@@maxgamer-on3jj yes, noa. There needs to be a boss in EVERY game according to him. He completely changed the one in the no communication horror edition, adding a boss centipede to it. (No hate though, love the series!)
I love how Phibian fixes the inconsistency of the art style between his pixel art and the art that was introduced at the end of round 1, and then the same thing happens again hahaha
Phibian: i tried making the art consistent so that people dont gouge their eyes out while playing Noa: so anyways, 3 new enemies that i didnt even attempt to make consistent to the artstyle even after seeing that my art has been made more consistent, add a new plant and make them all cover the screen so the player cant appreciate the art of the other devs
Somehow i think Noa actually think people are just making memes about his big elephant in glass house way of moving him self in these collab gamedev videos. And not actually realizing that people think it's honestly too much and no one wants to watch him treat the work of others like that over and over again and again.
I really liked Phibians take on the art for this game. As much as like Noahs art, it does get very samey when he's the one that handles the art in all these top down sort of games.
Noahs art contribution to this game did clash a little with phibians art, i did like that he added a boss and all that, but it just made the game go from actually looking like a real releasable steam indie game, to a free adware mobile game LMAO, being a little harsh, but i think it would be perfect if they got Phibian to redo Noahs art on this game.
@@gargoyled_drake the boss changed the entire games direction, it was a fun, infinite top down farming game, then it was a big boss battle game, like EVERY OTHER GAME
Based, keep going strong) Edit: Though it'd be hard to find some of your work if you ever publish any, since your name is as simple as "Kiwi". Wish I could see some)
Noah's an evil genius. He knows that adding a centipede and a big boss monster at the end every single time will cause people to comment about it, raising the interaction on the video and getting it recommended to more people. He also knows that even if it annoys us, the 5 devs concept is too interesting so we'll keep watching it anyway.
@@MichaelHoweArts I like the devs seeing their feature and what happened to it, but still being able to tweak it or something else. Think of John from Lost Relic games who had his whole helicopter features removed on the last episode lol
Yeah, it’s really a solid plan. I feel like the only thing to do would be moving Noa to the middle of the development process rather than the very end, so that these last-minute changes happen less often
I think this series is actually a commentary on the production process in the modern game industry. 4 people putting love and care into, then the final guy comes along and adds the formula he likes and erases half of the work done. The only reason this is a joke is because I don't think it's an intentional commentary
thats a great way to say it. The whole idea of this is so awesome but im starting to get annoyed by BTP's involvement if im being honest. Hope that they do better in the next project
@@mrjones2928 is just Noah's inability to work on 2D project. Anything that has a 2d project he needs to add some sort of boss and override it with his art style he was fine on the 3D project but when it comes to 2D he just physically cannot get over not being in control of it he needs to add his own art style or he thinks the game wasn't good because it's his Channel it's not a shared project it's an idea for his channel that he's uploading that's why he's always at the end because He makes himself at the end so he can chew on his ideas in to make sure no one else is able to make the last change or get rid of what he wants
@@RAC_mans his change in art style is the worst for me. It started to look so nice with the pixel art and then he just said “nope”. Now that I think about it he have actually done that for almost all of the projects. Super annoying
@@RAC_mans try doing this challenge with no context or perspective of others in any way and you would understand how hard it is. It's a totally different story seeing them all doing their work and explaining their views rather than having no intel at all and trying to make a good game (cmon who wants to make a bad one).
@@RAC_mans Try some punctuation next time, holy eff. I don't know how I read most of that before stopping. I had to violently burn my eyes out with polyurethane afterward.
In the earlier videos of this series TaroDev was heavily criticized for stomping over peoples work and not respecting what was made. He responed and you could see he really put in effort into working with what he got and he ended up always addding so much polish and creativity to each of the games. Noa has been being criticized for this too but has seemingly not listened at all! You run a studio and this but if you want to be part of the process you need to learn to work with others and not on top of them.
Noa : I like what they have all done with the game so far. Also Noa : I went ahead and changed the entire aesthetic to the game as well as added all these extra components no one asked for.
Upended the entire MDA of the game. How can you say you like what something is and then turn it into something that's for most purposes entirely different
@@jamol2tyjr413 No he didn't. He just added a feature which we (and probably the other devs) didn't like. Which was an End to a game that was supposed to be Endless. It wasn't a bad addition but it's fine in my opinion.
i almost feel like blackthornprod shouldnt go last, it feels like he always has the most control over the end result. nothing wrong with him but its him every episode! give someone else time to shine!
i agree, to be honest, i don't think he should be a developer in the project at all, not that he isnt good, it just seems wrong that the host is also a participant.
Yes there is someone wrong with him. He shits over all the other peoples work with his crappy artstyle. He isn’t creative at all. He just has the same 3 ideas and puts them in no matter if it fits or not
Noah should not be allowed to go last. He just cannot stop himself from tarnishing the other developers hard work with last-minute suggestions. All the other developers understood that the second round was for polishing -but not Noah! He just had to change the entire game loop (boss, rather than endless) and mess up the art (little respect for the pixel art theme).
Soo true! They better change it next time, I have been disappointed every time he is last, and any time noa and only noa controls the games art style (which doesn't look great imo)
i think he does it on purpose, just to piss people off, so they engage in the comment section... maybe working but totally not nessessary imho. this series would perform without it too.
@@elib1421 if that is true than that is just really not smart of him the series is great in it of itself but if he continues doing this it’s just going to make people not want to watch the next one if they know they’re probably going to be disappointed by Noah’s changed again
Phibian: I'll respect the art style and new assets and just work on aligning them Noa: BIG SCARY SPOOKY BOSS AND CREEPY BIG ENEMIES For real, this is a serious collaboration issue. Noa made no attempt to align his art style with Phibians. Working as part of a team with multiple artists, you HAVE to modify your art style. Trying to push yours and yours alone and ignoring the direction will just lead to you being fired.
This scheme of no communication will not help things either. No feedback from developers can easily break the image or style of a game. I would be interested in watching a series, where there is a small window of time, two developers could interact: the one who worked on the game and the one who will have to work on the game, in order to more easily understand, improve upon and plan changes,
@@HLCaptain I agree with you, but like… all of the other devs were able to create a game with a cohesive art style and direction without communicating. The issue only came in when Noa got involved 😭
@@toadsworld I also think, Noa has a lot to improve, stepping out of his comfort zone (bosses, centipedes, art style). Maybe a littlebit of feedback (retro meetings after the game is done, who could improve on what) could be interesting to watch as well. 1-2 minutes /dev is so constraining and I think the main objective of this series is to make a BETTER game without any communication. Constructive critisism helps, especially if coming from a dev who worked on the game. Also gives a chance to “come clean”, why a dev made a dumb change (e.g. boss, centipede, art style change).
