This looks great! I like the beacon system returning as a collector beacon hybrid. I can imagine a sort of hard mode where the entire terrain is shrouded in fog of war and you can only see areas within beacon light. Would make for some scary traps as you try to figure out if that pocket of creep is a small pocket or a patch connected to a huge system!
I really like how the beacons still use land for energy production. It means digging is always a tradeoff because it cuts into your energy a bit. Please keep this feature!
Gotta love that you didn't move into the 3D after your last game just because, but actually consider it just one gameplay element among others that may or may not be relevant to the game you're making. I'm old enough to have many developers move their series into a 3D-format just because it was all the rage with zero consideration if the game actually even needs it. Happy to see you got a head on your shoulders.
Creeper World has been one of these games I've played since I was a little kid and that has always been mindblowingly fun. This new game looks amazing and I'm so gonna get it the second it comes out!
Looks amazing! Seeing the Dark Beam return from CW2 is amazing! An interesting feature with the Dark Echoes I thought of would be to enable a sweeping motion of the dark beam. Like setting two points, and watching the dark beam sweep between the two at a slow rate. It would look visually stunning and useful!
As a disabled person, there are few things left on Earth beyond "necessity" that make me wish I had a bigger wallet to open.. and Creeper World has always been one of those things :)
@@Suckynewb Don't tempt me :D When I need to I usually go with the peanut butter + 4-sticks-of-crackers combo.. can pepper/spice it, extra-salt it, sweeten it, to pretend you're not eating the same jar of peanut butter for 5-7 meals haha
@@keithsimpson2685 my local food bank gave me three dozen eggs and a jar of peanut butter last week. It's the most protein I've had in this house in months, so I'm definitely not complaining. But I don't think most food banks are doing any better than mine. They're all overwhelmed.
I remember playing Creeper World back in middle school through games unblocked on our little chromebooks, and I've been following your uploads ever since I graduated and found out you're still making them! Now I'm nearly 20 and still getting giddy when I see an upload on my youtube feed
As a 22 year old that spent more time than I should have playing games during homeschool, Creeper World will always have a special place in my heart. :D
You should optionally make the Lorry material election a Dropdown Menu, sometimes cycling may get preferred, though drop-down menu will allow quickly locating a specified option. You likely also want to move the Pit above the Acid (and Pixelium) in the gravity filtration.
It'd also have to be lighter than pixelium because otherwise it would form a barrier between it and the acid. And it is cool if you have to think about where to drop what
Y'all obviously didn't see that he never got to demonstrate the Pit, because Acid covered the thing the entire time; this not only prevented the Pit from functioning, but also prevented the Acid from functioning, because neither could reach their canalization target. I also noticed that he sealed off some Anti-Creeper Breeder in the depths of the cave.
This looks like everything I wanted out of Noita but didn't/couldn't get. I love it. Already loved the CW series and now it's evolving into something new and yet equally delightful. Can't wait to see more!
I think you should make non balconied portions of the map completely black. I think this would give you more surprise when you stubbled on a big pocket. Also making it so denser creep is pressurizes, so when a whole is made it shoots out. Ohh and maybe for those spore launchers you could do seismic waves and you have to use shield projectors to block them.
it would be ok for a campaign blind run, but unless the maps are random your going to know where everything is on a retry anyway, and it would pretty gamey in a bad way if people just do suicide runs first to figure out where everything is, or just google the map.
Dude, you are great. Your games are always so good, on brand, and just keep coming. You are an inspiration, and I hope that one day I am a game developer of your caliber!
I didn't expect a side-scrolling Creeper World. It looks fun, and like my toaster could easily handle it ( though appearances can be deceiving on that side ).
The powder toy concept added to Creeper World seems like a good fit and a natural progression. Always a pleasure to watch your progress and see where you are gonna take things next! Cheers!
I love the way this is looking. I've always thought Creeper World 2 was so interesting, and I'm really glad it's being expanded upon ten-fold in this iteration of the series.
