Yes, I think the red game had the most gain when the concept changed to the avoid the sun/light concept and the blue game gained with the last dev a lot (also with the one that modeled, those 3d graphics were sick... for only 6 hours crazy).
Dude that dev who sculpted frickin 2 characters in 6 hours is so talented. That model looks fire plus he also textured the buildings and added a whole buncha other things
@@stickguy9109 trueeee, just started making some stuff on blender and to be able to make two characters of that caliber in only 6 hours is something that I can only dream of!
@@icywolf6892 nah I'm not a fan of dev 2, nolamo. he didn't use anything the previous dev gave him which is a huge part of the process. I have a feeling he didn't stick to the 6h timeline and probably just used assets he already had to force the projection of the game into a certain aesthetic he already had available.
A losers bracket would be interesting for this challenge, I feel like the developers could benefit from another chance, there's a lot of talent in this video for it to be squandered from 1 loss.
16:35 Bewky's long pause after asking "who made this...?", along with his avatar with the disappointed and slightly sad look on his face, was way funnier than it should be.
i think the change from galaxy to desert is really what made it so good because it gave a clear easy to grasp story and base mechanic which is why the others could go on without redoing the game over and over
If that dude is telling the truth about only spending 30 minutes on the game then it's pretty apparent he just imported stuff he pre built for another game. I would like to think that's not true but they wouldn't have 6 hours each if it were that quick to build shit.
Honestly, I thought 3rd blue dude messed up the concept very hard. However, blue team managed to make a good finished game. Meanwhile, I thought the red team's visuals alone would carry the game. The problem red team had is lack of communication to the player: the game doesn't explain some crucial mechanics, such as dash and dash-refreshing poles, that you won't be able to understand intuitively like walking and jumping.
I don't mind the fact that team red changed from the jumping exploding galaxy man to the desert survival. The main reason so many people were unhappy with the centipede was because the game already had a perfect feeling and changing the entire game when you're one of the last devs is not a great idea, but if the game doesn't already have a specific feel, that's when changing the game because good, sometimes even ideal.
I mean first devs changes were completly destroyed, also the main mechanic of noa was destroyed so they just made a game from scratch with player controller(which takes like 10minutes to do if u know what u doing), so yeah i cannot agree with u
On of the biggest issues is that special controls are never usually kept between people, simply because they don’t notice their existence. These guys definitely need to implement easy to access control guides more often
@@marcusnielsen2869 I think it depends on how you do it. If you tell people what you're still planning on implementing or anything that's not immediately clear, it's one thing. But players need cues on the controls anyway. One of my biggest issues with the Red team was that any new player would have no clue what to do. That's just bad game design. Games are supposed to be intuitive, so if the next dev can't tell what's been implemented, the previous one didn't make that clear enough in the game design itself.
@@RekaCath I guess its hard to have a middle ground. But imo they should be able to learn that through proper user friendly coding and visuals(or that's the challenge anyway). Like the coding is the challenge, both writing AND reading it.
On the contrary, he made the absolute worst change. He made it complicated for the others that come behind him, and he stripped out all the work and the idea and basically just started with his own game idea. That is not being a team player, that's being a fkhole. Red dev two is a fkhole. I hope he chokes on his coffee because it's what that little fkhole deserves. When you kids meet some smug fkhole like that in real life that thinks he knows better and is better than his peers, you'll get it. Until then, live in fantasy.
I prefer red teams game. The time trial style seems like a more fleshed out goal, and the "avoid overheating" concept seems like a more creative fail safe. The game world itself feels a lot more polished as well. I think if Blue team just made the shift to the style they're on a little too late. The red team made their big change one dev sooner, which gave them more time to polish the concept.
@@fresch4395 maybe polish is a poor word. I think their art represents a more cohesive theme. The colors are in a more narrow range which makes it feel polished to me. It also has solid ground going on - which just feels more put together. The blue teams buildings, player, enemies, etc. use a wider color range and ascetic feel which makes the theme feel (to me at least) at lot looser. I think accusing the red teams game of not having a gameplay loop is a fair critique. Ideally there would be: 1. A tutorial 2. Simi-random level design 3. Careful balancing. I think loosely the gameplay loop exists as either: 1. Move from shadow to shadow quickly, while climbing towards a goal and avoiding enemies and light sources. Or: 2. Climb to the goal as quickly as possible while looking for short cuts or time saves as you go. It is a little less obvious than the blue teams, which seems to me to be “hop from platform to platform while avoiding certain elements” In a lot of ways they share a gameplay loop of “move between safe spaces at the right time/pace” but the blue teams seems to force players into quick decisions while the red teams lets them think (although incentivizing speed as well, but not enforcing speed)
@@taylorfisdboss5200 bro who cares about the polish its about the mechanic red chaned the whole idea and didnt even have tutorial it seemed so boring because there was only one map do you really think that game is playable
@@Shifty_fl I guess a big part of what I'm thinking of here is potential. Their mechanics are more unique, and have more potential than the pretty generic runner game that blue team made. I would rather play the proof of concept that represents a higher potential game (which has the art already in place for that higher quality concept) than play a game that has more or less hit its potential already but is uninspiring. If I was valuing things simply on how complete the game is at the end of this competition blue wins. If I was valuing things on how solid of an idea can they generate and execute without communication in a limited time - it's red team.
