Wall World Is Way Better Than I Hoped It Would Be!
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- Опубликовано: 21 авг 2024
- Get Wall World on Steam: store.steampow...
Explore the mysterious Wall World on your giant robospider: mine for valuable resources, upgrade your equipment to fight off hordes of monsters, and discover exotic biomes in-between attacks. Will you be able to survive and learn the secrets of the Wall World?
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rare to see the multiple intros
What do you mean?
Also thought you should know the developers added you to this game as a cave dweller in one of those random tiny caves.
Came to find someone else mention this. Just found Wanderbot, and he does indeed have many games to play. :)
"There's no warning when next wave comes" when it's literally fills in bottom left.
To be fair, it never tutorialized that. I actually thought it was a resource radar or something and stopped paying attention.
You got the meter AND a sound que. Though the beeps should come a bit earlier because they start as soon as the wave spawns. It should be at least 3 seconds earlier
It took me a long time to figure out which one you meant. Given the juice added to other abilities and buttons, I'm surprised that purple meter doesn't flash or jiggle while the alarm plays and the enemies are about. Maybe coming soon :) its a good game
@Angry Sandwich yeah, if you discord and play games, you will know how bad it can get
Your comment on structures in the mine got me interested in brain popping an idea.
Something like a “flinger” that you can place down and it launches resources in a set direction. Launch yourself as well, if you’re reckless enough.
Maybe have the mine require a structure like an “outpost” and you have to choose between that and a turret. With an outpost, you gain the ability to place structures in the mine. When you’re done with a mine, you could have the outpost recycle the structures for a portion of their cost.
The Wave Timer is the middle blue/purple bar, it fills up over time and can be extended with upgrades between excursions.
"Also *DAYUM* " 😂😂😂 Good lord that caught me of guard
Needs green to heal, finds green proceeds not to heal...Man this is anxiety inducing...Finally heals, yes you'll live relief!
Immediately gets ganked, away from support towers and the boss rocks up and is like "Escape? No no no..."
This rollercoaster of ups and downs is too much.
I hate seeing players that need to be handheld through the game.
The amount of times he created a problem for himself then complained like it was a game design flaw is sending me
"There is no way to tell how long between waves"
My sir have you checked the purple bar in the bottom left?
27:20
I've reviewed this scene several times now and for the life of me I can't tell what hit you here.
Agreed. Some buuuullshit =o
with the level of health that got hit, it looks like an "invisible" exploder. Like the sprite didnt load but it is still there and blew up on him. Still, would be an infuriating glitch to play with.
@@miclowgunman1987 ^ It's either this, or a bug with the exploders AOE range.
I've seen this happen to two other content creators.
It happens often enough, so here's hoping it'll be fixed by release.
5$ for that? That's an absolute steal! The game looks great for something that's going to be so cheap
Honestly my biggest complaint with this game is the sound design of the mining. It feels . . weak? It's like it doesn't have much impact. It's better once you've upgraded it and you break rocks more quickly but not when it takes a while for each. I much prefer the mining in dome keeper.
I do love all the ideas in this game though, the massive wall with all the robot spiders on it is so cool. The lore is much more in depth than dome keeper, which is just "you land on a planet, steal it's resources and kill all the native monsters". The art in this game is great too.
