AIA: "I don't wanna step on anyone's toes..*repaint princess to be a little prettier*" Owen: "TF is this walking fish with a aquarium on the head *delete the princess*"
Losing the princess was a solid move honestly. I think it would have been cool if she was like powerful and you could upgrade her or something like the Archer and King in Clash of Clans. They would need more time to do that though.
@@Dijits yea it would've been cool to see her as something that both needed to be protected and was able to get stronger slowly but surely. Maybe make her and god cursor the only thing which would be able to damage the final enemy and if you don't upgrade her enough, you'll never be able to win.
I like how it went from “Green background” to “green is bad for colorblind have red on red” to “this needs a green background” Then it was like “Here’s a princess” to “I’ve recolored the princess because I don’t want to step on someone else’s toes” to “Princess begone”
It actually kind of bothered me personally. I preferred the first background change, instead of the plain green and/or green-field vibe. I also agreed with the color blindness thing. It would be better if this was a case of something that wasn't so time limited, and they could implement a feature for color blindness and/or have backgrounds/grounds to choose from as a setting since it wouldn't change gameplay much
@@user-zp8ph6xo3l if you cant distinguish red and green, what differnce changing green background to red would make? Did it really make difference? Maybe he should have tried just brighter green, wouldnt it result in making it better for you too, without turning everybody else color blind? or just blue or yellow background? It wasnt the wisest decision if you ask me
What if, when the castle gets destroyed, the queen spawns in its place for the player to protect and runs around in a panic? This would give the player one last chance to stay alive before the game ends.
Agreed, they each get 4h for their own input, but last one should have 2 extra for polish, or maybe instead 1st guy again does the finishing touch again starting and ending the project too
I will say, the last video I saw like this (by another creator) developers were afraid to touch what other devs had done and solely just added new stuff. So it was nice seeing here, later devs doing things like updating sprites and other aspects to make the game much more polished.
I do feel some of the principal idea was lost when certain people outright removed a feature, the challenge is basically the Game Dev equivalent of "Yes, and?". So removing things others added instead of adding/tweaking features felt more like "No, Actually" if that makes sense. The princess being a primary example, it would be one thing if they changed the unit behavior, or maybe added a spawning condition or something, but instead they said "No, actually I don't like this" and removed it completely.
@@TheHeroBeats I think his reasoning for removing was good, but I also think, like you, that it changed the type of challenge it was. I would have preferred to see him modify the princess's purpose.
@@TheHeroBeats Ya, I agree with what people saying, it's better to modify than to completely remove. Of course, they are also time limited so maybe they would've modified it but just ran out of time. Maybe they could have left the code, just disabled it, and added a note for the next person.
@@pomelo9518 I mean, in an ideal world, they would read through every line of code to see what it does, allowing them to notice something is disabled and reimplementing it. However, people's time is valuable, and they have a time limit for this, so I'm not sure how much they actually read the code. I don't think just having a simple note that some code was temporarily disabled really corrupts the concept, it's not like they are telling the person what it is supposed to do or how to change it. Maybe if we draw a hard line and say that isn't allowed, maybe time limits should be a bit less strict. Idk the perfect solution, I just don't think it's a good thing that someone can spend hours on something and then it accidently gets completely removed.
I agree that generally something should be modified and not just removed, but the princess was just a terrible idea IMO. The game is so much better just being able to focus on the castle instead of also having to micromanage the princess
Would have liked to seen all of the different devs talk about the final game, maybe one by one. A lot of features were changed, removed, etc, and I would have liked their take on it. Feels kind of like the video wraps up so suddenly after a lot of detailed gamedev talk.
@@bowmin1 generally, everything was extremely squished together, dev #1 and #3 basically added no value to the video - great idea, great outcome but poor execution imo
@@mr_confuse The devs all had different styles of editing and how they showed stuff, and one dev didn't even bother recording the process. It just feels disjointed. Nothing blends together well from clip to clip. Makes for a meh viewing experience.
One recommendation. You really need to get all of the game developers together after the game has been completed so that they can talk about what went right and what went wrong. It would also be cool for them to see and hear from each other a little bit about what each person was thinking. I then would give the entire team one more four hour window to work together (all at once) to complete the game so that you have a polished product to release to the general public. The chaos would give rise to some really cool ideas, and the teamwork afterwards would make the game some thing that RUclipsrs might actually want to play. I thought this is a really cool idea for a video series. I would watch it again.