Red seems way better to me, with some sort of tutorial to introduce mechanics and some ambient music it could be really good. I liked the previous movement blue team had with the aiming dash, idk why they removed it and the gameplay looked way to repetitive with not much to do
I think a good idea that no one is doing, I'd just putting a control list. It takes like 5 minutes. And both games had people not knowing the controls, in the dessert the players didn't know how to dash, or how to use the poles, and in the city one nobody knew about the dash. It just baffles me that no one in these challenges does this.
Seemed like nobody knew how to play red with the light pole mechanic probably making it unbeatable unless they figured that out so even though blue had some mechanics that were not found by others the game was still easily possible
blue team had a great starting with the infamous inspired stuff and the level design and it wouldve been interesting to see where that idea would have gone but i feel like geimdevas threw the game off a little too much with the removal of the environment. the whole objective was simple but repetitive however he did amazing with the old spiderman inspired fog and the animations were on point as well.
I feel like red teams’s game has a lot of potential. I think it could make a really cool full-fledged action adventure game. For some reason I’m kinda getting The Last Guardian or Breath Of The Wild vibes from it. The sun concept and the visuals are a very good base for an action adventure game. I so wish it was a full game because imagining it, it sounds so cool and I really want to play it now.
i think a good thing to think of when doing these challenges is the "Yes and" rule of acting, where instead of denying someones idea, saying yes and adding something on to it allows for more unique and dynamic fun than just erasing or denying
And knowing when to stop adding stuff and instead focus on polishing/level design. I feel like your position in the dev order should determine your part in the game creation process
Honestly this just not really applicable because they have no idea what the other devs are even going for. And may I remind you that they don't even know what order they are in
@@jordanbugni8931 this big time, i think peeps are way to salty over this kinda stuff as they forget there is no communication, and these games are in the end just big protoypes were ideas keep changing as well, so it's even harder to see what other dev ideas are as they can't tell you and only show you the whole series is filled with devs removing stuff, if all you could do is take the idea and add to it, it would end up way messier
Just got your channel/videos recommended to and I'm a bit annoyed that I have to wait for the next video. I'm so intrigued by this. Love to all devs that participated ❤
The one who slowed down time was such a cool concept, unsure how they completely missed it... They could have made a Superman type of game and add a "Punch forward" animation of sorts. Still, going with Team Blue. Absolutely insane game LOL
ye bro team red was going so well i like the dashing and slow mo i dont know why people keep picking red there is literlaly only one map and no turorial are peopel really gonna play one map countless time
personally, i like Team Red’s game more, although it seems like it would benefit a lot from having a “tutorial” stage, i love the idea of making it a speedrunning game like Neon White, and the visuals are awesome! (very Journey-esque)
I loved the direction the 3rd dev took the game, turning into a BEAUTIFUL desert speedrun was such a cool idea. I'd much rather play that one than the other
i think it would’ve been interesting if team red had an only up-type game where the goal is to reach the sun where you have to creatively uze objects as cover so you dont burn on the way up; once you reach the sun, you just jump into it and burn away, ending your time.
bro the polish isnt the important thing its about the mechanic red team didnt have a loop you just play on the same map everytime while blue team had game mechanic tutorial and loop which makes it playable so i dont understand whats wrong with people are people really going to play one map countless times
Love this new branch/elimination style of pass the game challenge. I would love to see unreal engine devs work on a pass the game challenge. I know most indie devs use unity but as an unreal dev, I would love to see this type of content in unreal.
You guys inspired me to learn to code and to make my own game (just as a fun hobby project). I learned c++, then more recently learned a lot about the Godot engine, and today I finished coding the start of a match 3 game (it can generate a tile grid without any starting matches!) What amazes me as I watch this is just how little time these devs really have. I spent like 2 hours last night trying to use a while loop (that looked unproblematic to my novice eyes) to stop freezing my game. This morning I scrapped it and came up with a longer solution. The progress you all make (in 3D none the less) with so little time is really quite impressive.
What a twist by the end. Thought I was gonna like blue more but red’s risk taking swapping it to a desert really paid off. That being said, I was a little bummed to see the aimed slam get discarded from team blue, would’ve totally loved to see that expanded upon (aim for jump pads, dash rings, stuff to enhance it from a platforming perspective). I think that would’ve helped while still falling in line with the rooftop runner idea (since I also felt they painted themselves into a bit of a corner seeing as cities are pretty dev resource intensive to get looking good)
I really love the direction that the one dev took it when you had to avoid light. Theres something there. Unfortunatly the lack of tutorial didnt do it justice. Could have used some different objects that effected movment maybe. Loved the parkour combined with the threat of light and the art style.
Team Red for sure had a more coherent design vision so my voice goes to them boyz. Team blue game ended up rather generic both visually and in gameplay. I like the concept of a competition between teams, it's fun. Could make a pretty cool show with multiple episodes and seasons.
I have to say red, I loved the direction the game took. With a mini tuto or a text explaining how to play, the game would have been even better for testing it.
I think it was interesting how the teams without communicating seemed to focus on the same areas a lot. Team blue seemed to focus on refining the game mechanics, while team red focused on the game world itself. It also makes it hard to really vote on the best because it becomes about mechanics vs feeling. Sadly though, since team red doesn't really communicate how to play the game or the goal, I have to vote blue. Because at the end of the day, it may not be the most visually appealing, but they definitely had a functioning game that communicated what you were supposed to do.
It seems we now know which team this channel likes more, seeing as this comment was hearted while there are no hearted comments about red team. Sad to see it’s already been decided…
Id heard of replica being used but I hadnt known it was already being integrated, very promising for the future of gaming. Very good job the lot of you! Happy holidays
if team red after the second dev continued for a puzzle game they will defiantly win the challenge , like if somebody only focus on level design it will be a complete game
having a very clear reason as to why dev 2 for red made the change and getting to see how he still drew inspiration from the previous build made it cool i think.