Neat little bloopers at the beginning 😂
I don’t know how he does it but I pass out whenever I watch his videos. Just so god damn peaceful god dang it
29:40 yeah at the start if you play smart it’s fun, then later once you’re character is strong you can cut loose and have fun that way
I still can't at all comprehend programming but for a long time (like since attack of the clones) I've liked the idea of a game where you build a city on the backs of multiple mach-walker-tank things whilst also exploring the world to either side of them. Like a mix of The Wandering Village with a top down Wall World. You'd have to find and restore mechs to expand your build area and build bridges to connect the mechs together. Build buildings to process the junk you find into usable materials, hire NPCs to work those buildings for you, build homes for NPCs to live in, build defences the keep the NPCs safe and to prevent raiders from stealing your mechs, hire other NPCs to man those defences, send NPCs out on scavenging missions of their own when you're too busy to scavenge for yourself... All the basics of a base building survival game but the base is constantly moving... Oh yeah I mean constantly, when you go scavenging it leaves without you and you have to survive on your own until the timer says it's made it all the way around the procedurally generated canyon and is coming back to you. When you send NPCs out they are gone until the mechs have done the circuit and gotten back to them. Only raiders can attack the town but there's more than just rairers out there. there's other mechs that the raiders can fix up to attack with, there's zombie hoards, huge mutant monsters, aliens, demons, and anything else you might want to hide from by building a giant robot.
If this game sounds amazing to anyone besidedes myself I beg you to steal it and make it because I just want to play it and also watch Wonderbot play it. Throw in a skin based on his avatar for him then he'll have no choice but to play it.
Idk why people hate when other devs take inspiration from an original game. As long as it fits my interest I'm good. Like, I really want Anthem but not Anthem. And definitely not published by EA.
I don't mind it being derivative, but I wish they'd pushed the art style a bit more and innovated on the formula further. I still think building structures (not just the turrets) would have made this game absolutely incredible.
There's a big difference between taking inspiration and copying game mechanics, art style, and sound effects. Plus, now Dome Keeper is going to suffer simply because they made their game first/worked hard on an original game.
@@xx_amongus_xx6987 Game mechanics can't be copyrighted, art style is different (DK is much more pixelated and oversaturated), sound is the same as all similar games. Why is dome keeper going to suffer? Because competition might make something better? Do you know how market works?
@@xx_amongus_xx6987 All game mechanics in established genres are copied. The reason you can pick up a game and play it without an instruction booklet like they used to have is because there is now an established language of game mechanics. Any game that innovates a genre and makes it big gets massive first mover advantage, which compensates them for their effort. There's also every chance that someone finds this game first, likes it and then looks for the genre initiator, so DK may benefit. In other industries it is generally considered good news when a niche has more than one product in it because it grows the market overall.
@@marcogenovesi8570 I'm not saying anything Wall World did is illegal, I'm saying its unethical and obvious. Art style has some new stuff in it, but the mining sections, enemy design, UI, and resources are almost identical. The colors for these things are exactly the same too. No, sound design between games is very different lol, and the fact that they both have the same style is very telling. If it was just one thing I would be perfectly fine with it, but this is clearly not one thing.
Dome Keeper is going to suffer because since the games are pretty much the same, they're going to compete against each other for players. Wall World is the shiny new game that just came out and it does have a few more things than Dome Keeper has, so it's obvious what people are going to get recommended and buy.
Competition is great, but unethical business still shouldn't be accepted. You think it's right to develop a fairly original game for years, only to have another studio copy it, change up a few things, and release it a few MONTHS after your release? It's hard enough as it is to ever make a profit off of game developing, but now it's going to be detrimental.
I'll be honest, seeing the ads for this game made me a bit annoyed, but seeing the actual gameplay has made me change my mind. This is a pretty nice game.
somebody saw wander going nuts about wall gold & went hey i can make a game out of this.
Wall World being similar to Dome Keeper isn't going to hurt one game or the other. If people enjoy Dome Keeper they'll probably buy Wall World and vice versa. To an extent all art is derivative but it's pretty clear both projects stand on their own two feet. It's good for the developers of such games to see different ideas because it helps them improve and iterate on their own ideas.
I thought of a solution to the meta progression problem. Lets call it double meta progression. Some meta progression choices will render others unavailable and eventually you get powered up enough to reach an actual end of the game where there's no aditional runs you just have to start a new save file. But now you can try a different combination of meta progression choices and unlock a different meta ending eventually finding the best ending presumably where you break the loop without anyone dying.
that sounds a little like "Stories: The Path of Destinies"
The MC gets a book at the tutorial of the game.