@@MeltedButter77 Hopefully not too much work, since the game is mostly done. Just a few tweaks and concepts/insights that each dev had that could've been implemented in each version would be pretty great.
Wow this was so cool! Thanks again for inviting me😁 I love the end result. Taro definitely blew my mind with the cursor ideas haha And it's sad to see AIA's unicorn go, but it's still with us, in our hearts😭
@@Blackthornprod I like to think that somewhere they are together, riding through the clouds and looking down on the tragic world of constant fear and violence that they left behind. They were far to pure to be stuck in that horror show of a world. Apart they were but tragic victims of a cursed existence. Together, they are hope.
definitely more like this! But also, would love to see an informal section after the challenge is over where all the devs chat together about it (maybe even with a bit of small deving to fix any bugs or balancing issues in the final product). I love this series!
1st, 5th, and 6th guys completely carried the project. Especially 5th, they single-handedly turned a lackluster game into something that genuinely looks interesting
The units patrolling is so creative, how every unit has a different shape they patrol is something I've never seen in another game!! Whoever did that should be proud!!
It was so interesting to see the different types of devs; some were focused on polishing mechanics/gaps in the game that already existed, and others looked to make completely original additions. Cool experiment that shows a lot about the people you’re working with!
Not sure how you came to that conclusion, he might not have added much, but the things he did add were all valid. The only thing lacking was his art, and that might simply be something he's not good at and didn't feel it necessary to waste his time trying to make something look good, rather than make something that worked. The entire point of the challenge was to take what was handed to you and add things to it. He added a unique enemy type to give enemy variety, which can diversify your strategy or at least freshen up the game. He added a unique failure condition that you have to protect, which is quite unique for what is essentially a tower defense game. He added a unique unit/building type as the cannon. He added an ability for the player to more actively respond to threats/mistakes with the bomb. And spent some time play testing and balancing.
@@TheHeroBeats Even after the following devs did everything they could to be inclusive and make his pile of dung work it still got removed in the end. What does that tell you?
@@fanrik9583 Except they didn't get removed? The cannon and bombs are still there, same with the red goblins, literally the only thing that got removed was the princess, and considering the 5th dev who removed the princess made changes that ALSO got removed, indicating that other devs don't exactly think that the 5th devs decisions were perfect either. As far as play testing and the balancing goes, we don't know how much of that was changed later on since that's more backend stuff that wasn't shown. So with the art literally being a place holder by someone who is a programmer not an artist, and the princess removal being questionable, EVERYTHING else stayed in the game.
Dev 1 = "I got big ideas!" Adds initial elements and basic functionality. Dev 2 = "Let's make this work properly" Adds back-end systems to make it work Dev 3 = "Let's make it mine!" Adds a bunch of 5yo artwork units including a d*ck cannon Dev 4 = "I gotta fix this hot mess" Reworks everything from Dev 3 and makes the game more approachable Dev 5 = "This needs jazzing up" Adds music, fixes the progression system, tries to make it colour-blind friendly Dev 6 = "Why would anyone play this game?" Improves upon god powers, adds scoring system, adds systems for constant engagement, deletes horse, thinks previous background is a placeholder
Couple of ideas to take from similarly successfull formats (like Sorted Food's Pass It On): - You could get community ideas to set a theme for the Pass the Game, so the first person doesn't hold all the initial power and the game idea can be bent more around the community driven topic. - Planning could be included in the 4h to induct more chaos - Depending on how much you know each other styles, the order of the devs could be set by a) the community somehow (e.g. from youngest to oldest) or b) the community chooses who starts, and that person chooses the next at the end of their turn. - You could score yourselves at the end of your turn - You could all review the final game together (over discord or whatever) and go through what you found and changed and review your self-set scores. Also possibly weighing whether or not you passed the challenge.
It's amazing how quickly these devs could pick up a project and run with it. This game in 24hours without the complexity of the passing it on system would be quite impressive and far above my skill set
it would be great to see this idea executed on a more complex 3d game with like 20 developers and 100 total development hours. these videos do really great and have the potential to allow devs to get their name and games out there! you're doing a great job😁
LOVE what the last guy did. Would really love the princess feature to be added back and improved in some way, and curious about what the last guy was gonna do with the unicorn.
YES keep making collaborative videos like this! AND if any of the games gets a lot of attention you should continue development based on community feedback! I hope you're enjoying the process because we are REALLY ENJOYING THE CONTENT!
