A bunch of the devs: "I wanted to add some elements that would increase cohesion, really tie the whole experience together, and of course polish the elements that the other devs had already made..." The second guy: "So I wanted a dancing penguin..."
Then proceeded to waste an hour scrolling through animations and at that point I *really* understood what the Fortress Accident company in Disco Elysium meant.
I never seen a Jesus bot before woah. Whether God is real and he actually did appear thousands of years ago or whether it's fiction twisted into reality for the benefits of selfish/greedy people to justify there actions (or both) Either way don't you think it's messed up to go around threatening people like that XD
This is by far the best one yet. I couldn't believe how well the second dev's "eccentricity" by adding the penguin minigame paid off bigtime through the work of the following devs. Extraordinarily impressive.
I agree, when an early dev comes up with a new idea - even if it doesn't necessarily match what has been done before them or where the game is potentially going to go, it gives the rest of the game so much more potential. That's not to say it's good if they come up with an entire new idea entirely with no account for the previous work, as I think it's best when each progression of the game builds with each game dev playing an important part in it.
I think the main reason he did that is because he saw that the game was a basic formula for a generic top-down enemy shooter, and it had nothing unique about it yet. He wanted to, first and foremost, establish the personality of the game before trying to polish it into a slightly better looking generic game.
I remember a different one where the last dev decided that he wanted to completely rework the game because of personal opinion and I hated that man for what he djd
I love how each of the developers thinks in this video. It's never, "ugh, I don't like this let's change it." It's always, "hmm, this doesn't really fit the design. How do I make it fit?" So cool to see this play out.
as gentle with one another as a parent and their kid. you dont shoot down a kids idea, you think of ways to make it work. maybe thats how we should start treating ideas as adults too, at least when theres room for it, because its a pretty lovely little thing.
I often get upset watching these videos because a developer will completely ditch a previous developer's ideas. In this one you see each developer look at what's going on and build on it. Other than temp art nothing was straight thrown out. And because of that, this is one of the most unique feeling games made in the pass the game challenge. Still my favorite
One thing that really stood out to me about this is how many devs kept feeling the game was "too easy" and ramping up difficulty, just for other devs to not be able to make it to the end. As someone who gets frustrated at games that don't consider/adjust for people's differing skill levels, it's like... I got to see exactly how that kind of thing happens.
Sorry if I'm wrong, but I think that was the point of the game. It was a never-ending point-based arcade game where you get as much points as possible instead of trying to beat it, so it wouldn't make sense for the game to get easier the farther you get. Then again this is just my assumption after watching the video.
yeah! i think if they had made the "options" button have adjustable difficulty levels (and possibly accessibility -- the last dev's flashing effects could cause so many issues!), it would've worked a lot better.
Also, you don’t necessarily want your game to be hard when you’re just testing mechanics. So turning on invincibility actually has a totally valid function when you’re tweaking certain features.
@@nosouprice6309 Especially if it's never-ending you need to scale difficulty up, not down, as you go. What's the point in having 2 billion points if all it tells people is that you could sit on your PC for that long? If it gets gradually easier and there's no end then you might as well remove the score board and replace it with a stopwatch because that'd be all it's worth if time limit is the only failstate.
god this is fantastic. the only thing i didnt love was the ai generated boss sprite - the first one was crazy, and another dev could’ve done some really creative stuff with it, but replacing it with a random ship sprite just took the spirit out of it. idk ik im biased but i wouldve loved to see what that funny boss character could have become!! anyway amazing work to everyone!! ❤
i think it's the total lack of communication. the next guy probably assumed the boss art was meant to be a total placeholder rather than inspiration for something similar but better
Yeah it's like, emblematic of everything I dislike about the Artificial Art Generation movement. It doesn't really mix well with the rest of the game art, and it doesn't really fit the Pingu theme that the previous dev at least tried to match with the terrible previous artwork. I feel like it's a lost opportunity for some real art. It's doesn't feel like an intentional art choice. Just. Random pixel spaceship. Okay.
I honestly think that he made the game worse. Like he also changed the background to some plain thing and removed some good polish like the star. He even broke the options menu
This one was fantastic! having one of the deves actually be a whole studio was interesting. I love how that turned out. I wonder if a pass the game challenge with all studios would be as entertaining to watch
The auto "noot?" bar use was what seemed to kill it for me. The lack of the "panic burst option" and the bar opening at the end of a wave, where there are no enemies, despite murdering enemies neutralizes its power.
Shoutout to the polishers! I appreciate the polishers so much. bug-fixing, improving UI/art/etc, other tweaks, all SO important to making a good game. not everything done can (or should) be a New Innovative Big Addition & taking the time to improve what other people made is crucial!
You guys would be in Melbourne, right? Don't suppose you're looking for a programmer who doesn't want to move to Melbourne, are you? I'm so sick of web dev haha.
Really not a fan of the AI boss (it doesnt fit the game aesthetics at all) and taking the noot from reddit (although I can see why it happened) but the rest of the ideas were so cool and unhinged. This is like a weird mix of old school browser games with an actual bullet hell which is so quirky, amazing series.
I think this is one of the best ones, as they just kept on building in a way that made the game maybe a little chaotic, but it flows together very well. Also getting a group of people together for one phase is cool, maybe we could have a video where it is all teams instead of just 1 person
This was sooo much fun to work on!! Thank you for having me :) I'm so glad they kept the penguin idea throughout the development, that noot noot is legendary!!! Good job to all the devs you guys rock! (and also damn the whack a mole mini game, I had it almost 20 times before I finally got to play the dancing penguin after playing for 1 hour XD)
Honestly, your part in this video has changed my outlook on designing anything. Something so random ended up being the exact curve ball needed to make this game distinct from any other similar game. Instead of trying to stick to a core idea, I'm going to embrace going down some random rabbit hole and see where I end up.
This by far one of the best ones. these Devs should actually consider making a full game together. This level of coordination while not communicating is crazy and one of the more valuable skills thats rarely considered in software development.
I liked how that one dude got his whole team on it, I feel myself feeling like the games are incomplete sometimes and that’s the whole point ik but I like seeing more finished projects and his team really advanced the game
I just wish the walrus art had been retained but improved, xD. Would've tied everything together indeed. In fact, the whack a moles could've been mini walruses too, like how the actual one pops out in Pingu's dream.