And then it goes into a Action-RPG with multiple options at the end of every level about where to go and what to do.
The choices give you different powerups and change what map you get sent to, but you have limited time and have to make choices and sacrifices.
So every run you only get to visit a handful of locations, and what order you visit them in changes the story.
Most endings lead you to get killed/possessed/ other bad things, and then the book rewinds time back to the start.
Doing that lets you as a player know what the consequences and benefits of your actions are, but also the character you are playing.
And that unlocks meta progression as the character knows the future, and sometimes gets new choices because of something he learned on another run.
( kind of like Majora´s Mask )
And There is also a experience system and item uppgrades where you unlock new moves and get stat buffs that remains across runs.
And some off the uppgrades like the hookshot and some new elemental weapons unlock new paths on the maps.
But the coolest thing with the story is that every "secret" or "ending" you unlock, the smarter the MC becomes.
And you can use that knowlage that he and you as a player learned to progress the story in diffrent ways.
There is also a "happy end" where the loop breaks if you managed to unlock a few key secrets about the game.
"Also DAMN!" xD
i LOVE the concept, very steampunk and maybe ghibli vibes
That "DAMN" from the start took mw out. GYAAAT fr
1:42 "Also, DAYUMN"
This is a very cool video! I actually purchased it for myself and plan on playing it.
From watching you play it I would agree that it definitely has some similarities with domekeeper. However I think that it has enough differences to be its own game. I especially like how it has metaprogression so you can gradually become stronger and stronger instead of starting over the same strength each time you lose as you do and don't keep her.
I think both routes have their benefits but I do like that you can keep some of your progress even if you die. Also from the little I saw the story aspect is another strong point for this game❤❤😊
PLEASE Wander, stream this in particular on RUclips.
One solution to the act 1 doldrums problem is always just throwing enemies that are _statistically_ weak but nevertheless have a couple gimmicks and are otherwise numerous or engaging enough to require some skill to deal with. As opposed to just throwing enemies that do almost nothing to you but take way too long to defeat with whatever pea shooter you start off with. Honestly I'd say Nuclear Throne and Enter the Gungeon are both pretty good about this- the enemies on the first level of both games are small fry with only minimal gimmicks, but you do still have to engage your brain to deal with them and they don't take ten years to kill with starter gear.
Doesn't exactly work for this particular sub-genre but it still works for true roguelikes, rogueSHMUPs, deck-builders, etc
your purple bar on the left tells you when to fight
The wave timer is the purple bar in the middle that fills. Took me awhile to figure that out as well
i hope you stream this in the future, really enjoyed watching the vod of terrea nil
Great stuff!
Wouldn't this world really quick become "cave world", because people would quickly start to live in those caves they are able to dig, where they... you know... can't fall to their infinite falling-starving death?
Do the ores transform them into the creatures, you are fighting, if they tried? Is that, why you are wearing the suit? Is that why you should destroy as much cubes as possible? Am i giving that too much thought?
Did i expand the lore in 5 minutes so much, that i should be hired? xD
This is something that I would like to watch more of (and maybe play)
I may have missed it if you noticed ut that purple bar tells you how close bad guys are.
1:47 oh lord! Her back must be killing her.
Probably became and engineer to learn the structural tech they’ve developed to support the buildings and mechs.
I love me a double intro :D
I keep trying watching wanderbot, he plays games I like for sure an he's definitely a fluid streamer/tuber/speaker person, but, an this could jus be my limited experience with the channel... is he ever positive? seems like he's only ever complaining about [everything]. It's prolly jus me or not.
Unfortunately I get stuck in 'constructive critic' mode fairly often, and I can see how that looks negative. I'm working on mixing in more pure positivity, but after years of art school + being terminally online it's very easy to relapse.
