It's sprites. Just goes to say what modern AAA games are sacrificing for going full on extra detailed 3D. I mean, the first Total War games were able to easily handle a similar number of units as the newest games in the series...
Asking "What does this card do?" while looking at the description of a completely different card and then stating "This game needs a better tutorial" is peak Splatter.
to be fair the game is not very clear. some buildings do nothing but unlock other cards. so you need to keep opening the tech tree to see what it's going to unlock. the game also doesn't tell the shape of the attack of defensive buildings, or if a unit is ranged or melee. they need to give A LOT more information on the cards.
@@Relf_G oh the game is great, but it can be better. most of the problems I had with the game were quality of life. like the lack of information in cards, or the fact we can't pause or speed up the game (in the mentioned 14 mana puzzle, rounds were getting to 6 min long, and the enemy could hardly breach my first walls), and a lot of other smaller things.
@@danilooliveira6580 true for example there's long range towers that you can't tell if they take out out lazers at any point in the wave or send out waves in the whole area like that protos tower
A few insights, maybe: it seems that the way to control spawns is by keeping the cards and playing them in the order you want them to spawn just before or when the round starts. There also seem to be some defensive buildings that have a "dead zone" where they can't attack. Adding walls to block units from reaching that zone and serve as additional building hp will do a lot of good. It might also be of value to not build straight walls only, but build the walls in such a way as to funnel enemy melee units into the firing zone of the defenses that fire a straight line of damage, so to speak. To do that have one of the defenses that has a round AoE or rectangular attack area at the front, place two rows of walls in front of it (so it lasts a bit longer) then a wall straight back that units might stop to attack, leaving them in a long ling that the other defenses can then annihilate as their attacks fire. Generally you don't want to have a lot of walls where there aren't any defenses ready to take enemies out as they get stalled unless you literally have no cards to deploy defenses. They'll delay the enemy a bit, but it'd be better if they got delayed somewhere that you can actually eliminate them at the same time so they should probably be used as padding around defenses or to funnel enemies into defenses.
Splat, thanks for the vids man. I may not play all the games you post, but i watch all of your videos, and for 30-40 minutes a day you help me forget the problems in my life
I'm really enjoying your videos. You do enough explaining to get us interested in the demo and then get out of the way and move on to the next. Wonderful! Good quality all round, didn't notice any sound issues personally. Good luck with your move - moving is a stressful time generally.
pros of the game: -the different "factions" seem very distinct for those that are already in the game (occult having real good offense, nature superior defense durability, desert very strong economy and defense but a need to sacrifice some of said economy to go on the offense at all) -the pixel art is PRISTINE especially considering the number of things on screen at once -great spectacle, without any performance issue again despite the size of the hordes. -the fact destroyed buildings respawn at the end of the road opens a lot of options on the defense, like using some structures as sacrificial pawns for the sake of long range artillery -the varied maps are a boon that makes defensive strategy not repetitive cons: -the UI can be obscure at times, wish there was a way to see tech trees out of a game in progress -very little control on the offense out of spells, cant decide in which order autospawned units enter the battlefield; can lead to situation where the autospawned units that make the front of you army are the wrong choice for the enemy defense, without you beign able to do anything about it -army size is its own worst enemy at times, with sometimes map-covering hordes just losing because of timeout, especially true with melee troops; eventually most of your army is just waiting in line for the guys in front of them to die and are not really contributing anything until then overall a very promising game, that i'm pretty sure I will but when it comes out (which i hope will be soon)
I think it would be cool if there were spawn zones that depended on map shape and buildings and such, and you would play unit cards on those zones, because then you could play the units you want to be in the front at the forward spawn zones and the support in back. Also it would be cool if the size of the spawn zone affected how fast the units could come out. Like, all the spawn zones have the same spawn rate for a given area, so the larger zones can spawn more at a time than the smaller ones. Because then it would also be a balancing act, because you could put a card that spawns lots of units on a small spawn zone to have consistent spawning over a longer period of time, or a card that spawns fewer units on a large spawn zone to have them all spawn quickly and rush down the enemy.
I loved this demo. I am really interested to see how far they take this and to see if they add some more QoL. I kind of hope they add more later, like an Undead faction.
The idea looks great overall (remins me of "They Are Billions") but I am not fond of the RNG card system some games have. I like to handle my own decisions, make my own destiny. But that's just me.