Really shows how the second dev worked on Disco Elysium, seemingly adding something random is exactly what gets the ball rolling on some cool experimental stuff
Considering they only had 6 hours to do what they wanted to do I think it gets a pass. Definitely not something a full fledged studio should ever do tho
@@brayermoth I like to think it's a placeholder that works "enough", because the last person was a non-artist and had to produce something for that also placeholder art. If it was a properly made game with communicating devs and dedicated artists i would hate it too, it is a lazy mess of pixels vomited by some machine, but what else do you do in this situation. Especially if you are a programmer-only dev queued after so many other artsy devs and have to match the style and quality, or try to at least. Not a fan of AI in general, I think this was a (barely) acceptable use for it.
@aki-senkinn It would have been slightly more forgivable if he hadn't turned his segment into an advertisement. Because as the product he used? *Is his own product.* That's just scummy and undermines the point of the entire project because he made it about _him,_ NOT the game. He also made the game *COMPLETELY UNPLAYABLE* for anyone who is even slightly photosensitive, which is a complete and utter failure as a game developer. _He literally made the game worse._
Well done guys. Loved the minigame idea and the intro. Wanted to see more minigames. Last guy was quite rude and clearly didnt appreciate the previous devs idea.
I think it would be absolutely CRAZY to see you guys do a Pass the Game challenge, but with a studio to polish it fully at the end. Everyone gets six hours like normal, and the studio gets all the time they need. No creating or destroying, just there to make everything consistent.
Yeah I like the idea of having them either around the start like this, to give a lot of initial ideas and directions the others can go with or at the very end to polish everything too.
Really sad the last dev changed the boss art to an AI generated sprite that is much more generic design-wise and doesn't even fit the pixel measures or style of the other sprites... Sure the previous boss was a little off in style as well, but at least it was original
Completely agree, doesn´t fit at all with the existing pixel art, the colors, the art style.. So lazy and out of place. Come to find that it is one of his products, so he is just promoting this after tons of inspiring work form the other devs, even on min 18:34 you can see that it's clearly not pixel art at all. Also, the shader implemented is lowkey seizure inducing
Yep agreed. AI tools like that are impressive but still don't have much place in actual development. It just felt very out of place and generic. I supposed you could use it as a "base" but then at that point you've unnecessarily constrained yourself to a base that has nothing to do with the desired art direction in the first place.
Man it really sucked seeing the 9th dev make the boss AI generated, I was excited for some creativity. But overall this game was so cool and I was so excited to see what the next dev would add
It's clear that he was not an artist, the AI art was lazy for sure as it didn't even match the pixel density but the art that he was handed is not good for a final product. It's meh but i understand.
fr it seemed like such a copout? i get not being great at pixel art of course, but theres free assets you could use- or even just a recoloured, powered up version of the bigger enemies from before. its a shame cuz theres a lot of other things they coulda done :c
This was by far the best video in this series! I really loved how the developers were careful of each others' work, it made the project come together much more cleanly (and prevented me from screaming at my computer lol)
I think that The indie accord kind of messed with the game's feel in a negative way. The point of the super ability would be to clear large portions of the screen when overwhelmed, it's a rare resource you build up and save until you need it. By forcing it to go off automatically it recontextualizes everything. If you'd normally use it when you're being overwhelmed, the associated minigame would be played under much higher stress, as there's an intensity knowing that how well you do here immediately impacts your ability to continue. Now that it just goes off whenever it fills up means that same level of pressure isn't present. Rather than being an intentional choice and an intense moment of focus, it becomes a random thing that occurs without you wanting it (it might even go off when there's little to no enemies on the screen, rendering it far less useful) and takes you out of the flow of the primary game. I feel that one decision removed much of the core design behind the game's various systems at that point. In fact it resulted in other devs thinking the minigames had little to no purpose and adding in the different weapons bound to each minigame. And while that is a neat idea, the fact the devs thought the minigames were more or less pointless after the change shows how much that difference in execution made. Without communication it's to be expected that the intents and reasons behind why things were done a certain way can get lost, so I don't blame the dev at all for their choices, but I do feel that the product would have been better without this choice. This is one thing about game design, changing something in a simple and seemingly innocent way can completely alter the feel and flow of the game. Also DualWielded's final addition, many are praising it for adding cohesiveness, and it works quite well, but I wish simply to offer a different perspective. The minigames (at least the first few) were designed where the positioning of the elements in the minigame were based on the actual position of the enemies in the game, from this it's heavily implied that what was happening is that the camera zooms into the player and their perspective changes, to a different representation of the same arena. Having the minigame contextualized as being on a console now creates a separation between the minigame and the core game, where before they were meant to represent the same thing, just differently. It wasn't a "The better you do at the minigame the more enemies you defeat" It was a "the enemies in the minigame ARE the enemies in the core game and defeating one in the minigame means you also defeated that enemy in the core game.
I understood that the bomb/minigame thing was supposed to be used in a tough situation but because the cartridges have to spin and we were trying to avoid destroying previous work it made the minigame activate like 3 seconds after pressing the noot button so it couldn't be used as a bomb when it was tough unless you pre-planned to press it. We wanted to make all power ups useful which only multiple bullets were and add a curve to difficulty so one gun was better and others were less good to switch up the difficulty/gameplay and force aiming and not spam the center with your gun that hit everything. We knew one gun would be preferred and they wouldn't switch off it if they weren't forced to do that's why we forced the activation so the gun rotation has to happen and minigames wouldn't be ignored. Overall your correct we lost the ability to bomb as a secret weapon which was a bummer but felt it was a necessary evil to make the game work.
@@jeremiahtaylor8337 Thanks for the response. And That makes sense, yet the ability could have paused time for a moment while the wheel spun (which would add more dramatic effect) before going into the game, or the spinning could be done after each minigame to choose the next one ahead of time to solve that problem. In the end the game still looks great, but if I was playing I would really dislike focusing on the enemies and then suddenly be ripped into a minigame and breaking my focus. I have no issue with tying the weapons to the minigame, if anything I feel that had a player been given choice when to use it it would have also worked, as it'd be a risk reward system. Using the powerup to help in a situation would necessitate you risking getting a worse weapon, and switching weapons if you have one you dislike would require using it for a while and then possibly throwing away your safety net with no guarantee the weapon would be good, it would add a risk management aspect to it, is it better to spend your special now to possibly get a better weapon, or to save it for a difficult moment. Is it worth using in a difficult moment if it means you risk losing a good weapon.