I love how the physics feel. I hope to see a HUGE user created map where the game can handle it. And I hope you make modding possible (changing UI, units, creating new units, texture change, changing the flow/speed of liquids). Thank you for your hard work. Cannot wait to play this game.
This looks so much fun I can't wait! I do hope you add more information in the UI though, ship health/armaments and the Darkling power levels XX/YY? come to mind.
Watching this I feel like the Creep needs to get some more beef as well.... Maybe let the creep build "walls" or "surface skin" as well to block the bullets? Maybe let the creep get some blob-shooters so it can shoot creeper into other caves? Then again I get this was a showcase level but yea it feels a bit too relaxed? idk
The sand should be more yellow with dark yellow/orange wavey lines in it. I would not have guessed that was sand until you said. I thought it was a lava. Love the idea of chemical reactions though, just please work on making them look distinct, maybe with added "patterns" in them, like the wavey effect, checkered effects, lines etc (Think like how mushrooms have specks, or sand dunes have wavey layers, lava has bubbles that pop etc). The acid is not bad though, its distinct with its colour and effect.
Oh wow, didn't know there was another creeper world in development. Gotta admit: i initially pirated CW4 but liked it so much that i bought it and even gifted a copy to a friend, who's also into TDs. Im looking forward to when this gets released!
another creeper world, 2D this time it looks sick, reminds me i didn't finish the last one, better go back to that, there all good i have been enjoying them on and off for years, keep at it.
I don't know how you've managed it: every single Creeper World game took a completely different route to it's predecessors, and every single one has been a hit! CW1 started it all as a top down game, CW2 side on, CW3 took the top down approach but improved everything about the game, CW4 was 3D, Particle Fleet focused on a small number of ships instead of large amounts of towers, and I've loved every second I've spent playing all of them. 100% completed 1, 2, 4 and PF, and busy finishing up achievements of 3. Even got my girlfriend to start playing CW (she saw me play it and was so interested we played 4 together, and she's playing 3 now). To say I'm excited for IXE is an understatement. Even the alpha versions of this game just show how good it will be at release. Keep up the amazing work! Your games have honestly brought me so many hours of joy, and I dare say you're one of the game developers I look up to in the game dev space.
the Darkling/echo laseri s SO COOOLLL, i love how it eschews the whole pixel system and just fires a raw fire of pissoff energy if you add items that can "Gravtitaionally pull" liquids/pixels without caring about anythign else, the game could get real interesting, something like the gravity pullers of 2?
From what I can tell, all the pixels from relocating ships share the same "plane", so to speak, meaning that if you're trying to cram 5 ships down a tiny tunnel you dug it'll take some time to move them all through. You _could_ just make the tunnel bigger, but since terrain is energy, my theory is that it'll add a deal of strategy on harder levels. I'm really excited for this next game as it's looking like a worthy iterative successor to CW2! My biggest hope is that it's performant enough for some really large levels since I have a feeling the physics of all the different liquids will be tons of fun.
So excited for this! I love the energy system you’ve come up with. All excavation is a trade off between more space for units and lessened energy production
Oh nice, this looks so cool, particle physics stuff is always interesting to play around with. And I really like the graphical style, reminds me of stuff like Lemmings!
I love your innovation with the creeper series, great work. Will the creeper become more aggressive with time? For example, can creeper remove land whilst hunting for you, and can ou replace land?
I am really wondering how you managed to optimize the pathfinding algorithm so well, that you have every pixel move individually. I can only assume you move them as a cluster instead of individually? Either way, it looks really fancy (I know this was part of earlier versions too, still in awe)
Coming to appreciate how more visually appealing IXE is compared to previous games. It's active but not in a mindlessly predicative or non issue way for the player. On top of being pretty.