@@HLCaptain yeah but he doesn't take criticism at all last time we criticize him for doing this he played it off as a joke and laughed about it in the superhero episode not giving any validation to the fact that he's a antisocial loser who doesn't know how to work with anyone else there was a clear art style that they've been pushed twice he received it the first time at his Dumb flowers and then received it again and also added stuff that didn't fit with the art style the first time he completely changed the game in its entirety making it less story-based and survival and more just boss fight then this time completely ruined the art style making it works so dumb when changing the game Loop and its entirety
It's a no communication challenge with a set order of devs and very short time frames. At work or other projects communication is key and makes the whole difference. You'd speak about it to come to the same vision, you distribute work so it makes sense, you manage time. This is not anyhow a comparable situation. A "collaboration issue" is basically included with the challenge and hardly avoidable unless you are super lucky with the order of devs and what they work on magically aligns. Due to it being this challenge, Noa could not talk with the other 2D artist, and the order of devs wouldn't have allowed Noa to add anything else that needs 2D sprites unless he would have discarded his usual art style and somehow learned to exactly replicate that pixel art style he probably is not used to at all. Due to the short time frame on top of it, it would have likely taken a lot of time trying to adapt to a new art style. Could he have tried to find ways to add things that don't need new 2D sprites? Sure. Though I personally like the idea of an endgame and it being winnable. So the decision itself is pretty understandable.
Noa, as much as I adore and love the effort you put in your projects. You have to understand what the other devs were trying to go for. The whole big bad boss in the end was extremely uncalled for. Though I don't think adding a boss to the project was a bad decision. It could work as a wrap up at the end of each wave. But the devs were obviously going for an "endless, survive as long as possible" type of game, meaning an endgame is not a necessity.
Understanding what the the other is not the priority as long as you make something that you think it works, the fun is in seeing how all these things end up together. There isn't a problem with a boss imo, it could easily continue after that but they forgot to make it so, if there wasn't a time limit it would be different obviously.
I feel like the score was fine because you need a overall goal to the game like surviving long enough to get a new high score but the enemy’s and boss was not needed
No need to "redesign" thoughtful character art at the final minute of development. You decimated the cohesive enemy design previous devs had worked really hard on. The point of this series should be to "yes, and..." the progress previously made.
That’s not how they present this challenge at all. The entire point is that you can’t communicate with each other and to take the game where you think it should go by using the previous template as inspiration. Half the shit they add isn’t even finished since they don’t have much time so how would “yes and” work with broken and unfinished concepts?
@@RC-zb8tl they weren’t broken or unfinished, the whole boss and having an endgame was completely unnecessary and went against what all the previous people were trying to do
@@odayakaanimations7938 He did what he felt the game needed… That’s literally the entire point of this series. To add what you think should be added. The theme is to add each persons ideas and flair to the game, not take the first persons idea and flair and strictly stick to what they were going for.
I was loving this game concept, astounded by how all the devs were working together super cohesively- and then the last guy turns it from a cool “survive as long as you can” to “beat this big boss I just made up” Could we get a version without the time limit please??
@@mathiasinguanez4517 Bro I wanted to play the game till I found it that Noa added another boss. I wanted an endless arcade game I could play for as long as I can but now it's just limited to the final boss.
@@Evaisa I feel like since the game is fairly simplistic (not for the time spent, tho), putting some time pressure and capping each run probably does help. If it were to be developed more, than sure, I'd agree ditching the boss would be better
also it doesn't make sense that the centipede gets hurt by the water, its a completely nonsense, it should be deleted or the game should have two modes, one with final boss and another inifinite
He always does it too I think he has added a big final boss to like 3 games at this point. He also always slaps his art style onto the game even if it already has a distinct style
Love the videos, cannot stand Noah's additions each time in them. Cluttered the game immensely with his first round. As soon as he added the bosses and centipedes in the second, I rolled my eyes. The boss plants and timer were just such trash add ons. Hate hating on someone, especially someone who is bringing great videos, but please, you are consistently my least favourite dev. Also advice to the first dev. If the game had stayed as is where you had to click on individual enemies, I'd have never bought the game. As someone who has RSI from mouse work, clicking 1000 times is my own version of Hell. Vampire Survivors does it well by automating it all.
Yeah, massive thanks to Noah to host it and release the games but he _really_ needs to learn to ask himself "does this fit with the game's current feel?" and learn to know that the last work on a game is polishing - not making dramatic changes.
Noa, we love ya, we’re glad you recovered, we love these videos… but that boss was completely uncalled for. You seem to consistently miss what the others devs are trying to create and add unnecessary things or alter the entire vibe and atmosphere of the game to make it a bit more creepy. I know it’s just the style you like but save it for game’s that would actually benefit from it. Either way these videos are still very entertaining, it just hurts a little to see a game so close to finish, change a lot so unneccessarily
thanks for a kind critic, this guy sure makes some mistakes but after all the point of it all is a hard challenge, not a perfect outcome. And then he is getting absolutely bullied in the comments, this being far from the best method to make him improve.
@@korok2619 yeah but he doesn't he's done this before and when we called him out for it changing an entire game he laugh and joke and played off all our criticism he refuses to change and refuses to acknowledge any valid points about his inability to work with others ideas and not have it his way if he doesn't actually address this topic and instead just jokes about it I'm actually not going to watch anymore and it's sad because I really love these videos but if he has an inability to change or work with others when the entire videos points is to work with others without talking to making idea and build upon it within a game instead of the challenge being them doing that the the challenge is 4 good game creators make a game without talking then some guy comes at the end and adds a boss and changes the art style
Endless mode was better. Noa has great presentation skills but as far as this series goes goes he's constantly holding everyone back. He keeps trying to shoehorn other people's ideas into his art style and his narrow ideas of what a game should be.
I have been watching more of these videos because I thoroughly like the idea of multiple artists and game dev's working together and polishing a game that can go any direction. However the one complaint I have (and as others have had) is that there is always an end-game boss full of energy. Yes, some games do warrant a form of endgame to complete instead of endlessly playing till you get bored, but I'm sure there is a better way to incorporate an endgame that ramps up anticipation and makes the player prepare for the end. Maybe there is more interaction of the land in the terms of fire. What if instead of a giant, screen-hogging behemoth of a creature trying to take you down with large, blue, screen-hogging flowers with water guns, your goal is to heal the land with your plants from an impending doom of fire. There are already fire enemies coming to attack you, so why not have the land come for you as well? The land starts to dry up and spread, causing life to decay. You, as the water farmer, are supposed to keep the plant life and surrounding area as healthy and lively as possible, and maybe even take down the main source of the heat and fire before the world gets engulfed in an irreversible drought. Either you win by taking down the main source of the fire, or you lose by the fire burning the world to ash. Points will get tallied for the amount of enemies you kill, how long you last in a single session and how large your farm grows. My idea could totally be straying away from the main idea of the game, I only wanted to provide what I feel could be a great way to compliment what the previous game dev's have already introduced. I don't feel its necessary to have a large fire creature or any form of large boss in every game we see getting developed, and I would love to see more variety from blackthornpod in the terms of his final touches built on top of what already is a beautiful rendition of a game from many talented artists. I very much respect all the work that goes into these videos and the ideas that come from these artists. If anyone has any other suggestions or feedback on what I posted here, please do. I'd love to know what people think about the game in this video.
