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Consider adding a rule where they can't completely take out features already in the game so that it is truly all the dev's work together, and we don't get blue balled when someone completely changes the game (again)?
@@Chaos_Senpai but removing other dev's work on a collab is bad. Imagine how chaos the game would look like if other game dev can preserve prev dev's work.
It was really obvious just looking at the project download passed along. There was a bunch of scripts, then a folder called "New Code", there were two scenes: one 3d that was slightly broken, and one in 2d that was completely broken because of the "new code". I'm surprised the devs saw it through to some kind of finish.
@@sky01james28 True. It was a bit too unique to easily build off of. I guess the best way they could’ve done it is if they did something like the BitLife mobile game. Then again, games like that are very easy to fail.
@@AnonymouslyForgotten The Noah's game definitely was a bit hard to work off of since it was just a sub menu of a bigger game, but I could see it working with some additional mechanics. Something like cultist simulator comes to mind where you're playing the family tree game to create strong heirs to handle roles and situations that come up. Either that or with a bit more time you could do what the second dev intended and transform it into a family tree menu. Allowing you to control certain aspects of family like jobs or even things like inventory all from a convenient kind of gimmicky place. Do you keep the dragging around aspect? Possibly, might be useful to be have two versions of it with one organized in whatever way you like and the other raggedly kept in a clear format.
The original idea was probably in his mind for a while, the other devs have a few hours to both figure out what to do and then do it. It would have taken weeks of collaboration to come up with how to turn his idea into a game
@@idkwhattoputheretbhbuthere There was no chaos or anything of value in the video, just people deleting everything and making their own games from scratch, maybe lack of creativity from the devs.
Adding rules that limit the creativity of the designers would kinda defeat the point of the challenge. I get that removing and changing all these cool features is tough to watch, but it’s the process.
This series is called "X DEVS Make a GAME without COMMUNICATING," that's the handicap, and although such misfortunes happen from time to time, you can't deny that it is entertaining to watch with all the good and bad things that happen, this kind of things add "suspense" so to speak, because you never know what will happen, the next developer might develop the idea in a spectacular way or start all over again, and this is one of the main features that make this series of videos fun to watch. With that rule, it would be better to have a simple "X DEVS Make a GAME".
@@yuuzzlolDoesn't really add suspense. What it does do is destroy the interest in the video. By the time the game changes hands a second time, nearly nothing of the original remains. There's functionally no difference between "what was here was hard to work with, so i scrapped it and made something totally different" and "i just made a new game from scratch". The whole point of these videos is to see how people work off of what they have in front of them. If someone just bins most of that and does their own thing, kinda voids the whole process.
@kylebanks hahahaha I'm glad you found it funny, my original idea was to 3D model a Fighter jet and a massive lolipop and just put it next to the barn with no context, but I thought that was too cruel
You did pretty good for how messy the game was when it was handed to you. Btw I looked at your game you're working on, I've wishlisted it, looks fun :)
I do feel like I understand where the second dev was coming from. Noa had a complex political idea that was hard to continue without communicating. Although I do think there was a bit too much alteration from devs 2 and 3.
I kind of understand why Dev 2 had to change the game to make it work. Noa's Idea was really cool, but it would have cost too much time to add something significant too it. But dev 3 though... Dev 3 just straight up made a new game... It just uses the Overworld Mechanic from the previous dev and thats it. It doesnt even have the main mechanic with the combining traits anymore. That was the whole point. I just hate that in the end of these challenges the end product is always a generic game. It always does look like a good game but I dont think thats the point of these Videos. I think the point should be to create a unique Game with all or atleast most of the Ideas of every Dev that works on it. Not just a lackluster Towerdefense game with nothing unique about it. I always loved how AIA/Dual Wielded and TaroDev added unique Mechanics to the game to make it exciting. But games like these dont make me feel the urge to play it. We just need a rule that says, that you can't delete something that the other devs have made. Maybe changing it a bit to make it work with new Systems but just straight up deleting the previous Devs work is such a dumb idea.
@@sky01james28 correct, but I want to see a chaos game made by combining all of the game devs crazy idea. If the game is gonna be not fun, thats okay, at least we could see unique game instead of general game.
@@adityarahmanda Yeah I agree. I understand that everyone is different and has other ideas, but that shouldnt mean just deleting everything the others made and doing your own thing. At thtat point, why even participate? Just make your own game.
@@proximacentauri1172 Yes. i understand that, but to make a Game He couldve used what already was there and expand it and atleast use some functions from the previous dev. But He completely remade everything.
I feel as though dev 3 kind of ruined it. I really liked where this was going at first and it was very unique. Then it just ended up being kind of generic and lifeless.
The 1st idea was good - but likely too complex for what you really have in capabilities, however I felt the 2nd dev kept the idea alive by simplifying it a bit just to make the game a bit more clean cut, then 3 came in and kind of threw it out of wack entirely - like you might as well have started from the ground up, not even the textures remained, and also the entire game kind of felt like, I'm not 100% comfortable game designing out side of my comfort zone, so I'll transform it to what I'm comfortable with, - it's too bad but eh, it is what it is, no hate to the dev.
@@themaskedraff I think where it was left from the 2nd dev was perfect, it had an amazing base to work with, and i'm fairly confident they could have made something unique with it. I don't have any hate for anyone, least of all some dev making a game on a youtube video. Still, I was pretty disappointed that he threw away everything that came before and turned it into the same game i've seen a thousand times from these challenges.
@@glnga Yea, it was genuinely looking great - over complicated in the first round - but second round patched it up and left it in a workable place, to throw that away is really too bad
I honestly think the issue was some devs have never played games like Crusader Kings and don't understand how a family tree can be gameplay. Once the project falls to someone like that you might as well have coded it in spanish.
The issue is simply that neither of the first 2 devs implemented any kind of game loop. It is hard to expand upon a game that doesnt exist and you can see how it devolves. Had the first dev focused on adding more of a game loop, such as the ability to assassinate or having the head of the house that would be enought to have set a direction. As it was, there was nothing to go off of. The 3rd devs path was reasonable based off of the information they have, remember, we have perfect knowledge of everyones plans and they did not.
Bonus-dev-1 here! While looking through the initial project, I was wondering why Noa's art was just sitting in a folder unused. Now it all makes sense! Seeing it there was the only reason I implemented a breeding system. Good thing I did see it because it still found its way to my version despite it being absolutely obliterated through the first seven devs 😆
Faris: you can select multiple pigs at once Moonleaf: yeah I'll remove that so you can only select one at a time. MashUp, peaking from behind the corner: 👁👄👁
All of the ideas were amazing, but most of the devs just ruined them to iplement their own opposing idea. Then, this wyli gamedev guy came and reconciled it all together... What a hero.
I kinda wish there were more rules to these challenges. Kinda frustrating when these videos start with an interesting idea, then get passed to 2-3 devs who's reaction is "I have no idea what to do with this, so ill just change the art and the entire direction of the game" and we just end up with yet another wave / base / tower defense game with resource collection and upgrades. Like yes, those games are easy to make so I understand that with limited time it's an easy go-to... but like, does every game have to end up that way? Edit: Went through the playlist, and I would say 13 of the 18 videos ended up in some take on a wave / base / tower defense game. (Yes, I'm counting the asteroid games)
It would be fine if only 1 or 2 devs overhauled the game. But without communication they can’t guarantee that. Kinda the risk you take with such a challenge
not even an interesting idea i mean if it cant be removed then just overshadow it make it pointless in the game because it is not interesting to stay with an uninteresting idea
@@Blackthornprod "Bro imagine if its like 3 rounds so then it goes back to the same first developper and he then has time to upgrade it and it goes on and on 3 times. It would be sick. Also more time for each developper, and a longer video (I dont have a problem if it is a 1 hour video or more) cuzz its entertaining." reposting a cooler idea, than rules
@Blackthornprod please do. I loved the idea of the family tree builder when you first showed it in another video and was so hyped to see it getting fleshed out. Than the family tree was completely gone after the first round
bro the third dev didnt care at all, he just made a completely new game and removed all the nice art that noa made. I understand being confused and not knowing where to go, but he removed so much that it became soulless
It could have been interesting to incorporate the original breeding mechanic into the tower defense style game. For example: 1. choose which two pigs to go into the barn to produce new pig units; 2. those pigs produce hybrids per the original idea, with a menu to see the original family tree; 3. make certain attributes advantageous to different unit types, such as strength for military units; 4. enable the pigs to be converted to a different unit type by moving them into the relevant building, with the unit's effectiveness (damage, accuracy, etc.) determined by the stats.
