1.Place a two amplifying cells close to each other but not touching. 2.Activate one positively and the other negatively. 3. Hope you are grounded enough...
Spikes did NOT get buffed* Their damage is now impact force related, If you are a stationary spike ball, your damage is much worse If you get some speed, you deal great damage About immortality by keeping a rebirth part in a safe zone: Yes it works, and if they deload, they might not even lose biomass over time anymore, so they are perfect* Except, when you respawn, you only have the mutations of the old body part, as in, if you make a safety piece, kill a boss, pick up a mutation and die, you lose said mutation
that last bit about the mutation is interesting and very good to keep in mind, it makes me wonder if you could potentially make different builds, break a part off, and load that different build when you die (i know there's the dev save/load, but if they remove that or if you just want to)
@@jackbalderassgoodyoutubepl3664 You become the full thing you have in the editor, not the build you had before or part of the build you had before, so that is going to be difficult. Also, those mutations don't respawn, they are just gone, and you are never getting them back.
I think one way it could be made easier is if the player was given prebuilt creatures to evolve into. That way instead of having to spend several minutes designing a creature from scratch only to die and try again, they'd get decent creatures made for them. For newer players it could help speed along the learning process and given them a starting point for their own designs.
I'd disagree. The whole thing is more a sandbox than anything else. Though I would like to be able to save critters I made, so I can quickly access and expand on the builds that worked for me. Edit: "change" was replaced with "save"
I think maybe having the light cell for the dark zone a reward in the map would be cool because that's (sort of) a necessary to progress through there, and it could just be cool to have stuff like that
Those hammerheads like launching their jaws, but they're really easy to kill as they turn slow and can be outran easily. Also the swingy things of the blue tries to get you stuck so it can wrap around and stab-crush you to death.
Regarding the nature of the game, I definitely think that it's good as a roguelike. But I also feel that it deserves more modes than just Roeguelike and Creative mode. For example, it'd be fun to have maybe a sort of survival mode that acts as a light-hearted endless mode which offers a few additional cells to pick. Survival should allow players to make a spawn point they can return to with their current "evolution" like in Spore. There should also be a more extreme endless mode that offers a few additional cells to pick and some that are preexisting.
For those having trouble with the early game before getting a proper build together I suggest: Small Ball Covered in Spikes Your movement will be shit, but you'll be safe and it can help train your control as your learn to build more maneuverable creatures.
Dorrito Triangle + Spike/Leech alternating pattern can genuinely tank the first boss and anything inbetween. If placed correctly as a jaw, can also easily munch snails.
@@riansteward5163 In case you didn't know, you can press function keys in game ( I believe its f9 and f10 ) to save a load creature builds. The default enemies in the game are already in the list of files to load. The name for the creatures comes from the name of the file. Snails are the little spiky bastards glues to the walls in the first area.
I personally don’t think the game is super hard at all, quite frankly i find the game rather easy, HOWEVER, i’ve never been able to beat the final boss because i get bounced into a lava wall and oneshot. (this is product of me trying to beat the game with a build i made before beating the first boss because i forget to expand on it)
Hard Cells are the way. And also lots of hearts and high regen. I tend to use angry cells to auto correct my trajectory when being shoved back though because my aim is pretty bad lol
To make the game easier maybe have a checkpoint system after every boss and make each boss have a three perk pool that doesn't change in this hypothetical.... adventure mode? That way you can cut out two big parts that make roguelikes hard: the randomness and fear of death
That would defeat the purpose of it being a roguelike... It's supposed to beat you hard, so the good wins feel great. If you win every run what's the point?
the tail motion I believe is actually just due to shape and centre of mass. With the way hydro dynamics works in this game you get a natural wigglyness if you do thin structures.
I made a leeching sea urchin in my first successful run It was relatively slow, considering waterjet cells were secured inside the body but it's a sacrifice i am willing to make to be a goddamn prickly tank lol
I feel like you should try and make some design tutorials for different cell playstyles in sandbox or tips and tricks on how some playstyles work and what they need to be functional like that swarm design you tried a while ago. And it also can possibly help make the game more accessible to players via teaching them cell building to possibly conquere the roguelike aspect. Also in my opinion maybe they could make a checkpoint easy version where maybe achievements are deactivated but maybe thats too much.
I mean, it's a game about evolution, IN A CAVE. If they would aknowlege what type of bacterias, or even insects live inside caves, then they would start to complain about the game beeing too easy! In all seriouslyness though, the game is pretty "hardcore", and i like it like that. If it would be easier, it mightve not gotten ANY traction online
I had a life steal build it had leach cell and many spike cells it was like a spear with a jet the low drag mutation kinda messed up my mobility I died to some BOMB fish
10:37 just add another game mode where u can make it not permadeath would be most ideal cuz at end of day u make not a rogue like me personally I think it would actually just ruin the game and become so ez it just like a idle game in a way
@@partofyoutube1297 damn, I was hoping that this was an attempt to confuse him and played along but evidently not lol. There actually was something we both weren't privy to.