I definitely like seeing the double-round thing, allows devs who got a lot of their stuff removed or went first and didn’t get to do much to get their final touches in and polish any unfinished ideas they had
I kinda liked endless mode better than boss mode NOT EVERY GAME NEEDS A CENTEPEDE! Also the first round was 90% I replaced the visuals the previous guy made.
I think the biggest thing here is that it’s ok to make big changes SOMETIMES like what happened with the 3d giant fighting game. It wasn’t perfect but the new direction was interesting and ended up pretty cool in the end. The problem comes when you change the entire vision of the project. Honestly the biggest advice I could give is to take the challenge to heart. The idea is to push the devs to work on something as a team and create a shared vision. If the game is clearly set with a good art style and a goal (like the pixel art style and endless survival that the other devs had a shared vision on here) then you should make additions that contribute to that vision. Try a DIFFERENT art style or add another enemy or more plants to add variety to the combat and tactics. The addition of a eldritch horror centipede and tons of other things to change the art style and the overall vision that the other devs had is what has people upset.
You should do a new series where two teams are given a game idea and a time limit then once complete you either vote who won or ask some designated judges who won
Noas art style is the kind of thing where it works as a signature sitle for *ONE* game, with a very grotesque tone. I'm glad I'm not the only one who dislikes it
Okay so this is a general improvement on the series as a whole. The developers getting a second go at it allows the first person starting to still be able to leave more impression on the end result of the game. Whereas some previous videos, some of the games were completely unrecognizable to the original dev when they tested it at the end. While this still can happen, I feel like this helps make sure a little bit of everyone's vision ends up into the game.
I really like the double cycle idea! Although, the games are starting to all look the same, i would recommend either getting some different artists or resignating the art for someone else to do, rather than the same person. I would also love to see some different kinds of gameplay, so far it feels like theyve all just been “attack the enemy” kind of games. And also the way theyre all mostly like.. top-down n stuff, just makes for the same feeling. But overall, great work! Edit: ive read a few more of the comments, and, well.. i honestly agree. Noah is a big contributor of making these games feel the same every single time. I understand you wanna develop this game and make it like a game you wanna see or would like to play, but sometimes all those changes arent necessary. Maybe you were trying to do like a “big twist!” sort of thing every time, but really, please chill out on the add-ons. It kind of just feels like you want all the attention or the main focus of the game to be contributed completely to you, or like you want people to say “noah made this so much better! It was such a trash game before he added all those unnecessary and irrelevant aspects!” i know it sounds a little harsh but we dont wanna see the same videos over and over :(
I wouldn't really call Noa's end product very polished... He adds a countdown final boss every time and that gets boring after a couple games with that same idea I mean, it's cool but it doesn't fit the rest of the game *at all*
The change you made in round two to force players to focus on crops was ingenious. Such a minor change, but a drastic result. Love seeing real game design at play!
@@Tarodev It's a shame that it got removed in the final version of the game (probably Gerard accidentally removed it while working on the death particles), thanks for the compliment though!
@@oAZTECKx1 John was being a bit harsh, you're right. But think of the point. Me along with a lot of the people watching these videos say the same thing. Noah should not always be the last guy in line to work on the game. Almost every time (And in this video too) the first 3 guys collaborate making the artstyle consistent, and trying to just make the game as consistent as possible. Then Noah comes in, adds a bunch of stuff that doesn't fit with the art style, and adds some boss that takes up half the screen that sometimes even changes the point of the game. All i'm saying is, I feel like Noah needs to try to collaborate with the other 3 a bit more
@@oAZTECKx1 Read the comments. Most people here agree with john :) It has nothing to do with john being negative but more with noa only capable of doing his own art, and taking the project into a worse off direction...
Stopped at 12:39 to see what everyone had to say about the complete mismatch of color palette/artwork and it's honestly such a perfect freezeframe to encapsulate the issue. You can't see shit except his massive sprites that have nothing to do with the overall aesthetic.
Noa was doing so good in round 1 with not changing too much. Then we get to round 2 and suddenly adds a "end game" that wasn't necessary at all. The game was about getting a high score by growing plants and defending them, not beating an unecessary boss centipede that serves no purpose other than being a random boss.
Only real complaints is the fact that a boss and centipede enemy were added as it make the "survivor style" kind of die out as well it feels like your re-using ideas for enemy's. The other complaint is the score, as I think a timer for how long you live would have worked better.
how cool would it be if at the end every dev gets 4h with his/her version of the game. so 5 games with different polish would exist. maybe with a rating/vote at the end. maybe not all of them would have centipedes and creepy bosses 🙈
I definitely agree that this would result in more unqiue (or similar) eng games that show each developer's preferences/takes. It would also remove the common criticism of Noah ending up creating similar games throughout these videos.
I once already gave that idea, but you didn’t notice it, how about 1 developer start a project, and then 2 others will have this project at once, that is, it will turn out to be a “tree”? It will be interesting how it will be different.
Just pass the same start to every dev, and then in random order everyone gets to work on that version. At the end you have as many different games as participating devs
This might be my favorite game from this series so far. Seeing everyone get 2 go's at improving the game and seeing their reactions to the changes is also really fun.
I'm having the game problem I had with the last one Noa was in. The first round he was fine, it's the final round where he needs to look past adding bosses for the sake of adding bosses. The game already had a fail state, either you die or your last plant dies. Doing something with the plants for a win state would have been fun. Again with the desire to play it until that last step is made. I was excited to potentially play a farm defense game.
As someone who has been part of two of these challenges, let me weigh in and mention that the experience of taking part in this is completely different to the experience of watching the video. You don't get context, you don't know what the others were thinking. Of course it's easy for all these commenters who criticise Noa so heavily to play captain hindsight because they saw the whole video in which the other devs literally explain their thought processes but as a participant it's way different. You don't have time on top of not having any context from the other devs. I think the art Noa did clashes with Phibian's great pixel art, yes. Maybe he should've focused on other things that are not art this time. But I'm sure that he did try to make it fit - he's just not an experienced pixel artist. It's fair to critique Noa but let's be a little civil about it. I think the game still turned out great in the end!
I really liked this project. I was sad to see it didn’t reach its true potential. It lacked map detail and context. I would love to see a special episode where you have atleast double the developers to add even more styles and uniqueness.
I'm adding a new phrase to my vocabulary called "Adding a centipede" or "centipeding" for short. It's the process in which someone contributes an item which only appeals to themselves.
As an avid viewer, I've always wanted to see you do one where it branches out into multiple games, where you make a game and then give it out to multiple groups of devs, and then see which one of the games turns out the best
Noah comes to the comment section, uses "Ctrl+F "Noah"" and just decides that the number of results is the number of people who love boss monsters and centipedes.
