0:00:00.200,0:00:02.520 Hey, it’s Mark with Game Maker’s Toolkit. 0:00:02.520,0:00:04.080 You know the drill by now! 0:00:04.080,0:00:09.840 Every year, I use my last video on this channel [br]to celebrate a game that did something different. 0:00:09.840,0:00:14.880 A game that was innovative, [br]inventive, or just plain smart. 0:00:14.880,0:00:18.840 In previous instalments I’ve looked [br]at masterful murder mysteries, 0:00:18.840,0:00:23.360 micro RPGs, and slithering snake-based adventures. 0:00:23.360,0:00:29.560 But this year, for 2023, I… need [br]to wind the clock back a bit. 0:00:29.560,0:00:35.120 So, back in 2015 I made a video [br]about the new Tomb Raider games. 0:00:35.120,0:00:39.160 Well, they’re not new now [br]- but they were new then. 0:00:39.160,0:00:44.320 Anyway - the video was all about how [br]dull the climbing is in those games. 0:00:44.320,0:00:48.200 Lara Croft’s heroic scramble [br]up a cliff face is represented 0:00:48.200,0:00:53.800 by… pretty much just holding up on [br]the analogue stick for, like, 5 minutes. 0:00:53.800,0:00:58.520 And since that video’s release… [br]well, things haven’t changed much. 0:00:58.520,0:01:03.640 Alloy hikes up the mountains of Horizon with [br]little need for the player's involvement. 0:01:03.640,0:01:08.080 And Atreus’s epic climb up the [br]wall of Asgard might have been 0:01:08.080,0:01:12.200 terrifying for him - but it was no problem for me. 0:01:12.200,0:01:17.800 However, in 2023 we finally got a game [br]that dared to do things differently. 0:01:17.800,0:01:21.760 A game that makes climbing… [br]interesting and engrossing. 0:01:21.760,0:01:30.540 And so, without further ado, I want to tell you [br]that this year’s most innovative game is… Jusant. 0:01:30.540,0:01:36.560 Jusant, from developer DON’T NOD, [br]is a wistful, zen-like odyssey up 0:01:36.560,0:01:42.240 a mahoosive mountain - and the only way [br]to the top is to start climbing. 0:01:42.240,0:01:45.520 This video does not contain [br]any spoilers for Jusant, by the way, 0:01:45.520,0:01:49.240 so feel free to watch [br]before you go play the game. 0:01:49.240,0:01:55.760 Okay, so like I said in the intro, one of my [br]biggest bugbears with Lara’s climbing is that the 0:01:55.760,0:02:01.120 action on screen feels completely disconnected [br]to the stuff you’re doing on the controller. 0:02:01.120,0:02:03.760 But Jusant tries something different. 0:02:03.760,0:02:06.080 Lemme break down how climbing works. 0:02:06.080,0:02:11.440 When we’re on a wall, we can use the left [br]analogue stick to hunt for nearby handholds. 0:02:11.440,0:02:16.000 Moving the stick essentially shifts a [br]cursor around in two dimensions - and 0:02:16.000,0:02:20.760 if that cursor overlaps with a valid [br]handhold, the character will reach out. 0:02:20.760,0:02:25.640 This system allows us to freely pick whichever [br]handhold we want - even picking between one that 0:02:25.640,0:02:31.120 is close and one that is far away, simply by [br]moving the stick further away from the centre. 0:02:31.120,0:02:35.680 And yes, I did spend an entire [br]day remaking the game in Unity… 0:02:35.680,0:02:39.300 for the benefit of this 10 second demonstration. 0:02:39.300,0:02:41.520 That, that probably wasn’t worth it, to be honest. 0:02:41.520,0:02:43.200 But here we are. 0:02:43.200,0:02:48.720 Anyway - if the character is reaching towards [br]a handhold, we can grab it by using the 0:02:48.720,0:02:54.480 corresponding trigger - left trigger for the [br]left hand, right trigger for the right hand. 0:02:54.480,0:02:59.120 That trigger must now remain held down, [br]while we hunt for the next handhold. 