Owen is simply a great dev, look at his thoughts on the game design, some devs simply wasted time adding useless features that didnt add at all to the game goal
Not only isit cool to see everyones thought processes, its also fun seeing the differences in editing style of each of the devs as well! Super fun concept, would love to see more of it
I like that they literally remade each other templates, like the bomb and some characters. Imagine if I was in the "art" team. Everyone would have stick figures to try to figure out wtf to do with them.
omg Owen's thought process is so clear and user first o.o It's so difficult to recognize where users can have issues with a game ui etc and he recognized and adressed it so precisely. Going in blind likely helps a lot, but still impressive. "everyone has a youtube channel, except Owen" Aaaaaargh!!!
What would be cool is if you now got all the devs to talk for an hour about what they should do next for the project and then give them all another 4 hours each and see what else they can do. See how far they can now take it. From starting blind to now expanding the idea. I think that would be pretty interesting.
I stumble upon this in the RUclips feed and click on it, one minute in I realize I played this game yesterday. I didn't play too much since I thought it was all over the place, looking at how it was made I realize why! The mechanics are creative, what would put them nicely together would be introducing them one by one.
Its crazy how a team of 6 developers that dont communicate can make something better than a team of dozens that do. Granted, there is total freedom in this situation.
This would make for such an epic Game Jam premise! Either getting paired up with random devs (which might fail miserably) or being able to team up with chosen friends... both sound exciting!
This was so much fun to watch! Loved how the game transformed from where it started to what it became through 6 different developers! I've never seen a video like this. Gonna watch more now! Great video and great game!
i found a great strat, i gave up at round 50 -get lots of gold, defenses and cannons -place all cannons in the center -surround the castle and cannons with lots of defenses -keep getting gold and cannons
That is a great end result for 6 devs x 4 hours! It would be great to have a sequel where the same devs take the game through another iteration of 4 hours each.
This game is awesome I got a score of 529,591! I also love the style, kind of medieval castle fighting warriors just that kind of thing its really awesome!! keep up the good work.
This concept is very similar to the tandem story. The story where you write a sentence, or paragraph, and then pass it to the next person who continues the story. You guys should continue the game in the same loop or start another one and then repeat it. That way when it comes back you get to see what changed and could even complete what you wanted to implement the first time. You also should include a learning hour. If you aren't the starting dev then you get up to an hour to learn the game. Play it and read code, but when you start working on it that's when your 4 hour contribution timer begins.
Год назад
Add the unicorn thingy the guy wanted!! Also, make the princess throw bomb or lightening sometimes while insulting the enemies. And make her burn when the castle is destroyed!
"I thought this was an inverted Minecraft cake you could feed to the princess to heal her... Turns out I was trying to feed the princess a bomb, oops" 6:07
that original cannon and bomb and princess design was so bad I'm glad it was immediately fixed by the next dev lmao good idea though just needed polish to make it fit
Would you like to see MORE videos like this? and if YES, which other DEVELOPERS should we invite to the challenge?
Yessir
Please invite PitiIT and Sunny Valley Studios! They're awesome!
Dani, it would be very cool
Invite me! It would be nice
Jonas
AIA: "I don't wanna step on anyone's toes..*repaint princess to be a little prettier*"
Owen: "TF is this walking fish with a aquarium on the head *delete the princess*"
Losing the princess was a solid move honestly. I think it would have been cool if she was like powerful and you could upgrade her or something like the Archer and King in Clash of Clans. They would need more time to do that though.
@@Dijits Nooo rip princess
@@Dijits Oh yeah! From a very simple and pathetic pea shooting princess, into a freaking powerhouse of a princess!
@@Dijits yea it would've been cool to see her as something that both needed to be protected and was able to get stronger slowly but surely. Maybe make her and god cursor the only thing which would be able to damage the final enemy and if you don't upgrade her enough, you'll never be able to win.