Noa did really good on his first cycle, but second in the first 20 seconds i thought it was a joke. Yes it's missing some life, tree, rock, pixel life to make it prettier and... what? It went from cute with a soul to forgetable
YEESSS. Just discovered this series a few (okay, several) hours ago and been on a binge since (with a couple of plays of one game I liked) and really been wanting to see devs get a second dev session. This made me happy (but now wanting less devs with more cycles (along with changing order per cycle). Such a great concept / series. Loving this.
Oh great, that’s another game that Noa made into an entirely combat-based game with a massive “epic” final boss that clashes with the style previously set up Also gotta love how the horror vid wasn’t even referenced via clips yet this suffers the exact same kind of problem (even down to centipedes showing up out of nowhere lol)
This is probably the first game out of the bunch that I would've actually downloaded and played myself. Emphasis on WOULD have because the implementation of a boss and an endgame for a game that is clearly meant to be an endless survival type of thing completely ruins it.
How did the game go from an endless score game to a boss battle game right at the end? Adding the boss should have been done at the start of the second round so it could be polished and added onto by the other devs, forcing it at the end just ruined the rest of the game.
I love videos & projects like this, the end result is always so wild from the initial idea. P.s. Good to see you back, I hope you're doing well with recovery! 👏
EVERYTHING WRITTEN DOWN HERE IS MEANT AS USEFUL FEEDBACK: Constructive criticism: As an example i think by the end i was wondering whether you could use the money to buy something else than a sprinkler, and got an idea to expand upon the weaponry. If the concept is that of a farm protector, maybe add more variety in plants and their usage. Maybe the player itself can interact with the plants to produce effects. Maybe create different weather events, or biomes to interact with the nature, use the rain as a booster and a drought to add difficulty. Add unlockables. An end-game doesnt necessarily mean a boss, it can be just how complex/beautiful i can make my base whilst surviving, how high of a score i can get or just how powerful/untouchable i can make my farm. You can make the sprinklers/weapons affect terrain around them. Polish the buttons, or add aesthetic ambiance to the game (clouds, shadows, etc). MY take on this: Shelfman, RugBug and Phibian did an amazing job collaborating, they understood the games direction and they did an amazing job at polishing and giving it some identity both visually and gameplay wise. I feel like Gerard's details although subtle improved the overall experience, but his constant self-promoting kinda bummed me, got annoying real quick and killed the collaborative mood of the experience. Last but not least i feel like its been said enough, but the centipede and eldritch-like boss completely missed the mark. I think it messed with the rest of the games already beautiful aesthetics. I think you guys at Blackthorn obviously have a unique and interesting set of skills, as well as very clear preferences but if to make them shine you have to overwrite all of the other game-dev's input, youre hazing the games potential, undermining the dev's participation, and displaying a lack of collaborative skills. I believe you guys might be too centered on the gamedevrocket project that youre forgetting you first need to have a polished product and skills to sell it convincingly, and im saying this because i actually love this channel and want to see you guys grow and thrive in your projects. Lastly, I think you failed to understand the identity of the game which i believe to be a Farming themed tower defense/roguelite hybrid. Once identity is established, your ideas should be constricted to this identity once the first few gamplay mechanics are developed, otherwise you'll begin clumping up several genres of games and mechanics that might not work together or destroy the gameplay loop. (note: this can be done, but takes a deep understanding of why the game feels fun/rewarding). PS. EXTRA props to Shelfman for doing the labor of balancing and making quality of life changes, that even though arent usually appreciated definetely made the game sooo much more understandable and interactive.
I actually liked the addition of the fire centipede this time, since bugs can be harmful to plants, however that boss at the end was terrible lmao. I'm sad no one thought to add a fence defensive tower to the game maybe a cheap wood one that broke quickly and then a more expensive stone one that was way stronger.
Noa's getting a lot of hate, and yes, the boss he added in his second round was way out of left field, but at the very least, his first round was pretty good honestly. if it weren't for the huge leap in difficulty that other devs had to balance out, and Noa using his own art style for the new enemies and plants rather than keeping with the already established art style, it would have honestly been a perfect expansion on what was already there. yeah, the game could have gone without the boss n stuff, but at the very least Noa's first round was really great! i hope this becomes a trend and he sees that we want him to keep improving on what's already there, rather than completely alter the course of the game the only other *real* complaint I have is that I'd really like to see Noa try and go with the game's art style rather than his own, as the difference in style between the art for the boss and plant, and the rest of the game is pretty grating
Ooof, unlike all other prior games, in this one they had managed to avoid any giant end-game bosses to end all bosses up until the end... and then one sneaks in at the last minute. Tough luck :p (and it accidentally went into same poorly received direction as that one other game from before (the one with a titan and towers you filled with blood), where only way to damage it is to exit the game-loop entirely and create/use some building as the only recourse :/) And that one dev that prepared a title screen for others to polish (because he noticed the game was actually running out of low-hanging fruits) did so in vain, and no following dev even noticed a title screen existed :p
Maybe next time you do the cycle you reverse the order the second time. So the final person gets double the time right away but it allows the first person to be the last person which i think would be interesting to see. The first people are building mechanics and when you make them the last they are working on polish which would be interesting
This man's obssesion with adding bosses and centipedes to games that don't need them astounds me.
Can we check to see if hes a centipede in disguise?
Fr
Noa? I just started watching now
@@maxgamer-on3jj yes, noa. There needs to be a boss in EVERY game according to him. He completely changed the one in the no communication horror edition, adding a boss centipede to it. (No hate though, love the series!)
Just dislike the video, hopefully he will understand that he is making this great series less enjoyable.
Sees any game: "This needs more centipede, & also a big giant monster boss"
Let's not forget he always has to ruin the art style by turning everything into a grotesque abomination...
game ruiner
Hmm Chess is great and all, but it lacks a certain.... giant centipede boss monster aesthetic. :D LOL
@@chaosmastermind what's a game of Tik tack toe if a giant centipede can't run across the board to screw with both teams
@@siraaron4462 cookie clicker definitely lacks of a giant centipede grandma as a final boss
I love how Phibian fixes the inconsistency of the art style between his pixel art and the art that was introduced at the end of round 1, and then the same thing happens again hahaha
I mean that's on phibian for assuming Noa wouldn't do what he always does /s
I know it's so funny how you can hardly see phibian's stuff at the end
Phibian: i tried making the art consistent so that people dont gouge their eyes out while playing
Noa: so anyways, 3 new enemies that i didnt even attempt to make consistent to the artstyle even after seeing that my art has been made more consistent, add a new plant and make them all cover the screen so the player cant appreciate the art of the other devs
Lol he ruined it
@@Josh.Green.Officialhe did not. He just jumped the gun. There needed to be some more in between
@@stevenmark4407 fax I was hating
@@stevenmark4407nah he always does cuz all he does is use his own artstyle instead of going with the game
Somehow i think Noa actually think people are just making memes about his big elephant in glass house way of moving him self in these collab gamedev videos. And not actually realizing that people think it's honestly too much and no one wants to watch him treat the work of others like that over and over again and again.