0:02:59.120,0:03:02.960 So - this system ends up creating a [br]deep connection between what you’re 0:03:02.960,0:03:07.080 doing on the controller - and what [br]the protagonist is doing on screen. 0:03:07.080,0:03:10.280 You push the analogue stick [br]out to hunt for handholds, 0:03:10.280,0:03:13.000 just like how the character reaches out their arm. 0:03:13.000,0:03:15.240 The rhythmic switching from the left to right 0:03:15.240,0:03:19.880 triggers mimics the hand-over-hand [br]movement of real-life rock climbing. 0:03:19.880,0:03:23.800 And having to hold down a trigger at [br]all times means you’re gripping the 0:03:23.800,0:03:27.400 controller… in the same way the [br]character is gripping the wall. 0:03:27.400,0:03:29.800 You let go, they let go. 0:03:29.800,0:03:35.040 And DON’T NOD did want to go even further - an [br]early prototype had you controlling both the 0:03:35.040,0:03:40.440 arms and the legs, using all four buttons [br]on the top of the pad for hands and feet. 0:03:40.440,0:03:43.080 But that proved overly complicated. 0:03:43.080,0:03:48.280 The developer also wanted to involve the [br]controller when jumping to far-off handholds: 0:03:48.280,0:03:52.240 the idea was that you had to tilt [br]the stick opposite from the jump to 0:03:52.240,0:03:56.800 coil up and build momentum before [br]releasing the stick to spring up. 0:03:56.800,0:04:00.080 But this proved difficult to teach and execute. 0:04:00.080,0:04:06.880 So in the end, the devs settled on holding the [br]jump button to, essentially, charge up the jump. 0:04:06.880,0:04:10.600 Now, look, it’s obviously not [br]essential for a game to have you 0:04:10.600,0:04:13.600 mimic the character’s actions on the controller. 0:04:13.600,0:04:17.960 But this sort of kinaesthetic design, [br]as it’s called, has proven to be a 0:04:17.960,0:04:23.080 wildly successful trick for making game [br]mechanics more immersive and engaging. 0:04:23.080,0:04:27.600 Whether that’s holding the button down [br]for longer to make Mario jump higher. 0:04:27.600,0:04:32.040 Or pulling back on the analogue stick [br]to reel in a ghost in Luigi’s Mansion. 0:04:32.040,0:04:36.360 That little up-down flick of the stick [br]to do a manual in Tony Hawk’s Pro Skater. 0:04:36.360,0:04:42.840 Or the infamous arcade stick inputs needed to pull [br]off a fireball or an uppercut in Street Fighter. 0:04:42.840,0:04:46.920 And of course, we have seen [br]this applied to climbing before. 0:04:46.920,0:04:51.600 The developers at DON’T NOD were notably [br]inspired by the way you clench the controller 0:04:51.600,0:04:56.640 in Shadow of the Colossus, in order to [br]stay hanging on to each massive monster. 0:04:56.640,0:05:03.320 And Ubisoft’s Grow Home inspired the use of left [br]and right triggers for the left and right hands. 0:05:03.320,0:05:08.920 What makes Jusant special, then, is doing all [br]of this stuff simultaneously - and doing it 0:05:08.920,0:05:15.120 with a human character, rather than a goofy [br]red robot that can bend in unrealistic ways. 0:05:15.120,0:05:20.520 Sidenote: It’s very much worth noting that [br]complex wrangling of a controller can 0:05:20.520,0:05:25.200 prove problematic for players with [br]certain types of motor impairments. 0:05:25.200,0:05:29.080 I mean, heck, I had to play Jusant in [br]like 20 minute sessions because holding 0:05:29.080,0:05:33.720 the triggers down for so long played [br]havoc with my repetitive strain injury. 