@@DreadKyller pausing time would work I didn't think about that I'm not super familiar with unity code on how to do that so I didn't but I agree that would make the bomb work that's a great idea. But the problem would remain that certain guns are just better and to play optimally would be just get the best gun then never play any minigames because the best gun was worth giving up bombing for. You can see this in the video... Another way to fix this issue was making more enemies or more tanky enemies but doing that seemed a little generic. All in all I think your idea would work and bombing to clear the screen is satisfying but we were trying to make the player aim and change how the power ups worked and making sure people played the minigames. Maybe a system were you could noot bomb but had to use it in the next 30 seconds or it auto went off would have been better so you can wait for the enemies to stack up and use it but not ignore it completely or it would force it. Thanks for the feedback I feel it genuinely would have been better with a system like that. Something to note I didn't realize the enemies and the minigames were linked in anyway other than play the minigames and a bomb goes off. I got it after dual wield and just thought it would kill all enemies after playing the minigames.
Amazing episode of the series as per usual! This game is the less polished thanks to being the biggest in scope (not just because of the amount of developers but also the amount of mechanics) but that's just a reminder of the importance of communication in a team. Of course that if this game ended up working is thanks to the experience and abilities that everyone brought to the table. I'm excited to see the next episode!!
I decided to play the game cause it sounded fun. The biggest problem is a combination of 2 things A. you don't choose when you use the noot noot minigame thing, meaning that if the last enemy you killed filled it up, you still had to do it. (most of the time it isn't a problem, because most aren't on a timer, except whack a mole, but it still takes you out of the game) B. It fills up way way way way way too quickly, by the time you reach 15k points, your in the minigames more often then not This causes you to be in the minigame part way too much and sometimes it doesn't even help you Another problem is that the random gun selection ruins every strategy you can go with except a ton of firespeed and shield so there aren't any real choices. edit: I died because the minigame bar filled up too quickly causing the minigames to play simultaneously and ending the invulnerability your supposed to have when playing the minigame
This was super cool. I really loved the direction it went and am glad it still kept the “warrior-ware” aspect. My favourite parts were DialWielded’s addition with the cutscene, and Indie Accord tying the minigames to the main game through the weapon rewards
DUALWIELDED! Glad to see you in one of these man, as always your editing was beautiful 😁 11:58 idk if it's something you were going for, but that slow mo effect gave me sandevistan vibes from cyberpunk edgerunners
Yeah, I watched Edgerunners like a month prior and I really really liked the visualisation of the sandevistan, so I had to. Originally I had a bit about that in my part of this video, but I had to cut it as my part was already way longer than anybody else's lol
Hey @Blackthornprod ! Related idea : sort of a game jam, but it's basically this series. When you enter, you have X hours to work on a game. If there are games no one is working on right now, you are put to work on one of them at random. If every game is locked by someone, you create a new one. So on and so forth until the end of the jam (or X developers worked on this game)
the only unfortunate thing about the game is that the minigame bar charges waaay too quickly and doesnt scale with how much damage you deal, so that at a certain point you're only playing forced minigames since they automatically play once the bar is filled up
Really loved this! Seeing how everyone tied together the different ideas to make such an original concept was really cool! That did make it extra disappointing to see the use of AI-generated assets in the very last stage though.
This is really so cool. I just wish the final boss design was better, it doesn't really feel like a final boss. Also points taken away for it being AI-generated it so different from the rest of the artstyle, color palette, pixel density... Could have been much better really.
Cool game minus the fact that the last dev added light flashes and camera shakes under the idea that sensory overload is an important part of game enjoyability. Lacking toggles for those is really inaccessible and also a dealbreaker in my opinion for an otherwise really creative game. Like I don't have photosensitivity issues nor do I know if this would be substantially an issue for photosensitive players? But I can tell you that I definitely wouldn't be able to play it just because it would hurt my eyes too much to enjoy the game. Unfortunate imo. I won't complain about the ai generated boss or the fact that it wasn't as interesting of a design because a lot of other people in the comments have brought that up. but yeah
I think it would be a really cool series for the devs to take turns as the "hotseat", a dev who both starts AND finishes the project. This could be really cool for them to have to adjust to how the project pivoted/changed throughout the process and have a cool moment where they get to be the ones to finish what they started.
this is really interesting because it shows why having many unique perspectives and ideas need to come together to make a great game but also how if those devs dont communicate certain aspects are worse than they could be
Hands down the best one so far. It’s separated from the rest by the fact no one took things away from the game and only added to create a genuinely good. Fun. And polished game. Amazing video. Thank you. I love your content
The Guitar Hero segment with the frogs is straight up ACE. Like the fact that upgrades are tied to universe-breaking minigames is just such a genius idea.
Jesus, this one was absolute madness!! Such a fun and unique change to an over saturated genre. I wanted to add, i know first hand that editing sucks and is super time consuming, however due to having footage from multiple people, the volume is so inconsistent in your videos. I find one moment my volume is basically maxed, then the next i blow out my ears!! It would be super appreciated to have the volumes balanced with each other!! 😊 Cant wait for the next vid!!
wow this was amazing, I love the way they respected changes that dev's made but also weren't afraid to make some changes and overall just improved upon the first persons idea
When I first started reading this comment I thought it was going to be hate for one of the devs lol. Like “8 devs make a game and 1 dev ruins it”. I’m glad it wasn’t.
Love how it took just one of the devs to do something silly with the game and then it turns into a really funny, yet creative and fun idea. The game looks sick
Very glad to have seen the other developers mostly oppose Flow Studios advice actually. Their method in this video was truly out of touch. Seeing each individual developers unique soul in each segment was amazing! Just like The Indie Accord had made mention. It was very inspiring to see the game continue to develop how each dev saw fit, devs work as individual creators (big or small), and not fall into the attempt to Pidgeon hold a project ❤ Great outcome y'all!
@@zerounderscore they may not be selling it, but not only would it still be asset theft, but they're still directly profiting from it (not only through youtube ad revenue, but also because every single one of the developers used this video to advertise a paid product), they're using stolen art in a very much commercial project
I really wasn’t expecting all the devs to be so respectful with each other’s work. They are amazing aswell! Not sure this can be topped… This is a game i would genuinely buy on steam if it was like $5
I honestly find it a bit irritating that the fourth dev took a whole UI element from Rival Megagun and, let alone actually credit it somewhere, does not even give the proper recognition by naming the game since it was just an "amazing gif online"
Great process! It looks like the devs have become more aware of the concept, making decisions that improve the whole game instead of some random stuff. The early devs are experimental while the later are polishing. Bravo! This channel seems to have perfected the concept.
