< Return to Video

This Year's Most Innovative Game is...

  • 0:00 - 0:03
    Hey, it’s Mark with Game Maker’s Toolkit.
  • 0:03 - 0:04
    You know the drill by now!
  • 0:04 - 0:10
    Every year, I use my last video on this channel 
    to celebrate a game that did something different.
  • 0:10 - 0:15
    A game that was innovative, 
    inventive, or just plain smart.
  • 0:15 - 0:19
    In previous instalments I’ve looked 
    at masterful murder mysteries,
  • 0:19 - 0:23
    micro RPGs, and slithering snake-based adventures.
  • 0:23 - 0:30
    But this year, for 2023, I… need 
    to wind the clock back a bit.
  • 0:30 - 0:35
    So, back in 2015 I made a video 
    about the new Tomb Raider games.
  • 0:35 - 0:39
    Well, they’re not new now 
    - but they were new then.
  • 0:39 - 0:44
    Anyway - the video was all about how 
    dull the climbing is in those games.
  • 0:44 - 0:48
    Lara Croft’s heroic scramble 
    up a cliff face is represented
  • 0:48 - 0:54
    by… pretty much just holding up on 
    the analogue stick for, like, 5 minutes.
  • 0:54 - 0:59
    And since that video’s release… 
    well, things haven’t changed much.
  • 0:59 - 1:04
    Alloy hikes up the mountains of Horizon with 
    little need for the player's involvement.
  • 1:04 - 1:08
    And Atreus’s epic climb up the 
    wall of Asgard might have been
  • 1:08 - 1:12
    terrifying for him - but it was no problem for me.
  • 1:12 - 1:18
    However, in 2023 we finally got a game 
    that dared to do things differently.
  • 1:18 - 1:22
    A game that makes climbing… 
    interesting and engrossing.
  • 1:22 - 1:31
    And so, without further ado, I want to tell you 
    that this year’s most innovative game is… Jusant.
  • 1:31 - 1:37
    Jusant, from developer DON’T NOD, 
    is a wistful, zen-like odyssey up
  • 1:37 - 1:42
    a mahoosive mountain - and the only way 
    to the top is to start climbing.
  • 1:42 - 1:46
    This video does not contain 
    any spoilers for Jusant, by the way,
  • 1:46 - 1:49
    so feel free to watch 
    before you go play the game.
  • 1:49 - 1:56
    Okay, so like I said in the intro, one of my 
    biggest bugbears with Lara’s climbing is that the
  • 1:56 - 2:01
    action on screen feels completely disconnected 
    to the stuff you’re doing on the controller.
  • 2:01 - 2:04
    But Jusant tries something different.
  • 2:04 - 2:06
    Lemme break down how climbing works.
  • 2:06 - 2:11
    When we’re on a wall, we can use the left 
    analogue stick to hunt for nearby handholds.
  • 2:11 - 2:16
    Moving the stick essentially shifts a 
    cursor around in two dimensions - and
  • 2:16 - 2:21
    if that cursor overlaps with a valid 
    handhold, the character will reach out.
  • 2:21 - 2:26
    This system allows us to freely pick whichever 
    handhold we want - even picking between one that
  • 2:26 - 2:31
    is close and one that is far away, simply by 
    moving the stick further away from the centre.
  • 2:31 - 2:36
    And yes, I did spend an entire 
    day remaking the game in Unity…
  • 2:36 - 2:39
    for the benefit of this 10 second demonstration.
  • 2:39 - 2:42
    That, that probably wasn’t worth it, to be honest.
  • 2:42 - 2:43
    But here we are.
  • 2:43 - 2:49
    Anyway - if the character is reaching towards 
    a handhold, we can grab it by using the
  • 2:49 - 2:54
    corresponding trigger - left trigger for the 
    left hand, right trigger for the right hand.
  • 2:54 - 2:59
    That trigger must now remain held down, 
    while we hunt for the next handhold.
  • 2:59 - 3:03
    So - this system ends up creating a 
    deep connection between what you’re
  • 3:03 - 3:07
    doing on the controller - and what 
    the protagonist is doing on screen.
  • 3:07 - 3:10
    You push the analogue stick 
    out to hunt for handholds,
  • 3:10 - 3:13
    just like how the character reaches out their arm.
  • 3:13 - 3:15
    The rhythmic switching from the left to right
  • 3:15 - 3:20
    triggers mimics the hand-over-hand 
    movement of real-life rock climbing.