I would love a whole game studio that has dedicated teams that makes games without talking to each other and they just release the final product after some polishing for the world to enjoy, with no time limits, that would be the most awesome thing ever.
No time limits at all? Also, usually you don't need a big team starts making a small game, otherwise you finish very quickly and anything you do after might just ruin it. If you make a bigger game though then the number of mistakes gets incremental. But I would love to see something like "5 dev teams (2 to 5 per team) make a game without communicating".
I think there was some talks about pass the game challenge that lasts whole year or something like that so maybe we will soonish see the result of that
This is the second challenge that I've been really kind of annoyed with because a Dev decides to throw out the previous developer's work and do their own thing. I'm sure you guys know what the first one is, with the wall movement Fiasco a few game challenges ago
The one ur talking about(I think) was actually pretty good. If anything, watch his 10th popular vid with the horror centipede and then you’ll feel upset
I am once again asking for you dudes to make a "combine the game" challenge, where you start off with say 4 completely unrelated games made by 4 people, then 2 people recieve 2 of those projects and have to combine them into two cohesive polished games, then those are passed onto a final person who has to once again do the same.
@@evil_eye-04 lol I've literally been making games for over 2 decades now. I even have an ancient school project uploaded to my channel. I also participated in the pass-the-game jam hosted by BTP. Also, a blender combined with a toothbrush is not a difficult thing to visualize; you're basically describing an electric toothbrush.
it would be cool to see this type of video where you get together a bunch of different creators of different skills (Programming, Art, Music etc.) then have them all create something with their respective talent, then rotate them to the next game and have them add their thing to that game if that makes sense? So the music artist would make music for the programmer's prototype, the programmer will make a game with the artist's art and the artist would make art assets that fit the musicians music. Repeat until there's three games total and maybe get another team together and see who can create the three better games?
That's a cool idea. If they wanted to do a simplified version, they could just have an artist make a tile set or whatever, or a musician make a series of songs that are meant to be the title screen, first level and victory jingle (or whatever) or something like that, and then they get one or two creators to try to make a game based on the art or music assets.
Oh great idea ! I would love to participate as a composer ! Maybe it would be too complex to make this challenge works with too many artists. It would have a timing problem : not possible to work at the same time (as de must work from graphics artists and musicians from a game, and everything could change during the challenge).
Cool idea for a game at the start, it seems like it changed so much because the "family-tree" game type relies so much on coming up with a unique game loop and mechanics. Im not sure if theres a conceptual or think-tank phase to the challenge, which the original game from Noah in particular may have benefitted from, but with only a few hours to both come up with ideas AND work on the game, the devs probably defaulted to working on mechanics and ideas they already understood rather than spend half their time to come up with a great idea and not have enough time to implement it. Either way end result was cool, but didn't fel as polished as other games with this challenge because there was a lot of re-implementation rather than building on what was already there
If devs don't know where to take the game, they should add any features they can think of and let the other devs lead the direction. If you really can't think of anything then improve the art and add unique sprites which may serve as inspiration for others. The best results in these challenges always have at least one dev that selflessly focuses on polish, art, music, or bug-fixing rather than trying to stand out.
This video gets me so worked up. As if you are not able to analyse the existing game and adapt ... no no no, you have to destroy every good idea to build your own piece of standard garbage
Faris just destroyed the best face artwork, it went from an anti nobility eugenics with perfect caricature to a pig breeding farm that is actually kind of pro eugenics (just like dog and cat breeds) just with that step
as soon as it got to "and now we need some enemies" my ability to enjoy this video hit rock bottom. Initial idea completely destroyed to become a dime a dozen game every dev iteration. What a stressful video!
It's crazy how the game went from a towns people management game to piggies fighting against Cthulu 😆 This was probably the most confusing challenge that I took part in yet, haha Thanks for having me once again!
Wyli Gamedev somehow generated a more, "accurate," final game, which incorporates all the other programmers' plots together. It even pays homage to BTP's very distinct vision of breeding and creating abominations of power and prestige. I can respect how this is FAR more realistic of a NO COMMUNICATION stream, since people would keep overwriting each other without any overhead. Even though the final product was NOTHING like the base, it was a great source of learning!
Woof, this was a rough one huh. I think the main thing to learn from it is that without that core gameplay hook, gamedevs sometimes make wild swings. I love Noah's original idea, but I think there's a reason it never got picked up much in the original jam. Which is that while the style was cool, it just wasn't clear what the mechanics were for, what the hook was. And that ends up with a lot of flailing, with each successive dev noticing the gaping gameplay chasm and trying to reinvent the wheel to fill it in, not having enough time to do so fully, rinse and repeat. I think if you want it to go in a certain direction, there just has to be some sort of through-line in terms of communication. Sometimes that through-line is evident in the game itself, which in this case was what was missing from the first version. Or that throughline gets imposed as a theme on the Jam itself, which this channel has done a bunch of times. Honestly, the more I talk about it. I think these no-communication Jams just miss having a good theme. It helps create a general direction, even if everyone has their own twists to the concept, especially when the initial project either doesn't have a strong direction, or like in this case where the direction is confused. And will help push the project in more unique directions than the more generic places a project might end up when the devs are flailing hard. Still enjoyed the video, mind.
Bro imagine if its like 3 rounds so then it goes back to the same first developper and he then has time to upgrade it and it goes on and on 3 times. It would be sick. Also more time for each developper, and a longer video (I dont have a problem if it is a 1 hour video or more) cuzz its entertaining.
I really liked the initial idea, but I think the subsequent developers strayed from the original essence to create a simpler, more commonly seen concept involving collection and combat strategy. I'd love to see more exploration of different genres like the first one, if that's possible.
i loved noah’s original idea! the gameplay changes that came next seemed a little….unimaginative to me, idk. but that’s what you get when you don’t get to communicate and you have limited time, i guess. the devs were great, but some teams are more compatible than others! i would have loved to see Lana Lux in this lineup, i think she would have done something cool with the strategy element. great video, though! the viewer additions at the end were really cool!
I think the improv principle of "yes and" is one these devs need to embrace. In improv, if someone has an idea and you say "no", the scene doesn't go anywhere; however, when you say "yes and..." you keep the momentum of the scene while adding your own spin. Half of the devs in this challenge said "no" to certain mechanics, and in so doing wiped out all the work done by previous devs. Dev 5 is the worst offender here, and even recognized it, saying at 11:06, "what I though would make the game better was... turning it into yet another wave survival game". I've watched all of the pass the dev challenges, and really enjoy this content, so it was disappointing to see so many devs in this challenge scrap the work of others instead of saying "yes and" to create something innovative!
You maybe consider doing duos? Maybe like 2 people make a game with communication, then the next 2 developers make a game with communication but with no communication from the previous team and repeat?
Worst bunch of gamedevs so far. They just keep remaking the game and completely losing all the features the previous gamedev made. How is it even a challenge now?
I feel like what happens every time with these is the devs decide to re-make the game in their own image each time. They remake all textures, re-do systems, and the end product is just as bare bones as the first stage. For future events like this, you should brief the participants that it's not about making the game 'yours', it's about building off of what's there and making the root better. Genuinely enjoy these videos and I hope to see more soon!
Hahaha. Dev 4: "I wanted to keep everything from the previous developers and balance them", Dev 5 : "So I threw out everything and made everything from scratch". At this point, it's like an unwritten rule of the challenge.
I got the feeling that there is always a strong risk that it ends up as a game with enemy waves, shop for upgrades, base to defend no matter what is the start. 2010 internet flash game feel.