@@wanderbots I didn't perceive this as negative at all in this video, fwiw. I often do the same thing btw (in another field) and always explain that if you hear constructive criticism from me, it means I really liked the thing to begin with. If something leaves you cold, you won't bother trying to suggest improvements.
wanders reaction to mechanic girl was incredibly funny
The purple bar is the wave countdown.
You are playing as the defect from Slay the Spire in this game. That character looks very similar too him. He has frost based orbs etc. too.
You can heal your spider crawler.
i seen the devs put you in the game so i had to come to come over
The only reasons why it looks like dome keeper are pixel art, mines, some progression that affects gameplay, and dome-looking-base, base defence. End of similarities. End of discusion
For gathering resources i was thinking about conveyor belt like in Dig n Rig
Hey nice content but you do have a wave indicator in the bottom left its the second purple bar
As far as mining everything goes, I think at least waiting until you have the drilling efficiency upgrades first would be a good idea.
5 dollars! That’s amazing! Also you seem energized in this video compared to other videos recently I hope you are recovering from being sick!
Forgot to edit out your fudged openings lol
Oops
@@wanderbots honestly quite entertaining to hear haha
@@wanderbots quiet entertaining. Want more bloopers
@@wanderbots Ooops, or intentional funni? ♥ Doing it on all videos would be tiresome, but every now and then it's actually cute and funny hehe
This will be free on prime gaming in three days it looks like a fun game.
I feel a solution to the wave right after the boss problem could be resolved by stopping the timer during the boss fight. You need to stay in your spider during the fight anyway, so it's not like you're getting a lot of extra mining time.
1:43 I second that.
Damn.
I found you in the wall in Wall World!!!
I would've loved to see you play Metroid Prime live! Sad I missed out, but I'll definitely look for the VOD now that you mentioned it.
4:40
It looks like domekeeper if domekeeper had any chance of being fun for me to play. Only 5 mins into the video though so I'll see how the rest goes lol.
It's really good, did you played any of it any more?
You talked about enjoying Terraria, I haven't seen very many content creators talk about a similar game called Crea. Might be worth a video.
55:50 100 weeks is almost a year? lol
Almost 2 xD
Anyone else pained by his choices?
1:13 Isaac?
11:39 That's what she said !!!!
You say this game borrowed from Dome keeper and compare it to Vampire survivors clones but funny enough vampire survivors was a clone of magic survivors before it.
There's nothing wrong with that, but I think game devs should give more credit to their inspirations and say what games they are building off of when not building a true first of its kind, never before seen game play loop.
Erm, mechanics are copied in all established genres. Do you propose slapping a long list of inspirations on every FPS, RPG, roguelike etc?
@@paulie-g depends on if its General inspiration, "Im going to make an RPG and its turn based like FF & DQ (or a thousand other RPGS)" or if its more specific, like here where its "Its dome keeper, but on its side with multiple mines" but Yes a list of games in the credits that provided significant inspiration would be a good thing. Can give players a what to look up next if they liked that game.
Sadly companies are afraid of copy write issues from just admitting where ideas come from.
@@TheFinagle You can't copyright ideas
Also “damn”
“Anyways”
I think the "experience points" are diamond dust
That's a wonder wall lol
Haha Wander funny 😆
Horizontal Dome keepers 😅
i think they need a meta progresion that doubles your spider starting mining laser to 2 > 4 > 8
7:10 why did he not say "innovation comes from - inspiration", it would have been so much cooler
intro lmao
@Wnderbots, have you seen some of the Easter Eggs in Wall World?
Dead space mining sim
So it's a worse version of domekeeper
Thank you for the video. Game looks fun! I’ll be seeing about getting it. Keep being awesome friend! Have a great day!
Just 5 Bucks for a game that looks like it can still be tuned up and improved a bit further? That sounds like quite a bargain. I think they'll get a lot more players that way, who happen to love the other game like it. I might give it a go too!
This game has impressive graphic.