I really liked Phibians take on the art for this game. As much as like Noahs art, it does get very samey when he's the one that handles the art in all these top down sort of games.
noa cant not add his shitstamp art on every single game he touches
@@kyushyn and in this game he still used his ON TOP of the other pixel art style
Noahs art contribution to this game did clash a little with phibians art, i did like that he added a boss and all that, but it just made the game go from actually looking like a real releasable steam indie game, to a free adware mobile game LMAO, being a little harsh, but i think it would be perfect if they got Phibian to redo Noahs art on this game.
@@kyushyn Noa will try his damned best to stomp on a game until it's unrecognizable.
@@gargoyled_drake the boss changed the entire games direction, it was a fun, infinite top down farming game, then it was a big boss battle game, like EVERY OTHER GAME
As a pixel artist, (and as an artist in general) Phibian is my hero.
Based, keep going strong)
Edit: Though it'd be hard to find some of your work if you ever publish any, since your name is as simple as "Kiwi". Wish I could see some)
As a fellow pixel artist too, I salute you.
Same
Same
Noah's an evil genius. He knows that adding a centipede and a big boss monster at the end every single time will cause people to comment about it, raising the interaction on the video and getting it recommended to more people.
He also knows that even if it annoys us, the 5 devs concept is too interesting so we'll keep watching it anyway.
I rarely dislike videos, but this is now making the series less enjoyable.
Jeez, I'm starting to believe that is actually what they are doing... Doesn't work in a long run though. Negative publicity usually backfires.
haha, i think you are right. he feeds on our annoyance, because the concept is just too good to not watch it anyway... damn
Even if that’s true, you gotta respect the man for hosting these anyway. It’s a lot of work and he knows the risks of backlash but does it anyway
evil genius lmao he is just selfish
I think taking the double cycle approach for this series is super interesting
yes
Oh agreed!!! I really like that it helps bring more polish to it.
@@MichaelHoweArts I like the devs seeing their feature and what happened to it, but still being able to tweak it or something else. Think of John from Lost Relic games who had his whole helicopter features removed on the last episode lol
Yeah, it’s really a solid plan. I feel like the only thing to do would be moving Noa to the middle of the development process rather than the very end, so that these last-minute changes happen less often
I think this series is actually a commentary on the production process in the modern game industry. 4 people putting love and care into, then the final guy comes along and adds the formula he likes and erases half of the work done.
The only reason this is a joke is because I don't think it's an intentional commentary
thats a great way to say it. The whole idea of this is so awesome but im starting to get annoyed by BTP's involvement if im being honest. Hope that they do better in the next project
@@mrjones2928 is just Noah's inability to work on 2D project. Anything that has a 2d project he needs to add some sort of boss and override it with his art style he was fine on the 3D project but when it comes to 2D he just physically cannot get over not being in control of it he needs to add his own art style or he thinks the game wasn't good because it's his Channel it's not a shared project it's an idea for his channel that he's uploading that's why he's always at the end because He makes himself at the end so he can chew on his ideas in to make sure no one else is able to make the last change or get rid of what he wants
@@RAC_mans his change in art style is the worst for me. It started to look so nice with the pixel art and then he just said “nope”. Now that I think about it he have actually done that for almost all of the projects. Super annoying
@@RAC_mans try doing this challenge with no context or perspective of others in any way and you would understand how hard it is. It's a totally different story seeing them all doing their work and explaining their views rather than having no intel at all and trying to make a good game (cmon who wants to make a bad one).
@@RAC_mans Try some punctuation next time, holy eff. I don't know how I read most of that before stopping. I had to violently burn my eyes out with polyurethane afterward.
In the earlier videos of this series TaroDev was heavily criticized for stomping over peoples work and not respecting what was made. He responed and you could see he really put in effort into working with what he got and he ended up always addding so much polish and creativity to each of the games. Noa has been being criticized for this too but has seemingly not listened at all! You run a studio and this but if you want to be part of the process you need to learn to work with others and not on top of them.
Noa : I like what they have all done with the game so far.
Also Noa : I went ahead and changed the entire aesthetic to the game as well as added all these extra components no one asked for.
Upended the entire MDA of the game. How can you say you like what something is and then turn it into something that's for most purposes entirely different
He ruined the game at the end
@@jamol2tyjr413
No he didn't.
He just added a feature which we (and probably the other devs) didn't like.
Which was an End to a game that was supposed to be Endless.
It wasn't a bad addition but it's fine in my opinion.
@@jaredjosephsongheng372 i cant tell if you're joking but what you said is really funny
noa: wow this game is really great!
also noa: CENTIPEDE
i almost feel like blackthornprod shouldnt go last, it feels like he always has the most control over the end result. nothing wrong with him but its him every episode! give someone else time to shine!
i agree, to be honest, i don't think he should be a developer in the project at all, not that he isnt good, it just seems wrong that the host is also a participant.
Yes there is someone wrong with him. He shits over all the other peoples work with his crappy artstyle. He isn’t creative at all. He just has the same 3 ideas and puts them in no matter if it fits or not
@@gargoyled_drake yeag i totaly agree with you it dosent seem fitting
Noa is a decent game dev and has some amazing presentation skills but he is a horrible team player
I think he should go first, making bases and stuff.
Noa try not to add completely irrelevant bossfight to every game challenge [impossible]
thats what im saying lmao. someone else should go last imo
Lmao!
Yeah and his art style never fits with the rest of the game
Lol ikr. Deliberate now....
The boss would be fine if the game didn't end when the boss dies
Noah should not be allowed to go last. He just cannot stop himself from tarnishing the other developers hard work with last-minute suggestions. All the other developers understood that the second round was for polishing -but not Noah! He just had to change the entire game loop (boss, rather than endless) and mess up the art (little respect for the pixel art theme).
Brooo Liam dissing on Noah brofists
Soo true! They better change it next time, I have been disappointed every time he is last, and any time noa and only noa controls the games art style (which doesn't look great imo)
i think he does it on purpose, just to piss people off, so they engage in the comment section... maybe working but totally not nessessary imho. this series would perform without it too.
@@elib1421 if that is true than that is just really not smart of him the series is great in it of itself but if he continues doing this it’s just going to make people not want to watch the next one if they know they’re probably going to be disappointed by Noah’s changed again
true don’t have a problem with him being one of the devs but please for the love of god don’t have him go last anymore
Phibian: I'll respect the art style and new assets and just work on aligning them
Noa: BIG SCARY SPOOKY BOSS AND CREEPY BIG ENEMIES
For real, this is a serious collaboration issue. Noa made no attempt to align his art style with Phibians. Working as part of a team with multiple artists, you HAVE to modify your art style. Trying to push yours and yours alone and ignoring the direction will just lead to you being fired.