0:05:33.720,0:05:36.640 So - hats off to DON’T NOD for also offering a 0:05:36.640,0:05:41.840 number of accessibility settings [br]that can provide easier input. 0:05:41.840,0:05:46.320 Now - the simple control scheme [br]is not my only problem with the 0:05:46.320,0:05:49.280 Uncharted-era of climbing systems. 0:05:49.280,0:05:53.600 You can’t make a game better just [br]by adding in more buttons - or else 0:05:53.600,0:05:56.840 every game would have you walk [br]around like you’re playing QWOP. 0:05:56.840,0:06:01.440 No - the real problem is that [br]climbing requires next-to-no thought, 0:06:01.440,0:06:07.360 no problem solving, no decision making - [br]none of the stuff that makes games great. 0:06:07.360,0:06:10.840 And that’s completely at odds with real climbing! 0:06:10.840,0:06:17.200 Like, did you know that in rock climbing, a [br]route up a wall is actually called a “problem”. 0:06:17.200,0:06:20.520 And that’s because climbing [br]isn’t just about strength and 0:06:20.520,0:06:25.200 stamina - but it’s about planning how [br]you’ll move from handhold to handhold. 0:06:25.200,0:06:29.000 How you’ll shift your body, and [br]how you’ll use different holds, 0:06:29.000,0:06:31.920 positions, and grips to get to the top. 0:06:31.920,0:06:36.600 That’s pretty tough to capture in a [br]video game - but Jusant gets close, 0:06:36.600,0:06:40.840 with the use of two tools: [br]the rope, and the piton. 0:06:40.840,0:06:43.520 So whenever you start a climb, the character will 0:06:43.520,0:06:47.840 automatically attach their rope to a [br]carabiner that’s embedded in the wall. 0:06:47.840,0:06:53.000 This means that if you fall, you’ll get [br]snagged by the rope and can climb back up. 0:06:53.000,0:06:55.600 But then you’ve got the pitons. 0:06:55.600,0:07:00.320 These can be wedged into the wall [br]to create, essentially, checkpoints. 0:07:00.320,0:07:03.840 Now when you fall, you’ll be [br]caught by your most recent piton. 0:07:03.840,0:07:08.200 You only have three to spare, though, [br]so you’ll need to use them judiciously. 0:07:08.200,0:07:14.720 This puts you in charge of when and where to save [br]- giving you more decisions to make as you climb. 0:07:14.720,0:07:18.760 However: the rope is not just a [br]clever twist on the save system. 0:07:18.760,0:07:24.320 You see, the rope is not infinitely long - [br]it is, in fact, exactly 40 metres in length, 0:07:24.320,0:07:29.120 and so you’ll need to ensure that you have enough [br]slack to make it to the top of the current climb. 0:07:29.120,0:07:34.280 That might mean you have to take a shorter [br]route - or work back on yourself to pull 0:07:34.280,0:07:38.720 out a nuisance piton that’s pulling [br]the rope in the wrong direction. 0:07:38.720,0:07:44.920 And the rope is also a proper physics object that [br]can get caught and tangled on different objects. 0:07:44.920,0:07:51.280 So at times, the rope is your saviour, but [br]at other times it’s your biggest obstacle. 0:07:51.280,0:07:54.920 Though - DON’T NOD does make a couple concessions. 0:07:54.920,0:07:58.120 For one, there’s a little [br]cheat in the player’s favour: 0:07:58.120,0:08:03.160 when you are close to a ledge, the rope [br]will magically grow an extra five metres, 0:08:03.160,0:08:08.920 to avoid those annoying moments where the rope [br]is just a little bit too short to make it. 0:08:08.920,0:08:15.040 And also there are these relay points which allow [br]you to reset your entire rope to that point. 