Okay, straight up, a mechanical space centipede would fit awesomely with this. Like the destroyer from Terraria, the more you damage it the more enemies spawn from it. and you could break it into tiny pieces and then use a Noot and destroy them all. Or just fight the head of the centipede and and deal with the massive boss. This was defiantly a more cohesive game than the previous ones since its direction was established so early on, made it much more enjoyable to see the people build upon the game, rather than hoping someone doesn't ruin it.
What I love most about this series is not just how the developers come together and make amazing games but also how the video itself is made. You can clearly see how the way the video proceeds changes based on the developer and maybe it’s just because of their personality but I loves this!
Amazingly done. looked really great and love the concept of all those minigames inside the game Maybe next time have each developer decide a theme beforehand and they have to try to intigrate all themes?
Thanks to Milanote for sponsoring this video! Sign up for free and start your next creative project: milanote.com/blackthornprod0623
Thanks very cool
ok
third
Fourth
100 players simulate gamedev.
A bunch of the devs: "I wanted to add some elements that would increase cohesion, really tie the whole experience together, and of course polish the elements that the other devs had already made..."
The second guy: "So I wanted a dancing penguin..."
"So anyway, I started dancin'..."
and that dancing penguin actually sparked loads of ideas
Then proceeded to waste an hour scrolling through animations and at that point I *really* understood what the Fortress Accident company in Disco Elysium meant.
second dev lives and breathes penguin
Best part is: Everyone just went with it and just kept adding on it
Props for the second dev for doing the most random thing possible which kickstarted the entire idea for the game
yeah
Surprising low amount of comments
Somehow it's also the one who worked in disco elysium... such a coincidence :)
he made a penguin dance which kickstarted noot noot and goofy ahh minigames 🤣
@@jowrocha2448 coinicidance
I thought the second dev would cause a mess but then it spiraled into the most creative randomly put together stuff I have ever seen
Jesus is lord follow him and you will be saved
I never seen a Jesus bot before woah.
Whether God is real and he actually did appear thousands of years ago or whether it's fiction twisted into reality for the benefits of selfish/greedy people to justify there actions
(or both)
Either way don't you think it's messed up to go around threatening people like that XD
@@amanewithjesusJesus isn't a game developer
As soon as I saw what they made I knew this video will be a banger
Ya me too, I was mad at him for a bit, but I was wrong!
This is by far the best one yet. I couldn't believe how well the second dev's "eccentricity" by adding the penguin minigame paid off bigtime through the work of the following devs. Extraordinarily impressive.
I agree, when an early dev comes up with a new idea - even if it doesn't necessarily match what has been done before them or where the game is potentially going to go, it gives the rest of the game so much more potential.
That's not to say it's good if they come up with an entire new idea entirely with no account for the previous work, as I think it's best when each progression of the game builds with each game dev playing an important part in it.
I think the main reason he did that is because he saw that the game was a basic formula for a generic top-down enemy shooter, and it had nothing unique about it yet. He wanted to, first and foremost, establish the personality of the game before trying to polish it into a slightly better looking generic game.
truee, the flow studio did pretty well adding up to the idea as well.
Everyone seemed super careful around the work other devs had done. That was sweet.
Unlike some other vids.. atleast the centipede is a running joke now
I remember a different one where the last dev decided that he wanted to completely rework the game because of personal opinion and I hated that man for what he djd
cause one of these videos the last dev completely scrapped what the others did
Except the second dev who completely changed the game.
@@MothFable was that the centipede?
I love how each of the developers thinks in this video. It's never, "ugh, I don't like this let's change it." It's always, "hmm, this doesn't really fit the design. How do I make it fit?" So cool to see this play out.
Well, except for the last dev.
as gentle with one another as a parent and their kid. you dont shoot down a kids idea, you think of ways to make it work. maybe thats how we should start treating ideas as adults too, at least when theres room for it, because its a pretty lovely little thing.
Yeah, like the guy who noticed the enemies had too few pixels so he made them a tiny enemy inside a spaceship, super cool
@@thelordchar1406the dude before literally said hope someone changes this
I often get upset watching these videos because a developer will completely ditch a previous developer's ideas. In this one you see each developer look at what's going on and build on it. Other than temp art nothing was straight thrown out. And because of that, this is one of the most unique feeling games made in the pass the game challenge. Still my favorite
This game is literally something you would dream of in a fervor dream where nothing makes sense but is entertaining af
The story was actually super deep and meaningful, gamers were just too dumb to understand it
@@azeTrom17 I liked the book better
this is true, especially when you take into account my weird af dreams
The walrus monstrosity boss developing into just a spaceship was a travesty
You're not the only one! I was hoping for some crazy looking space zombie noot
and an ai generated spaceship 😔 the boss looks less interesting than the regular enemies. that was the only change i didn't like
Can agree but I feel like that comes from the that developer not understanding what's going on?
that also really dosappointed me.
@@darrellwillis4871I feel like he could've done some research instead of immediately going to shitty ai generated boss tho
By far the coolest game that came from this series! All the people that participated in this one are beyond talented
Jesus is lord follow him and you will be saved
@@amanewithjesus bruh moment
As someone who has watched every pass the game challenge. I can confirm that this is 100% the coolest of the bunch.
@@Sumirevinsyup the lore and the connections
@@Sumirevins probably because blackthornprod didn't get to redo everything to fit his own style
One thing that really stood out to me about this is how many devs kept feeling the game was "too easy" and ramping up difficulty, just for other devs to not be able to make it to the end. As someone who gets frustrated at games that don't consider/adjust for people's differing skill levels, it's like... I got to see exactly how that kind of thing happens.
Sorry if I'm wrong, but I think that was the point of the game. It was a never-ending point-based arcade game where you get as much points as possible instead of trying to beat it, so it wouldn't make sense for the game to get easier the farther you get. Then again this is just my assumption after watching the video.
yeah! i think if they had made the "options" button have adjustable difficulty levels (and possibly accessibility -- the last dev's flashing effects could cause so many issues!), it would've worked a lot better.
Also, you don’t necessarily want your game to be hard when you’re just testing mechanics. So turning on invincibility actually has a totally valid function when you’re tweaking certain features.