This game does NOT need to be easier... There is a sandbox mode for a reason, and you can definitely do well in normal mode without too much difficulty... TLDR: Skill issue game's fine
1.Place a two amplifying cells close to each other but not touching.
2.Activate one positively and the other negatively.
3. Hope you are grounded enough...
………gonna try that lol.
Trying this
Tf is 1.Place?
@@dennisdensing7152 please ignore the new "feature" that YT has added. Random things get turned into links now.
ok, im gonna enter 1.Place and see what wonders are in there
Spikes did NOT get buffed*
Their damage is now impact force related,
If you are a stationary spike ball, your damage is much worse
If you get some speed, you deal great damage
About immortality by keeping a rebirth part in a safe zone: Yes it works, and if they deload, they might not even lose biomass over time anymore, so they are perfect*
Except, when you respawn, you only have the mutations of the old body part, as in, if you make a safety piece, kill a boss, pick up a mutation and die, you lose said mutation
that last bit about the mutation is interesting and very good to keep in mind, it makes me wonder if you could potentially make different builds, break a part off, and load that different build when you die (i know there's the dev save/load, but if they remove that or if you just want to)
@@jackbalderassgoodyoutubepl3664 You become the full thing you have in the editor, not the build you had before or part of the build you had before, so that is going to be difficult.
Also, those mutations don't respawn, they are just gone, and you are never getting them back.
I think one way it could be made easier is if the player was given prebuilt creatures to evolve into. That way instead of having to spend several minutes designing a creature from scratch only to die and try again, they'd get decent creatures made for them. For newer players it could help speed along the learning process and given them a starting point for their own designs.
nah, noita-type progression makes more sense
YES Like having a few easy mode classes, and having 1 - 2 upgraded body's for those that u could load when u lvl up
They should also probably make a creator workshop where you’re able to test out peoples creations of specimens
I'd disagree. The whole thing is more a sandbox than anything else. Though I would like to be able to save critters I made, so I can quickly access and expand on the builds that worked for me.
Edit: "change" was replaced with "save"
There are, but they are only in sandbox as of right now
I think maybe having the light cell for the dark zone a reward in the map would be cool because that's (sort of) a necessary to progress through there, and it could just be cool to have stuff like that
Those hammerheads like launching their jaws, but they're really easy to kill as they turn slow and can be outran easily.
Also the swingy things of the blue tries to get you stuck so it can wrap around and stab-crush you to death.
Regarding the nature of the game, I definitely think that it's good as a roguelike. But I also feel that it deserves more modes than just Roeguelike and Creative mode.
For example, it'd be fun to have maybe a sort of survival mode that acts as a light-hearted endless mode which offers a few additional cells to pick. Survival should allow players to make a spawn point they can return to with their current "evolution" like in Spore.
There should also be a more extreme endless mode that offers a few additional cells to pick and some that are preexisting.
The game difficulty is great.
Maybe even too easy in the lategame
i agree
For those having trouble with the early game before getting a proper build together I suggest: Small Ball Covered in Spikes
Your movement will be shit, but you'll be safe and it can help train your control as your learn to build more maneuverable creatures.
may i suggest, Small Worm Covered in Spikes?
Dorrito Triangle + Spike/Leech alternating pattern can genuinely tank the first boss and anything inbetween. If placed correctly as a jaw, can also easily munch snails.
@@Sphendranawait there's names for each creature
@@riansteward5163 In case you didn't know, you can press function keys in game ( I believe its f9 and f10 ) to save a load creature builds. The default enemies in the game are already in the list of files to load. The name for the creatures comes from the name of the file. Snails are the little spiky bastards glues to the walls in the first area.
I personally don’t think the game is super hard at all, quite frankly i find the game rather easy, HOWEVER, i’ve never been able to beat the final boss because i get bounced into a lava wall and oneshot. (this is product of me trying to beat the game with a build i made before beating the first boss because i forget to expand on it)
Hard Cells are the way. And also lots of hearts and high regen. I tend to use angry cells to auto correct my trajectory when being shoved back though because my aim is pretty bad lol
To make the game easier maybe have a checkpoint system after every boss and make each boss have a three perk pool that doesn't change in this hypothetical.... adventure mode? That way you can cut out two big parts that make roguelikes hard: the randomness and fear of death
That would defeat the purpose of it being a roguelike...
It's supposed to beat you hard, so the good wins feel great.
