Looks really fun.
Yeah, robot themed scourge bringer
Got me itching for some, I'm spending the rest of my evening playing it
I think this is splat’s favorite genre.
Humanity is gone (probably from destroying itself), but technology lives on. Technology FTW!
Wow, Splatty's preachin gospel, that hit feedback IS excellent!, waaay too fast a game for me, I just don't have those twitch-reflexes anymore (if I ever had).
Breaking news of the industry... after watching 7:49 to 8:16 the entire staff at publisher AnnaPurna was hospitalized XD.
Only horizontal is a good selling point imo. Make control so much easier to get into.
I tried it and it really doesn't
Great Episode As Always.
Be aware guys, I had notifications set to "all", and somehow it got changed to "none". You may want to check!
there's a lot of great things to say about it, definitely. sound, music and art is really spot on.
there is one thing that I question though, which is really minor but that should say a lot that it's the only thing that came to mind:
when you transition rooms, I would reverse the direction the screen transition goes in. right now it goes the same direction you are going in (so if you go out the right side, it goes left to right) I suspect the game transition will actually look better if it's flipped, from going the same direction the character is going to instead mimic the "wall" going past you.
Agreed. Small detail and seems counterintuitive but would make a big difference
i would describe it like Deadcells meets MegaMan
Dead Cells + ScourgeBringer
Love the rage quit ending 😆
The moment I saw the thumbnail I immediately thought of deadcells
Excellent review, looks like a fantastic game that I am too old and slow to play. I hope that the developer(s) do really well with it.
Oh, noooo! The boss!
Game looks incredible. I hope it comes out on the Switch.
this is the dead cell version of run n gun dungeon crawlers
I play games to werfer the flammen. i'm ok with a guided adventure through my childhood only as long as I can set everything on fire.
It's got a solid foundation to work on, it needs some traps and more enemy types but its a great start.
Come on... That end!
Dead Cells + ScourgeBringer = Corebreaker
In most platformers, m/kb works better for me than a controller. I grew up with the C64 and the Amiga 500 and back then, we used joysticks that were, so to speak, digital. Klack, right, klack, left, klack klack, jump. Playing a platformer with an analogue input device still feels off somehow.
Apart from this, the game looks really interesting and unlike a lot of similar games challenging, but quite fair. The only thing I find a bit annoying are those constant, strange pumping moves all the characters make. But I admit, that's just me.
Controllers also have d-pads, and most people accustomed to both will agree that platformers feel better with thumb movement. If you're not used to controllers, though, almost every game works pretty well with arrow keys or WASD; I played pretty much the entire NES and SNES library on emulators with the keyboard and didn't struggle inordinately for the most part.
how old are you
Ahh, a fellow old fart like myself. So much time spent with the many beloved games on the C64. *happy memories*
And so much time spent waiting for the datasette to finish loading them... *less happy memories*
@@DrBunnyMedicinal hahah another old fart right here... been gaming on the 286 IBM with the 5 1/4" drives back in '83... Ultima 2 Exodus and Bards Tale.. Also Sopwith..
@@raidermaxx2324 Ahh, 5 1/4" (very) floppies. Took me years to get one of those to go with my 64. Things were so much faster once I did though...
Splat's Condensed Review: 21:18 *Corebreaker
Thank you!
Oh, man. The end of that boss fight...
SO CLOSE!
need to play this demo for myself :D
Ty for the links.
"I never really got into video games to analyse my relationship with my Mother".
Comment of the week.
21:18 yeah, games do be like that. haha
Okay - who else started singing, "I feel it in my fingersss..." when he said that?
you was so close to ending the boss 😮
Sometimes the black squares that move across the screen for the room transitions feels off...like either it should be animate faster or displaying the character in the room should be delayed briefly. I feel like sometimes the room is loaded, the enemies are there, you're there, and you're waiting for the black squares to finish moving out of the way so you can start (rather than the transition animation filling the load time). Honestly I think it probably shouldn't have that transition in between rooms of the same level because the transfer from room to room is so fast.
I like it based on just the first screen.
The level design has some hard Metroidvania vibes but the game play looks closer to Megaman. I dig it.
Flashing the screen is a bit much for hit feedback (or for anything else), especially for those of us with eyes that don't work so well.
Honestly right now robot themed ScourgeBringer with a slower pace
0:25 "CodeBreaker"???
