I'm still sad that he ruined that game with his centipede lol, it was going in such an interesting direction until then. But it definitely made me laugh to hear him joke about it.
The outlines for the sheep should’ve been kept, it was more effective in knowing where your sheep were all the time and I can imagine sheep particles flying at the screen could get annoying.
I liked all his work on the project tbh by the exception of that lol the rocket sheep, launch pad and trees definitely made the project better we need more devs that polish like him
Removing the sheep having to dodge the UFOs seemed to be unintentional but it really changed the game from "oh man this looks fun" to "there's not much going on here"
The self-awareness with the giant centipede boss skit was quite funny. Though a little disappointed the sheep were changed to not care about the abductions in the end, it was intended to be the core mechanic and was just stripped out suddenly for seemingly little reason. Maybe the dev just didn't notice the sheep getting abducted and thus didn't add it in when creating the new structure/prefab, because they didn't even mention it in their segment, despite it being a massive change to the gameplay. Such things are inevitable when not communicating, but still, always a bit saddening to see a mechanic that existed from the start, and was iterated on by others, get removed half way through and completely alter the way the game plays, and thus the balancing.
yeah it wasn't really the same game by the end. the planet was even changed to the moon just so the sheep could walk around everywhere. the abductions were removed as a mechanic completely which then voids the reason for there to be ufos to begin with, the enemies could've been any enemy circle at that point. by the end most features were not carried over between devs so the game lacked a lot of depth. just paint the planet ig cuz there's really not that much else to do. overall i do think it's part of the format but i wish some of these devs weren't so eager to delete features.
I think it was just a bug that happened when changing the model from sheep to sheep pen, then the next dev just saw that the pens were ignoring the ufos and removed the shield. I don't think it was intentional especially since the person that changed the sheep also worked on the shield (which wouldn't make sense if the sheep were invincible). It's still a bummer to lose the feature but at the same time it's kind of the point of the project, things are lost due to miscommunications.
Honestly the dev who really takes the time out to do bug fixes and polishing are always the heroes for these challenges. Truly goes to show how the smallest changes can make all the difference sometimes.
I'm glad you were able to acknowledge and even joke about some our feedback from previous episodes. A lot of the comments were quite harsh so It's amazing that you responded so positively and you were even able to make me giggle with the "boss addict" part
yeah I was honestly a little worried because a lot of them were really just completely unnecessarily brutal lmfao I'm glad he was able to take it so well, a lot of people wouldn't have, he's earned some respect from me
To be fair, he did take some very creative ideas from like 5 ppl and made them into unnecessary generic boss battles. Why even do this whole project if you're gonna throw everyhing you received out of the window? The inverted stealth game for example was insanely fun to play around with, and it got turned into the most standard top down shooter for no reason. Making a joke about it is not the way to handle the disrepect shown to your colleagues and viewers, as simply discarding great and interesting ideas being worked up from others' can't be described in any way but disrespectful of their effort and time. A great solution is simply going first, and that worked really well for this one. So kudos for that!
@sheep4483 I think the reason people were so brutal was because he had done it so many times and even acknowledged the bad feedback before then gone right back to doing it I'm glad he didn't take it too harshly while also not going back but it was starting to feel a bit respectless to the other devs
He isn't really acknowledging the feedback. The centipedes themselves weren't really the problem. The problem is that he would completely change the game as the last developer by making the game about a boss fight in multiple videos. Ironically, the centipedes would have been fine this time since there wasn't a basically fully functioning game that he would have replaced with those centipedes.
I wonder how it would look if ech dev could mark one thing they added as "not to delete". Probably it would force the devs to be more adaptable and creative about how to make this work insted of getting rid of it
@ilya2226 I don't think that's a 🤓 moment, the concept that this person is suggesting, I agree it would be really good but the NAME of the series is without communicating so then there would be no point.
@@The_Spooky_Boi Sometimes entire features get lost in these challenges because of a lazy developer that didnt properly go throught the code and just couldnt find something. So it would be great to add a readme file that would contain an entire list of all features that were done by all developers
I think I prefer the pass the game challenges where people get two rounds with the game. Things end up pretty frantic with this style and its sad to see so many things get lost along the way.
I guess it would also be better to not have so much developers on the project. As later they get into the project as less they can actually do. Usually they fix bugs or flesh out animations, unless they change large chunks of the gameplay over and over again as it was done here.
@@relentless5723 fixing Bugs and fleshing out Animation is always necessary. I would even say that there are not enough Devs for the games, because they're feeling a bit empty sometimes at the end. Especially this one spider-game if you remember that or the Titan fight game. So yeah I personally would say 2 cycles with 7 or 8 game devs.
If you're going to add a giant boss when developing like this, I think adding it as early as possible is good. This is because then the other devs will see it as a game involving a giant boss, and act accordingly. If, however, you add it right at the end... then none of the other devs will have made a game where a giant boss fits in!
We love seeing character development from content creators who listen to their audience. Having the creators at the start gives them the ability to point the game in a general direction, with other devs building onto it. Lovely vid! Hey, maybe after a few more vids you can leave a variable called 'centipede' in the code as an easter egg and see if any of the other devs catch it use it for their own ideas if you really wanna keep the centipede idea tied to your video series. Great video, can't wait to see more! ❤
3rd time requesting you guys to make a tree where it splits off into 2 different directions and the community gets to compare them at the end. Each one of you could also manage each side of the project and also be the start of the split!
Ooh, that could be interesting! Though you'd have to eyeball when to do the split, so there's just enough to survive til the end to be compared, but not too late that the end game becomes overly similar. A comparison of two similar games that branched off from one another, vs two essentially different games, or the same game with different polish, etc.