@@nosouprice6309 Especially if it's never-ending you need to scale difficulty up, not down, as you go. What's the point in having 2 billion points if all it tells people is that you could sit on your PC for that long? If it gets gradually easier and there's no end then you might as well remove the score board and replace it with a stopwatch because that'd be all it's worth if time limit is the only failstate.
skill issue
looking forward to 100 devs make a game without comunicating
That's just Bethesda
@@ElijahForLong🤣🤣🤣🤣
They each get 5 mins💀
I honestly feel like 100 devs making a game while communicating would be even better due to pure chaos.
Twitch plays JavaScript
god this is fantastic. the only thing i didnt love was the ai generated boss sprite - the first one was crazy, and another dev could’ve done some really creative stuff with it, but replacing it with a random ship sprite just took the spirit out of it. idk ik im biased but i wouldve loved to see what that funny boss character could have become!! anyway amazing work to everyone!! ❤
i think it's the total lack of communication. the next guy probably assumed the boss art was meant to be a total placeholder rather than inspiration for something similar but better
Yeah it's like, emblematic of everything I dislike about the Artificial Art Generation movement. It doesn't really mix well with the rest of the game art, and it doesn't really fit the Pingu theme that the previous dev at least tried to match with the terrible previous artwork. I feel like it's a lost opportunity for some real art. It's doesn't feel like an intentional art choice. Just. Random pixel spaceship. Okay.
I honestly think that he made the game worse. Like he also changed the background to some plain thing and removed some good polish like the star. He even broke the options menu
This one was fantastic!
having one of the deves actually be a whole studio was interesting. I love how that turned out. I wonder if a pass the game challenge with all studios would be as entertaining to watch
I would certainly be interesting as they could do a lot more in each segment.
That would go crazy, having so much be pollished. But also we need the small devs to give personality and originality!
@@game4us_Splatuber yeah i would say dev, studio, dev, studio, dev would be good
i also thought of this right away!
The auto "noot?" bar use was what seemed to kill it for me. The lack of the "panic burst option" and the bar opening at the end of a wave, where there are no enemies, despite murdering enemies neutralizes its power.
that could be a good option toggle, auto noot or space to noot
“Is that the final boss and why is it not a centipede?” they need to just make a centipede game at this point😂
I laughed so hard at that, I was waiting for Noa to Come at the end and replace the end boss with the centipede 😂😂
they already did
@@iamnotbrucewayne-r9v noa already did lol
they already did, over 3 times now lol
I love how this is a running joke now lol
“I’m gonna slow the charge time so that you have to save your mini game for an important time” the next dev: “so I made it automatically activate”
At first i was like "wtf is the second def doing" but this idea pusht the game in a really nice direction :D i like the end result
Shoutout to the polishers! I appreciate the polishers so much. bug-fixing, improving UI/art/etc, other tweaks, all SO important to making a good game. not everything done can (or should) be a New Innovative Big Addition & taking the time to improve what other people made is crucial!
It was a blast to be a part of this game jam! Thanks for the awesome opportunity 😁
Thanks for joining man! Insane contribution!
You guys knocked it out of the park! Insane work!
The music you added was fire
You guys would be in Melbourne, right? Don't suppose you're looking for a programmer who doesn't want to move to Melbourne, are you? I'm so sick of web dev haha.
@flowstudio get my man @clonkex a job frfr
Really not a fan of the AI boss (it doesnt fit the game aesthetics at all) and taking the noot from reddit (although I can see why it happened) but the rest of the ideas were so cool and unhinged. This is like a weird mix of old school browser games with an actual bullet hell which is so quirky, amazing series.
using the ai thing was sooo lazy. and it looked so terrible and boring
taking noot was fine, that's a famous image that's been used waaay too many times.
AI though...
@@omoriiboy_But that's not because its AI art, but because he choose a bad one.
@@Tudas No, it was bad because it was AI generated. It could have been better, sure, but it could never have been good.
What's wrong with using the noot meme?
This is so epic. You should get more studios to participate like flow studio!
A video of 5 studios make a game without communicating would be awesome!
@@beanpwnz It totally would!!
Jesus is lord follow him and you will be saved
@@beanpwnz Jesus is lord follow him and you will be saved
@@squidpickle Jesus is lord follow him and you will be saved
I honestly like the 8th devs boss compared to the ai generated one
I agree it lost a lot of the charm for ai which bothers me a lot
the ai one looks very scuffed
yea using AI for game art is extremely lame
@@LoafAround The weirdest part is that the AI one was WAY worse and he didn't even try to find a good equivalent
I wish the 8th dev would have had enough time to make it fit better, like with the ships.
Maybe I shouldn't have spent 4 of my 6 hours on some dude talking to Pingu
maybe
noot
Bro you just made the game 500% better, and your video editing skills are sick! I'm amazed
nah, imo the stuff you added was amazing :)
The joke might be old but I audibly laughed at every goddamn centipede joke
So thankful for dev 4 who did insane work to just completely polish the game make it 10x better
I think this is one of the best ones, as they just kept on building in a way that made the game maybe a little chaotic, but it flows together very well. Also getting a group of people together for one phase is cool, maybe we could have a video where it is all teams instead of just 1 person
A lot of people already said it but yeah, Flow studio made a huuge job and having 4/5 indie studios could be a very very fun video.
This was sooo much fun to work on!! Thank you for having me :)
I'm so glad they kept the penguin idea throughout the development, that noot noot is legendary!!!
Good job to all the devs you guys rock!
(and also damn the whack a mole mini game, I had it almost 20 times before I finally got to play the dancing penguin after playing for 1 hour XD)
bro i think you single-handedly upped the variation in gameplay there
Honestly, your part in this video has changed my outlook on designing anything. Something so random ended up being the exact curve ball needed to make this game distinct from any other similar game. Instead of trying to stick to a core idea, I'm going to embrace going down some random rabbit hole and see where I end up.
This by far one of the best ones. these Devs should actually consider making a full game together. This level of coordination while not communicating is crazy and one of the more valuable skills thats rarely considered in software development.
I liked how that one dude got his whole team on it, I feel myself feeling like the games are incomplete sometimes and that’s the whole point ik but I like seeing more finished projects and his team really advanced the game
I just wish the walrus art had been retained but improved, xD. Would've tied everything together indeed. In fact, the whack a moles could've been mini walruses too, like how the actual one pops out in Pingu's dream.
Dualwielded final addition was perfect to tie the mini games with the main game thad added more sense to the entire game. Great job dude
I wish that he hadn’t made it automatic though. I liked the idea of saving a minigames for a stressful situation.