Thank you so much for this video, the inspiration gave me an idea for a wild game category that doesn’t exist yet, but I'm sure if I pull it off will be a huge success
I think blue is better, while the animations are very... interesting, the gameplay is just a lot more exciting and fun, and it's obvious what you're supposed to do. For reds, nobody would know that you can dash, or even dash into the poles to refill your dash. It's too indirect and seems boring. Not to mention, the dash does not look good at all, it is just a solid speed up for 1 second. Should've had better screen effects and made it ease more. Either way, great video as always!
The stay-in-shadow game was the more intersting in concept but falls somewhat flat as a result of the lack of clarity as to the goal and how to use the jump-sticks. As a result, while I wouldn't play it myself, the alien-jumping game is the more 'complete,' understandable game.
Red had amazing atmosphere and concept. It was very creative and I felt drawn into the abstract, mysterious and harsh world. Something that definitely had a very good overall tone and clear cut concept. I do think this was the best from a conceptual standpoint, and improved on the initial concept. The only issue it seems is level design and ease of play. I do think Red team made the better game. That said, I think that Blue team certainly had some wonderful qualities! I think Hivestudio set the direction of the project very well. Tiko was amazing, many of the other comments have said this as well, but his modelling certainly was a boon to the entire project! All that said though, the final gameplay wasn't very compelling. After Tiko and Hivestudio had finished their pieces, I was looking forward to some kind of engaging platform fighting game with unique mechanics to accentuate the already established ideas. In the end, it feels like it's not mechanically different from when the project started. I appreciate that the other developers tried to institute a form of level design and progression of difficulty, but it wasn't very engaging. Overall, Red team's game feels like a project that could blossom really quickly into a plethora of interesting levels, with an overarching premise that sets the stage for possible stories. Blue team feels more like a mobile game you'd play to pass time. I do think that Blue team had some legitimate work and impressive ideas, but at the end of the day, I think Red team made the better game.
I do think that Nolamo overrode the design a bit too much, completely changing basically everything about it, but at the same time I still think the end result was still better than the blue teams game, so I'm going to give this to the red team.
Hey man I know you probably won’t see this but I’d love too do one of these, although I don’t upload on UA-cam I am a game developer and I’m currently working on a horror survival game. I would love to join one of these as I love what you guys do.
Your guys 30 mins course was so helpful I’ve learnt how to do enemy ai I thought it was super complicated but it’s pretty easy and I already know how to move around but you guys have been so helpful so thank you.
In The Desert Game How did they detect if the player character was in a shadow or not for changing the value of the temp Gauge? Is it cheeky Trigger Placements? Or a smarter solution? I'm asking cause I've been working on a project that I've been wanting that exact mechanic they created for around two months or so now.
@@nolamo1496 Ahhhh! I understand. Thank you for that, this whole time I've been over complicating the mechanic. This way is so simple and straightforward, I really appreciate you explaining it. 😃
I'm honestly so upset with how the platformer one ended. I thought of an idea where the dude avoiding the sun could be kinda like an inkling where he can go into the shadows to lose sun radiation which wouldn't kill you so fast but build up over time (including the speed of the burning if you stay in the sun for excess time) unless in shadows. You could also collect little mobs that look like black blobs of ink and you herd them into the sun to make them into shadow cores or something so you can collect to regain the shadow walking bar. Then light blobs also speed up sun radiation and hurt you and no power ups dropped from the light blobs because that just doesn't fit imo.
The first 3 devs of team red not only made a game similar to Journey, but one that could be very easely expanded upon, which I absolutely loved. I'm a bit disappointed the 4th dev made the game speedrun focused, but overall, I thnk the game turned out fine.
I feel like red team should win this one, mainly because their concept is really cool and it feels like the game has a story. Also their game can be easily scaled while the blue game can get boring pretty fast. Everyone did really well though and i am impressed with both games, and it is very easy to see that they are all professional and great game devolpers!
@@starmy5073 Have people even played the games before giving an opinion? from what I can gather from people who has, only blue teams game seems playable.
Everyone's talking about those character models (which were actually really good, especially considering the time constraints), but that rap though. I unironically enjoyed that
Red changing to the desert, hide in shadow was such a good base, but the team did not manage to do well after that, overall a better game would be the blue team, as its has actual gameplay and the red team, was just lacking
The main issue I had with it is it completely moved away from the initial foundation it was built off of and threw everything the second dev did in the trash. People say it's fine because it was early on but I really feel it made the entire project become a 3v5. Essentially red built theirs off of 3 developers due to that while the blue team built off the initial idea and had a lot more manpower to create a finished product.
Team Blue's game was so simple and fun but Team Red's game was very visually appealing and a very cool original game mechanic. But overall, i think Team... Blue has won me over! Love the Spiderman feel! Team Red would've taken the crown if it had maybe a level system like the Team Blue game. Overall great games from both teams!
honestly for team reds #2 i was a little sad he changed the character model from the galaxy skin Dev team Blue 3 actually made a really creative take on the whole thing the devs before him was going for with spider man and the buildings which was the focal point of the last 2 devs and he kept the custom textures for the character and enemies
Ok, so I played both games, and I am giving my vote to team Blue, and here is why, red team definantly needed a better menu (when you press escape it says your failed or whatever it was), they also needed clearer intructions such as press rmb to dash (and please make it dashable on the ground), blue team added sensitivity setting which is amazing cuz i always have lower sensitivity than the usual defalt, and the guy that moddled the characters in the blue team is oh so good (you have to love the work that was put into the details that you will probably never notice), finally for blue team, sometimes trying to get to the first platform on the city level seemed impossible, I am glad to have had the experiance of playing both games, and I am grateful for the hard work put on both sides.