  • 3:20 - 3:24
    And having to hold down a trigger at 
    all times means you’re gripping the
  • 3:24 - 3:27
    controller… in the same way the 
    character is gripping the wall.
  • 3:27 - 3:30
    You let go, they let go.
  • 3:30 - 3:35
    And DON’T NOD did want to go even further - an 
    early prototype had you controlling both the
  • 3:35 - 3:40
    arms and the legs, using all four buttons 
    on the top of the pad for hands and feet.
  • 3:40 - 3:43
    But that proved overly complicated.
  • 3:43 - 3:48
    The developer also wanted to involve the 
    controller when jumping to far-off handholds:
  • 3:48 - 3:52
    the idea was that you had to tilt 
    the stick opposite from the jump to
  • 3:52 - 3:57
    coil up and build momentum before 
    releasing the stick to spring up.
  • 3:57 - 4:00
    But this proved difficult to teach and execute.
  • 4:00 - 4:07
    So in the end, the devs settled on holding the 
    jump button to, essentially, charge up the jump.
  • 4:07 - 4:11
    Now, look, it’s obviously not 
    essential for a game to have you
  • 4:11 - 4:14
    mimic the character’s actions on the controller.
  • 4:14 - 4:18
    But this sort of kinaesthetic design, 
    as it’s called, has proven to be a
  • 4:18 - 4:23
    wildly successful trick for making game 
    mechanics more immersive and engaging.
  • 4:23 - 4:28
    Whether that’s holding the button down 
    for longer to make Mario jump higher.
  • 4:28 - 4:32
    Or pulling back on the analogue stick 
    to reel in a ghost in Luigi’s Mansion.
  • 4:32 - 4:36
    That little up-down flick of the stick 
    to do a manual in Tony Hawk’s Pro Skater.
  • 4:36 - 4:43
    Or the infamous arcade stick inputs needed to pull 
    off a fireball or an uppercut in Street Fighter.
  • 4:43 - 4:47
    And of course, we have seen 
    this applied to climbing before.
  • 4:47 - 4:52
    The developers at DON’T NOD were notably 
    inspired by the way you clench the controller
  • 4:52 - 4:57
    in Shadow of the Colossus, in order to 
    stay hanging on to each massive monster.
  • 4:57 - 5:03
    And Ubisoft’s Grow Home inspired the use of left 
    and right triggers for the left and right hands.
  • 5:03 - 5:09
    What makes Jusant special, then, is doing all 
    of this stuff simultaneously - and doing it
  • 5:09 - 5:15
    with a human character, rather than a goofy 
    red robot that can bend in unrealistic ways.
  • 5:15 - 5:21
    Sidenote: It’s very much worth noting that 
    complex wrangling of a controller can
  • 5:21 - 5:25
    prove problematic for players with 
    certain types of motor impairments.
  • 5:25 - 5:29
    I mean, heck, I had to play Jusant in 
    like 20 minute sessions because holding
  • 5:29 - 5:34
    the triggers down for so long played 
    havoc with my repetitive strain injury.
  • 5:34 - 5:37
    So - hats off to DON’T NOD for also offering a
  • 5:37 - 5:42
    number of accessibility settings 
    that can provide easier input.
  • 5:42 - 5:46
    Now - the simple control scheme 
    is not my only problem with the
  • 5:46 - 5:49
    Uncharted-era of climbing systems.
  • 5:49 - 5:54
    You can’t make a game better just 
    by adding in more buttons - or else
  • 5:54 - 5:57
    every game would have you walk 
    around like you’re playing QWOP.
  • 5:57 - 6:01
    No - the real problem is that 
    climbing requires next-to-no thought,
  • 6:01 - 6:07
    no problem solving, no decision making - 
    none of the stuff that makes games great.
  • 6:07 - 6:11
    And that’s completely at odds with real climbing!
  • 6:11 - 6:17
    Like, did you know that in rock climbing, a 
    route up a wall is actually called a “problem”.
  • 6:17 - 6:21
    And that’s because climbing 
    isn’t just about strength and
  • 6:21 - 6:25
    stamina - but it’s about planning how 
    you’ll move from handhold to handhold.
  • 6:25 - 6:29
    How you’ll shift your body, and 
    how you’ll use different holds,
  • 6:29 - 6:32
    positions, and grips to get to the top.