I think you have far too many tools at your disposal and it looks like you'd have been fine if you just went all out towards the final base. I wish chemistry/alchemy was more of a necessity and less of a fun bonus activity, so that you'd have to plan harder to win.
I just want to say thank you for making more creeper games, these games have been a highlight of my life ever since i was a kid, i'll be adding this to the steam collection as soon as its released!
You can play player made maps that do simulate that. Personally, I would like another 3d one, but with orbital mechanics, so you can/must defend entire spherical worlds. You'd have to fight from all sides
@@syeblaize Honestly, I just want a True 3D one. I know that there's a huge technical hurdle between us and that reality. But it would just be awesome to play. ;P
It’s looking cool, but I do worry somewhat about the lack of dynamic combat. To explain, previous games usually had constant combat, even if it’s just dealing with a small constant amount of creeper or particles By having the creeper stuck underground, you have a similar effect, but with less “action” and less potential for the creeper to cause problems. It’s something to take note of, even if it doesn’t necessarily need to be changed
rather than having to cycle through all the materials in the lorry menu, you could add a pipette tool to select directly on a pixel of the material you want the lorry to pick up
i was gonna ask if you were considering a relay system to help get around on big or complex maps, the portals seem cool. they could be extremely powerful especially if they can just magic the resources to and from the mothership.
I will never get over the fact that the man who made those cool fluid-sim tower defense flash games I used to really enjoy in Middle School is still at it, making delightful and interesting games that continue to explore new concepts.
If I remember correctly Creaper world 4 and ixe are both developed in Unity engine. Are you worried about the new changed to their pollicy and how it might effect development?
This new creeper gameplay concept is very inovative and original, im just little sad that its not 3d as previous creeper games. For example, adding this underground combat as addition to the previous combat gameplay and logistics would be extremely fun.
Just wandered over here to check out some of the earlier alpha stuff after seeing Tom's early access look at the demo yesterday, and I've gotta say that this looks like an absolute _delight._ I genuinely cannot wait to try it out when it drops!!
It looks great, but the creeper doesnt feel like a threat. Perhaps if the compressed creeper started to make cracks in the ground and slowly approached you this way?
Looking at the digging stuff, "keep" option is good idea. And since that menu already exists adding feature of "mine initial type" so, player can pick it, then start mining dirt, and you cannot paint on anything but dirt (so keep rock untouched and let sand flow. Could be extra nice when trying to be clever with interactions between non-liquids. Say sand + burny-stuff would turn to explodium, that can be ignited to deal damage to terrain and creeper alike. While currently nothing would stop one from doing it, having extra tools to worry less about pixel perfect mouse movement in heat of things.
Personally I would rethink a little bit the colour scheme of the AC. The change from cyan to redish gray when it's condensed is a little bit unintuitive for me. Sometimes it looked like a completely different particle. Otherwise - all looks really cool. Hyped and wishlisted :)
Just gotta tell you man, this is looking like the most innovating and interesting Creeper World thus far. Really, really looking forward to checking this out.
I would recommend looking at a game called Noita. Although I only paid a little bit of attention when it was during early access, I know that Noita is very similar in that the map is made of pixels that represent different substances and/or liquids, which can all have different reactions with each other. This seems to be similar to what you have also done, and you might find some inspiration or dodge pitfalls if you looked at Noita.
Can we have permanent main bases on the world map that are upgradable and allow us to research and build more ships? So we take resources gained in missions back and use them to purchase a permanent fleet, but this fleet can also die and need more resources to replenish etc. The main base could also be attacked randomly with creeper coming from various sources or even creeper controlled ships (like ships they have captured and run on creeper). The main comparison I could give is how the game Mindustry allows you to harvest maps and use them resources outside of a map.
Where can I find more informations about CW games? I would like to know about its timeline, what are the games about, best versions to play from the start, etc.
Just wishlisted this, I enjoyed Creeper 3. For some reason despite having that in my library and playing it a lot Steam has decided that the most similar game I own is Rusted Warfare.