Her sacrifice was for a noble cause lol
I like how it went from “Green background” to “green is bad for colorblind have red on red” to “this needs a green background”
Then it was like “Here’s a princess” to “I’ve recolored the princess because I don’t want to step on someone else’s toes” to “Princess begone”
It actually kind of bothered me personally. I preferred the first background change, instead of the plain green and/or green-field vibe. I also agreed with the color blindness thing. It would be better if this was a case of something that wasn't so time limited, and they could implement a feature for color blindness and/or have backgrounds/grounds to choose from as a setting since it wouldn't change gameplay much
@@QuietWind01 red enemies on a red background make me color blind
@@Sedobreev ikr
@@Sedobreev as a color blind Person: couldnt really See enemys on First and third background
@@user-zp8ph6xo3l if you cant distinguish red and green, what differnce changing green background to red would make? Did it really make difference? Maybe he should have tried just brighter green, wouldnt it result in making it better for you too, without turning everybody else color blind? or just blue or yellow background? It wasnt the wisest decision if you ask me
What if, when the castle gets destroyed, the queen spawns in its place for the player to protect and runs around in a panic? This would give the player one last chance to stay alive before the game ends.
That's actually a really cool idea!
I like this idea too
Also maybe once Castle is destroyed there would be a way to rebuild it with materials, that is if Princess is still alive by then
Sounds perfect, have the music hit a all time high and you got yourself a very enjoyable last stretch!
Exactly what I was thinking!
I couldn't help but giggle at the devs basically undoing each others work repeatedly.
Last dev should get an extra hour or two. Gives them time to polish.
Agreed, they each get 4h for their own input, but last one should have 2 extra for polish, or maybe instead 1st guy again does the finishing touch again starting and ending the project too
I would circle it back to the first dev for a polish round :D
@@TallGuyProds this
@@TallGuyProds I thought that is how it worked
polish is a language of communication
I will say, the last video I saw like this (by another creator) developers were afraid to touch what other devs had done and solely just added new stuff. So it was nice seeing here, later devs doing things like updating sprites and other aspects to make the game much more polished.
I do feel some of the principal idea was lost when certain people outright removed a feature, the challenge is basically the Game Dev equivalent of "Yes, and?". So removing things others added instead of adding/tweaking features felt more like "No, Actually" if that makes sense.
The princess being a primary example, it would be one thing if they changed the unit behavior, or maybe added a spawning condition or something, but instead they said "No, actually I don't like this" and removed it completely.
@@TheHeroBeats I think his reasoning for removing was good, but I also think, like you, that it changed the type of challenge it was. I would have preferred to see him modify the princess's purpose.
@@TheHeroBeats Ya, I agree with what people saying, it's better to modify than to completely remove. Of course, they are also time limited so maybe they would've modified it but just ran out of time. Maybe they could have left the code, just disabled it, and added a note for the next person.
@@pomelo9518 I mean, in an ideal world, they would read through every line of code to see what it does, allowing them to notice something is disabled and reimplementing it. However, people's time is valuable, and they have a time limit for this, so I'm not sure how much they actually read the code. I don't think just having a simple note that some code was temporarily disabled really corrupts the concept, it's not like they are telling the person what it is supposed to do or how to change it. Maybe if we draw a hard line and say that isn't allowed, maybe time limits should be a bit less strict. Idk the perfect solution, I just don't think it's a good thing that someone can spend hours on something and then it accidently gets completely removed.
I agree that generally something should be modified and not just removed, but the princess was just a terrible idea IMO. The game is so much better just being able to focus on the castle instead of also having to micromanage the princess
Would have liked to seen all of the different devs talk about the final game, maybe one by one. A lot of features were changed, removed, etc, and I would have liked their take on it. Feels kind of like the video wraps up so suddenly after a lot of detailed gamedev talk.
It was a very unsatisfying end.
wish they kept the unicorn
Yeah the ending was super unsatisfying. It ended so abruptly.
@@bowmin1 generally, everything was extremely squished together, dev #1 and #3 basically added no value to the video - great idea, great outcome but poor execution imo
@@mr_confuse The devs all had different styles of editing and how they showed stuff, and one dev didn't even bother recording the process. It just feels disjointed. Nothing blends together well from clip to clip. Makes for a meh viewing experience.
One recommendation.
You really need to get all of the game developers together after the game has been completed so that they can talk about what went right and what went wrong. It would also be cool for them to see and hear from each other a little bit about what each person was thinking.
I then would give the entire team one more four hour window to work together (all at once) to complete the game so that you have a polished product to release to the general public.
The chaos would give rise to some really cool ideas, and the teamwork afterwards would make the game some thing that RUclipsrs might actually want to play.
I thought this is a really cool idea for a video series.
I would watch it again.
I like your idea, but I'd have each of them finish the game separately. 6 versions of this game would be really incredible to see/play.