Shocked that was what it started as, completely different by the time I got to work on it 😵 Respect for the devs that had to fix my mess, thanks for including me in on this!
Noa: *creates family/ancestry tree management/simulator* Dev 2: "hurr durr don't know what to do with this, guess I'll be the new Dev 1" Dev 3: "I know what will get me invited for the next game dev jam, pigs with anime eyes."
Too much sympathy for Dev 2 in the comments and honestly their mistake echos through to the other devs. They didn't use the previous work as a foundation. They made their own foundations and didnt even link the original work, which just led the whole project off over and over. People need to build off each others creativity- not just try to "create a game loop". Its like theyre stuck making generic games based on whatever theyve been educated a "good game" includes. Edit: it really demonstrates to me how factory like the production of games has become and demonstrates why theyve deteriorated in quality.
Consider that the first iteration here, probably the most inventive idea in the series, was also Prod's submission to the open jam, and nobody picked it up then either. Most indie devs only know a small set of tools. So when you invite 7 over to party one of them is going to add an enemy spawner!
yep and then on top of that Mashup then just fully resets the game again, I was actually quite excited after the first two iterations and then it just gets restarted over and over into yet another shallow base defence game
I really hate it when devs drop most of the previous work. Particularly, what the fifth dev did was awful. Sure, dude, you must do the changes that you think will improve the game, but first you must try to adapt your idea to what's already there, instead of just adapting the whole game to your first generic idea. It's supposed to be collaborative challenge, and starting from scratch in neither collaborative nor a challenge. I hope the next one at least comes close to a Noot Noot Destroyer.
Really liked the idea of having the community modify the game in the end. Must say, i'm a bit sad that i missed the opportunity, hope it returns though!
The first concept was incredibly strong but i will admit it didn't leave a lot of room for improvement. Its hard to build on something thats unique due to its simplicity... but that said the following two devs went completely off the rails and discarded anything even remotely resembling the original concept. I understand some things have to be cut or altered to maintain some degree of coherent design, but i feel that the devs in these challenges too often prioritize their abilities over the spirit of collaboration. The second dev at least tried to build onto the concept, but the third dev really said "yeah I don't know what to do with this so I'm just gonna start over from scratch" There should be a rule against that at the very least.
I honestly can't understand the people defending the drastic changes. The main argument they use is that it's the risk that's taken when you can't communicate, and that everyone has different ideas. But there's a difference between steering the game in a certain direction, and completely removing the previous work and making effectively an entirely different project. Change, Alter, Improve, but entirely Replace? Less than 1% of the original idea made it through the second and third developers. I understand changing something if you feel it doesn't work, but to effectively start from scratch and make something unrecognizable from the idea you were given is antithetical to the concept of this challenge. The goal is to work off of each other and see where it leads, not to invalidate each others work because you don't like where it's going. The first several developers effectively started from scratch, at which point they may as well have been the original developer. A developer puts in effort, the next developer rewinds 90% and puts in effort, the next developer rewinds 90% and puts in effort. In the end you get a product that had little over 1-2 developers actual work in it, a shallow, bland, generic product. A developer puts in effort, the next developer rewinds 20% and puts in effort, and so forth, and you get a product that had the majority of the 7 developers effort into it, even if the idea and concept is odd it's had more time committed to it. Because this game kept being entirely reworked up to around the 4'th developer, it had very little time to polish and finetune. I get the developers can't communicate, but when they load up the project their process should be to ask what can they do with what'd given to them, instead of "I don't like it let's entirely rework 80% of it". That's just too far.
Faris: The first thing I needed to do was refresh the art style. Also Faris: I have no idea how to recreate this art style, so I just went ahead and made everyone a pig. ❔❔This part made me irrationally angry. The game that they originally had seemed so interesting! And I loved the concept of these ugly characters having a randomized hotness stat! Lmao Faris just turned the whole thing into this basic-looking pig game. I get why he'd be confused about the intended direction, but why did he nominate himself the new art director, when he DIDN'T EVEN KNOW HOW TO RECREATE THE ART?! Brain injury??
I agree. I could see where it was headed. And I think the original ui worked better due to it. I think the original idea was to tell a story through the dialogue alone. As well as there being generated stories depending on what you make the characters do. There are different stats that you are given so that you play more strategically. And as you progress through the story, more characters pop up. Different type of relationships, alliances. And your choices may lead to war ensuing. I do understand this was an older version and that the devs got better at integrating the original ideas but it still hurts to watch. I would definitely be down to play if Noa ever decides to recreate it on his own.
So it started out with a 2D family tree sim that had 6 stats. Interesting concept actually. Different and definitely not just another wave survival or combat-focused game like nearly all the others turn out to be. That immediately got turned into a 2.5D mating sim with 3 stats by the 2nd group. Okay, there's a fair number of similarities here I guess, and it's still not a wave survival or combat game. It's not great that the scrapped the core mechanic of the family tree, but at least he acknowledges the fact and built upon the previous dev's work. That was then turned into a 2.5D Pig Survival Sim with three stats. Uhm, what happened to the work of the first two devs? The clear themes? The humans? Any kind of similarity to the foundations that wasn't discarded etirely? Oh, just a stripped down version of the mating/reproducing mechanic and the Strength stat remains? Everything else was just deleted entirely and the work of the first two devs was just thrown out? It's now a combat-focused survival game? Huh... Then that was turned into an infinite 3D wave survival game with multiple units and 2 stats. Now nothing remains of the first two dev's work anymore. At least some similarities between this and the previous game exist, but this is also a completely different game than the other 3 versions before it... The guy even defended his choice to completely remove and change everything despite being the second to last dev to work on it, jokingly acknowledging that he might not get asked back because of it. Finally, that then got changed into a finite 3D wave defense game with 1 unit and 2 stats. At least there wasn't a major overhaul in the final stage and the final dev actually built on the work of the previous dev instead of scrapping nearly everything... This video isn't co-operation between devs. This video is multiple devs disagreeing with each other about what the game should be in the first place and making their own game, barely even using the framework code of the previous devs. They really shouldn't be making drastic changes and deleting core elements of previous dev's work. It defeats the point of the challenge in the first place. Aren't these challenges supposed to be "Work together but without communication"? Because that is not what's happening here. Any dev that removed the entirety of the other devs's work essentially gave the previous devs a big middle finger. Because nothing remains of their time or efforts.
Noa's (and also kinda Bewky's) idea was so different (and way more original) than what the game eventually became 😢It just became yet another survival top-down defend type of game thing... I could see Noa (and Bewky kind of too) being disappointed 💀
Need to start cutting these videos down to 3/4 devs max and pick the devs who work on them much more carefully. Dev 3 literally started an entirely separate game
It could be nice if these challenges started with a simple prompt that every dev was aware of, in order to keep a little more consistency. For example, this one could have had the prompt "Family tree", so that the core mechanic didn't disappear w/in 2 passes, and it didn't end up at the same tower defense game every time.
I feel like the comments are mostly agreed that something needs to change because it sucks to get excited about a game only for the next dev to scrap most of it and start over. Here are some ideas I have to address that. - You can communicate with the next dev, but you're only allowed to use 3 words - You can only replace/rebuild one major part of the game (art, or a mechanic, not everything) - only additions and fixes, no overhauls -give people a bonus hour or two to learn the game as is and brainstorm improvements (lots of devs make big changes because they don't have time to build on what's there so they just build what they know) -no communication but every uses assets from the same art pack -no communication, but the genre is pre-determined -less devs but the game gets passed around twice (instead of 8 devs, it's 4 devs twice) -no communication, except each dev can "lock" one of the changes they made from future overhauls Just some thoughts
This was the most complete 180 out of all games. I actually liked Noa's idea in the first phase and got sad that it turned to another wave game. Though the concept is cute with piggy banks and demons, i thought the potential of the first dev's plan was missed. All in all, this was another great video, learned a lot!
@@Blackthornprod OK just because the coment section is a little bit upset by where it ended, make sure that you are the 50'th dev and scrap or try to implement this idea in it but with centipeeds, so that they might know that the community of the players kinda got bored by tdf games
Hey, Noah! I think devs should follow the improvisation technique of "yes and". This was way too disruptive and disrespectful with the previous devs. I've seen this in previous videos, but this one went too far.