This scheme of no communication will not help things either. No feedback from developers can easily break the image or style of a game. I would be interested in watching a series, where there is a small window of time, two developers could interact: the one who worked on the game and the one who will have to work on the game, in order to more easily understand, improve upon and plan changes,
@@HLCaptain I agree with you, but like… all of the other devs were able to create a game with a cohesive art style and direction without communicating. The issue only came in when Noa got involved 😭
@@toadsworld I also think, Noa has a lot to improve, stepping out of his comfort zone (bosses, centipedes, art style). Maybe a littlebit of feedback (retro meetings after the game is done, who could improve on what) could be interesting to watch as well. 1-2 minutes /dev is so constraining and I think the main objective of this series is to make a BETTER game without any communication. Constructive critisism helps, especially if coming from a dev who worked on the game. Also gives a chance to “come clean”, why a dev made a dumb change (e.g. boss, centipede, art style change).
@@HLCaptain yeah but he doesn't take criticism at all last time we criticize him for doing this he played it off as a joke and laughed about it in the superhero episode not giving any validation to the fact that he's a antisocial loser who doesn't know how to work with anyone else there was a clear art style that they've been pushed twice he received it the first time at his Dumb flowers and then received it again and also added stuff that didn't fit with the art style the first time he completely changed the game in its entirety making it less story-based and survival and more just boss fight then this time completely ruined the art style making it works so dumb when changing the game Loop and its entirety
It's a no communication challenge with a set order of devs and very short time frames. At work or other projects communication is key and makes the whole difference. You'd speak about it to come to the same vision, you distribute work so it makes sense, you manage time. This is not anyhow a comparable situation. A "collaboration issue" is basically included with the challenge and hardly avoidable unless you are super lucky with the order of devs and what they work on magically aligns.
Due to it being this challenge, Noa could not talk with the other 2D artist, and the order of devs wouldn't have allowed Noa to add anything else that needs 2D sprites unless he would have discarded his usual art style and somehow learned to exactly replicate that pixel art style he probably is not used to at all. Due to the short time frame on top of it, it would have likely taken a lot of time trying to adapt to a new art style.
Could he have tried to find ways to add things that don't need new 2D sprites? Sure. Though I personally like the idea of an endgame and it being winnable. So the decision itself is pretty understandable.
Noa, as much as I adore and love the effort you put in your projects. You have to understand what the other devs were trying to go for. The whole big bad boss in the end was extremely uncalled for. Though I don't think adding a boss to the project was a bad decision. It could work as a wrap up at the end of each wave. But the devs were obviously going for an "endless, survive as long as possible" type of game, meaning an endgame is not a necessity.
I think it was cool it's just that his art clashed with the other art.
@@apog4mer193 no no its not
Nah nah endless mode was objectively better
Understanding what the the other is not the priority as long as you make something that you think it works, the fun is in seeing how all these things end up together.
There isn't a problem with a boss imo, it could easily continue after that but they forgot to make it so, if there wasn't a time limit it would be different obviously.
I liked the boss but it should be a chapter end event like every 10 waves or something to keep the endless aspect
of course noah adds sCoRe, monsters straying completely from the water+fire theme, and a boss, making the game as formulaic as possible..
tahts what i was thinking like he just changed the whole game twice😭
he should never be the last one on the game because he fucks it up every single time
And all of his additions are so massive they litterly cover the others work...
I feel like the score was fine because you need a overall goal to the game like surviving long enough to get a new high score but the enemy’s and boss was not needed
To be honest, Noah is always the worst when it comes to his videos of no communication.
No need to "redesign" thoughtful character art at the final minute of development. You decimated the cohesive enemy design previous devs had worked really hard on. The point of this series should be to "yes, and..." the progress previously made.
True
bro fr
That’s not how they present this challenge at all. The entire point is that you can’t communicate with each other and to take the game where you think it should go by using the previous template as inspiration. Half the shit they add isn’t even finished since they don’t have much time so how would “yes and” work with broken and unfinished concepts?
@@RC-zb8tl they weren’t broken or unfinished, the whole boss and having an endgame was completely unnecessary and went against what all the previous people were trying to do
@@odayakaanimations7938 He did what he felt the game needed… That’s literally the entire point of this series. To add what you think should be added. The theme is to add each persons ideas and flair to the game, not take the first persons idea and flair and strictly stick to what they were going for.
I was loving this game concept, astounded by how all the devs were working together super cohesively- and then the last guy turns it from a cool “survive as long as you can” to “beat this big boss I just made up”
Could we get a version without the time limit please??
i see you don't know noah, he's ruined all the other pass game challenge stuff with adding a giant boss. THAT NO ONE ASKED FOR!
@@sepplin fam y are u whining respect the grind
@@mathiasinguanez4517 if the grind is shit then we don’t need to respect it
@@mathiasinguanez4517 Bro I wanted to play the game till I found it that Noa added another boss. I wanted an endless arcade game I could play for as long as I can but now it's just limited to the final boss.
If there were a github we could add it ourselves but unfortunately they went the paid asset route.
Why is there always a need for a boss? This is a survivor type game, it doesn't need a boss to be 'complete'...
I’m getting tired of the random & completely unnecessary bosses too, if someone had the idea for a boss they would’ve already done it
@@freezingfire127 In holocure game is like that
Yeah same, why does there need to be a end game
@@Evaisa I feel like since the game is fairly simplistic (not for the time spent, tho), putting some time pressure and capping each run probably does help. If it were to be developed more, than sure, I'd agree ditching the boss would be better
also it doesn't make sense that the centipede gets hurt by the water, its a completely nonsense, it should be deleted or the game should have two modes, one with final boss and another inifinite
Last guy was just completely detrimental to this challenge. Everyone else seemed to understand the second cycle was for polishing
He always does it too
I think he has added a big final boss to like 3 games at this point. He also always slaps his art style onto the game even if it already has a distinct style
Welcome to Noa's channel where he's in charge and completely distlresoects everyone else's work
Love the videos, cannot stand Noah's additions each time in them. Cluttered the game immensely with his first round. As soon as he added the bosses and centipedes in the second, I rolled my eyes. The boss plants and timer were just such trash add ons. Hate hating on someone, especially someone who is bringing great videos, but please, you are consistently my least favourite dev.
Also advice to the first dev. If the game had stayed as is where you had to click on individual enemies, I'd have never bought the game. As someone who has RSI from mouse work, clicking 1000 times is my own version of Hell. Vampire Survivors does it well by automating it all.
Yeah, massive thanks to Noah to host it and release the games but he _really_ needs to learn to ask himself "does this fit with the game's current feel?" and learn to know that the last work on a game is polishing - not making dramatic changes.
The clicking reminds me of insaniquarium though, i used to love that game, but the clicking is literally numbing your fingers
That's right, more meaningful actions lesser spam.
I don't think he made the clicking to be left there. I think of it more as a placeholder.