  • 6:32 - 6:37
    That’s pretty tough to capture in a 
    video game - but Jusant gets close,
  • 6:37 - 6:41
    with the use of two tools: 
    the rope, and the piton.
  • 6:41 - 6:44
    So whenever you start a climb, the character will
  • 6:44 - 6:48
    automatically attach their rope to a 
    carabiner that’s embedded in the wall.
  • 6:48 - 6:53
    This means that if you fall, you’ll get 
    snagged by the rope and can climb back up.
  • 6:53 - 6:56
    But then you’ve got the pitons.
  • 6:56 - 7:00
    These can be wedged into the wall 
    to create, essentially, checkpoints.
  • 7:00 - 7:04
    Now when you fall, you’ll be 
    caught by your most recent piton.
  • 7:04 - 7:08
    You only have three to spare, though, 
    so you’ll need to use them judiciously.
  • 7:08 - 7:15
    This puts you in charge of when and where to save 
    - giving you more decisions to make as you climb.
  • 7:15 - 7:19
    However: the rope is not just a 
    clever twist on the save system.
  • 7:19 - 7:24
    You see, the rope is not infinitely long - 
    it is, in fact, exactly 40 metres in length,
  • 7:24 - 7:29
    and so you’ll need to ensure that you have enough 
    slack to make it to the top of the current climb.
  • 7:29 - 7:34
    That might mean you have to take a shorter 
    route - or work back on yourself to pull
  • 7:34 - 7:39
    out a nuisance piton that’s pulling 
    the rope in the wrong direction.
  • 7:39 - 7:45
    And the rope is also a proper physics object that 
    can get caught and tangled on different objects.
  • 7:45 - 7:51
    So at times, the rope is your saviour, but 
    at other times it’s your biggest obstacle.
  • 7:51 - 7:55
    Though - DON’T NOD does make a couple concessions.
  • 7:55 - 7:58
    For one, there’s a little 
    cheat in the player’s favour:
  • 7:58 - 8:03
    when you are close to a ledge, the rope 
    will magically grow an extra five metres,
  • 8:03 - 8:09
    to avoid those annoying moments where the rope 
    is just a little bit too short to make it.
  • 8:09 - 8:15
    And also there are these relay points which allow 
    you to reset your entire rope to that point.
  • 8:15 - 8:20
    These are a nifty addition - relays 
    give you a specific point to aim for,
  • 8:20 - 8:23
    so you’re not always simply going up.
  • 8:23 - 8:27
    And without the relay, there would be a 
    strict upper limit on how long a climb
  • 8:27 - 8:31
    could be without giving the player 
    some flat ground to reset their rope.
  • 8:31 - 8:34
    With the relay, though, DON’T NOD could add a few
  • 8:34 - 8:38
    epic climbs where you’re on the 
    wall for significantly longer.
  • 8:38 - 8:43
    It’s such a relief to get to the top 
    and finally let go of those triggers.
  • 8:43 - 8:46
    But there’s even more to the rope 
    - because there’s also the way
  • 8:46 - 8:49
    that it greatly expands the available play space.
  • 8:49 - 8:54
    With climbing and jumping alone, you 
    can only really explore the area that’s
  • 8:54 - 9:00
    immediately around you - there always has to 
    be a viable handhold within jumping distance.
  • 9:00 - 9:03
    But the rope lets you go much, much further.
  • 9:03 - 9:09
    You can place a piton in the wall, abseil 
    down, and then swing along the wall - this
  • 9:09 - 9:15
    gives you a massive arc to explore, letting you 
    grab onto ledges far away from any handhold.
  • 9:15 - 9:18
    And later, the game takes 
    this into the third dimension.
  • 9:18 - 9:21
    You might have to climb a wall, 
    then dangle down beneath it,
  • 9:21 - 9:26
    and swing beyond the wall to another 
    climbing surface further back.
  • 9:26 - 9:27
    And elsewhere in the game,
  • 9:27 - 9:32
    DON’T NOD adds in additional challenges 
    - through changes in the environment.
  • 9:32 - 9:38
    Like - you can hit a button to make these plants 
    sprout buds that you can use as handholds. Useful.
  • 9:38 - 9:43
    But if they’re in direct sunlight, then 
    the buds will slowly wilt and then die.
  • 9:43 - 9:47
    This forces you to move fast, 
    and use your pitons for safety.