@@JeFF19AquiLeSs interesting, however that’s a lot more work. Either way would be cool!
same
Yess
@@MeltedButter77 Hopefully not too much work, since the game is mostly done. Just a few tweaks and concepts/insights that each dev had that could've been implemented in each version would be pretty great.
Owens audio quality is 5 parallel universes ahead of ours.
Audio is a finite resource, he made the right choice to instead spend on the music.
This was a ton of fun to be a part of. The game was fun when I had it but the devs after me really took it to another level
Love ur vids
f in chat for the unicorn
@@r0y41ty Thank you
I am sorry they removed your unicorns, I cried a little
@@Zharkan16 Never forget 🦄
Liam’s “creative direction” was in the polar opposite of the rest of the theme lmao
Yeah his part was the weakest and probably most damaging to the whole project
Yeah glad the dev after him remade the canon and bomb at least
Its always the case
To be fair, he couldn't recreate the art style at all, because it wasn't his art style.
@@elilundgreen eh, he could've at least tried. the guy after that managed to at last have it look cohesive.
Here's your beer AIA 🍺
❤
This needs to be pinned
@@ofirrolev yes
🍺
🍺
We need full version of Owen's music, its just so cool
Sounds like binding of issac
Oh wow, that end result is very impressive! Great job everyone!
I love your videos!!
Try playing it for an hour straight, you'll go mad
Tarodev part was amazing. Congrats to all devs
I watched two of these vids so far (the other was the newest one). It seems like #5 and/or #6 are always the MVP that contribute the most
Wow this was so cool! Thanks again for inviting me😁
I love the end result. Taro definitely blew my mind with the cursor ideas haha
And it's sad to see AIA's unicorn go, but it's still with us, in our hearts😭
Rip unicorn 🦄
Yes, and let's not forget Liam's princess that was also tragically lost 🤣
F 🦄 F🤴
@@Blackthornprod I like to think that somewhere they are together, riding through the clouds and looking down on the tragic world of constant fear and violence that they left behind. They were far to pure to be stuck in that horror show of a world. Apart they were but tragic victims of a cursed existence. Together, they are hope.
The princess being the Kenney art sprite I use all of the time for prototyping made me chuckle.
bro devs 5 and 6 are the goats, turned and unfinished game to a masterpiece.
It's incredible how you can get such a great end result without even talking to each other. But sacrificing the unicorn cannot be forgiven 😖
Woah, I just cannot believe how much you all achieved in so little time! Really great job!
Thank you so much!
tarodev really made the game stand out and seem more interactive. PROps to him
Completely disagree compared to Owen who truly made the game great and then Tarodev kind of over devved it again.
What an awesome end result! Super impressive work from everyone involved!
definitely more like this! But also, would love to see an informal section after the challenge is over where all the devs chat together about it (maybe even with a bit of small deving to fix any bugs or balancing issues in the final product).
I love this series!
Would be cool, they could discuss dropped or failed ideas as well such as the princess and unicorn, how they could've been implemented/improved etc.
The amount of work you got done in 4 hours versus what I do is hilarious. I'm new so I'm lucky to complete one single new feature.
1st, 5th, and 6th guys completely carried the project. Especially 5th, they single-handedly turned a lackluster game into something that genuinely looks interesting
Agree, also 4th guy did major improvements imo because of all the qol stuff plus fixing the mana system and mouse
Turned out amazing! Great job to all devs involved 🔥
Thanks Sam! 😁
I'm always amazed at what you accomplish in 4 hours. Just what Noah made in 4 hours would take me days I'm sure.
These kinds of projects are always so fun to watch.
The units patrolling is so creative, how every unit has a different shape they patrol is something I've never seen in another game!! Whoever did that should be proud!!
It was so interesting to see the different types of devs; some were focused on polishing mechanics/gaps in the game that already existed, and others looked to make completely original additions. Cool experiment that shows a lot about the people you’re working with!
That guy Liam really just took a big fat shit on what the two first guys had been building. Ya'll think he was trolling?
Seriously... If he cared so little about the project, why join?
Not sure how you came to that conclusion, he might not have added much, but the things he did add were all valid.
The only thing lacking was his art, and that might simply be something he's not good at and didn't feel it necessary to waste his time trying to make something look good, rather than make something that worked.
The entire point of the challenge was to take what was handed to you and add things to it.
He added a unique enemy type to give enemy variety, which can diversify your strategy or at least freshen up the game.
He added a unique failure condition that you have to protect, which is quite unique for what is essentially a tower defense game.
He added a unique unit/building type as the cannon.