I honestly feel with more polish that the Dessert jumper game could be a real great game. It needs so more objectives and some intuitive tweaking, but the potential is there. It's nice to see someone carve their own path rather than follow the ideas of other games. Team blue made a super aesthetic game, but it feels like a simple browser game. Would love to see some camera depth changes when you jump - it feels too static a distance from the main character for how close you are. Great job to both teams.
The sun parkour one feels like a game u would actually play and has a lot potential, great atmosphere and vibe(adding some music or sound would make it soothing and almost ethereal) but the lack of instructions makes it a bit confusing. The superhero one on the other hand has great character design, but will eventually get bored of it. IMO the sun parkour wins
Who WINS and goes on to the finals, team RED or team BLUE?
VOTE down below by commenting RED or BLUE.
red
red
Hard choice, both teams did great. But I must choose Blue!
@@Gellogy blue
I vote red
The last blue dev really came in clutch making a playable experience. Props to him.
Yeah he carried
That game went from hot garbage to SUPER interesting in one session. I'm STUNNED they didn't win.
@@MSJ_Prod😊😊😊😊
Yes, I think the red game had the most gain when the concept changed to the avoid the sun/light concept and the blue game gained with the last dev a lot (also with the one that modeled, those 3d graphics were sick... for only 6 hours crazy).
@@hpottermac4063 ?
Dude that dev who sculpted frickin 2 characters in 6 hours is so talented. That model looks fire plus he also textured the buildings and added a whole buncha other things
I came to comment this
Tiko: "So I had 6 hours, and decided to make two double-A looking characters, texture everything and stuff"
@@mstvir Fr bro casually makes the best looking characters like it's nothing
@@stickguy9109 trueeee, just started making some stuff on blender and to be able to make two characters of that caliber in only 6 hours is something that I can only dream of!
Nolamo was really cool too
@@icywolf6892 nah I'm not a fan of dev 2, nolamo. he didn't use anything the previous dev gave him which is a huge part of the process. I have a feeling he didn't stick to the 6h timeline and probably just used assets he already had to force the projection of the game into a certain aesthetic he already had available.
A losers bracket would be interesting for this challenge, I feel like the developers could benefit from another chance, there's a lot of talent in this video for it to be squandered from 1 loss.
This should be top comment
True, the winners of the losers bracket could come back as a wildcard!
@@WonkabonkaYES. BOTH OF YOU.
I really agree
This
16:35 Bewky's long pause after asking "who made this...?", along with his avatar with the disappointed and slightly sad look on his face, was way funnier than it should be.
i think the change from galaxy to desert is really what made it so good because it gave a clear easy to grasp story and base mechanic which is why the others could go on without redoing the game over and over
If that dude is telling the truth about only spending 30 minutes on the game then it's pretty apparent he just imported stuff he pre built for another game. I would like to think that's not true but they wouldn't have 6 hours each if it were that quick to build shit.
Honestly, I thought 3rd blue dude messed up the concept very hard. However, blue team managed to make a good finished game.
Meanwhile, I thought the red team's visuals alone would carry the game. The problem red team had is lack of communication to the player: the game doesn't explain some crucial mechanics, such as dash and dash-refreshing poles, that you won't be able to understand intuitively like walking and jumping.
how do u dash in red game?
@@elevaturr6394 No idea, bruh :D LMB or Shift, maybe?
E
I still don't understand how red won
He rapped while destroying the game 😂🎉
Tbh, this idea of "branching" is SO good, congrats!
Thanks! :)
ong sir gary
true
E
Jesus is lord follow him and you will be saved
I don't mind the fact that team red changed from the jumping exploding galaxy man to the desert survival. The main reason so many people were unhappy with the centipede was because the game already had a perfect feeling and changing the entire game when you're one of the last devs is not a great idea, but if the game doesn't already have a specific feel, that's when changing the game because good, sometimes even ideal.
Yeah that sounded a bit butthurt from him. The desert theme was an awesome first dev change
Ya, I just would like a bit more details as to where the changes actually came from. I feel like his segment was too short.
I mean first devs changes were completly destroyed, also the main mechanic of noa was destroyed so they just made a game from scratch with player controller(which takes like 10minutes to do if u know what u doing), so yeah i cannot agree with u
I agree!
@@ian_b3205 don't think so, it sounded like a joke to me
I personally feel like both games would have been better if they added giant centepedes and a boss fight
Yes very needed
Don't forget discarding all the notes and lore the other devs made
@@MeFromMe can't forget adding a crossbow when that's clearly not the premise of the game
Definitely Red team with a proper budget and a team that could genuinely be a really great indie game concept.
Yeah, I feel like Blue Team’s game ended up feeling too much like a sketchy App Store game
And imagine WITH communication, this what without
But red drifted from the idea
On of the biggest issues is that special controls are never usually kept between people, simply because they don’t notice their existence. These guys definitely need to implement easy to access control guides more often
Honestly, if they'd all start by making a quick tutorial that they updated with the game, it'd go so much smoother
@@RekaCath thats communicating and cheating tho
@@marcusnielsen2869 I think it depends on how you do it. If you tell people what you're still planning on implementing or anything that's not immediately clear, it's one thing. But players need cues on the controls anyway. One of my biggest issues with the Red team was that any new player would have no clue what to do. That's just bad game design. Games are supposed to be intuitive, so if the next dev can't tell what's been implemented, the previous one didn't make that clear enough in the game design itself.