Really shows how the second dev worked on Disco Elysium, seemingly adding something random is exactly what gets the ball rolling on some cool experimental stuff
Can we just acknowledge how the third dev saved this game HARD
frr
That second dev is really lucky the one right after him was a whole team of guys, otherwise it would have been a mad dash to salvage anything.
*devs
3rd devs lmaoo
Isto was so bad I've made a mental note to avoid any of his content in future.
DualWield was fantastic. Made the whole game interesting.
The AI and tracing was disappointing,,, but everything else was fantastic!!! Best one yet BY far! Such a unique game!
Considering they only had 6 hours to do what they wanted to do I think it gets a pass. Definitely not something a full fledged studio should ever do tho
@@war2theren227nah it's beyond lazy and ruins this project imo
@@brayermoth It is lazy, but I don't think it ruins the project
@@brayermoth I like to think it's a placeholder that works "enough", because the last person was a non-artist and had to produce something for that also placeholder art. If it was a properly made game with communicating devs and dedicated artists i would hate it too, it is a lazy mess of pixels vomited by some machine, but what else do you do in this situation. Especially if you are a programmer-only dev queued after so many other artsy devs and have to match the style and quality, or try to at least.
Not a fan of AI in general, I think this was a (barely) acceptable use for it.
@aki-senkinn It would have been slightly more forgivable if he hadn't turned his segment into an advertisement. Because as the product he used? *Is his own product.*
That's just scummy and undermines the point of the entire project because he made it about _him,_ NOT the game.
He also made the game *COMPLETELY UNPLAYABLE* for anyone who is even slightly photosensitive, which is a complete and utter failure as a game developer.
_He literally made the game worse._
This one amazes me. The boss should've been a centipede however.
agreed
Lol the Only Fitting game with Centipedes
Imagine a centipede minigame
Well done guys. Loved the minigame idea and the intro. Wanted to see more minigames. Last guy was quite rude and clearly didnt appreciate the previous devs idea.
This was epic, flow studio brought a lot to the table
I think it would be absolutely CRAZY to see you guys do a Pass the Game challenge, but with a studio to polish it fully at the end. Everyone gets six hours like normal, and the studio gets all the time they need. No creating or destroying, just there to make everything consistent.
YESSSS
Yeah I like the idea of having them either around the start like this, to give a lot of initial ideas and directions the others can go with or at the very end to polish everything too.
the first minigame was such a weird choice but the dev right after made it work so well
The first mini game may of been a weird choice but it literally made the basis for a huge part of the game
I totally wanna play this now! And I love that everyone stuck to the improv rule (never say “no” to another’s idea, only “yes and”)
Really sad the last dev changed the boss art to an AI generated sprite that is much more generic design-wise and doesn't even fit the pixel measures or style of the other sprites... Sure the previous boss was a little off in style as well, but at least it was original
Totally agree... I thought the boss art just needed a touch-up. It fit the chaotic nature of the game.
Yeah it felt like a complete waste of what was already there, not to mention it was one of the worst looking parts of the game
Completely agree, doesn´t fit at all with the existing pixel art, the colors, the art style.. So lazy and out of place. Come to find that it is one of his products, so he is just promoting this after tons of inspiring work form the other devs, even on min 18:34 you can see that it's clearly not pixel art at all.
Also, the shader implemented is lowkey seizure inducing
Yep agreed. AI tools like that are impressive but still don't have much place in actual development. It just felt very out of place and generic. I supposed you could use it as a "base" but then at that point you've unnecessarily constrained yourself to a base that has nothing to do with the desired art direction in the first place.
only dev that actively reduced the quality of the game
Man it really sucked seeing the 9th dev make the boss AI generated, I was excited for some creativity. But overall this game was so cool and I was so excited to see what the next dev would add
It's clear that he was not an artist, the AI art was lazy for sure as it didn't even match the pixel density but the art that he was handed is not good for a final product.
It's meh but i understand.
The quality of the final game is absolutely bonkers! Really cool to see what an entire studio can crank out in 6 hours too!
That was awesome! The only thing I didn't like is how the last dev just replaced the boss instead of trying to improve it.
I really don't like the final boss, the walrus was a cool reference, but the final version was literally ai generated!
fr it seemed like such a copout? i get not being great at pixel art of course, but theres free assets you could use- or even just a recoloured, powered up version of the bigger enemies from before. its a shame cuz theres a lot of other things they coulda done :c
Yeah I was really disappointed in that
yeah that was really disappointing :(
Yeah the ai generated final boss and traced over sidebar was reallt dissapointing
To be fair, he was hoping someone would refine it, but considering there was only 1 more person..
This was by far the best video in this series! I really loved how the developers were careful of each others' work, it made the project come together much more cleanly (and prevented me from screaming at my computer lol)
I think that The indie accord kind of messed with the game's feel in a negative way. The point of the super ability would be to clear large portions of the screen when overwhelmed, it's a rare resource you build up and save until you need it. By forcing it to go off automatically it recontextualizes everything. If you'd normally use it when you're being overwhelmed, the associated minigame would be played under much higher stress, as there's an intensity knowing that how well you do here immediately impacts your ability to continue. Now that it just goes off whenever it fills up means that same level of pressure isn't present. Rather than being an intentional choice and an intense moment of focus, it becomes a random thing that occurs without you wanting it (it might even go off when there's little to no enemies on the screen, rendering it far less useful) and takes you out of the flow of the primary game. I feel that one decision removed much of the core design behind the game's various systems at that point. In fact it resulted in other devs thinking the minigames had little to no purpose and adding in the different weapons bound to each minigame. And while that is a neat idea, the fact the devs thought the minigames were more or less pointless after the change shows how much that difference in execution made.
Without communication it's to be expected that the intents and reasons behind why things were done a certain way can get lost, so I don't blame the dev at all for their choices, but I do feel that the product would have been better without this choice. This is one thing about game design, changing something in a simple and seemingly innocent way can completely alter the feel and flow of the game.
Also DualWielded's final addition, many are praising it for adding cohesiveness, and it works quite well, but I wish simply to offer a different perspective. The minigames (at least the first few) were designed where the positioning of the elements in the minigame were based on the actual position of the enemies in the game, from this it's heavily implied that what was happening is that the camera zooms into the player and their perspective changes, to a different representation of the same arena. Having the minigame contextualized as being on a console now creates a separation between the minigame and the core game, where before they were meant to represent the same thing, just differently. It wasn't a "The better you do at the minigame the more enemies you defeat" It was a "the enemies in the minigame ARE the enemies in the core game and defeating one in the minigame means you also defeated that enemy in the core game.