@@hipstersavage nope he said he made so the game is like vampire survivor but more interactive - it was deliberate
Noa, we love ya, we’re glad you recovered, we love these videos… but that boss was completely uncalled for. You seem to consistently miss what the others devs are trying to create and add unnecessary things or alter the entire vibe and atmosphere of the game to make it a bit more creepy. I know it’s just the style you like but save it for game’s that would actually benefit from it. Either way these videos are still very entertaining, it just hurts a little to see a game so close to finish, change a lot so unneccessarily
thanks for a kind critic, this guy sure makes some mistakes but after all the point of it all is a hard challenge, not a perfect outcome. And then he is getting absolutely bullied in the comments, this being far from the best method to make him improve.
@@korok2619 yeah but he doesn't he's done this before and when we called him out for it changing an entire game he laugh and joke and played off all our criticism he refuses to change and refuses to acknowledge any valid points about his inability to work with others ideas and not have it his way if he doesn't actually address this topic and instead just jokes about it I'm actually not going to watch anymore and it's sad because I really love these videos but if he has an inability to change or work with others when the entire videos points is to work with others without talking to making idea and build upon it within a game instead of the challenge being them doing that the the challenge is 4 good game creators make a game without talking then some guy comes at the end and adds a boss and changes the art style
Endless mode was better.
Noa has great presentation skills but as far as this series goes goes he's constantly holding everyone back. He keeps trying to shoehorn other people's ideas into his art style and his narrow ideas of what a game should be.
I have been watching more of these videos because I thoroughly like the idea of multiple artists and game dev's working together and polishing a game that can go any direction. However the one complaint I have (and as others have had) is that there is always an end-game boss full of energy. Yes, some games do warrant a form of endgame to complete instead of endlessly playing till you get bored, but I'm sure there is a better way to incorporate an endgame that ramps up anticipation and makes the player prepare for the end.
Maybe there is more interaction of the land in the terms of fire. What if instead of a giant, screen-hogging behemoth of a creature trying to take you down with large, blue, screen-hogging flowers with water guns, your goal is to heal the land with your plants from an impending doom of fire. There are already fire enemies coming to attack you, so why not have the land come for you as well? The land starts to dry up and spread, causing life to decay. You, as the water farmer, are supposed to keep the plant life and surrounding area as healthy and lively as possible, and maybe even take down the main source of the heat and fire before the world gets engulfed in an irreversible drought. Either you win by taking down the main source of the fire, or you lose by the fire burning the world to ash. Points will get tallied for the amount of enemies you kill, how long you last in a single session and how large your farm grows.
My idea could totally be straying away from the main idea of the game, I only wanted to provide what I feel could be a great way to compliment what the previous game dev's have already introduced. I don't feel its necessary to have a large fire creature or any form of large boss in every game we see getting developed, and I would love to see more variety from blackthornpod in the terms of his final touches built on top of what already is a beautiful rendition of a game from many talented artists. I very much respect all the work that goes into these videos and the ideas that come from these artists.
If anyone has any other suggestions or feedback on what I posted here, please do. I'd love to know what people think about the game in this video.
It is hard to stray away from what was already ruined
Was going to ask if Noa did it again... a quick read says yes 🤣
I'm going to do this from now on. If yes I won't watch
This is one of the most eye catching respectable series on RUclips I've seen, the amount of work that goes into game development is admirable
Yeah I feel like if they all focused on making a fleshed out game they could make a really good game.
blackthornpod has hit it big, their videos are being likefarmed!
Bot
I definitely like seeing the double-round thing, allows devs who got a lot of their stuff removed or went first and didn’t get to do much to get their final touches in and polish any unfinished ideas they had
I kinda liked endless mode better than boss mode NOT EVERY GAME NEEDS A CENTEPEDE!
Also the first round was 90% I replaced the visuals the previous guy made.
I think the biggest thing here is that it’s ok to make big changes SOMETIMES like what happened with the 3d giant fighting game. It wasn’t perfect but the new direction was interesting and ended up pretty cool in the end. The problem comes when you change the entire vision of the project. Honestly the biggest advice I could give is to take the challenge to heart. The idea is to push the devs to work on something as a team and create a shared vision. If the game is clearly set with a good art style and a goal (like the pixel art style and endless survival that the other devs had a shared vision on here) then you should make additions that contribute to that vision. Try a DIFFERENT art style or add another enemy or more plants to add variety to the combat and tactics. The addition of a eldritch horror centipede and tons of other things to change the art style and the overall vision that the other devs had is what has people upset.
I think this is an excellent write-up of the issues - very well and respectfully written.
You should do a new series where two teams are given a game idea and a time limit then once complete you either vote who won or ask some designated judges who won
so.... a game jam?
@@tekashi_moon Except it's a youtube video showing how they made it so yes a game jam
Noas Team would loose
@@PaintingWithRill too many centipedes
Every other developer: How can I make the game more unique and fun?
Noa: CENTIPEDE, BOSSES, DISGUSTING ART STYLE WOOOOOO
Noas art style is the kind of thing where it works as a signature sitle for *ONE* game, with a very grotesque tone. I'm glad I'm not the only one who dislikes it
@@siraaron4462 I am also thankful that i am not the only one who thought that
@@siraaron4462 The more i see Noa's art style the more i hate it tbh.. It's getting tiresome to see it in everything he touches.
Okay so this is a general improvement on the series as a whole. The developers getting a second go at it allows the first person starting to still be able to leave more impression on the end result of the game. Whereas some previous videos, some of the games were completely unrecognizable to the original dev when they tested it at the end. While this still can happen, I feel like this helps make sure a little bit of everyone's vision ends up into the game.
Unless noa goes last again and completely upends the MDA with unnecessary boss and bad art direction
Please release the version of the game after Gerard's second cycle too! That look like an awesome game.
This please
Endless mode with the coherent art style was objectively better
BTP
1st run : great
2nd run : ruins it by adding creepy stuff and bosses
3rd run : ctrl + a, del
I really like the double cycle idea! Although, the games are starting to all look the same, i would recommend either getting some different artists or resignating the art for someone else to do, rather than the same person. I would also love to see some different kinds of gameplay, so far it feels like theyve all just been “attack the enemy” kind of games. And also the way theyre all mostly like.. top-down n stuff, just makes for the same feeling. But overall, great work!
Edit: ive read a few more of the comments, and, well.. i honestly agree. Noah is a big contributor of making these games feel the same every single time. I understand you wanna develop this game and make it like a game you wanna see or would like to play, but sometimes all those changes arent necessary. Maybe you were trying to do like a “big twist!” sort of thing every time, but really, please chill out on the add-ons. It kind of just feels like you want all the attention or the main focus of the game to be contributed completely to you, or like you want people to say “noah made this so much better! It was such a trash game before he added all those unnecessary and irrelevant aspects!” i know it sounds a little harsh but we dont wanna see the same videos over and over :(
Now is the mastermind who has the coordination and presentation skills to make this series happen but he does not understand teamwork
Thanks for inviting me Noa, it was a ton of fun! The art and polish of the final game totally blew me away!
very good!
nice work man!
I wouldn't really call Noa's end product very polished... He adds a countdown final boss every time and that gets boring after a couple games with that same idea
I mean, it's cool but it doesn't fit the rest of the game *at all*
The change you made in round two to force players to focus on crops was ingenious. Such a minor change, but a drastic result. Love seeing real game design at play!