@@marcusnielsen2869 previous challenges had tutorials
@@RekaCath I guess its hard to have a middle ground. But imo they should be able to learn that through proper user friendly coding and visuals(or that's the challenge anyway). Like the coding is the challenge, both writing AND reading it.
I really liked RED because of how polished it was and i think the second dev made a incredibly good change
looks like journey. wish they had taken more of that direction
@@klaptone9012yeah, I like that
E
He did good, red shouldve added more movement mechanics and a tech tree and some more complex stuff maybe levels
On the contrary, he made the absolute worst change. He made it complicated for the others that come behind him, and he stripped out all the work and the idea and basically just started with his own game idea. That is not being a team player, that's being a fkhole. Red dev two is a fkhole. I hope he chokes on his coffee because it's what that little fkhole deserves.
When you kids meet some smug fkhole like that in real life that thinks he knows better and is better than his peers, you'll get it. Until then, live in fantasy.
I prefer red teams game. The time trial style seems like a more fleshed out goal, and the "avoid overheating" concept seems like a more creative fail safe. The game world itself feels a lot more polished as well.
I think if Blue team just made the shift to the style they're on a little too late. The red team made their big change one dev sooner, which gave them more time to polish the concept.
They didnt polish anything. They barely have a gameloop bro.
@@fresch4395 maybe polish is a poor word. I think their art represents a more cohesive theme. The colors are in a more narrow range which makes it feel polished to me. It also has solid ground going on - which just feels more put together.
The blue teams buildings, player, enemies, etc. use a wider color range and ascetic feel which makes the theme feel (to me at least) at lot looser.
I think accusing the red teams game of not having a gameplay loop is a fair critique. Ideally there would be:
1. A tutorial
2. Simi-random level design
3. Careful balancing.
I think loosely the gameplay loop exists as either:
1. Move from shadow to shadow quickly, while climbing towards a goal and avoiding enemies and light sources.
Or:
2. Climb to the goal as quickly as possible while looking for short cuts or time saves as you go.
It is a little less obvious than the blue teams, which seems to me to be “hop from platform to platform while avoiding certain elements”
In a lot of ways they share a gameplay loop of “move between safe spaces at the right time/pace” but the blue teams seems to force players into quick decisions while the red teams lets them think (although incentivizing speed as well, but not enforcing speed)
oh, the Blue game is super janky. The jump explosion mechanic doesn't do anything, it ended up just being a simple platformer
@@taylorfisdboss5200 bro who cares about the polish its about the mechanic red chaned the whole idea and didnt even have tutorial it seemed so boring because there was only one map do you really think that game is playable
@@Shifty_fl I guess a big part of what I'm thinking of here is potential. Their mechanics are more unique, and have more potential than the pretty generic runner game that blue team made.
I would rather play the proof of concept that represents a higher potential game (which has the art already in place for that higher quality concept) than play a game that has more or less hit its potential already but is uninspiring.
If I was valuing things simply on how complete the game is at the end of this competition blue wins.
If I was valuing things on how solid of an idea can they generate and execute without communication in a limited time - it's red team.
I like how he came in rapping and ruined any chance of a good game being made. Props to the last guy for salvaging it at all!
I'd totally play a subtle story based game about a desert wanderer avoiding the deadly rays of the sun as they discover the world around them
so happy to have been a part of this! shouts out to noa and liam for putting this together
Thanks mate for participating ! 👍🏼
i remember watching your vid when it came out. Can't believe you only have one vid on ur channel lmao
well done man, that was really impressive!
Red seems way better to me, with some sort of tutorial to introduce mechanics and some ambient music it could be really good. I liked the previous movement blue team had with the aiming dash, idk why they removed it and the gameplay looked way to repetitive with not much to do
They likely didn’t remove it. Without communication they probably never knew it was there.
I think a good idea that no one is doing, I'd just putting a control list. It takes like 5 minutes. And both games had people not knowing the controls, in the dessert the players didn't know how to dash, or how to use the poles, and in the city one nobody knew about the dash. It just baffles me that no one in these challenges does this.
Seemed like nobody knew how to play red with the light pole mechanic probably making it unbeatable unless they figured that out so even though blue had some mechanics that were not found by others the game was still easily possible
I genuinely love the last red dev his humor is amazing
On his channel he only has 1 video but it’s one of my fav dev videos
*flush emoji*
@@bewky you are the goat, make more videos please🙏🙏
E
@@lorcanzo2498 check again
blue team had a great starting with the infamous inspired stuff and the level design and it wouldve been interesting to see where that idea would have gone but i feel like geimdevas threw the game off a little too much with the removal of the environment. the whole objective was simple but repetitive however he did amazing with the old spiderman inspired fog and the animations were on point as well.
geimdevas ruined the game honestly
@@dylano4876I agree all the potential gone out the window so he could make it “ nostalgic” which if we are being real doesn’t hold up for long…
I feel like red teams’s game has a lot of potential. I think it could make a really cool full-fledged action adventure game. For some reason I’m kinda getting The Last Guardian or Breath Of The Wild vibes from it. The sun concept and the visuals are a very good base for an action adventure game. I so wish it was a full game because imagining it, it sounds so cool and I really want to play it now.