I think you can shoot straight up not just L/R. The art is great and I think the dev was a pixel artist before being a dev.
It's a studio. The start screen was a commission from an outside artist. I tracked it down because I was so impressed with it - the lighting, the shading, absolutely magnificent. The rest of the game looks good, but that start screen landscape is a masterpiece.
Saw the flaming head and thought this would be related to Dead Cells. Oh well
Yep. First chance I get I'm buying it. I wrote this at minute 4 but I made up my mind within the first seconds of the video, lol.
Cute little game!
Looks to be HEAVILY inspired by Scourgebringer, expect, instead of a sword, you have a gun
Ty for the honesty anout controller vs mouse&key. If im playing an inventory heavy game or rts, mouse and key. Games like this or high action im grabbing them sticks. Trying to play fps's or other action intense games with mouse and key feels contrived and clunky. Controller is ergonomic so already has an advantage
Wishlisted 👍🏽
It might be easier when you got the controls in your hands but I feel like the lack of contrast between the character and the environment makes it easy to lose track of your position when you don't look at it directly.
The robot reminds me of the robot from Mekorama.
Finally some decent fucking food
don't know about you guys but I always hit the like button
Getting, Have A Nice Death vibes
Reminds me Neon Abyss
Are there any new roguelites that doesn't have meta-progression anymore?
Is it even a roguelite if it doesn't have metaprogression? I would have thought that if the game doesn't have it, it's more of a roguelike.
I dig it.
Looks amazing. Alas, the usual.
I wish it were a Metroid Vania not a rogue like. I’m not a pinpoint twitch reaction gamer.
This game is like revita and scourgebringer have a baby, a beautiful beautiful baby.
AHH so close! I hate that lol.
dev from a year ago, hope he's ok "Sorry everyone for the lack of content and feedback! I'm having personal issues but I will be back as soon as possible with full power! I will try to read and interact with all the notifications as well, but nothing guaranteed! ;)"
Warning Bright flash of lights on damage/death.
I prefer alphas only have a small amount of stuff in them but have polish. You know the game will be good they just need to add more stuff to it.
On the other hand games that don't have that polish to begin with can often struggle with it and some may forever be like the alpha
You enjoyed firewatch remember.
Ps, splat, I love your content
🖤
Not fond of the rapid bouncing idle animation, but because you're a weird flame-headed robot it's not offensive like it usually is; it just looks shoddy instead of gross.
Dread Sheol lies dreaming , not dead .
#ProjectStrix #MarineMechanics
What do you mean OTHER raving, lunatic crazy robots? Are you trying to imply something?
Is It just me or the only weapon better than a basic gun was the machine gun?
Very nice concept and design , the art style feels like Dead cells (the design of the hero somewhat it feels for me)
added to my list :)
the problem with this hit feedback is if you're sensitive to screen flashing BEWARE
A lot of unnecessary polish in this game! beautiful
Wow. 1hp :D It feels bad man !
Played it. This definitely should be a mobile game
Mistook this for core keeper haha
Amazing how the power ups are worse than the base gun lol
That's actually pretty common for games at first. Rebalancing shouldn't be too hard for the dev, though.
For some reason I have a hard time watching games like this, where it has no plot or story. Although I do love that you can dash through enemy projectiles. (Some skill/proper timing required)
looks like a famous game but chibi
Way to find the one video game that hits my optic nerve stem the wrong way when hit. What you call great hit feedback is painful to me
The game reminds me of Megaman X
Pretty nice bones but no directional firing kinda sucks. They should do it like megaman and allow it on different weapons, especially the low range ones
Spat you gotta stop reviewing so many good games I cant afford them all!! And I lack the willpower to not impulse buy things cause they look fun!
I'd just like the backgrounds surrounding the dungeons were better, or non existent, cause it just doesn't add to the whole aesthetic of the game and its just there, no interactive animations no secrets no detail, its just soil and rocks..
"codebreakers" 😅
so happy it's not damage on touch. that made rogue legacy unplayable for me
this game is the exact COPY of Scourgebringer. Like, i think the devs dont even try to hide it. Not saying that's a bad thing, jus saying
nineth
Looks like pixelated deadcells
dude you need to stop featuring games with demos. i dont have time to play my "normal" games anymore since i found your channel..!