People coping others' ideas and building upon them is the definition of evolution of art. People should stop bashing anything that isn't something 100% original. Genres exist because of that, and inspiration drives the birth of more
The evolution of art is about inspiration/stealing small parts from many different places, not outright copying almost every aspect of one thing lol.
@@xx_amongus_xx6987 Except that's not true lol
@@LineOfThy You going to explain yourself?
@@xx_amongus_xx6987 They only took the core gameplay loop: Defend your base half the time, mine for the other half.
Magic Survival is the original
People don't like Metroid Prime ? These games are great though !
Is the audio ahead of the video?
Thought vampire survivors was a rogue like reverse bullet hell🤔 or are you just saying heaven instead of saying hell 🤔
"Bullet heaven" has come to mean "reverse bullet hell" because, well, it's the reverse
Could you play more Riftbreaker please? Or Even better, War For the Overworld.
they added an easteregg of you in the game i saw while watching someone stream the game
why would they do that? im a nobody
boing boing
This seem like dome.
can you play Resident Evil 6. i don't see any walkthroughs with commentary. if not then can you play Clone Drone in the Danger Zone
Wait so gameplay wise its 1:1 to domeromntik?
Don't forget that Vampire Survivors itself was inspired by Magic Survival. Nobody remembers who comes first, they remember who did it best.
(although imo Magic Survival is a better phone game)
i actually detest meta progression roguelites.
Sometimes they pull it off but most of the time it feels like a slog to get the metaprogression done because you keep hitting a wall that is clearly meant to go "You havent progressed enough, stop here" constantly. but once you finish the metaprogression the runs become extremely stale and easy.
I'd rather a roguelike be like Slay the Spire where theres no metaprogression but theres enough shenanigans you may or may not encounter early on that vastly changes how the run goes. And while theres obvious superior builds sometimes you just dont get dealt those cards and you gotta manage anyway.
I agree. Metaprogression would be better served, in my opinion, if it offered more changes as difference-in-kind rather than difference-in-scale. The problem with how Metaprogression is so often handled in many games is that the developers intentionally cripple you for the first few hours of play then sell you the crutches, just to create the illusion that there is more to the game than there really is. See it enough times and it just becomes a cheap parlor trick.
The mechanic girl has a lot of jiggle to her
the audio is a bit out of sync
dome keeper is not realy original as a game anyway.
p.s. I dont mean that it a bad game
Why gravity is down tho?
Kind of a missed opportunity to have gravity be up instead of wall-wards or down.
It's funny all this talk about vampire survivor clones when vampire survivors itself was inspired by a mobile game called magic survival
I thought this was made by the Devs of Dome Keeper?
I knew Dome Keeper was overpriced! It was pretty boring, lack depth and no future (basically the game expansion is nonexistent due to its nature) so Im glad someone made a remade of it
I want to stay out of the whole, "Wall World copied Dome Keeper" argument. I guess how I feel is that the devs to this game definitely really liked the core idea behind Dome Keeper and ran with it 100% but changed it up enough to make this game its own intellectual property. There are very clear similarities but the base being a walking spiderbase, it being sideways and the mining mechanic being fairly different makes this its own game, IMO. A lot of European indie game developers weren't happy about this game's announcement shortly after Dome Keeper was made into a playable demo, but I think the devs to this game waited a respectable amount of time to release the game makes that the game not be too bad. Again, this is my personal opinion as someone who has met people from both game developers and as someone who is trying to remain neutral and not be biased.
I see exactly 0 wrong with looking at something, saying "hey, that's got some great ideas, I'd like to add some of my own and make something new." There's a difference between making a carbon-copy rip-off and seeing a fun new subgenre and deciding to make your own entry in it.
@@paulie-g The issue is how different does a game that very obviously took the same game concept have to be so that it's no longer, "just a copy". No one is saying Wall World is a carbon-copy ripoff of Dome Keeper. Critics are saying it's not different enough to not be a ripoff. I'd say they're their own game, but it's understandable why some people would want to disagree.