Noah, hear me out, you make this a game jam.
Give everyone 24-48 hours to make a game from a prefab you give them, I would love to see that.
I'd absolutely take part in that that sounds great
This would be huge, like what @pwnisher does with CG/3D thing. He gives out a base template, some rules to follow and everyone does their thing.
Blackthorn couldn't sneak a centipede in this one
there are 52 secret levels and all of them are centipede bosses
thank god
Poor guy that one is gonna stick with him for a long time lmaoo
Human centipede
of course he couldn’t these games’s themes weren’t established deeply enough for him to feel the need to completely uproot it
i think a good thing to think of when doing these challenges is the "Yes and" rule of acting, where instead of denying someones idea, saying yes and adding something on to it allows for more unique and dynamic fun than just erasing or denying
And knowing when to stop adding stuff and instead focus on polishing/level design. I feel like your position in the dev order should determine your part in the game creation process
*cough*
Centipedes
*cough*
Honestly this just not really applicable because they have no idea what the other devs are even going for. And may I remind you that they don't even know what order they are in
@@jordanbugni8931 this big time, i think peeps are way to salty over this kinda stuff as they forget there is no communication, and these games are in the end just big protoypes were ideas keep changing as well, so it's even harder to see what other dev ideas are as they can't tell you and only show you
the whole series is filled with devs removing stuff, if all you could do is take the idea and add to it, it would end up way messier
Yall basically wanna take the fun out of this whole series huh?
Just got your channel/videos recommended to and I'm a bit annoyed that I have to wait for the next video. I'm so intrigued by this. Love to all devs that participated ❤
7:27
"I went ahead with a superhero vibe."
The superhero: : " *I WILL CONSUME ALL LIFE* "
when you don't want to be on the losing team just join both teams
Laughs in TF2 Administrator
Laughs in TF2 Administrator
Thanks for inviting me Noa! Crazy how different the two games turned out in the end, great work by both teams! We'll see who wins 💪💪
The one who slowed down time was such a cool concept, unsure how they completely missed it... They could have made a Superman type of game and add a "Punch forward" animation of sorts.
Still, going with Team Blue. Absolutely insane game LOL
ye bro team red was going so well i like the dashing and slow mo i dont know why people keep picking red there is literlaly only one map and no turorial are peopel really gonna play one map countless time
@@Shifty_flteam blue looks like an ai generated mobile game
@@kubagrotowskiyes
@@kubagrotowskiyou’ll probably see it on a shitty mafia city ad
props to both teams. really managed to turn the game into something playable from where it started
the fact that Nolamo made the most drastic change while conveying the least info is great
personally, i like Team Red’s game more, although it seems like it would benefit a lot from having a “tutorial” stage, i love the idea of making it a speedrunning game like Neon White, and the visuals are awesome! (very Journey-esque)
I loved the direction the 3rd dev took the game, turning into a BEAUTIFUL desert speedrun was such a cool idea. I'd much rather play that one than the other
Love this content, I’m glad your adding more twists to keep it new and integrating , thanks Blackthornprod!
i think it would’ve been interesting if team red had an only up-type game where the goal is to reach the sun where you have to creatively uze objects as cover so you dont burn on the way up; once you reach the sun, you just jump into it and burn away, ending your time.
You should consider making these videos longer. I'd love some more details, and to hear more from the devs about their thoughts and stuff.
This series is so inspiring for small game devs. I need to find me a group to dev with. Developing solo is so annoying sometimes
That twist by team red was EPIC. hats-off to that game dev...
Here to show support for the dude rapping keep up the good on work on both the developing and your new found talent haha👍
12:56 man spellbreak was my favorite why did he have to hurt me like that
Thought for sure Geimdevas rapping was just his intro until before I knew it his turn was done LOL
RED is very cool, only thing it needs is a hint to the pole dash.
YOU CAN DO WHAT
@@SkylorBeck hahaha. this right here is why developers need to include even the most basic of tutorials lol. Great job btw Sky
lol yaaa thats my bad Skylor i didnt leave myself enough time to add a tutorial, rookie mistake
bro the polish isnt the important thing its about the mechanic red team didnt have a loop you just play on the same map everytime while blue team had game mechanic tutorial and loop which makes it playable so i dont understand whats wrong with people are people really going to play one map countless times
@@Shifty_fl have you not heard speed running? And I'd rather play a good game once with no replay value than a bad game with a boring game loop
Love this new branch/elimination style of pass the game challenge. I would love to see unreal engine devs work on a pass the game challenge. I know most indie devs use unity but as an unreal dev, I would love to see this type of content in unreal.
6:31 "Since the wildly hated centipedes..." HAHAHA I like your awareness! Getting better video after video!
The base game alone sounds dope tbh
#2 on blue is an amazing artist, holy. He made that look amazing in only a few hours!
Everyone did such a great job! Honored to contribute 🖤
duuude your character model was awesome! really cool to see what the process is like designing a high fidelity model like that
@@bewky Thank you so much, that means a lot!
@@TikodevHoly shit… The Character model was INCREDIBLE! I also loved the details in the buildings. You did a amazing job in this challenge!👍❤
@@CoolCat697 I really appreciate it!!! It was a lot of fun
You did well, subscribing because you deserve it :)
You guys inspired me to learn to code and to make my own game (just as a fun hobby project). I learned c++, then more recently learned a lot about the Godot engine, and today I finished coding the start of a match 3 game (it can generate a tile grid without any starting matches!)