It's probably done with flowfield pathfinding. Short version is they only have one singular big pathfinding calculation and every unit uses it. It's been around for over a decade but complicated stuff like that rarely sees use because it's niche.
Good one of us is evergreen... I was used as a resource my whole life, and now I'm rotting in a well because I refuse to be a part of it anymore. Also, not gonna get a penny that's logically owed to me. I'll have nothing until I get myself killed. This is the life of a good person with courage.
If mobs have smart pathing, building a kill box and not a straight up wall seems to be the way to go. You gotta have as many towers engage as possible while limiting the mob flow to a trickle. Otherwise, just wall off densely, alternating towers and walls, since killing the enemy seems to be useless after a point. Perhaps it's possible to win a small advantage by building defenses hugging the mob spawn area, since it can inly fit so many.
Glad you're finally moving away from those industrial smoke stacks you mentioned living by many times in the past, Splat! I hope you and the wife enjoy the new place
This game is wild. There's a lot going here, with the mechanics, the artstyle, etc. very interesting. EDIT: also theres a lot I like but ill highlight that im really into the cloud coverage lol.
This game looks like my cup of tea with the huge armies and walls. i hope they are adding more armies we need some undead and maybe an orcs and goblins type.
Splattercat! No time to explain! You need to do a look at the game Wild Americas! It's an indie game. It's a tiny bit like State of Decay. And you play a geologist! It's like they made it for you!
This looks amazing! I'm really interested and I'm going to check the demo out, but ohhh poor devs, they have so many small units and chaos that the youtube compression algorithm is going to make all their videos look terrible
This looks to be based on an old Starcraft II minigame called Nexus Defense. I think there was an even older version that Nexus Defense replaced in the SCII beta.
really liked the art and concept, though sadly the demo kept hanging on the second mission so I couldn't see more will keep an eye on it though, the scale is really cool
I didn't care for this video much. Which is surprising because Splat's videos usually rock. Although I wish they were a bit longer a lot of the time. It didn't give me a very good idea on how to play it or what we were supposed to be doing besides playing a bunch of cards and hoping we take down the enemies base before they take down ours 🤷🏻♂️.
@@M33f3r i'm not entirely sure, but if you have steam, you can click the help tab at the top and select system information to see if you have it supported.
AVX2 is a cpu instruction set extension, look up "Advanced Vector Extensions" on wikipedia, any intel iX processor 4th gen and newer should have it, probably all Ryzens
@@mfsebcw It is a CPU Feature introduced roughly 15 Years ago. It helps calculating many things at once. We use it for the units so the game performs well.
Do you have any idea how many seconds it took me to realize you meant "pal-ish" & not "POLE-ish"? Of which I'm 1/4 of, myself. That was REALLY confusing!
"Once more unto the breach, deer friends, once more; Or close the wall up with our Silverback dead." - Henry V while playing Warcana, probably btw No worries about any disruptions to your videos that might be caused by moving, you've still been killing it lately with all the Steam Next Fest coverage. Keep up the good work!
Wow! I wasn't impressed until you zoomed in and it was so smooth and detailed! That is pretty insane the sheer number of units
It's sprites. Just goes to say what modern AAA games are sacrificing for going full on extra detailed 3D. I mean, the first Total War games were able to easily handle a similar number of units as the newest games in the series...
@@jankoodziej877yes but lets bot pretend warhammer 3 does not look awesome. If you want numbers, Dominions 6?
Polish here. What do you need help with?
Please come quick. There is so much to do!
NAAAHHHHHHH ☠️
Beat me to it!
Me too! I can help!
😂
I'm pretty sure Sun Tzu is the one who emphasized the importance of additional pylons. So try that, I guess.
...and I'd say he knows a little bit more about fighting than you do, pal, because he invented it!
@@ajobe15 And then he perfected it so that no man could beat him in the ring of combat!
"you get to play as much as you want in this game, there's nothing stopping you"
that makes two things it has in common with yu-gi-oh
Yes, and any other game in existence, except that one game where when your character died, you had to buy another copy of the game
@@leoleo1035OneShot?
'Skooma Steve' still gets a surprised laugh out of me, somehow
You & me both, my guy
Cash Falcon is also a great classic🤣
Did I just hear Splat say "UNDER-tutorialized"?! Hmm, when did I cross into this dimension?
This game's artwork, ui design, and optimization is super impressive. Thanks for featuring it!