I'm really glad Prod took the critiques well, despite a bunch being really harsh. It was also fun seeing the separate menu slowly get implemented into the screen UI, only to then get slapped back into a separate menu XD
While the details were surprising, I knew immediately that the idea of a "minimalist and chill basebuilding game" was never going to stay until the end. It always pivots to action, highscores and chaos. xD
Now, at some point you're gonna have to make one of these that starts out with just a Centipede sprite labeled boss with a bunch of animations and see what comes of it.
Removing the shield and focusing on painting the planet was definitely the best way to go about it, bummed out my shield didn't make the end but it works out better this way. Thanks for having me guys, it was super fun. Much love
I wish the devs didn't remove massive amounts of content when it's there turn. It's not a challenge when you can wipe the slate clean. It's the iteration on work by previous devs that's interesting.
@@Blackthornprod Have to agree as well, not sure how much you see praise for this, but your videos are the most unique and fun stuff in the game dev area that I've seen in quite a while
I love this series so much and am very happy with your decision to leave it to the other creators for big design changes. I feel like it shows a lot of maturity as a developer and I think this series still has so so much potential for greatness (I mean it already is amazing).
Thank you for reading our feedback and changing the rules so you go first and also thank you for leaving aside the centipedes aside for a bit (you can still use them in some episodes, it is simply the fact that some viewers prefer to explore different ideas in each video). I really like this video, I’ll leave my like and hope for future similar content with your always great production production.
i like this one alot actually. It feels exactly like what you would expect if 7 different people worked on a game without talking, a little bit of back and forth on ideas reverting and converting but overall going in one general direction. Really cool to watch thanks Blackthornprod
Love that you listen to the feedback and improve the series to become better and better. Idk why but since watching this series from the beginning i feel like a proud dad watching a kid grow up! :)
It's in reference of another collab with other devs that they did, where he basically (as the last dev) swept aside a lot of the previous developers work and changed it totally, adding a centipede. Lots of comments on the video saying that it was a bad move. This is the video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-odnWVzCBYL0.html He obviously took the feedback to heart and this was just a tongue in cheek reference to it.
It really is very mature of Noah to turn all the criticism against him not only into a lesson to improve these devlogs but into a joke to make fun of himself.
Love this series so much I can't miss one. And while I definitely enjoy the quantity, I'd also love some more quality ones with more time for each dev, two rounds and allowing passing on one word (or alternatively ~50 characters), instead of "no communication".
I think it's a great change to have you go first, that way you can set up a cool base direction for the next devs while letting their individual contributions shine more!
I love this content and see how the game goes! Also thank you for being a youtube that sees their fans' comments about what they disliked and why, and acknowledging them in a way that fits your content, not many youtube I see really do this, so thank you for making the centipede a joke and making me smile and laugh at something that truly upset when it first happened. Keep doing what you do!
Loved him joking about his Centipede addiction. This run through went really well! The art design stayed consistent, the gameplay worked really well, the instructions for the game were clear; it turned out great!!!
Well he said it didn’t work anymore but yeah would probably have been nicer if he had fixed that bug instead of going for a completely different loose condition. This took away a lot of strategic choices. But that’s just how it is when there is no communication between devs.
@@ScaryPhilosophy Yeah, not really sure on his intention there. "Oh, a feature that I can tell was attempted to be implemented and no longer works? Let me remove that entirely!"
To summarize the video: "So I added a shield." "So I removed the shield." "So I added a shield." "So I removed the shield." "So I added a shield." "So I removed the shield."
First a pop up and the end of a wave/round thing then a UI and then pop up also the time where the 2nd dev said i spent too much time on the movement and the dev after that just REMOVES movement from the sheep was hilarious to me
Idea for pass the game: use 8 devs and a tree structure. Oen dev passes the same game to two devs, and each one of them passes to two more. You can compare the final outcomes.
Thanks for taking the critique in stride. We love ya, we love the series, but it is frustrating to not feel heard and that little joke went a long way towards proving we weren't being ignored, even if some of us could have been more civil about it. (but at the same time, what were you expecting on the internet?) Dont worry, you'll find a time that it actually fits, just be patient and it will feel all the sweeter. XD
I love how in all of these no communication videos theres always 2 or 3 devs who work super hard on making a bunch of cool features, textures, animations, just for the next dev to remove all of it and change the entire game. Its super funny to see the last dev in this video just completely remove buildables because he didnt understand how they worked lol
I love these videos so much please keep making more. I love the reactions at the end I just wish they each had a second round to work on it like the last one. It would be cool to see everyone attempt another multiplayer game.
Dailtli was so close and yet so far :D When he turned single sheep into herds with roofs, I really hoped the sheep would gradually get sucked into space once the roof was destroyed, making you lose HP. This way, I don't really understand the need for sheep at all 🤔
I'm really loving this series man, keep it up. I gotta say though, I think you should give the devs a bit longer for the sake of the games, ideally I feel like a whole day for each dev would allow them to do something cool but at least give them like 12 hours, 6 is just too little.
We need more devs like Dailtli (aka dev 6) who is more focused on correcting bugs and fixing stuff than adding new features to the game, bro have my respect
I've been binge watching all these Pass the Game challenge, and playing the resulting games, and I have to say I love it. I really think this form of game developing would be perfect for a Game Jam. Have you considered starting a "Pass the Game Challenge Game Jam" where a group of 6 people, without communicating, have to develop a game in 6 days by working on it one day each and passing it on?