Ultrakill GROWTH & REFLECTION | Game Design Analysis

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  • čas přidán 6. 06. 2024
  • ULTRAKILL is known for its challenging and unique approach to the FPS genre with its advanced game-play, great soundtrack, interesting lore in a story based on Dante's Inferno, but lets break it down to see how it compares with other titles from the same genre.
    This video was made as a part of my University course in game design, its not the type of video I'm used to making, but it was a fun and enriching experience. Hope you can take something away from this
    SUBSCRIBE: / @ocnarf.
    Twitter: / ocn4rff
    ------------------------------------------------------------------------------------------------------------------------
    CHAPTERS:
    Ultrakill: (00:00)
    Encounters: (01:30)
    Environment: (02:08)
    Enemies: (02:34)
    V1: (02:53)
    Health: (03:01)
    Movement: (03:35)
    Weapons: (03:45)
    Experimentation: (04:31)
    Endgame: (04:49)
    The Goal: (05:37)
    Thanks for Watching: (05:59)
    -------------------------------------------------------------------------------------------------------
  • Hry

Komentáře • 25

  • @leof9571
    @leof9571 Před 2 měsíci +17

    Well done 👏 ✔️ congratulations

    • @ocnarF.
      @ocnarF.  Před 2 měsíci +5

      Thank you father :)

    • @vapreom
      @vapreom Před měsícem +1

      ​@@ocnarF.👏

  • @vapreom
    @vapreom Před měsícem +6

    You totally covered the gane 11/10

  • @daktotathecolossus7404
    @daktotathecolossus7404 Před 2 měsíci +6

    Honestly I love how you analyse these things, great vid. Time limit… well.. limits it, wish you could of gone in deeper more. For example more complex room design such as verticality and how room design effects enemy placement. As well as how enemies interact with the player and the player can interact with their attacks(parries, chargeback, knockback and whiplash, etc). Still, with the time you had you went over most of the game pretty well and concisely, as a short overview it does really well.

    • @ocnarF.
      @ocnarF.  Před 2 měsíci

      Ey man thanks for watching, really appreciate the comment! Next video will be my own self-managed project so no time limits! Might come back to Ultrakill in the future seeing as alot of people were happy with this initial analysis.

  • @plapla
    @plapla Před 28 dny +1

    Hell yeah

  • @shredskis1099
    @shredskis1099 Před 2 měsíci +3

    Great video! Im surprised it only has 500ish views at the time of writing. One thing I did notice was how abruptly it ended, so I would suggest letting the music play for a bit after you finish speaking, then have it fade out. You could also use that extra time to label music and games used in the video.

    • @ocnarF.
      @ocnarF.  Před 2 měsíci

      Hey man, thanks for the feedback I really appreciate it! Originally I did have a little outro at the end of the video however I decided to test getting rid of it to see how that affected analytics with watch time and stuff. I do agree its not a way of ending the video that I like but I'm just in the stage of testing new stuff and seeing what works. I'll keep this feedback in mind in future videos so thank you again!

  • @ST-jl6vg
    @ST-jl6vg Před 2 měsíci +3

    fire

  • @TheTurt1e9
    @TheTurt1e9 Před 2 měsíci +3

    🔥

  • @Abrahamium
    @Abrahamium Před 2 měsíci +4

    Amazing vid :fire:

    • @ocnarF.
      @ocnarF.  Před 2 měsíci +1

      Thanks man, appreciate the kind words

  • @user-nd7se1ex1y
    @user-nd7se1ex1y Před 2 měsíci +1

    I'm not one to comment much but this was pretty nice even if i don't like the game. I always wondered what hard damage was for. It was also nice to hear established theory while remaining concise, pretty good mr. Ocnar.

    • @ocnarF.
      @ocnarF.  Před 2 měsíci

      Thanks for watching, glad you got something to takeaway from this video

  • @EMan-xj5cz
    @EMan-xj5cz Před 2 měsíci +2

    0:52 you must’ve been working on this video for a WHILE if you’re using those as godfist suicide examples

    • @ocnarF.
      @ocnarF.  Před 2 měsíci

      Nah this project was started about 2 weeks ago, I just personally haven't played or looked at much of Layer 7 as I'd rather experience all of Act 3 when it's finished. I figured the album art would look nice in this section so that's what I went with. Thanks for watching the video 👍

    • @DOG_EATER_1887
      @DOG_EATER_1887 Před 2 měsíci +1

      ​@ocnarF. The full act is gonna take a LONG time to come out though, especially if you're including secret levels, weapons, and the last prime sanctum

    • @EMan-xj5cz
      @EMan-xj5cz Před 2 měsíci +1

      @@DOG_EATER_1887 yeah well over a year if you want EVERYTHING

  • @kiel6969
    @kiel6969 Před 2 měsíci +2

    good video I sub

    • @ocnarF.
      @ocnarF.  Před 2 měsíci +1

      Thanks for the support!

  • @peterdellastella8632
    @peterdellastella8632 Před 2 měsíci +2

    good and all, but no ultras*x

    • @ocnarF.
      @ocnarF.  Před 2 měsíci +1

      You're absolutely right, I forgot about the most immersive part of the gameplay loop... I'll remember to mention it next time 👍

  • @percent3767
    @percent3767 Před 2 měsíci +2

    Nice video, but you totally glossed over just how complex the movement mechanics can get with how they interact with each other. Dash jumps, slide jumps, rocket jumping + surfing; you even failed to mention the whiplash, arguably the most strategic movement option in the entire game!
    It’s simply a massive oversight to call the movement in ULTRAKILL “straightforward.”

    • @ocnarF.
      @ocnarF.  Před 2 měsíci +2

      Yeah I realized that part way through script writing, my assignment had a time limit of 6 minutes and I had to focus on the gameplay loop rather than everything else. I probably could have made up for that and mentioned advanced movement techniques in the experimentation section, but I guess I missed that at the time. Thanks for watching I seriously appreciate the feedback 👍