Splattercat, it's good to hear that you're doing well. Good luck at your new place!
> "This game is utter insanity and madness."
Sounds right up your alley Splatty.
Asking "What does this card do?" while looking at the description of a completely different card and then stating "This game needs a better tutorial" is peak Splatter.
to be fair the game is not very clear. some buildings do nothing but unlock other cards. so you need to keep opening the tech tree to see what it's going to unlock. the game also doesn't tell the shape of the attack of defensive buildings, or if a unit is ranged or melee. they need to give A LOT more information on the cards.
@@danilooliveira6580 Some puzzle levels were neat though. Like figuring out how to get 14 mana using the void faction was an interesting process.
@@Relf_G oh the game is great, but it can be better. most of the problems I had with the game were quality of life. like the lack of information in cards, or the fact we can't pause or speed up the game (in the mentioned 14 mana puzzle, rounds were getting to 6 min long, and the enemy could hardly breach my first walls), and a lot of other smaller things.
You can hold F2 to accelerate the game :)
@@danilooliveira6580 true for example there's long range towers that you can't tell if they take out out lazers at any point in the wave or send out waves in the whole area like that protos tower
town builder autobattler? seems like a very good idea.
It looks like the old WC3 custom game Line Tower Wars.
Came here to say this. I miss that game. This looks like fun.
Starcraft 1999 had a Tug of War custom game that is pretty much exactly this too.
A few insights, maybe: it seems that the way to control spawns is by keeping the cards and playing them in the order you want them to spawn just before or when the round starts.
There also seem to be some defensive buildings that have a "dead zone" where they can't attack. Adding walls to block units from reaching that zone and serve as additional building hp will do a lot of good.
It might also be of value to not build straight walls only, but build the walls in such a way as to funnel enemy melee units into the firing zone of the defenses that fire a straight line of damage, so to speak.
To do that have one of the defenses that has a round AoE or rectangular attack area at the front, place two rows of walls in front of it (so it lasts a bit longer) then a wall straight back that units might stop to attack, leaving them in a long ling that the other defenses can then annihilate as their attacks fire.
Generally you don't want to have a lot of walls where there aren't any defenses ready to take enemies out as they get stalled unless you literally have no cards to deploy defenses. They'll delay the enemy a bit, but it'd be better if they got delayed somewhere that you can actually eliminate them at the same time so they should probably be used as padding around defenses or to funnel enemies into defenses.
Splat, thanks for the vids man. I may not play all the games you post, but i watch all of your videos, and for 30-40 minutes a day you help me forget the problems in my life
Do you really need somebody polish to make this game good?
Capital P, kurwa.
@@Quest723The No, the capital is Warsaw. Gottem!
@@strongerthanever2039 You did that on purpose, didn't you.
@@TheRebelkid15 Yes 😈
Holy crap this game looks fantastic. So stoked to try this one out. Thanks master splatty splat.
Not my stupid ass reading the title and being like "oh I can Speak a bit of Polish so I should enjoy this" kurwa
Well he capitalized the word "Polish" which you're only supposed to do for nouns so I can see why you thought that.
Don't worry, I did the same thing. And considering half of the words I know are swears, your last word had me laughing.
Lmao multiple people thought he meant Polish, this community is great
They had games like this back in the WC3 mod days. Surprised this is a first game I've seen to take the concept and make their own game with it.
Footies! I remember!
Glad to hear things are looking good for you, always love to hear that.
Hussah, he reviewed it! This game was my favorite find of Steam Next Fest!
I'm really enjoying your videos. You do enough explaining to get us interested in the demo and then get out of the way and move on to the next. Wonderful! Good quality all round, didn't notice any sound issues personally. Good luck with your move - moving is a stressful time generally.
This is a surprise gem in the rough. Definitely going on my wish list and potentially a strategy favourite in the making!
Glad to hear things are going well and looking evergreen Splat!
I like that you use „protoss“ as if everyone knows what they are - i like it. My life for Aiur!
Let's not forget the old meme, _"My wife for hire!"_
I think this one is gonna be a hit. Especially for the Polish demographic.
Great to hear that things are going well for you my dude, keep up the great work!
What a great idea.. Hopefully the developers keeps improving the concept
pros of the game:
-the different "factions" seem very distinct for those that are already in the game (occult having real good offense, nature superior defense durability, desert very strong economy and defense but a need to sacrifice some of said economy to go on the offense at all)
-the pixel art is PRISTINE especially considering the number of things on screen at once
-great spectacle, without any performance issue again despite the size of the hordes.