I feel most of the people in the comments have highlighted the gripes I otherwise would have commented on. I just wanted to speak for myself and I believe a lot of others would agree that we genuinely think it's an interesting video concept and we really appreciate you guys helping other devs get recognition. What I am trying to say is that the lash back you get on a lot of your 'pass the game challenges' is not "hate". We like and enjoy the videos but the way the current format for these videos are laid out, it becomes really hard to appreciate the effort put in by each dev especially when certain really good ideas are thrown out the window or simplified.
absolutely love the bonus variations section at the end, would love to see this become a sort of community event that happens again in the future! I only recently stumbled across this series, so thanks to all of the devs for the wonderful entertainment and inspiration!
**Idea:** I would love to see a collaborative challenge like this (without communicating), except they have no time constraints. They set in place their ideas to improve on the game before they start, finish those ideas, and then pass them on to the next person. Everyone is required to leave something unfinished so that the next developer (except the last) has a place to start. The being that in the end, there will be a more polished game that could be finished.
I don't think it should be "leave something unfinished" but instead, they get a fixed number of things they can and should add. Then you don't have one dev just making a whole game since there is a limit to what you can do with lets say 3 things, but even when you get handed a finished game it still requires you to come up with 3 extra things to put into it.
I love this series but this game went from interesting to I couldn't care less very quickly. I get that including a rule that you can't just remove the last person's stuff isn't feasible in this format, but everyone should at least have an understanding that they need to BUILD from the previous person's work
Despite being sad how far it went from the original idea, it was hilarious to me seeing all the back and forth between the devs lol I do think they tried their best, but man, felt so close to a great idea right around the start. I feel this game would've been more fun if you didn't really control the pigs, just the family-tree part and they would evolve and fight the enemies by themselves, or something like that. Or the life-sim version too, that would've been interesting.
Dev 3 ruined the entire game. I'm honestly lost how he thought it would be good to change the main part of the game and just go off of that, the pig concept truthfully made me feel betrayed of how the game's main part to look at was changed ENTIRELY causing the game to be downgraded by far.
Totally understand how the 2nd dev struggled to figure out how to add to the initial concept. The initial concept was very novel, but I totally get it. I would have used it to build a beauty pageant contest where you have to compete against a rival bloodline by trying to breed a better contestant, maybe according to a known judging panel's preferences. If I were capable of game dev... lol. It's really interesting to see how the creativity pipeline struggled here. It started with a novel concept that others found hard to add to, so it became generic. Whereas with other challenges, starting with a less polished mechanic leaves clear room for what people can add, resulting in a culmination of creativity. I wonder if this video's issue stems from the first dev having a stronger skillset with variable project types. Great vid!
Christ sake. I get that they can’t communicate but there should be a “No restarting the game 100% from scratch and totally changing the direction of it.” Rule. This type of challenge should be a “Yes, And” approach, but instead everyone goes “nah I’m gonna do my own thing.” If the game is a family tree simulator, don’t turn it into a wave battler. If the game is 2D don’t make it 3D. Seriously. Look up “Yes, And” because these devs are going “No, my way or the highway.”
And sky01james28 I better not see your comment that you’ve copy-pasted as a reply to like 20 people here. “ThAtS jUsT tHe RiSk ThEy TaKe” No. These devs are being selfish, completely disregarding and trashing past devs work, and doing whatever they want. Even with no communication, you can receive a game and go “Hmm I see that this is so I’m going to try to keep it in rather than making it , oh and also making it 3D instead of 2D” 🙄
lol just got to the "Pigs vs Cthulu" splashscreen part. All I can think is "i need to know the first dev's reaction when he goes from his family tree game to this"
I love these, but I feel like there should be some core functionality/idea/design that gets passed on from start. Because I feel like each dev restarted and developed based on their own interpretation/vision of the game.
I opened the part open to the community and poked around a bit, so as soon as the pigs, trees, and apples appeared I sat up so fast like “Hey, I know that one!”
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The link to MashUpGames in the description is dead btw!
You should invite Dani to do a game
Consider adding a rule where they can't completely take out features already in the game so that it is truly all the dev's work together, and we don't get blue balled when someone completely changes the game (again)?
Pls make a game in doom engine
Idea at the start was cool. Almost all the devs just decided to restart the game over and over.
Yeah, I was disappointed with every dev after Noah, except the last one
Yea, still feel like the original idea was the best xD
I mean Noahs idea wasn't exactly the best and difficult to work with
did you mean Every BlackThornProd pass the game video ever?
@@Chaos_Senpai but removing other dev's work on a collab is bad. Imagine how chaos the game would look like if other game dev can preserve prev dev's work.
"I'm 99% sure it's supposed to be a first person shooter"
It's like he knew how many times the game had already changed genre.
Lmaooo i could feel it because i was the 2nd last dev and it looked like it had like 3 hours in it
It was really obvious just looking at the project download passed along. There was a bunch of scripts, then a folder called "New Code", there were two scenes: one 3d that was slightly broken, and one in 2d that was completely broken because of the "new code". I'm surprised the devs saw it through to some kind of finish.
@@Wishbone_Games HAHAH i loved your personality and what you did in a 30 second time frame in that video.
Within just *2 DEVS* … the original game was already obliterated. 😅
To be fair… I can’t think of a way to make the original idea “fun” either
@@sky01james28or more complex
@@sky01james28 True. It was a bit too unique to easily build off of. I guess the best way they could’ve done it is if they did something like the BitLife mobile game. Then again, games like that are very easy to fail.
I had so many ideas as soon as I saw it@@AnonymouslyForgotten
@@AnonymouslyForgotten The Noah's game definitely was a bit hard to work off of since it was just a sub menu of a bigger game, but I could see it working with some additional mechanics. Something like cultist simulator comes to mind where you're playing the family tree game to create strong heirs to handle roles and situations that come up.
Either that or with a bit more time you could do what the second dev intended and transform it into a family tree menu. Allowing you to control certain aspects of family like jobs or even things like inventory all from a convenient kind of gimmicky place. Do you keep the dragging around aspect? Possibly, might be useful to be have two versions of it with one organized in whatever way you like and the other raggedly kept in a clear format.
wow a unique Idea that devolved into a enemy waver spawner once again
The original idea was probably in his mind for a while, the other devs have a few hours to both figure out what to do and then do it. It would have taken weeks of collaboration to come up with how to turn his idea into a game
@firelegodogsand then ethereal ruined the entire thing lmao
Idea was too complex for others
Lil bro, some people are not to found of creating incest simulator 2000 Dx, you know that!?
What a disaster. Basically everyone saw what existed and went just like „yeah, no“ instead of „yeah, and“. First time I’m actually disappointed.
Oh grow up. That's the point of the game.
@@idkwhattoputheretbhbuthereabsolutely is not the point yes and is the point “oh grow up” it’s not even a childish point
@@rangerreed7038 What? What you said makes no sense at all...
The point of the game is the chaos, and making it into what you think is fit.
@@idkwhattoputheretbhbuthere There was no chaos or anything of value in the video, just people deleting everything and making their own games from scratch, maybe lack of creativity from the devs.
the initial idea was shit bruh there was nothing to build on
Adding a “can’t remove” feature would be a phenomenal idea for future runs so that the original idea can’t be completely destroyed
Adding rules that limit the creativity of the designers would kinda defeat the point of the challenge.
I get that removing and changing all these cool features is tough to watch, but it’s the process.
Removing features is a development strategy, these devs just took it overboard.
maybe the devs just need to learn how to actually work off of each other 😭 the 2nd guy really just… scrapped the whole idea pretty much
This series is called "X DEVS Make a GAME without COMMUNICATING," that's the handicap, and although such misfortunes happen from time to time, you can't deny that it is entertaining to watch with all the good and bad things that happen, this kind of things add "suspense" so to speak, because you never know what will happen, the next developer might develop the idea in a spectacular way or start all over again, and this is one of the main features that make this series of videos fun to watch. With that rule, it would be better to have a simple "X DEVS Make a GAME".