0:08:15.040,0:08:19.600 These are a nifty addition - relays [br]give you a specific point to aim for, 0:08:19.600,0:08:22.760 so you’re not always simply going up. 0:08:22.760,0:08:27.160 And without the relay, there would be a [br]strict upper limit on how long a climb 0:08:27.160,0:08:31.440 could be without giving the player [br]some flat ground to reset their rope. 0:08:31.440,0:08:34.320 With the relay, though, DON’T NOD could add a few 0:08:34.320,0:08:37.960 epic climbs where you’re on the [br]wall for significantly longer. 0:08:37.960,0:08:42.800 It’s such a relief to get to the top [br]and finally let go of those triggers. 0:08:42.800,0:08:45.800 But there’s even more to the rope [br]- because there’s also the way 0:08:45.800,0:08:48.880 that it greatly expands the available play space. 0:08:48.880,0:08:53.880 With climbing and jumping alone, you [br]can only really explore the area that’s 0:08:53.880,0:08:59.640 immediately around you - there always has to [br]be a viable handhold within jumping distance. 0:08:59.640,0:09:03.200 But the rope lets you go much, much further. 0:09:03.200,0:09:08.640 You can place a piton in the wall, abseil [br]down, and then swing along the wall - this 0:09:08.640,0:09:14.960 gives you a massive arc to explore, letting you [br]grab onto ledges far away from any handhold. 0:09:14.960,0:09:18.280 And later, the game takes [br]this into the third dimension. 0:09:18.280,0:09:21.480 You might have to climb a wall, [br]then dangle down beneath it, 0:09:21.480,0:09:25.560 and swing beyond the wall to another [br]climbing surface further back. 0:09:25.560,0:09:26.840 And elsewhere in the game, 0:09:26.840,0:09:31.520 DON’T NOD adds in additional challenges [br]- through changes in the environment. 0:09:31.520,0:09:37.760 Like - you can hit a button to make these plants [br]sprout buds that you can use as handholds. Useful. 0:09:37.760,0:09:43.040 But if they’re in direct sunlight, then [br]the buds will slowly wilt and then die. 0:09:43.040,0:09:47.080 This forces you to move fast, [br]and use your pitons for safety. 0:09:47.080,0:09:52.560 At times, Jusant reminds me of the classic [br]Tomb Raider games, where you have to size 0:09:52.560,0:09:57.720 up the space and decide how you’re going to [br]use your different jumps to get from A to B. 0:09:57.720,0:10:01.240 A proper three dimensional puzzle game. 0:10:01.240,0:10:04.080 Though… I don’t want to oversell it. 0:10:04.080,0:10:08.200 Because, okay… I’ll come back [br]to that thought in a minute. 0:10:08.200,0:10:11.040 The final thing that makes [br]those old climbing systems 0:10:11.040,0:10:14.200 boring is that there’s absolutely no danger. 0:10:14.200,0:10:16.400 No stakes. No peril. 0:10:16.400,0:10:23.320 In this scene, where Lara Croft is clambering up a [br]wobbling radio tower, she’s absolutely terrified. 0:10:23.320,0:10:25.360 But I’m just… not. 0:10:25.360,0:10:29.880 Changing the controls to be more engrossing [br]might help me connect more with the character. 0:10:29.880,0:10:32.000 But I think it has to go further than that. 0:10:32.000,0:10:36.560 Earlier this year we looked at the [br]mechanics, dynamics, aesthetics framework, 0:10:36.560,0:10:40.560 which shows how the game’s mechanics [br]can impact the player’s behaviour, 0:10:40.560,0:10:44.240 which can, in turn, impact [br]the player’s emotional state. 0:10:44.240,0:10:49.280 And so game designers can pick game mechanics [br]that will put players in the right frame of mind. 0:10:49.280,0:10:54.480 Whether that’s making the player feel like [br]a badass, or feel absolutely terrified. 0:10:54.480,0:10:56.560 And if you want players to feel scared, 0:10:56.560,0:11:00.440 then you probably need some [br]sort of consequence for failure. 