-the fact destroyed buildings respawn at the end of the road opens a lot of options on the defense, like using some structures as sacrificial pawns for the sake of long range artillery
-the varied maps are a boon that makes defensive strategy not repetitive
cons:
-the UI can be obscure at times, wish there was a way to see tech trees out of a game in progress
-very little control on the offense out of spells, cant decide in which order autospawned units enter the battlefield; can lead to situation where the autospawned units that make the front of you army are the wrong choice for the enemy defense, without you beign able to do anything about it
-army size is its own worst enemy at times, with sometimes map-covering hordes just losing because of timeout, especially true with melee troops; eventually most of your army is just waiting in line for the guys in front of them to die and are not really contributing anything until then
overall a very promising game, that i'm pretty sure I will but when it comes out (which i hope will be soon)
We are stoked for you Splat! I am so glad things are getting better for you in life.
This looks like an evolution on some WC3 custom maps. Pretty cool.
Thanks, Splatt!
Good luck with the move and glad to hear all is trending well! We
Looks like a neat idea, curious to see how it turns out.
Also glad to hear your life is looking more positive as you get through the move. Good luck!
This is one of the coolest looking games I have seen you play on this channel.
I think it would be cool if there were spawn zones that depended on map shape and buildings and such, and you would play unit cards on those zones, because then you could play the units you want to be in the front at the forward spawn zones and the support in back. Also it would be cool if the size of the spawn zone affected how fast the units could come out. Like, all the spawn zones have the same spawn rate for a given area, so the larger zones can spawn more at a time than the smaller ones. Because then it would also be a balancing act, because you could put a card that spawns lots of units on a small spawn zone to have consistent spawning over a longer period of time, or a card that spawns fewer units on a large spawn zone to have them all spawn quickly and rush down the enemy.
I absolutely NEED an undead faction for this. Skeletons must swarm, zombies must consume. I will construct the Bone Colossus.
Thanks for showcasing and glad to hear that things are going well. ^^
the audio sounds pretty good splat, no worries. congrats for the new home!🍻
I saw a stream of it and it's definitely fun in multiplayer.
I loved this demo. I am really interested to see how far they take this and to see if they add some more QoL. I kind of hope they add more later, like an Undead faction.
Absolutely love this game, can't wait for the full release.
Splattercat, the guy who never uses tutorials is complaining about lack of tutorials? It is a strange day today.
The idea looks great overall (remins me of "They Are Billions") but I am not fond of the RNG card system some games have. I like to handle my own decisions, make my own destiny. But that's just me.
It's probably done with flowfield pathfinding. Short version is they only have one singular big pathfinding calculation and every unit uses it. It's been around for over a decade but complicated stuff like that rarely sees use because it's niche.
Surround Castles! Repair Holes! Place Your Cannons and Destroy the Enemy!
It's the RAMPART! formula. :D
This looks awesome! I hope they do a necromantic undead faction 🙏
Good one of us is evergreen... I was used as a resource my whole life, and now I'm rotting in a well because I refuse to be a part of it anymore. Also, not gonna get a penny that's logically owed to me. I'll have nothing until I get myself killed. This is the life of a good person with courage.
Good luck with the house and stuff like that. I'm glad to hear it's going well.
If mobs have smart pathing, building a kill box and not a straight up wall seems to be the way to go. You gotta have as many towers engage as possible while limiting the mob flow to a trickle. Otherwise, just wall off densely, alternating towers and walls, since killing the enemy seems to be useless after a point. Perhaps it's possible to win a small advantage by building defenses hugging the mob spawn area, since it can inly fit so many.
Glad you're finally moving away from those industrial smoke stacks you mentioned living by many times in the past, Splat! I hope you and the wife enjoy the new place
Love to hear that things are looking up mate!
This game is wild. There's a lot going here, with the mechanics, the artstyle, etc. very interesting. EDIT: also theres a lot I like but ill highlight that im really into the cloud coverage lol.
As in the cloud shadows and the fog? The fog VFX is running an actual wind simulation on the GPU 🙈😁 - we have put some work into it!
Ugh, I can't wait for this to come out!!!
I agree this game looks to have great potential, keeping an eye on this one.
Really like the vibe of this.