What amazes me as I watch this is just how little time these devs really have. I spent like 2 hours last night trying to use a while loop (that looked unproblematic to my novice eyes) to stop freezing my game. This morning I scrapped it and came up with a longer solution. The progress you all make (in 3D none the less) with so little time is really quite impressive.
What a twist by the end.
Thought I was gonna like blue more but red’s risk taking swapping it to a desert really paid off.
That being said, I was a little bummed to see the aimed slam get discarded from team blue, would’ve totally loved to see that expanded upon (aim for jump pads, dash rings, stuff to enhance it from a platforming perspective). I think that would’ve helped while still falling in line with the rooftop runner idea (since I also felt they painted themselves into a bit of a corner seeing as cities are pretty dev resource intensive to get looking good)
I’m impressed that he didnt get mad or discouraged from the backlash after the centipede incidents and kept the series going with a little joke
I really love the direction that the one dev took it when you had to avoid light. Theres something there. Unfortunatly the lack of tutorial didnt do it justice. Could have used some different objects that effected movment maybe. Loved the parkour combined with the threat of light and the art style.
Team Red for sure had a more coherent design vision so my voice goes to them boyz. Team blue game ended up rather generic both visually and in gameplay. I like the concept of a competition between teams, it's fun. Could make a pretty cool show with multiple episodes and seasons.
I definitely like how team blue stuck with the original concept and make it even better. Team red just went for it, that one guy changed everything
Oooh, that's a cool concept. Starting from the same starting point.
I have to say red, I loved the direction the game took. With a mini tuto or a text explaining how to play, the game would have been even better for testing it.
What really matters is what game was more fun to play and not the looks of the game and to me BLUE just seems to be more fun
I think it was interesting how the teams without communicating seemed to focus on the same areas a lot. Team blue seemed to focus on refining the game mechanics, while team red focused on the game world itself. It also makes it hard to really vote on the best because it becomes about mechanics vs feeling. Sadly though, since team red doesn't really communicate how to play the game or the goal, I have to vote blue. Because at the end of the day, it may not be the most visually appealing, but they definitely had a functioning game that communicated what you were supposed to do.
It seems we now know which team this channel likes more, seeing as this comment was hearted while there are no hearted comments about red team. Sad to see it’s already been decided…
good answer, I agree
6:29 I really like the character the second dev made it's really good.
I liked Red's one, instructions more levels and it would be a legit game
Id heard of replica being used but I hadnt known it was already being integrated, very promising for the future of gaming.
Very good job the lot of you! Happy holidays
Team Red absolutely, I love the Stylized look and also the gameplay mechanic is really great!! good job to both :)
RED, but both were cool. I really want to see more from the guy who made the desert change, it made the game look sick
if team red after the second dev continued for a puzzle game they will defiantly win the challenge , like if somebody only focus on level design it will be a complete game
Yeah its a cool concept for a puzzle platformer
red team, only missing some kind of guide to show mechanics or commands to player and its a pretty damn nice prototype
having a very clear reason as to why dev 2 for red made the change and getting to see how he still drew inspiration from the previous build made it cool i think.
Thank you so much for this video, the inspiration gave me an idea for a wild game category that doesn’t exist yet, but I'm sure if I pull it off will be a huge success
I think blue is better, while the animations are very... interesting, the gameplay is just a lot more exciting and fun, and it's obvious what you're supposed to do. For reds, nobody would know that you can dash, or even dash into the poles to refill your dash. It's too indirect and seems boring. Not to mention, the dash does not look good at all, it is just a solid speed up for 1 second. Should've had better screen effects and made it ease more. Either way, great video as always!
The stay-in-shadow game was the more intersting in concept but falls somewhat flat as a result of the lack of clarity as to the goal and how to use the jump-sticks. As a result, while I wouldn't play it myself, the alien-jumping game is the more 'complete,' understandable game.
If the shadow game had instructions it would be a lot better
Make “16 People make an MMORPG” Game, Give them each 4 Hours, This would be an extra long video; with a probably amazing outcome.
Red had amazing atmosphere and concept. It was very creative and I felt drawn into the abstract, mysterious and harsh world. Something that definitely had a very good overall tone and clear cut concept. I do think this was the best from a conceptual standpoint, and improved on the initial concept. The only issue it seems is level design and ease of play. I do think Red team made the better game.
That said, I think that Blue team certainly had some wonderful qualities! I think Hivestudio set the direction of the project very well. Tiko was amazing, many of the other comments have said this as well, but his modelling certainly was a boon to the entire project! All that said though, the final gameplay wasn't very compelling. After Tiko and Hivestudio had finished their pieces, I was looking forward to some kind of engaging platform fighting game with unique mechanics to accentuate the already established ideas. In the end, it feels like it's not mechanically different from when the project started. I appreciate that the other developers tried to institute a form of level design and progression of difficulty, but it wasn't very engaging.
Overall, Red team's game feels like a project that could blossom really quickly into a plethora of interesting levels, with an overarching premise that sets the stage for possible stories. Blue team feels more like a mobile game you'd play to pass time. I do think that Blue team had some legitimate work and impressive ideas, but at the end of the day, I think Red team made the better game.
6:30 eh, he went third, changing everything when there's little cohesion at the start is totally fine, just can't do it at the end, lol
I think both games probably need an expanded tutorial. Also I would be interested in hearing more about where the desert idea came from.
I do think that Nolamo overrode the design a bit too much, completely changing basically everything about it, but at the same time I still think the end result was still better than the blue teams game, so I'm going to give this to the red team.