  • 9:47 - 9:53
    At times, Jusant reminds me of the classic 
    Tomb Raider games, where you have to size
  • 9:53 - 9:58
    up the space and decide how you’re going to 
    use your different jumps to get from A to B.
  • 9:58 - 10:01
    A proper three dimensional puzzle game.
  • 10:01 - 10:04
    Though… I don’t want to oversell it.
  • 10:04 - 10:08
    Because, okay… I’ll come back 
    to that thought in a minute.
  • 10:08 - 10:11
    The final thing that makes 
    those old climbing systems
  • 10:11 - 10:14
    boring is that there’s absolutely no danger.
  • 10:14 - 10:16
    No stakes. No peril.
  • 10:16 - 10:23
    In this scene, where Lara Croft is clambering up a 
    wobbling radio tower, she’s absolutely terrified.
  • 10:23 - 10:25
    But I’m just… not.
  • 10:25 - 10:30
    Changing the controls to be more engrossing 
    might help me connect more with the character.
  • 10:30 - 10:32
    But I think it has to go further than that.
  • 10:32 - 10:37
    Earlier this year we looked at the 
    mechanics, dynamics, aesthetics framework,
  • 10:37 - 10:41
    which shows how the game’s mechanics 
    can impact the player’s behaviour,
  • 10:41 - 10:44
    which can, in turn, impact 
    the player’s emotional state.
  • 10:44 - 10:49
    And so game designers can pick game mechanics 
    that will put players in the right frame of mind.
  • 10:49 - 10:54
    Whether that’s making the player feel like 
    a badass, or feel absolutely terrified.
  • 10:54 - 10:57
    And if you want players to feel scared,
  • 10:57 - 11:00
    then you probably need some 
    sort of consequence for failure.
  • 11:00 - 11:05
    And in these sections, Tomb Raider just… doesn’t.
  • 11:05 - 11:07
    But, well, neither does Jusant, really.
  • 11:07 - 11:11
    For one, you simply cannot die in Jusant.
  • 11:11 - 11:14
    There are invisible walls to stop 
    you from walking off a cliff.
  • 11:14 - 11:18
    And because you’re automatically attached to the 
    rope at the start of every climb, then letting
  • 11:18 - 11:24
    go of the handholds will just send you back 
    down - or back to the last piton you placed.
  • 11:24 - 11:28
    And even then… it’s extremely 
    rare to ever fall off in Jusant.
  • 11:28 - 11:32
    The most likely reason would 
    be to run out of stamina.
  • 11:32 - 11:36
    You see, completing a valid action will 
    deplete some stamina - a tiny amount
  • 11:36 - 11:40
    when grabbing a handhold, or a lot when jumping.
  • 11:40 - 11:43
    Now DON’T NOD went through 
    many iterations of this system,
  • 11:43 - 11:47
    including having independent 
    stamina gauges for each arm.
  • 11:47 - 11:50
    A chunk system where if you 
    deplete an entire chunk,
  • 11:50 - 11:53
    it wouldn’t regenerate until you touch the ground.
  • 11:53 - 11:56
    A system where you could only regenerate 
    stamina while hanging from the rope.
  • 11:56 - 11:59
    And a system where if you run out of stamina,
  • 11:59 - 12:03
    you’d have to manually descend all the 
    way back to the ground and start again.
  • 12:03 - 12:07
    Ultimately, playtesting showed 
    that none of these were a good fit.
  • 12:07 - 12:12
    Some felt overly punitive, others 
    disrupted the climbing flow,
  • 12:12 - 12:15
    and others were difficult to 
    communicate to the player.
  • 12:15 - 12:19
    In the end, DON’T NOD went with something 
    far more simple: your stamina drops,
  • 12:19 - 12:24
    but it can be replenished, at any 
    time, by clicking in the left stick.
  • 12:24 - 12:28
    However, big actions like jumps 
    will permanently reduce the size
  • 12:28 - 12:31
    of the stamina bar until you’re on flat ground.
  • 12:31 - 12:35
    So the more you jump, the more 
    often you’ll need to rest.
  • 12:35 - 12:39
    This means that the only way you 
    can ever really run out of stamina
  • 12:39 - 12:44
    is to completely ignore these obvious 
    prompts to stop and rest for a second.
  • 12:44 - 12:51
    And so stamina management just ends up being… 
    like, a little nuisance thing to nurse.
  • 12:51 - 12:56
    Never something you’re really worrying about - 
    like you might in, say, Shadow of the Colossus.