This game looks like my cup of tea with the huge armies and walls. i hope they are adding more armies we need some undead and maybe an orcs and goblins type.
sadly, cup of tea does little damage against most troops.
This reminds me a lot about some OLD Warcraft 3 custom game. Can't quite put my finger on it. Pretty sure there was a continuation for Starcraft 2.
Splattercat! No time to explain! You need to do a look at the game Wild Americas! It's an indie game. It's a tiny bit like State of Decay. And you play a geologist! It's like they made it for you!
Look amazing im more of a histical war game like total war i would love to see a version of that but in this type.
Well this looks awesome
I bet this is more about your fast CPU.
I love Tug of War games ❤. The game also looks amazing, i'm instantly hooked! 😊
This looks amazing! I'm really interested and I'm going to check the demo out, but ohhh poor devs, they have so many small units and chaos that the youtube compression algorithm is going to make all their videos look terrible
This looks to be based on an old Starcraft II minigame called Nexus Defense. I think there was an even older version that Nexus Defense replaced in the SCII beta.
Exactly. I had the same feeling. The animations are really fantastic but the controls and some other things need polish. It'll be great then!
really liked the art and concept, though sadly the demo kept hanging on the second mission so I couldn't see more
will keep an eye on it though, the scale is really cool
This game does look VERY interesting ngl
this game demo is so fucking awesome, i hope it gets many players for online matches.
Yo the soundtrack slaps
I miss the old WC3 tug of war games. Surprised they never really took off outside the platform.
Freakin cards, man
This game looks so cool!
We need a comma
Audio was fine splatt.
I didn't care for this video much. Which is surprising because Splat's videos usually rock. Although I wish they were a bit longer a lot of the time. It didn't give me a very good idea on how to play it or what we were supposed to be doing besides playing a bunch of cards and hoping we take down the enemies base before they take down ours 🤷🏻♂️.
Looks like you do have an idea how to play it, you kist described it
I saw you draw cards and spawn them during the wave. It's that the way to control the spawn order vs. loading them all up before it starts?
I think you're right. Looks like the spawn order is determined by the order in which you cast cards.
The game is out now, it's great fun.
Oh I love me some Line Tower Wars
First time ever I see something like this.
Haha holy cow that looks nuts!
This looks right to my personal tastes. Also, polish, like CPRed? I call that a good terroir.
P.s. this game looks too dope & hella promising
Someone made a new take on Starcraft Brood War UMS maps.
I literally went 5 minutes thinking this was a Polish game. lol
game requires your CPU be able to run AVX2. the store page doesn't tell you that.
What is avx2?
@@M33f3r i'm not entirely sure, but if you have steam, you can click the help tab at the top and select system information to see if you have it supported.
AVX2 is a cpu instruction set extension, look up "Advanced Vector Extensions" on wikipedia, any intel iX processor 4th gen and newer should have it, probably all Ryzens
@@mfsebcw It is a CPU Feature introduced roughly 15 Years ago. It helps calculating many things at once. We use it for the units so the game performs well.
@@1000orks dang, guess i wont be enjoying the game anytime soon.
Sorry, I think I won't watch the video... for now, because this looks so amazing I just HAVE TO play it myself first! :D
vocals are fine, theyre unchanged
I don't think I can play it without the push-pause, I'm too dumb :p But once that goes in I'm really curious to see how it plays.
"We have blood to spare.."
When we moved I just unplugged the Fibre router and plugged it in at the new house.
ThankYou SirSpla77
if his army spawns on two enemy players, where do the other player’s armies go if there’s three in total..?
this looks sick
When did the cool kids club turn into the mesa falcons? Explanation required please
I can't wait to play against 29 others players.
Do you have any idea how many seconds it took me to realize you meant "pal-ish" & not "POLE-ish"? Of which I'm 1/4 of, myself. That was REALLY confusing!
Same here, both misunderstanding the title and my maternal grandfather was Polish.
"Once more unto the breach, deer friends, once more;
Or close the wall up with our Silverback dead."
- Henry V while playing Warcana, probably
btw No worries about any disruptions to your videos that might be caused by moving, you've still been killing it lately with all the Steam Next Fest coverage. Keep up the good work!
Looks super fun tbh
AMAZING GAME !
GETTING IT RIGHT NOW !
It's still just a demo release..? So I'm sure they'll polish it up more before full release.
I need another They Are Billions...