@@yuuzzlolDoesn't really add suspense. What it does do is destroy the interest in the video. By the time the game changes hands a second time, nearly nothing of the original remains. There's functionally no difference between "what was here was hard to work with, so i scrapped it and made something totally different" and "i just made a new game from scratch". The whole point of these videos is to see how people work off of what they have in front of them. If someone just bins most of that and does their own thing, kinda voids the whole process.
Wait THAT'S how it started!??
Thanks again for having me guys, it was a lot of fun!
Hahahahah I am SO impressed you made something out of the mess that i gave you, sorry about that...
@@Wishbone_Games seeing that the military buildings were there just to mess with the next dev had me laughing, explains a lot 😂
@kylebanks hahahaha I'm glad you found it funny, my original idea was to 3D model a Fighter jet and a massive lolipop and just put it next to the barn with no context, but I thought that was too cruel
You did pretty good for how messy the game was when it was handed to you. Btw I looked at your game you're working on, I've wishlisted it, looks fun :)
I do feel like I understand where the second dev was coming from. Noa had a complex political idea that was hard to continue without communicating. Although I do think there was a bit too much alteration from devs 2 and 3.
complex political idea? you mean the entire philosophy behind fascist italy and nazi germany?
I kind of understand why Dev 2 had to change the game to make it work. Noa's Idea was really cool, but it would have cost too much time to add something significant too it.
But dev 3 though... Dev 3 just straight up made a new game...
It just uses the Overworld Mechanic from the previous dev and thats it. It doesnt even have the main mechanic with the combining traits anymore. That was the whole point.
I just hate that in the end of these challenges the end product is always a generic game. It always does look like a good game but I dont think thats the point of these Videos. I think the point should be to create a unique Game with all or atleast most of the Ideas of every Dev that works on it. Not just a lackluster Towerdefense game with nothing unique about it.
I always loved how AIA/Dual Wielded and TaroDev added unique Mechanics to the game to make it exciting. But games like these dont make me feel the urge to play it.
We just need a rule that says, that you can't delete something that the other devs have made. Maybe changing it a bit to make it work with new Systems but just straight up deleting the previous Devs work is such a dumb idea.
It’s just the risk they take with no communication. Every dev has different styles and ideas. Sometimes it pays off, sometimes it doesn’t.
@@sky01james28 correct, but I want to see a chaos game made by combining all of the game devs crazy idea. If the game is gonna be not fun, thats okay, at least we could see unique game instead of general game.
@@adityarahmanda Yeah I agree. I understand that everyone is different and has other ideas, but that shouldnt mean just deleting everything the others made and doing your own thing. At thtat point, why even participate? Just make your own game.
Dev 3 had to change the game because before him, there wasn’t a game
@@proximacentauri1172 Yes. i understand that, but to make a Game He couldve used what already was there and expand it and atleast use some functions from the previous dev. But He completely remade everything.
I feel as though dev 3 kind of ruined it. I really liked where this was going at first and it was very unique. Then it just ended up being kind of generic and lifeless.
The 1st idea was good - but likely too complex for what you really have in capabilities, however I felt the 2nd dev kept the idea alive by simplifying it a bit just to make the game a bit more clean cut, then 3 came in and kind of threw it out of wack entirely - like you might as well have started from the ground up, not even the textures remained, and also the entire game kind of felt like, I'm not 100% comfortable game designing out side of my comfort zone, so I'll transform it to what I'm comfortable with, - it's too bad but eh, it is what it is, no hate to the dev.
@@themaskedraff I think where it was left from the 2nd dev was perfect, it had an amazing base to work with, and i'm fairly confident they could have made something unique with it. I don't have any hate for anyone, least of all some dev making a game on a youtube video. Still, I was pretty disappointed that he threw away everything that came before and turned it into the same game i've seen a thousand times from these challenges.
@@glnga Yea, it was genuinely looking great - over complicated in the first round - but second round patched it up and left it in a workable place, to throw that away is really too bad
I honestly think the issue was some devs have never played games like Crusader Kings and don't understand how a family tree can be gameplay. Once the project falls to someone like that you might as well have coded it in spanish.
The issue is simply that neither of the first 2 devs implemented any kind of game loop. It is hard to expand upon a game that doesnt exist and you can see how it devolves. Had the first dev focused on adding more of a game loop, such as the ability to assassinate or having the head of the house that would be enought to have set a direction. As it was, there was nothing to go off of. The 3rd devs path was reasonable based off of the information they have, remember, we have perfect knowledge of everyones plans and they did not.
Bonus-dev-1 here! While looking through the initial project, I was wondering why Noa's art was just sitting in a folder unused. Now it all makes sense! Seeing it there was the only reason I implemented a breeding system. Good thing I did see it because it still found its way to my version despite it being absolutely obliterated through the first seven devs 😆
Good job reimplementing it!
your version was easily one of the best and was actually a playable game haha
@@womp47 thanks! i always try my best to make games that i'd enjoy playing on my own time
Your version was fantastic and stayed true to the initial idea
your game was definitely the best version that came out from the video
Faris: you can select multiple pigs at once
Moonleaf: yeah I'll remove that so you can only select one at a time.
MashUp, peaking from behind the corner: 👁👄👁
My bad 🤐
To be fair, the system you got is a lot worse, than the system that was added after you. Which probably wouldn't be reworked, hadn't you remove it.
@@ShorteDev You actually were the only dev building from the previous creators and not scraping everything, so kudos for that!
@@ShorteDev lol it's all part of the fun of these videos
All of the ideas were amazing, but most of the devs just ruined them to iplement their own opposing idea. Then, this wyli gamedev guy came and reconciled it all together... What a hero.
I kinda wish there were more rules to these challenges.
Kinda frustrating when these videos start with an interesting idea, then get passed to 2-3 devs who's reaction is "I have no idea what to do with this, so ill just change the art and the entire direction of the game"
and we just end up with yet another wave / base / tower defense game with resource collection and upgrades.
Like yes, those games are easy to make so I understand that with limited time it's an easy go-to...
but like, does every game have to end up that way?
Edit: Went through the playlist, and I would say 13 of the 18 videos ended up in some take on a wave / base / tower defense game. (Yes, I'm counting the asteroid games)
True. For a future edition we can try adding a "can't remove" rule.
It would be fine if only 1 or 2 devs overhauled the game. But without communication they can’t guarantee that. Kinda the risk you take with such a challenge
not even an interesting idea
i mean if it cant be removed
then just overshadow it
make it pointless in the game
because it is not interesting to stay with an uninteresting idea
@@Blackthornprod
"Bro imagine if its like 3 rounds so then it goes back to the same first developper and he then has time to upgrade it and it goes on and on 3 times. It would be sick. Also more time for each developper, and a longer video (I dont have a problem if it is a 1 hour video or more) cuzz its entertaining."
reposting a cooler idea, than rules
@Blackthornprod
please do. I loved the idea of the family tree builder when you first showed it in another video and was so hyped to see it getting fleshed out.
Than the family tree was completely gone after the first round
bro the third dev didnt care at all, he just made a completely new game and removed all the nice art that noa made. I understand being confused and not knowing where to go, but he removed so much that it became soulless
Devs gotta remember they’re supposed to work with one another’s ideas, not against them.
It could have been interesting to incorporate the original breeding mechanic into the tower defense style game. For example:
1. choose which two pigs to go into the barn to produce new pig units;
2. those pigs produce hybrids per the original idea, with a menu to see the original family tree;
3. make certain attributes advantageous to different unit types, such as strength for military units;
4. enable the pigs to be converted to a different unit type by moving them into the relevant building, with the unit's effectiveness (damage, accuracy, etc.) determined by the stats.
Yes, but they would have to be as clever as a random UA-cam commenter, but while under pressure.
Pig was a mistake. Lack of imagination. This is the video we get when they invite generic game devs.
@@crixusvalentino3721Lol harsh but true. The last 3 devs were by far the best but unfortunately they went last so had to salvage the game.