I agree with pretty much everything you said
how did I just find the perfect comment which expresses all my thoughts.
also didn't enjoy last dev's non pixel art addition and epilepsy for 0 reason
I understood that the bomb/minigame thing was supposed to be used in a tough situation but because the cartridges have to spin and we were trying to avoid destroying previous work it made the minigame activate like 3 seconds after pressing the noot button so it couldn't be used as a bomb when it was tough unless you pre-planned to press it. We wanted to make all power ups useful which only multiple bullets were and add a curve to difficulty so one gun was better and others were less good to switch up the difficulty/gameplay and force aiming and not spam the center with your gun that hit everything. We knew one gun would be preferred and they wouldn't switch off it if they weren't forced to do that's why we forced the activation so the gun rotation has to happen and minigames wouldn't be ignored. Overall your correct we lost the ability to bomb as a secret weapon which was a bummer but felt it was a necessary evil to make the game work.
@@jeremiahtaylor8337 Thanks for the response. And That makes sense, yet the ability could have paused time for a moment while the wheel spun (which would add more dramatic effect) before going into the game, or the spinning could be done after each minigame to choose the next one ahead of time to solve that problem. In the end the game still looks great, but if I was playing I would really dislike focusing on the enemies and then suddenly be ripped into a minigame and breaking my focus.
I have no issue with tying the weapons to the minigame, if anything I feel that had a player been given choice when to use it it would have also worked, as it'd be a risk reward system. Using the powerup to help in a situation would necessitate you risking getting a worse weapon, and switching weapons if you have one you dislike would require using it for a while and then possibly throwing away your safety net with no guarantee the weapon would be good, it would add a risk management aspect to it, is it better to spend your special now to possibly get a better weapon, or to save it for a difficult moment. Is it worth using in a difficult moment if it means you risk losing a good weapon.
@@DreadKyller pausing time would work I didn't think about that I'm not super familiar with unity code on how to do that so I didn't but I agree that would make the bomb work that's a great idea. But the problem would remain that certain guns are just better and to play optimally would be just get the best gun then never play any minigames because the best gun was worth giving up bombing for. You can see this in the video... Another way to fix this issue was making more enemies or more tanky enemies but doing that seemed a little generic. All in all I think your idea would work and bombing to clear the screen is satisfying but we were trying to make the player aim and change how the power ups worked and making sure people played the minigames. Maybe a system were you could noot bomb but had to use it in the next 30 seconds or it auto went off would have been better so you can wait for the enemies to stack up and use it but not ignore it completely or it would force it. Thanks for the feedback I feel it genuinely would have been better with a system like that. Something to note I didn't realize the enemies and the minigames were linked in anyway other than play the minigames and a bomb goes off. I got it after dual wield and just thought it would kill all enemies after playing the minigames.
“Our little problem with him is what? Over.”
I was sold at the second dev, but the third honestly made me actively want to play this.
Amazing episode of the series as per usual! This game is the less polished thanks to being the biggest in scope (not just because of the amount of developers but also the amount of mechanics) but that's just a reminder of the importance of communication in a team. Of course that if this game ended up working is thanks to the experience and abilities that everyone brought to the table.
I'm excited to see the next episode!!
i love that literally none of the devs decided to check and see if the options button actually did anything xD
I like how even the devs are wondering where the centipede boss is
the last dev could honestly just be replaced by a robot at this point
This is the best game ever to come from this series. Period.
I decided to play the game cause it sounded fun. The biggest problem is a combination of 2 things
A. you don't choose when you use the noot noot minigame thing, meaning that if the last enemy you killed filled it up, you still had to do it. (most of the time it isn't a problem, because most aren't on a timer, except whack a mole, but it still takes you out of the game)
B. It fills up way way way way way too quickly, by the time you reach 15k points, your in the minigames more often then not
This causes you to be in the minigame part way too much and sometimes it doesn't even help you
Another problem is that the random gun selection ruins every strategy you can go with except a ton of firespeed and shield so there aren't any real choices.
edit: I died because the minigame bar filled up too quickly causing the minigames to play simultaneously and ending the invulnerability your supposed to have when playing the minigame
This was super cool. I really loved the direction it went and am glad it still kept the “warrior-ware” aspect. My favourite parts were DialWielded’s addition with the cutscene, and Indie Accord tying the minigames to the main game through the weapon rewards
warrior-ware us such a good term
@@corrupie whoops auto correct gor that one was meant to be wario ware
@@NotSoMelancholy i feel like it fit since this was a space shooting game
I really like how The Indie Accord was so respectful of the other devs work.
DUALWIELDED! Glad to see you in one of these man, as always your editing was beautiful 😁
11:58 idk if it's something you were going for, but that slow mo effect gave me sandevistan vibes from cyberpunk edgerunners
Glad I'm not the only one to notice
Yeah, I watched Edgerunners like a month prior and I really really liked the visualisation of the sandevistan, so I had to. Originally I had a bit about that in my part of this video, but I had to cut it as my part was already way longer than anybody else's lol
I’m sad they got rid of the boss idea , made me laugh so hard bro . But enough being upset about that, THIS IS IMPRESSIVE AF?
Hey @Blackthornprod !
Related idea : sort of a game jam, but it's basically this series.
When you enter, you have X hours to work on a game. If there are games no one is working on right now, you are put to work on one of them at random.
If every game is locked by someone, you create a new one. So on and so forth until the end of the jam (or X developers worked on this game)
Dual wielded is awesome, most impressive I’ve found in my exploration of the series so far. Props to everyone else too, this came out great
Thankfully, a new video of this series. As a toddler in game dev, this is always helpful! Thank you guys!
Good luck, I hope one day to discover one of your games 😄
the only unfortunate thing about the game is that the minigame bar charges waaay too quickly and doesnt scale with how much damage you deal, so that at a certain point you're only playing forced minigames since they automatically play once the bar is filled up
This game is so impressive, what! Amazing job by every dev. Love the personality put into this one
Really loved this! Seeing how everyone tied together the different ideas to make such an original concept was really cool! That did make it extra disappointing to see the use of AI-generated assets in the very last stage though.