  • 12:56 - 13:02
    And this means Jusant almost never makes 
    you feel like you’re in any real danger.
  • 13:02 - 13:07
    But here’s the thing… that’s not 
    what DON’T NOD was going for.
  • 13:07 - 13:12
    The developer tells me that the intention for 
    this game was to make a peaceful experience
  • 13:12 - 13:18
    without pressure. A chill, atmospheric 
    adventure - inspired, primarily, by Journey.
  • 13:18 - 13:24
    And so the developers deliberately removed 
    aspects that would cause friction and frustration.
  • 13:24 - 13:28
    That’s why I don’t want to oversell 
    the game’s problem-solving gameplay:
  • 13:28 - 13:34
    there’s some smart ideas in here, but nothing 
    that’s going to cause you significant trouble.
  • 13:34 - 13:38
    And that’s because it would 
    disrupt DON’T NOD’s intended flow.
  • 13:38 - 13:45
    And developer intention… is something I’ve perhaps 
    struggled to consider in my previous videos.
  • 13:45 - 13:50
    Like, let’s go back to the climbing 
    in Tomb Raider and Uncharted.
  • 13:50 - 13:57
    Were the developers ever actually intending 
    this stuff to mimic real-life rock climbing?
  • 13:57 - 13:58
    Probably not.
  • 13:58 - 14:03
    As I explored in this video on mixing genres, 
    the climbing sections are just supposed to be
  • 14:03 - 14:09
    something simple to do as a bit of downtime 
    between the more involving combat sections.
  • 14:09 - 14:14
    And so, at times, I have criticised games 
    because they haven’t incorporated some mechanic,
  • 14:14 - 14:19
    system, or idea… even though the games were 
    never trying to do that in the first place.
  • 14:19 - 14:26
    I wanted Spider-Man to have a complex web-swinging 
    system that took skill and effort to master.
  • 14:26 - 14:30
    But Insomniac just wanted every 
    player to feel like Spidey from
  • 14:30 - 14:32
    the moment they picked up the controller.
  • 14:32 - 14:37
    And maybe this is me getting older 
    and wiser and realising that, hey,
  • 14:37 - 14:40
    not everything is supposed to revolve around me.
  • 14:40 - 14:43
    I am not the protagonist of reality.
  • 14:43 - 14:47
    Maybe this is from talking to more 
    developers about how games get made.
  • 14:47 - 14:53
    Maybe this is from becoming a game developer 
    myself - and having my own developer intentions!
  • 14:53 - 14:59
    Whatever the case, if there’s one regret I 
    have about past episodes of GMTK, it’s this.
  • 14:59 - 15:03
    So instead of saying - hey, I 
    wish Jusant was more challenging
  • 15:03 - 15:08
    or more punitive - I’ll instead 
    take the game on its own merits.
  • 15:08 - 15:13
    Then I can look at the stuff I like about 
    the game - the immersive control scheme,
  • 15:13 - 15:17
    the clever rope physics, the thoughtful 
    checkpoint system - and stash that in
  • 15:17 - 15:20
    the ol’ toolkit as a good example to point to.
  • 15:20 - 15:25
    And for the rest - well, instead of seeing it 
    as something for Jusant to fix, I can see it
  • 15:25 - 15:32
    as an opportunity, for another developer, with 
    different intentions, to tackle in the future.
  • 15:32 - 15:34
    What I’m saying is - hey, Square Enix,
  • 15:34 - 15:39
    if you want to give the next Tomb 
    Raider game a new identity… play Jusant.
  • 15:39 - 15:42
    It’s on Game Pass! It’s great!
  • 15:42 - 15:43
    Okay. Hello.
  • 15:43 - 15:46
    That got a bit weird and 
    personal towards the end, huh?
  • 15:46 - 15:51
    But then I brought it back to Jusant 
    before things got out of hand. Phew.
  • 15:51 - 15:55
    Thanks so much to DON’T NOD for 
    speaking to me for this episode.
  • 15:55 - 15:58
    And for sharing those behind the scenes videos.
  • 15:59 - 16:02
    It's now time for some
    honourable mentions!
  • 16:02 - 16:05
    Storyteller is a wildly ambitious puzzle game,
  • 16:05 - 16:08
    where you are given an empty 
    comic book and a title.
  • 16:08 - 16:12
    Now you have to fill in the spaces 
    with characters, objects, and themes,
  • 16:12 - 16:15
    to make a narrative that fits the prompt.