I would love a whole game studio that has dedicated teams that makes games without talking to each other and they just release the final product after some polishing for the world to enjoy, with no time limits, that would be the most awesome thing ever.
That would lead to some of the most creative games ever that would be awesome
As an unemployed game developer that sounds extremely epic
No time limits at all?
Also, usually you don't need a big team starts making a small game, otherwise you finish very quickly and anything you do after might just ruin it. If you make a bigger game though then the number of mistakes gets incremental.
But I would love to see something like "5 dev teams (2 to 5 per team) make a game without communicating".
I think there was some talks about pass the game challenge that lasts whole year or something like that so maybe we will soonish see the result of that
I love this idea so much, I'd love to work on a team like that
Poor Noa wanted to give their Family Tree game a second shot after no one took it up in the game jam and then it became a pig war game lol.
😅
\*"War Pigs" starts playing in the background\*
Yeah man, I was the only one who passed it onto Day 3, literally no one picked it up. even though it is such a cool concept
I literally had no idea that it started like THAT
Tragically, Hogs of War already exists and is the perfect pig war game
This is the second challenge that I've been really kind of annoyed with because a Dev decides to throw out the previous developer's work and do their own thing. I'm sure you guys know what the first one is, with the wall movement Fiasco a few game challenges ago
The one ur talking about(I think) was actually pretty good. If anything, watch his 10th popular vid with the horror centipede and then you’ll feel upset
Which one is it
I am once again asking for you dudes to make a "combine the game" challenge, where you start off with say 4 completely unrelated games made by 4 people, then 2 people recieve 2 of those projects and have to combine them into two cohesive polished games, then those are passed onto a final person who has to once again do the same.
This sounds dope. Please blackthorn do this
This would be cool
??? Clearly you know nothing about coding, or even have common sence. Try combining a blender with a toothbrush, at least try to visualize the result
@@evil_eye-04 my guy I literally have school project games I've made uploaded to my channel lol. I've made multiple games before.
@@evil_eye-04 lol I've literally been making games for over 2 decades now. I even have an ancient school project uploaded to my channel. I also participated in the pass-the-game jam hosted by BTP. Also, a blender combined with a toothbrush is not a difficult thing to visualize; you're basically describing an electric toothbrush.
it would be cool to see this type of video where you get together a bunch of different creators of different skills (Programming, Art, Music etc.) then have them all create something with their respective talent, then rotate them to the next game and have them add their thing to that game if that makes sense? So the music artist would make music for the programmer's prototype, the programmer will make a game with the artist's art and the artist would make art assets that fit the musicians music.
Repeat until there's three games total and maybe get another team together and see who can create the three better games?
That's a cool idea.
If they wanted to do a simplified version, they could just have an artist make a tile set or whatever, or a musician make a series of songs that are meant to be the title screen, first level and victory jingle (or whatever) or something like that, and then they get one or two creators to try to make a game based on the art or music assets.
That's so clever! I would love to see this happen
Just like nolan and zimmer 😂
I think they've done this once
Oh great idea ! I would love to participate as a composer ! Maybe it would be too complex to make this challenge works with too many artists. It would have a timing problem : not possible to work at the same time (as de must work from graphics artists and musicians from a game, and everything could change during the challenge).
Cool idea for a game at the start, it seems like it changed so much because the "family-tree" game type relies so much on coming up with a unique game loop and mechanics. Im not sure if theres a conceptual or think-tank phase to the challenge, which the original game from Noah in particular may have benefitted from, but with only a few hours to both come up with ideas AND work on the game, the devs probably defaulted to working on mechanics and ideas they already understood rather than spend half their time to come up with a great idea and not have enough time to implement it. Either way end result was cool, but didn't fel as polished as other games with this challenge because there was a lot of re-implementation rather than building on what was already there
If devs don't know where to take the game, they should add any features they can think of and let the other devs lead the direction. If you really can't think of anything then improve the art and add unique sprites which may serve as inspiration for others. The best results in these challenges always have at least one dev that selflessly focuses on polish, art, music, or bug-fixing rather than trying to stand out.
This video gets me so worked up.
As if you are not able to analyse the existing game and adapt ... no no no, you have to destroy every good idea to build your own piece of standard garbage
Faris just destroyed the best face artwork, it went from an anti nobility eugenics with perfect caricature to a pig breeding farm that is actually kind of pro eugenics (just like dog and cat breeds) just with that step
Lack of imagination
definitely a lesson in “yes and”ing instead of deleting previous work
as soon as it got to "and now we need some enemies" my ability to enjoy this video hit rock bottom. Initial idea completely destroyed to become a dime a dozen game every dev iteration. What a stressful video!
It's crazy how the game went from a towns people management game to piggies fighting against Cthulu 😆
This was probably the most confusing challenge that I took part in yet, haha
Thanks for having me once again!
Wyli Gamedev somehow generated a more, "accurate," final game, which incorporates all the other programmers' plots together. It even pays homage to BTP's very distinct vision of breeding and creating abominations of power and prestige. I can respect how this is FAR more realistic of a NO COMMUNICATION stream, since people would keep overwriting each other without any overhead. Even though the final product was NOTHING like the base, it was a great source of learning!
Was really fun to participate in the community challenge, thanks for showcasing my work as a bonus variation!
Woof, this was a rough one huh.
I think the main thing to learn from it is that without that core gameplay hook, gamedevs sometimes make wild swings. I love Noah's original idea, but I think there's a reason it never got picked up much in the original jam. Which is that while the style was cool, it just wasn't clear what the mechanics were for, what the hook was. And that ends up with a lot of flailing, with each successive dev noticing the gaping gameplay chasm and trying to reinvent the wheel to fill it in, not having enough time to do so fully, rinse and repeat.
I think if you want it to go in a certain direction, there just has to be some sort of through-line in terms of communication. Sometimes that through-line is evident in the game itself, which in this case was what was missing from the first version. Or that throughline gets imposed as a theme on the Jam itself, which this channel has done a bunch of times.
Honestly, the more I talk about it. I think these no-communication Jams just miss having a good theme. It helps create a general direction, even if everyone has their own twists to the concept, especially when the initial project either doesn't have a strong direction, or like in this case where the direction is confused. And will help push the project in more unique directions than the more generic places a project might end up when the devs are flailing hard.
Still enjoyed the video, mind.
Bro imagine if its like 3 rounds so then it goes back to the same first developper and he then has time to upgrade it and it goes on and on 3 times. It would be sick. Also more time for each developper, and a longer video (I dont have a problem if it is a 1 hour video or more) cuzz its entertaining.
Agreed, I'd happily watch a full hour of this.
Same but I don't think he will do it
i LOVE that idea. but i think devs would really have to be careful to not think "ill do that in the second round" and leave a mess for the next person
i appreciate that wishbone decided as the second to last dev, he should just incite chaos.
I really liked the initial idea, but I think the subsequent developers strayed from the original essence to create a simpler, more commonly seen concept involving collection and combat strategy. I'd love to see more exploration of different genres like the first one, if that's possible.
i loved noah’s original idea! the gameplay changes that came next seemed a little….unimaginative to me, idk. but that’s what you get when you don’t get to communicate and you have limited time, i guess. the devs were great, but some teams are more compatible than others! i would have loved to see Lana Lux in this lineup, i think she would have done something cool with the strategy element. great video, though! the viewer additions at the end were really cool!
I'm so proud the military stuff worked but Cthulu really caught me off guard im still laughing at that. Great job everyone!
I think the improv principle of "yes and" is one these devs need to embrace. In improv, if someone has an idea and you say "no", the scene doesn't go anywhere; however, when you say "yes and..." you keep the momentum of the scene while adding your own spin. Half of the devs in this challenge said "no" to certain mechanics, and in so doing wiped out all the work done by previous devs. Dev 5 is the worst offender here, and even recognized it, saying at 11:06, "what I though would make the game better was... turning it into yet another wave survival game". I've watched all of the pass the dev challenges, and really enjoy this content, so it was disappointing to see so many devs in this challenge scrap the work of others instead of saying "yes and" to create something innovative!