0:11:00.440,0:11:04.800 And in these sections, Tomb Raider just… doesn’t. 0:11:04.800,0:11:07.440 But, well, neither does Jusant, really. 0:11:07.440,0:11:10.960 For one, you simply cannot die in Jusant. 0:11:10.960,0:11:14.240 There are invisible walls to stop [br]you from walking off a cliff. 0:11:14.240,0:11:18.320 And because you’re automatically attached to the [br]rope at the start of every climb, then letting 0:11:18.320,0:11:23.760 go of the handholds will just send you back [br]down - or back to the last piton you placed. 0:11:23.760,0:11:28.200 And even then… it’s extremely [br]rare to ever fall off in Jusant. 0:11:28.200,0:11:32.000 The most likely reason would [br]be to run out of stamina. 0:11:32.000,0:11:36.360 You see, completing a valid action will [br]deplete some stamina - a tiny amount 0:11:36.360,0:11:39.560 when grabbing a handhold, or a lot when jumping. 0:11:39.560,0:11:43.480 Now DON’T NOD went through [br]many iterations of this system, 0:11:43.480,0:11:47.000 including having independent [br]stamina gauges for each arm. 0:11:47.000,0:11:50.080 A chunk system where if you [br]deplete an entire chunk, 0:11:50.080,0:11:52.560 it wouldn’t regenerate until you touch the ground. 0:11:52.560,0:11:56.440 A system where you could only regenerate [br]stamina while hanging from the rope. 0:11:56.440,0:11:58.600 And a system where if you run out of stamina, 0:11:58.600,0:12:03.360 you’d have to manually descend all the [br]way back to the ground and start again. 0:12:03.360,0:12:07.480 Ultimately, playtesting showed [br]that none of these were a good fit. 0:12:07.480,0:12:11.760 Some felt overly punitive, others [br]disrupted the climbing flow, 0:12:11.760,0:12:14.760 and others were difficult to [br]communicate to the player. 0:12:14.760,0:12:19.480 In the end, DON’T NOD went with something [br]far more simple: your stamina drops, 0:12:19.480,0:12:24.240 but it can be replenished, at any [br]time, by clicking in the left stick. 0:12:24.240,0:12:28.320 However, big actions like jumps [br]will permanently reduce the size 0:12:28.320,0:12:31.360 of the stamina bar until you’re on flat ground. 0:12:31.360,0:12:35.120 So the more you jump, the more [br]often you’ll need to rest. 0:12:35.120,0:12:38.680 This means that the only way you [br]can ever really run out of stamina 0:12:38.680,0:12:44.320 is to completely ignore these obvious [br]prompts to stop and rest for a second. 0:12:44.320,0:12:50.600 And so stamina management just ends up being… [br]like, a little nuisance thing to nurse. 0:12:50.600,0:12:56.160 Never something you’re really worrying about - [br]like you might in, say, Shadow of the Colossus. 0:12:56.160,0:13:02.400 And this means Jusant almost never makes [br]you feel like you’re in any real danger. 0:13:02.400,0:13:06.600 But here’s the thing… that’s not [br]what DON’T NOD was going for. 0:13:06.600,0:13:11.720 The developer tells me that the intention for [br]this game was to make a peaceful experience 0:13:11.720,0:13:18.160 without pressure. A chill, atmospheric [br]adventure - inspired, primarily, by Journey. 0:13:18.160,0:13:24.040 And so the developers deliberately removed [br]aspects that would cause friction and frustration. 0:13:24.040,0:13:28.240 That’s why I don’t want to oversell [br]the game’s problem-solving gameplay: 0:13:28.240,0:13:33.520 there’s some smart ideas in here, but nothing [br]that’s going to cause you significant trouble. 0:13:33.520,0:13:37.680 And that’s because it would [br]disrupt DON’T NOD’s intended flow. 0:13:37.680,0:13:45.400 And developer intention… is something I’ve perhaps [br]struggled to consider in my previous videos. 