Hey man I know you probably won’t see this but I’d love too do one of these, although I don’t upload on UA-cam I am a game developer and I’m currently working on a horror survival game. I would love to join one of these as I love what you guys do.
Your guys 30 mins course was so helpful I’ve learnt how to do enemy ai I thought it was super complicated but it’s pretty easy and I already know how to move around but you guys have been so helpful so thank you.
It seemed like the people playing red team wasnt aware you could dash or use the poles, i think the mechanics and uniqueness makes it so cool
Please make more of these, they are actually so interesting
In The Desert Game How did they detect if the player character was in a shadow or not for changing the value of the temp Gauge?
Is it cheeky Trigger Placements?
Or a smarter solution?
I'm asking cause I've been working on a project that I've been wanting that exact mechanic they created for around two months or so now.
I got the direction of the sun then raycast from the player to the opposite of the sun’s direction to check for an obstruction
@@nolamo1496 Ahhhh! I understand.
Thank you for that, this whole time I've been over complicating the mechanic.
This way is so simple and straightforward, I really appreciate you explaining it. 😃
Geimdevas just pulled up and immediately spitting some fire bars🔥😭🔥
I'm honestly so upset with how the platformer one ended. I thought of an idea where the dude avoiding the sun could be kinda like an inkling where he can go into the shadows to lose sun radiation which wouldn't kill you so fast but build up over time (including the speed of the burning if you stay in the sun for excess time) unless in shadows. You could also collect little mobs that look like black blobs of ink and you herd them into the sun to make them into shadow cores or something so you can collect to regain the shadow walking bar. Then light blobs also speed up sun radiation and hurt you and no power ups dropped from the light blobs because that just doesn't fit imo.
The first 3 devs of team red not only made a game similar to Journey, but one that could be very easely expanded upon, which I absolutely loved. I'm a bit disappointed the 4th dev made the game speedrun focused, but overall, I thnk the game turned out fine.
Geimdevas making a rap track all whilst developing is sick
I personally think the blue team were the best, just because people seemed to get on with the game and objective better and the sculpting was amazing
I feel like red team should win this one, mainly because their concept is really cool and it feels like the game has a story. Also their game can be easily scaled while the blue game can get boring pretty fast. Everyone did really well though and i am impressed with both games, and it is very easy to see that they are all professional and great game devolpers!
Some people think blue which i find quite ridiculous like they did good but, it really wasn’t a game you would see get played
@@starmy5073 Have people even played the games before giving an opinion? from what I can gather from people who has, only blue teams game seems playable.
Both are great! But team RED had the idea that gripped me most, even if it didn't adequately explain its dashing mechanics.
Incredible changes by Nolamo, the concept, the art style... amazing to do that in 6hrs
Everyone's talking about those character models (which were actually really good, especially considering the time constraints), but that rap though. I unironically enjoyed that
BLUE looked more fun, but the other game has loads of potential.
Red changing to the desert, hide in shadow was such a good base, but the team did not manage to do well after that, overall
a better game would be the blue team, as its has actual gameplay
and the red team, was just lacking
The main issue I had with it is it completely moved away from the initial foundation it was built off of and threw everything the second dev did in the trash. People say it's fine because it was early on but I really feel it made the entire project become a 3v5. Essentially red built theirs off of 3 developers due to that while the blue team built off the initial idea and had a lot more manpower to create a finished product.
Love the idea of this episode and team RED's game. I would love to see a nonteam episode were it "branches" off an additional time.
Team Blue's game was so simple and fun but Team Red's game was very visually appealing and a very cool original game mechanic. But overall, i think Team... Blue has won me over! Love the Spiderman feel! Team Red would've taken the crown if it had maybe a level system like the Team Blue game. Overall great games from both teams!
honestly for team reds #2 i was a little sad he changed the character model from the galaxy skin
Dev team Blue 3 actually made a really creative take on the whole thing the devs before him was going for with spider man and the buildings which was the focal point of the last 2 devs and he kept the custom textures for the character and enemies
I'm actually gonna go with Blue because its less confusing
i think both teams did an amazing work, but i vote for the red team
This is some of the best content on youtube right now.
Ok, so I played both games, and I am giving my vote to team Blue, and here is why, red team definantly needed a better menu (when you press escape it says your failed or whatever it was), they also needed clearer intructions such as press rmb to dash (and please make it dashable on the ground), blue team added sensitivity setting which is amazing cuz i always have lower sensitivity than the usual defalt, and the guy that moddled the characters in the blue team is oh so good (you have to love the work that was put into the details that you will probably never notice), finally for blue team, sometimes trying to get to the first platform on the city level seemed impossible, I am glad to have had the experiance of playing both games, and I am grateful for the hard work put on both sides.
I honestly feel with more polish that the Dessert jumper game could be a real great game. It needs so more objectives and some intuitive tweaking, but the potential is there. It's nice to see someone carve their own path rather than follow the ideas of other games. Team blue made a super aesthetic game, but it feels like a simple browser game. Would love to see some camera depth changes when you jump - it feels too static a distance from the main character for how close you are. Great job to both teams.
The sun parkour one feels like a game u would actually play and has a lot potential, great atmosphere and vibe(adding some music or sound would make it soothing and almost ethereal) but the lack of instructions makes it a bit confusing.
The superhero one on the other hand has great character design, but will eventually get bored of it.
IMO the sun parkour wins
I feel like blue team is the one I definitely prefer. They had some fantastic sound and some short and fluid motion
Great video and work of the developers as always. Cheers from Germany
0:23 “past the gAme challenge”