W into from Wishbone lmfao "after trying the game out im 99% sure this supposed to be a FPS" killed me lmao
You maybe consider doing duos? Maybe like 2 people make a game with communication, then the next 2 developers make a game with communication but with no communication from the previous team and repeat?
Really like this idea
Worst bunch of gamedevs so far. They just keep remaking the game and completely losing all the features the previous gamedev made. How is it even a challenge now?
I feel like what happens every time with these is the devs decide to re-make the game in their own image each time. They remake all textures, re-do systems, and the end product is just as bare bones as the first stage. For future events like this, you should brief the participants that it's not about making the game 'yours', it's about building off of what's there and making the root better.
Genuinely enjoy these videos and I hope to see more soon!
Hahaha. Dev 4: "I wanted to keep everything from the previous developers and balance them", Dev 5 : "So I threw out everything and made everything from scratch". At this point, it's like an unwritten rule of the challenge.
I got the feeling that there is always a strong risk that it ends up as a game with enemy waves, shop for upgrades, base to defend no matter what is the start. 2010 internet flash game feel.
definitely need the "no remove, only improve" rule
I'd love to see an all-stars episode - with people like AIA, Dual-wielded, Barji, Polymars etc... See how good of a game we can get.
Shocked that was what it started as, completely different by the time I got to work on it 😵 Respect for the devs that had to fix my mess, thanks for including me in on this!
3rd dev was like: I don't understand it, so I'm creating a whole game from scratch.
dev 4: "hmm, I didn't like your game, so I'll make another from scratch too"
Noa: *creates family/ancestry tree management/simulator*
Dev 2: "hurr durr don't know what to do with this, guess I'll be the new Dev 1"
Dev 3: "I know what will get me invited for the next game dev jam, pigs with anime eyes."
At least 2 tried to keep the intent in.
@@starhammer5247 true
The first person game actually looked neat that dude killed it !
Too much sympathy for Dev 2 in the comments and honestly their mistake echos through to the other devs.
They didn't use the previous work as a foundation. They made their own foundations and didnt even link the original work, which just led the whole project off over and over.
People need to build off each others creativity- not just try to "create a game loop". Its like theyre stuck making generic games based on whatever theyve been educated a "good game" includes.
Edit: it really demonstrates to me how factory like the production of games has become and demonstrates why theyve deteriorated in quality.
Consider that the first iteration here, probably the most inventive idea in the series, was also Prod's submission to the open jam, and nobody picked it up then either. Most indie devs only know a small set of tools. So when you invite 7 over to party one of them is going to add an enemy spawner!
with enough devs, you can watch every game become the same game.
kinda hated what etheral games did with the game (ruined it)
He should’ve just made his own game…
yep and then on top of that Mashup then just fully resets the game again, I was actually quite excited after the first two iterations and then it just gets restarted over and over into yet another shallow base defence game
I think Wyli gamedev really brought it all together
I really hate it when devs drop most of the previous work. Particularly, what the fifth dev did was awful. Sure, dude, you must do the changes that you think will improve the game, but first you must try to adapt your idea to what's already there, instead of just adapting the whole game to your first generic idea. It's supposed to be collaborative challenge, and starting from scratch in neither collaborative nor a challenge.
I hope the next one at least comes close to a Noot Noot Destroyer.
Really liked the idea of having the community modify the game in the end. Must say, i'm a bit sad that i missed the opportunity, hope it returns though!
The first concept was incredibly strong but i will admit it didn't leave a lot of room for improvement. Its hard to build on something thats unique due to its simplicity... but that said the following two devs went completely off the rails and discarded anything even remotely resembling the original concept.
I understand some things have to be cut or altered to maintain some degree of coherent design, but i feel that the devs in these challenges too often prioritize their abilities over the spirit of collaboration.
The second dev at least tried to build onto the concept, but the third dev really said "yeah I don't know what to do with this so I'm just gonna start over from scratch"
There should be a rule against that at the very least.
I honestly can't understand the people defending the drastic changes. The main argument they use is that it's the risk that's taken when you can't communicate, and that everyone has different ideas. But there's a difference between steering the game in a certain direction, and completely removing the previous work and making effectively an entirely different project. Change, Alter, Improve, but entirely Replace? Less than 1% of the original idea made it through the second and third developers. I understand changing something if you feel it doesn't work, but to effectively start from scratch and make something unrecognizable from the idea you were given is antithetical to the concept of this challenge. The goal is to work off of each other and see where it leads, not to invalidate each others work because you don't like where it's going. The first several developers effectively started from scratch, at which point they may as well have been the original developer.
A developer puts in effort, the next developer rewinds 90% and puts in effort, the next developer rewinds 90% and puts in effort. In the end you get a product that had little over 1-2 developers actual work in it, a shallow, bland, generic product. A developer puts in effort, the next developer rewinds 20% and puts in effort, and so forth, and you get a product that had the majority of the 7 developers effort into it, even if the idea and concept is odd it's had more time committed to it. Because this game kept being entirely reworked up to around the 4'th developer, it had very little time to polish and finetune. I get the developers can't communicate, but when they load up the project their process should be to ask what can they do with what'd given to them, instead of "I don't like it let's entirely rework 80% of it". That's just too far.
Cool video! I've learned so much from your "made game without communicating" type of videos. Keep a good work!
The community segment at the end was really cool! Thanks for including that.
Faris: The first thing I needed to do was refresh the art style.
Also Faris: I have no idea how to recreate this art style, so I just went ahead and made everyone a pig.
❔❔This part made me irrationally angry. The game that they originally had seemed so interesting! And I loved the concept of these ugly characters having a randomized hotness stat! Lmao Faris just turned the whole thing into this basic-looking pig game. I get why he'd be confused about the intended direction, but why did he nominate himself the new art director, when he DIDN'T EVEN KNOW HOW TO RECREATE THE ART?! Brain injury??
They basically just undid and redid a bunch of the same stuff over and over again... and the originally concept was really cool - such a shame.
I agree. I could see where it was headed. And I think the original ui worked better due to it. I think the original idea was to tell a story through the dialogue alone. As well as there being generated stories depending on what you make the characters do. There are different stats that you are given so that you play more strategically. And as you progress through the story, more characters pop up. Different type of relationships, alliances. And your choices may lead to war ensuing. I do understand this was an older version and that the devs got better at integrating the original ideas but it still hurts to watch. I would definitely be down to play if Noa ever decides to recreate it on his own.
the first guy from the bonus variations made a nice game i like his version
So it started out with a 2D family tree sim that had 6 stats. Interesting concept actually. Different and definitely not just another wave survival or combat-focused game like nearly all the others turn out to be.
That immediately got turned into a 2.5D mating sim with 3 stats by the 2nd group. Okay, there's a fair number of similarities here I guess, and it's still not a wave survival or combat game. It's not great that the scrapped the core mechanic of the family tree, but at least he acknowledges the fact and built upon the previous dev's work.
That was then turned into a 2.5D Pig Survival Sim with three stats. Uhm, what happened to the work of the first two devs? The clear themes? The humans? Any kind of similarity to the foundations that wasn't discarded etirely? Oh, just a stripped down version of the mating/reproducing mechanic and the Strength stat remains? Everything else was just deleted entirely and the work of the first two devs was just thrown out? It's now a combat-focused survival game? Huh...
Then that was turned into an infinite 3D wave survival game with multiple units and 2 stats. Now nothing remains of the first two dev's work anymore. At least some similarities between this and the previous game exist, but this is also a completely different game than the other 3 versions before it... The guy even defended his choice to completely remove and change everything despite being the second to last dev to work on it, jokingly acknowledging that he might not get asked back because of it.
Finally, that then got changed into a finite 3D wave defense game with 1 unit and 2 stats. At least there wasn't a major overhaul in the final stage and the final dev actually built on the work of the previous dev instead of scrapping nearly everything...
This video isn't co-operation between devs. This video is multiple devs disagreeing with each other about what the game should be in the first place and making their own game, barely even using the framework code of the previous devs. They really shouldn't be making drastic changes and deleting core elements of previous dev's work. It defeats the point of the challenge in the first place. Aren't these challenges supposed to be "Work together but without communication"? Because that is not what's happening here.