He added an ability for the player to more actively respond to threats/mistakes with the bomb.
And spent some time play testing and balancing.
@@TheHeroBeats Even after the following devs did everything they could to be inclusive and make his pile of dung work it still got removed in the end. What does that tell you?
@@fanrik9583 Except they didn't get removed?
The cannon and bombs are still there, same with the red goblins, literally the only thing that got removed was the princess, and considering the 5th dev who removed the princess made changes that ALSO got removed, indicating that other devs don't exactly think that the 5th devs decisions were perfect either.
As far as play testing and the balancing goes, we don't know how much of that was changed later on since that's more backend stuff that wasn't shown.
So with the art literally being a place holder by someone who is a programmer not an artist, and the princess removal being questionable, EVERYTHING else stayed in the game.
@@TheHeroBeats r u his girlfriend or something
Dev 1 = "I got big ideas!" Adds initial elements and basic functionality.
Dev 2 = "Let's make this work properly" Adds back-end systems to make it work
Dev 3 = "Let's make it mine!" Adds a bunch of 5yo artwork units including a d*ck cannon
Dev 4 = "I gotta fix this hot mess" Reworks everything from Dev 3 and makes the game more approachable
Dev 5 = "This needs jazzing up" Adds music, fixes the progression system, tries to make it colour-blind friendly
Dev 6 = "Why would anyone play this game?" Improves upon god powers, adds scoring system, adds systems for constant engagement, deletes horse, thinks previous background is a placeholder
rip horse
Liams artwork for the cannon and bombs were triggering my OCD, it didnt match the artstyle of the game, but I guess thats the point of the challenge
Couple of ideas to take from similarly successfull formats (like Sorted Food's Pass It On):
- You could get community ideas to set a theme for the Pass the Game, so the first person doesn't hold all the initial power and the game idea can be bent more around the community driven topic.
- Planning could be included in the 4h to induct more chaos
- Depending on how much you know each other styles, the order of the devs could be set by a) the community somehow (e.g. from youngest to oldest) or b) the community chooses who starts, and that person chooses the next at the end of their turn.
- You could score yourselves at the end of your turn
- You could all review the final game together (over discord or whatever) and go through what you found and changed and review your self-set scores. Also possibly weighing whether or not you passed the challenge.
You guys must do a part 2 with this game, this has alot of potential i wanna see the 2nd day product
The last dev knocked it out of the park!
Please mark a part 2! Go through this again, 4 hours each!
It's amazing how quickly these devs could pick up a project and run with it.
This game in 24hours without the complexity of the passing it on system would be quite impressive and far above my skill set
I love these types of videos keep it up!
Awesome! Enjoy!
it would be great to see this idea executed on a more complex 3d game with like 20 developers and 100 total development hours. these videos do really great and have the potential to allow devs to get their name and games out there! you're doing a great job😁
You should definitely make a series out of this.
Im glad the last guy put the grass back. Much better than the purple!
LOVE what the last guy did. Would really love the princess feature to be added back and improved in some way, and curious about what the last guy was gonna do with the unicorn.
It's amazing what developers make when they aren't trying to sell it, and are just making stuff for fun
Tarodev is almost my favorite Unity coder in youtube :D I want to achieve his level in future
YES keep making collaborative videos like this! AND if any of the games gets a lot of attention you should continue development based on community feedback! I hope you're enjoying the process because we are REALLY ENJOYING THE CONTENT!
Wow ! AIA and Tarodev really made this game beautiful and cool ! 🔥🔥
this is really cool how every developer really improved on the game and all added something creative to the project. great video
Owen is simply a great dev, look at his thoughts on the game design, some devs simply wasted time adding useless features that didnt add at all to the game goal
Not only isit cool to see everyones thought processes, its also fun seeing the differences in editing style of each of the devs as well! Super fun concept, would love to see more of it
justice for the unicorn
I think at the end you should be playing with all Devs in a call so they can discuss how it ended and what they were thinking along the way
Good idea
The 3rd dev really did a bad job lmao every dev after him spend some time to fix it
hope he gets kicked the project couldve been so much better with someone else
I like that they literally remade each other templates, like the bomb and some characters.
Imagine if I was in the "art" team. Everyone would have stick figures to try to figure out wtf to do with them.
The cursor is one of the most awesome things I've seen in gaming, and an entire game could be made off of just that idea!
