Yeah, I want to change ULTRAKILL

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#ultrakill #fps #steam
Here's a few ideas to get ULTRAKILL to communicate its stylish gameplay better for new players.
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“It’s a good thing none of you are developing Ultrakill or it would suck”
-Arsi ‘Hakita’ Patalla
(Paraphrasing)

bizi-ev
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The way Mayo approaches Ultrakill is the minecraft equivalent of making a wheat farm, digging a hole into the mountain, refusing to leave since he already has a food source in a safe zone and complaining the game has nothing to do. Apparently the concept of free choice scares him and he needs to be FORCED to have fun.

dudewithapoorlydrawnmustac
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You don’t understand the fundamentals of ultrakill

Doom punishes you for playing poorly

Ultrakill rewards you for playing well

Thé way ultrakill works is that you are in a kitchen with all the ingredients in the world, you can make anything you want

And by just using the pistol, you’re only eating the jar of mayonnaise you found in the fridge

godricktheminecrafted
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"Its good you guys dont develop the game because if you did it will suck"

-Hakita

xemur
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"its a good thing none of you are designing ultrakill or it would suck"
- Arsi ‘Hakita’ Patalla

Carleyzz
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My take on Mayo’s “changes” to Ultrakill’s gameplay is the same as my take on Garrulous64’s “fixes” to Infinite’s character : if your solution is a complete overhaul, just play a different game.

NobodyMan
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I think better mass appeal is a pretty terrible argument for changes in a game like ultrakill

tensazangetsu
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mayo is the type of guy who wouldnt visit his ill grandma because "there's nothing to incentivise it"

levoderso
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I feel like the 99% positive reviews for an unfinished early access game made by someone who enjoys fumos (based) is the biggest ratio in human existence

Lorefunder
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As a man who wants an asset enlargement update for the Mindflayer model, Yes i too desire a change for ULTRAKILL.

Scazoid
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I'm the kind of guy that only uses SSG+Ballista in Doom Eternal, but Ultrakill broke that kind of mentality

thediamnddragn
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DOOM is about having fun by winning
Ultrakill is about winning by having fun

MaxHimbigger
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Two things:
1. Maybe this is just me, but I had a generally pretty difficult time getting through the levels when I first started playing. I never found the game to be easy.

2. I never thought the piercer was a viable weapon. A lot of my frustration with it was how slow it was to use and clear a room. When I started seeing other options that could kill more enemies in less time, that's what kept me wanting more from the game.

I saw somewhere else in the comments section that Mayo seems to like external motivation from a game, where you have to get good if you want to progress. But I feel like that's why a lot of people don't like Minecraft, because Minecraft doesn't require you to do anything; it's all up to you and your own personal goals.

So I feel like this is a game that isn't for everyone, because yes, the bosses are hard, and you have to be good to beat them, but at the same time, I'm not motivated to get better because I need to if I want to progress. I'm motivated because I want to feel like a badass, and when I first saw cool techs like slam storage, projectile boosting, and chargebacks, my first thoughts were, "Damn, I've GOT to try that."

sethnichols
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The game is fine how it is. The 30, 000 positive reviews and 400 negative reviews speak for itself.

vanzinite
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It’s fascinating how you’d rather be forced to be efficient instead of just having fun in a power fantasy.

depresespres
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If that guy will find slab revolver he'd have a heart attack, damn!

edwardthatheerd
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its absolutely incredible to me, that he can stare at an 80% dislike ratio on his videos, and _not realize hes the odd man out_

jerq
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Vids like this are livibg proof that removing the dislike bar was a mistake.

Questioningbasics
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the day this man gets his rights to make a game company is the day all hell will break loose

suctioncupman
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My experience with this game as a new player: When I first started playing I almost never used the charge shot on the pistol unless it was to shoot the glass panels.

I was more interested in the movement options and parry system. Being able to slide up stairs, jump off walls and squish a groups of husks if you get enough air was really satisfying on its own. They made avoiding enemy attacks fun. Also being able to parry any attack just made things even better. I almost made it my goal to kill every enemy without shooting a shot because it was just that fun to me.

But then I got to level where you get the shotgun, and the fact that you could parry your own bullets for an instant far reaching blast shot basically negated the pistol for me after that. And only used the shotgun from then on. (I still haven't beaten the game, I'm still on the lust levels. Not cus its hard, just haven't gotten around to finishing)

But what I'm trying to say is that not everyone is gonna come to the "charged pistol shot goes brrr" conclusion that you found. Even going back a using the charge pistol wasn't fun to me, I don't like to have to charge my shots. That's why I never used the charge shot for the shotgun either and switched to the pump shotgun the instant it was available and findings the best way to dodge my own weapon trying to kill me.

This experience was similar for the two other ppl I showed this game to.

It seems like your only taking into account the way you experience the game rather then getting everyone else's experience. You even mentioned how the devs aren't hearing feedback from ppl who drop the game... but, are you? What are there experiences like, I doubt they dropped it cus they had the same experience you did. Only findings this one way of playing just cus it gets you through the game, most ppl I know make fun where there isn't and try other options presented to them.

I understand you like the game and only want to improve it, but your videos only seem to want to improve the game with your own experience as the only basis. I just wanted to give you a different perspective.

(Also sorry for the long tangent)

Also also, I do think the first few levels could be harder... but the hardest difficulties aren't available yet, so I'm sure that's exactly what there working on doing in the future.

mixoops
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