At first I was afraid this was a clone, but then the Spider moved ;p It doesn't take a genius, but it's a significant gameplay improvement, nonetheless. Also, game has excellent world-building.
On the other hand, Resources not collecting upon entry to the base is a downgrade from DK. The enemies are boring. It bugs me that there's no mechanism that keeps the Spider on the Wall.
Mining Beam seems mis-matched with rest of tech. Bomb could have been Acid instead, which sits for a while and melts a portion while you Mine elsewhere, to make it distinct from DK.
What would really have made the game special is if you were setting up a permanent mine at each location - drilling out some space, building the basic infrastructure, defending it, then capping with some automated defenses and ferrying the miners in. You can pick up the Resources they've mined as you come back by and take those back home, where the engineers do upgrades for you.
27:30: Uh... yeah, no. You just blew up completely randomly =0
Also first
While I understand the sentiment of this being compared to domekeeper its also a little unfair in my opinion, at least in the way that I see it happen to this game.
I'm not calling you out here Wander, you're not doing anything wrong I do not think.
Dome keeper is simply 2 game elements combined that have been around for a long time.
The floppy era base defence games and the drill flash game(s).
Both widespread.
Both game elements are quite underitalised though and it's nice that the devs of domekeeper managed to use them and make something fresh. I mean credit where credit is due, dome keeper is good.
But a little short, so that leaves room for other games to claim their space within the niche. Maybe dome keeper will get a dlc or sequel at some point, and if so then the competitors will require them to bring their A game again, as it should be.
And this game has its own style, nice graphics and a meta progression of its own. As Wander mentions its quality. So I doubt it was quickly put together to ride a hype. Which is just a hype of 1 instance anyway, so is it even a hype?
Everyone profits from more games. Unless one get's u fairly bashed into the ground, which is what I think is happening. To an extend.
A different point here aswell. What inspires what, and are we so sure that it did?
I was watching a retrospective on future cop lapd, one of my childhood games. (came out in 1998)
And the youtuber in question was making the argument that it inspired the moba genre. And not warcraft 3's defence of the ancients.
That seems silly to me. For one the game wasn't that popular sales wise, for another the moba element can be u tangled from the games structure retrospectively but its not all that clear. At least not to me anyway.
And thirdly and most importantly, how would you even know that it did?
Game elements or concepts can be boiled down to very simple and basic ideas. The trick is to come up with them, but its not that complicated. Sometimes it takes 2 elements combined or maybe a spin on something.
Point being, the chance that it is created seperately from another by two different studios, without any cross contamination so to speak, is not that small.
Unless expressively stated or very clearly tracable its simply guesswork wether or not one game took inspiration from a competitor that recently published. I know its tempting to make the connection but it may not be there.
Or it may be and we cant tell anyway.
And games take a while to make so, yeah bashing it out just to ride the hype will still leave it in a pretty bare state for some time to come.
Anyway i'm writing this because of the game zero sievert.
The devs of that game mentioned that Splattercat basicly saved it by covering the game. That's what got it the attention to actually have it the marketing potential to develop it further. That this game gets a bit of a negative rep can hurt it quite badly. And i'm wondering where this game will end up with the rep its seemingly gathering and wether or not its a tragedy. Or right. I cant tell. But it kinda has me feeling for the devs, for as long as I don't know that they've been 'a little too inspired' let's say.
Just had to get this out here. And before anyone asks, no I do not know the devs. I'm writing this on my phone and don't even know the game's title. I have a passing interest in it at best. But I'm an amateur pixel pusher and If I share something I too like my work to be judged fairly. And you can believe me on that or not, I think the points are valid regardless.
Spends so much time mining useless blocks and complains about time in the level to get enough resources
You realize useless blocks are how I get meta progression, right?
@@wanderbots you didn’t explain that until 40 minutes into the video! Also more dredge when? Cool streams those were