The third guy did like nothing
youre telling me that you did all of that first part in 4 hours? the sprites, animation, patrolling, resources, etc...? nuts
Everyone did well, but specifically Owen and Tarodev were awesome! Kudos to them
omg Owen's thought process is so clear and user first o.o
It's so difficult to recognize where users can have issues with a game ui etc and he recognized and adressed it so precisely. Going in blind likely helps a lot, but still impressive.
"everyone has a youtube channel, except Owen" Aaaaaargh!!!
I want to do a project like this so badly because it looks so interesting and fun!
just played it, actually amazes me how you guys can actually make something like that
I went back to look at the name... Owen, pure talent, the music is something else.
Noa being the first person is the best idea , he makes a good base for other devs to continue, taro being last is like making a 2d game rdr2
What would be cool is if you now got all the devs to talk for an hour about what they should do next for the project and then give them all another 4 hours each and see what else they can do.
See how far they can now take it. From starting blind to now expanding the idea. I think that would be pretty interesting.
Owen went off with the music. Loved it!
You did more progress on a game in a day than YandereDev did in 7 years.
I stumble upon this in the RUclips feed and click on it, one minute in I realize I played this game yesterday. I didn't play too much since I thought it was all over the place, looking at how it was made I realize why! The mechanics are creative, what would put them nicely together would be introducing them one by one.
I really want to see this polished up! Return the unicorn, fix the bugs, do some rebalancing! I’d love to play that!
The design choices in this are genius, will steal for later
This was a beautiful creative process! RIP Unicorn
Liam shouldn’t have touched the game
When I saw all the Channel Logos I was like “that’s gonna be awesome”, and it is! Really cool stuff 🔥
This was an awesome time watching and seeing how you and the 5 developers think about the process without communicating.
Its crazy how a team of 6 developers that dont communicate can make something better than a team of dozens that do. Granted, there is total freedom in this situation.
This is an interesting twist to game development! Well done.
Owen fr sounds like his on gunpoint
Let the last man cook. Let him cook!
9:50 "Mana is basically gold" it's like saying "Gas is basically minerals in Star Craft".
The last guy really finished it up good
damn Liam is quite bad compare to other.
This would make for such an epic Game Jam premise! Either getting paired up with random devs (which might fail miserably) or being able to team up with chosen friends... both sound exciting!
I absolutely loved everything about this challenge. I definitely want to see more.
This was so much fun to watch! Loved how the game transformed from where it started to what it became through 6 different developers! I've never seen a video like this. Gonna watch more now! Great video and great game!
Honestly I wasn't feeling the whole princess idea. Glad it was removed.
SURELY we get a part two to this except with multiple rounds so that the developers can see what's changed since they've done their thing
i found a great strat, i gave up at round 50
-get lots of gold, defenses and cannons
-place all cannons in the center
-surround the castle and cannons with lots of defenses
-keep getting gold and cannons
That is a great end result for 6 devs x 4 hours! It would be great to have a sequel where the same devs take the game through another iteration of 4 hours each.
This game is awesome I got a score of 529,591! I also love the style, kind of medieval castle fighting warriors just that kind of thing its really awesome!! keep up the good work.
I absolutely love videos like this. Really neat idea. Hope to see more!
Tarodev has my favorite additions
It would be nice to see the other dev's reaction to the changes, and maybe a second round to develop it more
If this game were made in a major studio, it would somehow take a team of 15 people working for 6 months.
This concept is very similar to the tandem story. The story where you write a sentence, or paragraph, and then pass it to the next person who continues the story.
You guys should continue the game in the same loop or start another one and then repeat it. That way when it comes back you get to see what changed and could even complete what you wanted to implement the first time. You also should include a learning hour. If you aren't the starting dev then you get up to an hour to learn the game. Play it and read code, but when you start working on it that's when your 4 hour contribution timer begins.
Add the unicorn thingy the guy wanted!! Also, make the princess throw bomb or lightening sometimes while insulting the enemies. And make her burn when the castle is destroyed!
you guys should continue to pass this game , every update would be interesting
as a dev I enjoyed looking at how other devs think and my god, you can create so much in so little time :) Good job
"I thought this was an inverted Minecraft cake you could feed to the princess to heal her... Turns out I was trying to feed the princess a bomb, oops" 6:07
I love everything about that video. Thank u! (Tarodev is a master at work)
that original cannon and bomb and princess design was so bad I'm glad it was immediately fixed by the next dev lmao good idea though just needed polish to make it fit