  • 16:15 - 16:22
    It plays on visual language and, well, story 
    telling to make a completely new type of puzzle.
  • 16:22 - 16:26
    Terra Nil is a city-builder 
    with a stark ecological message.
  • 16:26 - 16:29
    Instead of stripping a planet for resources,
  • 16:29 - 16:34
    the game is actually about undoing the 
    greedy grubbing of a previous generation.
  • 16:34 - 16:39
    So you have to carefully plop down buildings 
    that will replenish and revitalise the
  • 16:39 - 16:43
    land - and then pack everything 
    up and bugger off back into space.
  • 16:43 - 16:47
    Shadows of Doubt is an epic detective simulator.
  • 16:47 - 16:51
    The game generates a city block, filled 
    with hundreds of people who have lives,
  • 16:51 - 16:54
    jobs, relationships, and daily routines.
  • 16:54 - 16:59
    When one of those citizens is murdered, you’ll 
    have to work the case in order to find the
  • 16:59 - 17:05
    killer - using stuff like fingerprints, 
    CCTV recordings, and employee databases.
  • 17:05 - 17:11
    All neatly organised on a caseboard, 
    complete with pins and red string.
  • 17:11 - 17:15
    Pseudoregalia is a Metroidvania 
    that looks like a lost N64 game,
  • 17:15 - 17:19
    and has some of the best 3D platforming in years.
  • 17:19 - 17:23
    You can mix and match various moves 
    - like a long jump, a ground pound,
  • 17:23 - 17:27
    and a wall kick, to navigate 
    blocky obstacle courses.
  • 17:27 - 17:30
    And, if you’re good enough, break 
    the game’s sequence entirely.
  • 17:30 - 17:35
    Zelda: Tears of the Kingdom deserves a 
    nod for its brilliant Ultrahand system.
  • 17:35 - 17:39
    This thing lets Link fuse things 
    together in order to make vehicles,
  • 17:39 - 17:41
    weapons, and problem-solving tools.
  • 17:41 - 17:45
    It’s elegantly designed, to make 
    it easy to build whatever you want.
  • 17:45 - 17:48
    And it means you can play the game 
    in pretty much any way you desire.
  • 17:48 - 17:52
    There’s a full video on the 
    channel about how Nintendo made it.
  • 17:52 - 17:55
    Viewfinder is a mind-blowing 
    technical masterpiece.
  • 17:55 - 17:58
    You can take a photo, and 
    then place down the Polaroid
  • 17:58 - 18:01
    to summon the photo’s contents into the world.
  • 18:01 - 18:03
    That never stops being impressive.
  • 18:03 - 18:09
    And it’s also just a very good puzzle game with 
    lots of clever twists on this central mechanic.
  • 18:09 - 18:12
    And Chants of Sennaar is a game about language.
  • 18:12 - 18:17
    You must decipher an unknown alphabet in 
    order to make your way up a massive tower.
  • 18:17 - 18:20
    You’ll have to use contextual clues and leaps
  • 18:20 - 18:23
    of logic in order to guess 
    what each letter symbolises.
  • 18:23 - 18:28
    And then do it all again, with a fresh 
    set of glyphs, on the next floor.
  • 18:28 - 18:32
    Wow - turns out there were loads of 
    incredibly innovative games this year!
  • 18:32 - 18:35
    Let me know if I missed any 
    in the comments down below.
  • 18:35 - 18:39
    Thanks so much for watching 
    Game Maker’s Toolkit this year.
  • 18:39 - 18:46
    In the last twelve months I’ve made videos on 
    The Sims, Zelda, Banjo Kazooie, Resident Evil 4,
  • 18:46 - 18:52
    detective games, the MDA framework, 2D 
    cameras, and Valve’s playtesting approach.
  • 18:52 - 18:57
    There was another record-breaking game 
    jam, a new series about short indie games,
  • 18:57 - 19:02
    and four devlogs for Mind Over Magnet - 
    which you can now wishlist over on Steam.
  • 19:02 - 19:09
    I’ll see you in January, for the - can you believe 
    it - tenth year of doing Game Maker’s Toolkit.
  • 19:09 - 19:11
    Time flies when you’re having fun.
Title:
This Year's Most Innovative Game is...
Description:

more » « less
Video Language:
English
Duration:
19:11

English subtitles

Revisions