Was fun making music on this! Great work to every developer! 🎉🎉🎉
This is really so cool. I just wish the final boss design was better, it doesn't really feel like a final boss. Also points taken away for it being AI-generated it so different from the rest of the artstyle, color palette, pixel density... Could have been much better really.
I wanna see multiple game studios make a game with no communication
NOOT
theyd fail even with communication unless indie
not sure about game studios but this is the entire movie production industry
Cool game minus the fact that the last dev added light flashes and camera shakes under the idea that sensory overload is an important part of game enjoyability. Lacking toggles for those is really inaccessible and also a dealbreaker in my opinion for an otherwise really creative game. Like I don't have photosensitivity issues nor do I know if this would be substantially an issue for photosensitive players? But I can tell you that I definitely wouldn't be able to play it just because it would hurt my eyes too much to enjoy the game. Unfortunate imo. I won't complain about the ai generated boss or the fact that it wasn't as interesting of a design because a lot of other people in the comments have brought that up. but yeah
Yes, it is very much a problem for us. Even the video not having a warning sucked. I get massive migraines and eye pain from flashes like these :(
Uhhhhh, but its actually more fun? And its not actually meant to be played?
I think it would be a really cool series for the devs to take turns as the "hotseat", a dev who both starts AND finishes the project. This could be really cool for them to have to adjust to how the project pivoted/changed throughout the process and have a cool moment where they get to be the ones to finish what they started.
this is really interesting because it shows why having many unique perspectives and ideas need to come together to make a great game but also how if those devs dont communicate certain aspects are worse than they could be
Hands down the best one so far. It’s separated from the rest by the fact no one took things away from the game and only added to create a genuinely good. Fun. And polished game. Amazing video. Thank you. I love your content
The Guitar Hero segment with the frogs is straight up ACE. Like the fact that upgrades are tied to universe-breaking minigames is just such a genius idea.
I'd argue this is the best game yet, video was very enjoyable to watch. So many different ideas but the consistent polish kept it together
Jesus, this one was absolute madness!! Such a fun and unique change to an over saturated genre.
I wanted to add, i know first hand that editing sucks and is super time consuming, however due to having footage from multiple people, the volume is so inconsistent in your videos. I find one moment my volume is basically maxed, then the next i blow out my ears!!
It would be super appreciated to have the volumes balanced with each other!! 😊
Cant wait for the next vid!!
wow this was amazing, I love the way they respected changes that dev's made but also weren't afraid to make some changes and overall just improved upon the first persons idea
The guys from Flow Studio were incredibly wholesome and talented. Need more studios!!
Corrected title: 8 devs make a game without communicating along with another 8 devs who did communicate and work together.
Ngl, I think that made it way better lol. I wouldn’t mind if it became a 8 teams of devs thing.
When I first started reading this comment I thought it was going to be hate for one of the devs lol. Like “8 devs make a game and 1 dev ruins it”. I’m glad it wasn’t.
Love how it took just one of the devs to do something silly with the game and then it turns into a really funny, yet creative and fun idea. The game looks sick
Honestly this series makes game dev seem so much more accessible while also making it fun, I love these videos!!!
Very glad to have seen the other developers mostly oppose Flow Studios advice actually. Their method in this video was truly out of touch. Seeing each individual developers unique soul in each segment was amazing! Just like The Indie Accord had made mention. It was very inspiring to see the game continue to develop how each dev saw fit, devs work as individual creators (big or small), and not fall into the attempt to Pidgeon hold a project ❤ Great outcome y'all!
Is no one gonna talk about 6:40? Where they litterally just, Steal assets? Like I feel like I'm missing something here.
@@zerounderscore they may not be selling it, but not only would it still be asset theft, but they're still directly profiting from it (not only through youtube ad revenue, but also because every single one of the developers used this video to advertise a paid product), they're using stolen art in a very much commercial project
@@zerounderscore "i know its literal copyright infringement but pffff"
best one yet, the guy deciding to let his team help was an awesome idea
This is cool but it breaks every rule i just imagined existed lmao, using other art, AI generated art, using a whole studio for one dev
that's small studio game dev in a nutshell. as long as it isnt sold for $$ I think using other assets is fine.
16:25 I legitimately screamed "YESS!!" upon seeing the cursed Walrus from Pingu as the final boss 😅
And then the final guy ruined it completely lol
I really wasn’t expecting all the devs to be so respectful with each other’s work. They are amazing aswell! Not sure this can be topped… This is a game i would genuinely buy on steam if it was like $5
I honestly find it a bit irritating that the fourth dev took a whole UI element from Rival Megagun and, let alone actually credit it somewhere, does not even give the proper recognition by naming the game since it was just an "amazing gif online"
This series really improves each time :) I love that there was more "keeping the ideas, but expanding and polishing" than at other times
Great process!
It looks like the devs have become more aware of the concept, making decisions that improve the whole game instead of some random stuff. The early devs are experimental while the later are polishing.
Bravo! This channel seems to have perfected the concept.
Dualwielded! Can't believe you guys got hold of the best gamedev on RUclips! Great entry!
dude i love dualwielded addition, keeps it fresh with the new dialogue
Dual Wielded. Finally. Yes. The hero. The legend. The savior. Talent. God bless him.
Okay, straight up, a mechanical space centipede would fit awesomely with this. Like the destroyer from Terraria, the more you damage it the more enemies spawn from it. and you could break it into tiny pieces and then use a Noot and destroy them all. Or just fight the head of the centipede and and deal with the massive boss.
This was defiantly a more cohesive game than the previous ones since its direction was established so early on, made it much more enjoyable to see the people build upon the game, rather than hoping someone doesn't ruin it.
Omg the whole concept and the amount of effort is truly amazing! You rock guys!
What I love most about this series is not just how the developers come together and make amazing games but also how the video itself is made. You can clearly see how the way the video proceeds changes based on the developer and maybe it’s just because of their personality but I loves this!
The best one yet! Can’t believe how you guys keep improving the series and making great videos! 😄
By far the best one, loved how everyone kept building on others ideas rather than getting rid of them.
Amazingly done. looked really great and love the concept of all those minigames inside the game
Maybe next time have each developer decide a theme beforehand and they have to try to intigrate all themes?
You ai generated the boss? damn, thats not a "labor" of "love" thats a "lack of effort" of "meh"
I audibly booed, that was offensive to remove human work with AI imitation by their personal limitations; if you cannot improve it yourself, don't.
plus it kinda just looks bad? they didn't even recreate it as actual pixel art, just this weird, mixelated mess