0:13:45.400,0:13:49.920 Like, let’s go back to the climbing [br]in Tomb Raider and Uncharted. 0:13:49.920,0:13:56.600 Were the developers ever actually intending [br]this stuff to mimic real-life rock climbing? 0:13:56.600,0:13:57.680 Probably not. 0:13:57.680,0:14:02.920 As I explored in this video on mixing genres, [br]the climbing sections are just supposed to be 0:14:02.920,0:14:08.640 something simple to do as a bit of downtime [br]between the more involving combat sections. 0:14:08.640,0:14:14.040 And so, at times, I have criticised games [br]because they haven’t incorporated some mechanic, 0:14:14.040,0:14:19.160 system, or idea… even though the games were [br]never trying to do that in the first place. 0:14:19.160,0:14:25.880 I wanted Spider-Man to have a complex web-swinging [br]system that took skill and effort to master. 0:14:25.880,0:14:30.200 But Insomniac just wanted every [br]player to feel like Spidey from 0:14:30.200,0:14:32.480 the moment they picked up the controller. 0:14:32.480,0:14:37.160 And maybe this is me getting older [br]and wiser and realising that, hey, 0:14:37.160,0:14:39.680 not everything is supposed to revolve around me. 0:14:39.680,0:14:42.760 I am not the protagonist of reality. 0:14:42.760,0:14:46.680 Maybe this is from talking to more [br]developers about how games get made. 0:14:46.680,0:14:52.840 Maybe this is from becoming a game developer [br]myself - and having my own developer intentions! 0:14:52.840,0:14:58.680 Whatever the case, if there’s one regret I [br]have about past episodes of GMTK, it’s this. 0:14:59.480,0:15:03.480 So instead of saying - hey, I [br]wish Jusant was more challenging 0:15:03.480,0:15:08.400 or more punitive - I’ll instead [br]take the game on its own merits. 0:15:08.400,0:15:12.680 Then I can look at the stuff I like about [br]the game - the immersive control scheme, 0:15:12.680,0:15:16.880 the clever rope physics, the thoughtful [br]checkpoint system - and stash that in 0:15:16.880,0:15:19.800 the ol’ toolkit as a good example to point to. 0:15:19.800,0:15:25.400 And for the rest - well, instead of seeing it [br]as something for Jusant to fix, I can see it 0:15:25.400,0:15:31.640 as an opportunity, for another developer, with [br]different intentions, to tackle in the future. 0:15:31.640,0:15:34.280 What I’m saying is - hey, Square Enix, 0:15:34.280,0:15:39.080 if you want to give the next Tomb [br]Raider game a new identity… play Jusant. 0:15:39.080,0:15:42.120 It’s on Game Pass! It’s great! 0:15:42.120,0:15:43.240 Okay. Hello. 0:15:43.240,0:15:46.400 That got a bit weird and [br]personal towards the end, huh? 0:15:46.400,0:15:50.760 But then I brought it back to Jusant [br]before things got out of hand. Phew. 0:15:50.760,0:15:54.960 Thanks so much to DON’T NOD for [br]speaking to me for this episode. 0:15:54.960,0:15:58.160 And for sharing those behind the scenes videos. 0:15:58.680,0:16:01.600 It's now time for some[br]honourable mentions! 0:16:01.600,0:16:04.760 Storyteller is a wildly ambitious puzzle game, 0:16:04.760,0:16:08.120 where you are given an empty [br]comic book and a title. 0:16:08.120,0:16:12.320 Now you have to fill in the spaces [br]with characters, objects, and themes, 0:16:12.320,0:16:15.080 to make a narrative that fits the prompt. 0:16:15.080,0:16:21.760 It plays on visual language and, well, story [br]telling to make a completely new type of puzzle. 0:16:21.760,0:16:26.320 Terra Nil is a city-builder [br]with a stark ecological message. 0:16:26.320,0:16:28.880 Instead of stripping a planet for resources, 0:16:28.880,0:16:33.720 the game is actually about undoing the [br]greedy grubbing of a previous generation. 