Any dev that removed the entirety of the other devs's work essentially gave the previous devs a big middle finger. Because nothing remains of their time or efforts.
i think it would be cool if each dev gets to pick one feature that future devs cannot delete
Noa's (and also kinda Bewky's) idea was so different (and way more original) than what the game eventually became 😢It just became yet another survival top-down defend type of game thing... I could see Noa (and Bewky kind of too) being disappointed 💀
0:42 WHAT DID BLUD SAY 😨
Need to start cutting these videos down to 3/4 devs max and pick the devs who work on them much more carefully. Dev 3 literally started an entirely separate game
It could be nice if these challenges started with a simple prompt that every dev was aware of, in order to keep a little more consistency. For example, this one could have had the prompt "Family tree", so that the core mechanic didn't disappear w/in 2 passes, and it didn't end up at the same tower defense game every time.
I feel like the comments are mostly agreed that something needs to change because it sucks to get excited about a game only for the next dev to scrap most of it and start over. Here are some ideas I have to address that.
- You can communicate with the next dev, but you're only allowed to use 3 words
- You can only replace/rebuild one major part of the game (art, or a mechanic, not everything)
- only additions and fixes, no overhauls
-give people a bonus hour or two to learn the game as is and brainstorm improvements (lots of devs make big changes because they don't have time to build on what's there so they just build what they know)
-no communication but every uses assets from the same art pack
-no communication, but the genre is pre-determined
-less devs but the game gets passed around twice (instead of 8 devs, it's 4 devs twice)
-no communication, except each dev can "lock" one of the changes they made from future overhauls
Just some thoughts
This was the most complete 180 out of all games. I actually liked Noa's idea in the first phase and got sad that it turned to another wave game. Though the concept is cute with piggy banks and demons, i thought the potential of the first dev's plan was missed. All in all, this was another great video, learned a lot!
These types of videos are amazing! It must be difficult to set these all up.
Thank you! We're working on a 100 devs edition. Now that one is real tricky!
what?@@Blackthornprod
@@amandadeavers6253100 devs working on a game. He thinks it might be tricky to make that work.
@@Blackthornprod OK just because the coment section is a little bit upset by where it ended, make sure that you are the 50'th dev and scrap or try to implement this idea in it but with centipeeds, so that they might know that the community of the players kinda got bored by tdf games
thanks for having me!
Hey, Noah! I think devs should follow the improvisation technique of "yes and". This was way too disruptive and disrespectful with the previous devs. I've seen this in previous videos, but this one went too far.
I feel most of the people in the comments have highlighted the gripes I otherwise would have commented on.
I just wanted to speak for myself and I believe a lot of others would agree that we genuinely think it's an interesting video concept and we really appreciate you guys helping other devs get recognition. What I am trying to say is that the lash back you get on a lot of your 'pass the game challenges' is not "hate". We like and enjoy the videos but the way the current format for these videos are laid out, it becomes really hard to appreciate the effort put in by each dev especially when certain really good ideas are thrown out the window or simplified.
Btp actually had a good idea here, would be fun to see something Else than a 3. person management game
BRO, the 3rd dev (including thornprod) ruined the whole game.
absolutely love the bonus variations section at the end, would love to see this become a sort of community event that happens again in the future! I only recently stumbled across this series, so thanks to all of the devs for the wonderful entertainment and inspiration!
**Idea:** I would love to see a collaborative challenge like this (without communicating), except they have no time constraints. They set in place their ideas to improve on the game before they start, finish those ideas, and then pass them on to the next person. Everyone is required to leave something unfinished so that the next developer (except the last) has a place to start. The being that in the end, there will be a more polished game that could be finished.
I don't think it should be "leave something unfinished" but instead, they get a fixed number of things they can and should add.
Then you don't have one dev just making a whole game since there is a limit to what you can do with lets say 3 things, but even when you get handed a finished game it still requires you to come up with 3 extra things to put into it.
I love this series but this game went from interesting to I couldn't care less very quickly. I get that including a rule that you can't just remove the last person's stuff isn't feasible in this format, but everyone should at least have an understanding that they need to BUILD from the previous person's work
Despite being sad how far it went from the original idea, it was hilarious to me seeing all the back and forth between the devs lol
I do think they tried their best, but man, felt so close to a great idea right around the start. I feel this game would've been more fun if you didn't really control the pigs, just the family-tree part and they would evolve and fight the enemies by themselves, or something like that. Or the life-sim version too, that would've been interesting.
Craziest video you guys have released in my opinion! Gotta say, though, I love how it turned out, and Pigthulu is hilarious!
The original game idea was interesting, if a little difficult to work with. Then the third guy didn't so much iterate on the idea as obliterate it.
Dev 3 ruined the entire game. I'm honestly lost how he thought it would be good to change the main part of the game and just go off of that, the pig concept truthfully made me feel betrayed of how the game's main part to look at was changed ENTIRELY causing the game to be downgraded by far.
I’d have really liked to see the first game idea.. I hope we’ll get to see it some day on its own 😔
the way this went from 2d top down to first person... the way people come together to produce a chaotic masterpiece is genius!
6:08 I stopped watching as I was losing brain cells
Totally understand how the 2nd dev struggled to figure out how to add to the initial concept.
The initial concept was very novel, but I totally get it.
I would have used it to build a beauty pageant contest where you have to compete against a rival bloodline by trying to breed a better contestant, maybe according to a known judging panel's preferences.
If I were capable of game dev... lol.
It's really interesting to see how the creativity pipeline struggled here. It started with a novel concept that others found hard to add to, so it became generic. Whereas with other challenges, starting with a less polished mechanic leaves clear room for what people can add, resulting in a culmination of creativity. I wonder if this video's issue stems from the first dev having a stronger skillset with variable project types.
Great vid!
Christ sake. I get that they can’t communicate but there should be a “No restarting the game 100% from scratch and totally changing the direction of it.” Rule.
This type of challenge should be a “Yes, And” approach, but instead everyone goes “nah I’m gonna do my own thing.”
If the game is a family tree simulator, don’t turn it into a wave battler. If the game is 2D don’t make it 3D. Seriously. Look up “Yes, And” because these devs are going “No, my way or the highway.”
And sky01james28 I better not see your comment that you’ve copy-pasted as a reply to like 20 people here. “ThAtS jUsT tHe RiSk ThEy TaKe” No. These devs are being selfish, completely disregarding and trashing past devs work, and doing whatever they want. Even with no communication, you can receive a game and go “Hmm I see that this is so I’m going to try to keep it in rather than making it , oh and also making it 3D instead of 2D” 🙄
When did this series go from an awesome gamedev challenge to some tv ahh minimal effort production stacked with ads?
kinda sad that the stat changes through mating got lost - that was a really interesting system
I love how this prototype didn't survive the game jam so now they're just forcing people to work with it instead
you caught me. With that said, it still didn't really survive, as you can see with the final game ;D
@@Blackthornprod reuse it! The idea is super cool!
I was thinking this
@@Blackthornprod It's a very good idea and unlike some other people I see a lot of ways to develop it
@@Blackthornprod it's a cool idea, but very complicated to develop I think, on this challenge at least
lol just got to the "Pigs vs Cthulu" splashscreen part. All I can think is "i need to know the first dev's reaction when he goes from his family tree game to this"
I love these, but I feel like there should be some core functionality/idea/design that gets passed on from start. Because I feel like each dev restarted and developed based on their own interpretation/vision of the game.
Oh, that's the game you created for the dev challenge. Excited to see people change it since it died off pretty early.
Noah was so disappointed i can feel it
I paused the video at ethereal game’s portion, just to see if anyone hated what he was doing too
I swear Wishbone games always makes an impression. Love to see him.
I opened the part open to the community and poked around a bit, so as soon as the pigs, trees, and apples appeared I sat up so fast like “Hey, I know that one!”
It's cool and all but can we please add a rule that ban's removing someone's else's work. Would've loved to see the first idea as a full game.