If you win every run what's the point?
but then its not a roguelike
@@jackbalderassgoodyoutubepl3664which is something they recognised and suggested it be seperate as an "adventure mode".
The new summoning shark looks so cool, I wonder what combo of cells made the tail motion work
the tail motion I believe is actually just due to shape and centre of mass. With the way hydro dynamics works in this game you get a natural wigglyness if you do thin structures.
I made a leeching sea urchin in my first successful run
It was relatively slow, considering waterjet cells were secured inside the body but it's a sacrifice i am willing to make to be a goddamn prickly tank lol
19:15 isn't that the thing you made when you captured the level 1 boss with ghost cells and wore it as armor? lol
Very similar haha, perhaps it was inspired by that!
Morbidus
This is morbidly dangerous
Vampire bats
3:01 looks like that one thing from rainworld
how did you know it's rare to see rainworld fans
i think a lot of people would appreciate a sort of creative mode. all cells unlocked, no build limit, etc
You meen Sandbox in the game?) He already exists btw
4:50 I noticed that those mouths have probably muscles that activated on touch, they basically launch assassins xD
this game is so good, i love the minion cell, definitely one of my favorite additions
16:11
name of this song ??? i recognize it from a zelda game but i can't find it
that's geno's forest from super mario rpg!
@@AliasGaming0 so that's why i wasn't able to find it i was so confident about it being from zelda
thank you
I feel like you should try and make some design tutorials for different cell playstyles in sandbox or tips and tricks on how some playstyles work and what they need to be functional like that swarm design you tried a while ago. And it also can possibly help make the game more accessible to players via teaching them cell building to possibly conquere the roguelike aspect. Also in my opinion maybe they could make a checkpoint easy version where maybe achievements are deactivated but maybe thats too much.
I mean, it's a game about evolution, IN A CAVE. If they would aknowlege what type of bacterias, or even insects live inside caves, then they would start to complain about the game beeing too easy!
In all seriouslyness though, the game is pretty "hardcore", and i like it like that. If it would be easier, it mightve not gotten ANY traction online
I definitely prefer the difficulty as well, soon I even plan on trying the hardcore mod that people have been making!
An easier difficulty would be fine for those who want an easier time
Have I been playing a future build? Had all this for a week or so.
There's just a bit of a backlog with the content, it takes a while to produce and the game has been updating rapidly!
@AliasGaming0 was honest confused, i do youtube at night so sleepy brain is like "did i accidentally beta"
10:44 i think they should make like a mode for you to freely respawn and stuff yk
5:05 FTL too, gawd daim
That is not a butterfly that is a facehugger
Does the electrical cell eat electricity instead if inverted? Don't have the game, just curious. Like is it a lightning rod?
it seems like it, yeah. And it kind of supercharges the lightning when done right too, but it's quite tricky to set up.
Can you make a parasite that uses the sticky cells and the leech cells to latch on to other organisms and feed off of their biomass?
can someone explain the dron builds cuz I dont seem to understand how to power them after they leaved the main body
Okay, swarm missile build with explosives? Anyways how does the tracking work?
I'm guessing the editor is big on brawlhalla?
Diamond 8 season's at the row) But now I have much less tome to play, electricity problem.
Brawlhalla emoji is awesome, you can't say it isn't
Whats the song at 7:22
If someone figures this out please tell me.
18:30 did you just make a Metroid from the Metroid games? samus may want words with you...
A difficulty slider, and or different mods.
Very simply the celeste soundtrack brought me into this game, it's not hard to get me interested.
not surprising given the pfp
It would be nice if the game let you save and load creator designs
@@melissaross4807 f9 and f10
20:35 FTL again
I had a life steal build it had leach cell and many spike cells it was like a spear with a jet the low drag mutation kinda messed up my mobility I died to some BOMB fish
10:37 just add another game mode where u can make it not permadeath would be most ideal cuz at end of day u make not a rogue like me personally I think it would actually just ruin the game and become so ez it just like a idle game in a way
I love this game, but i have lags and i dont know why
You should definitely try to create a beyblade
New video
Should we tell him?
Never
@hhhhhhhhhhhhhnhhhhhhh oh ok then, and don't check the comments on the new vid cuz I definitely didn't tell him 🤫
@@partofyoutube1297 damn, I was hoping that this was an attempt to confuse him and played along but evidently not lol. There actually was something we both weren't privy to.
Why the brawlhalla emojis? Has he played before?
my editor enjoys brawlhalla, I'm more of a melee guy personally.
What is the name of the game?
Primordialis
Yippee
FTL background.
This game does NOT need to be easier...
There is a sandbox mode for a reason, and you can definitely do well in normal mode without too much difficulty...
TLDR: Skill issue game's fine
True