0:16:33.720,0:16:38.600 So you have to carefully plop down buildings [br]that will replenish and revitalise the 0:16:38.600,0:16:43.120 land - and then pack everything [br]up and bugger off back into space. 0:16:43.120,0:16:46.880 Shadows of Doubt is an epic detective simulator. 0:16:46.880,0:16:51.440 The game generates a city block, filled [br]with hundreds of people who have lives, 0:16:51.440,0:16:54.480 jobs, relationships, and daily routines. 0:16:54.480,0:16:59.400 When one of those citizens is murdered, you’ll [br]have to work the case in order to find the 0:16:59.400,0:17:05.120 killer - using stuff like fingerprints, [br]CCTV recordings, and employee databases. 0:17:05.120,0:17:10.520 All neatly organised on a caseboard, [br]complete with pins and red string. 0:17:10.520,0:17:15.440 Pseudoregalia is a Metroidvania [br]that looks like a lost N64 game, 0:17:15.440,0:17:18.920 and has some of the best 3D platforming in years. 0:17:18.920,0:17:22.960 You can mix and match various moves [br]- like a long jump, a ground pound, 0:17:22.960,0:17:26.520 and a wall kick, to navigate [br]blocky obstacle courses. 0:17:26.520,0:17:30.240 And, if you’re good enough, break [br]the game’s sequence entirely. 0:17:30.240,0:17:35.040 Zelda: Tears of the Kingdom deserves a [br]nod for its brilliant Ultrahand system. 0:17:35.040,0:17:39.120 This thing lets Link fuse things [br]together in order to make vehicles, 0:17:39.120,0:17:41.400 weapons, and problem-solving tools. 0:17:41.400,0:17:44.840 It’s elegantly designed, to make [br]it easy to build whatever you want. 0:17:44.840,0:17:48.320 And it means you can play the game [br]in pretty much any way you desire. 0:17:48.320,0:17:51.720 There’s a full video on the [br]channel about how Nintendo made it. 0:17:51.720,0:17:55.120 Viewfinder is a mind-blowing [br]technical masterpiece. 0:17:55.120,0:17:58.040 You can take a photo, and [br]then place down the Polaroid 0:17:58.040,0:18:01.040 to summon the photo’s contents into the world. 0:18:01.040,0:18:03.280 That never stops being impressive. 0:18:03.280,0:18:08.800 And it’s also just a very good puzzle game with [br]lots of clever twists on this central mechanic. 0:18:08.800,0:18:12.280 And Chants of Sennaar is a game about language. 0:18:12.280,0:18:16.960 You must decipher an unknown alphabet in [br]order to make your way up a massive tower. 0:18:16.960,0:18:19.600 You’ll have to use contextual clues and leaps 0:18:19.600,0:18:23.160 of logic in order to guess [br]what each letter symbolises. 0:18:23.160,0:18:27.720 And then do it all again, with a fresh [br]set of glyphs, on the next floor. 0:18:27.720,0:18:32.160 Wow - turns out there were loads of [br]incredibly innovative games this year! 0:18:32.160,0:18:35.280 Let me know if I missed any [br]in the comments down below. 0:18:35.280,0:18:39.120 Thanks so much for watching [br]Game Maker’s Toolkit this year. 0:18:39.120,0:18:45.760 In the last twelve months I’ve made videos on [br]The Sims, Zelda, Banjo Kazooie, Resident Evil 4, 0:18:45.760,0:18:51.560 detective games, the MDA framework, 2D [br]cameras, and Valve’s playtesting approach. 0:18:51.560,0:18:56.720 There was another record-breaking game [br]jam, a new series about short indie games, 0:18:56.720,0:19:02.200 and four devlogs for Mind Over Magnet - [br]which you can now wishlist over on Steam. 0:19:02.200,0:19:08.760 I’ll see you in January, for the - can you believe [br]it - tenth year of doing Game Maker’s Toolkit. 0:19:08.760,0:19:11.320 Time flies when you’re having fun.