@@Tarodev It's a shame that it got removed in the final version of the game (probably Gerard accidentally removed it while working on the death particles), thanks for the compliment though!
Noah just can't stop himself ruining these games.
John just can't stop himself from being a negative loser insulting people on their own channel.
@@oAZTECKx1 John was being a bit harsh, you're right. But think of the point. Me along with a lot of the people watching these videos say the same thing. Noah should not always be the last guy in line to work on the game. Almost every time (And in this video too) the first 3 guys collaborate making the artstyle consistent, and trying to just make the game as consistent as possible. Then Noah comes in, adds a bunch of stuff that doesn't fit with the art style, and adds some boss that takes up half the screen that sometimes even changes the point of the game. All i'm saying is, I feel like Noah needs to try to collaborate with the other 3 a bit more
@@oAZTECKx1 Read the comments. Most people here agree with john :) It has nothing to do with john being negative but more with noa only capable of doing his own art, and taking the project into a worse off direction...
Like how Black Thorn just tried to overwrite that mans bomb pixel art LOL. Also I would've preferred more of an endless game with no boss battle.
I actually am exited to watch these videos so I can see how much Noah strayed from the actual game.
This double round was a great idea!
I love the character design that phibian made
Stopped at 12:39 to see what everyone had to say about the complete mismatch of color palette/artwork and it's honestly such a perfect freezeframe to encapsulate the issue. You can't see shit except his massive sprites that have nothing to do with the overall aesthetic.
man I really liked the way the game was going up until the final addition.
Welcome to noa
Noa was doing so good in round 1 with not changing too much. Then we get to round 2 and suddenly adds a "end game" that wasn't necessary at all. The game was about getting a high score by growing plants and defending them, not beating an unecessary boss centipede that serves no purpose other than being a random boss.
alternative title “4 game devs make a game without communicating. then the last guy completely ruins it”
Only real complaints is the fact that a boss and centipede enemy were added as it make the "survivor style" kind of die out as well it feels like your re-using ideas for enemy's. The other complaint is the score, as I think a timer for how long you live would have worked better.
I feel like the boss makes sense considering there isnt really much to work towards without it although i dont like the one he added
timer + how many flowers you grown, and you have a wholesome game
how cool would it be if at the end every dev gets 4h with his/her version of the game. so 5 games with different polish would exist. maybe with a rating/vote at the end. maybe not all of them would have centipedes and creepy bosses 🙈
but for real though that would make it a lot more interesting (also every game doesnt need a centipede boss)
I definitely agree that this would result in more unqiue (or similar) eng games that show each developer's preferences/takes. It would also remove the common criticism of Noah ending up creating similar games throughout these videos.
Love the double cycle format.
This series is always an instant click for me. Great work, the game looks really fun.
Phibians art style is amazing 😍
Too bad noa covered it all up with his own nonsense
This dude's commitment to selling his shader and effects packs is respectable.
gerard was just advertising his tool kits lol
ik and it clashed with the pixel style too rip
I can highly appreciate the guy that just planted (pun intended) the idea of a menu screen, but didn't want all art to be his!
I once already gave that idea, but you didn’t notice it, how about 1 developer start a project, and then 2 others will have this project at once, that is, it will turn out to be a “tree”? It will be interesting how it will be different.
Just pass the same start to every dev, and then in random order everyone gets to work on that version. At the end you have as many different games as participating devs
@@TheOracleFile you could even do like they do now, make them think it's different projects when they recieve the other participants projects.
Love the idea!
@@TheOracleFile game dev gartic phone
Im convinced this "Noah" guy is actually just a massive centipede
This might be my favorite game from this series so far. Seeing everyone get 2 go's at improving the game and seeing their reactions to the changes is also really fun.
I’d definitely check it out if the version before the “centipede boss” was available to play.
I think you've gotten the point about the bosses, so just wanted to say that the video was very entertaining! Keep it up!
I'm having the game problem I had with the last one Noa was in. The first round he was fine, it's the final round where he needs to look past adding bosses for the sake of adding bosses. The game already had a fail state, either you die or your last plant dies. Doing something with the plants for a win state would have been fun. Again with the desire to play it until that last step is made. I was excited to potentially play a farm defense game.
As someone who has been part of two of these challenges, let me weigh in and mention that the experience of taking part in this is completely different to the experience of watching the video. You don't get context, you don't know what the others were thinking. Of course it's easy for all these commenters who criticise Noa so heavily to play captain hindsight because they saw the whole video in which the other devs literally explain their thought processes but as a participant it's way different. You don't have time on top of not having any context from the other devs.
I think the art Noa did clashes with Phibian's great pixel art, yes. Maybe he should've focused on other things that are not art this time. But I'm sure that he did try to make it fit - he's just not an experienced pixel artist. It's fair to critique Noa but let's be a little civil about it. I think the game still turned out great in the end!
The double cycle vids are great because the devs get to see how their game ideas changed.
feels like that one dude just made it into a add plug
I was thinking the same thing. He mentioned his VFX assets so many times
@@jackfrederiksen7979 he mentioned it like twice. I expect the hustle tbh
Yay I’ve been waiting for them to do two rounds! Makes the game so much more polished!
I really liked this project. I was sad to see it didn’t reach its true potential. It lacked map detail and context. I would love to see a special episode where you have atleast double the developers to add even more styles and uniqueness.
I'm adding a new phrase to my vocabulary called "Adding a centipede" or "centipeding" for short. It's the process in which someone contributes an item which only appeals to themselves.
As an avid viewer, I've always wanted to see you do one where it branches out into multiple games, where you make a game and then give it out to multiple groups of devs, and then see which one of the games turns out the best
Noah comes to the comment section, uses "Ctrl+F "Noah"" and just decides that the number of results is the number of people who love boss monsters and centipedes.
Everyone is spelling his name as "Noa" though haha
Noa did really good on his first cycle, but second in the first 20 seconds i thought it was a joke. Yes it's missing some life, tree, rock, pixel life to make it prettier and... what? It went from cute with a soul to forgetable
Great video, the cycle concept was really fun.
You can see how influental a game is (vampire survivors in this case) when several people think about it an get inspiration from its mechanics
*Fun Fact:* "Devs like Noa were the reason Version control(ability to Ctrl-z project to previous stable version) was released. ''
GOD DAMN CENTIPEDES
YEESSS.
Just discovered this series a few (okay, several) hours ago and been on a binge since (with a couple of plays of one game I liked) and really been wanting to see devs get a second dev session. This made me happy (but now wanting less devs with more cycles (along with changing order per cycle).
Such a great concept / series. Loving this.
Oh great, that’s another game that Noa made into an entirely combat-based game with a massive “epic” final boss that clashes with the style previously set up
Also gotta love how the horror vid wasn’t even referenced via clips yet this suffers the exact same kind of problem (even down to centipedes showing up out of nowhere lol)
bruhhh I swear BTP just waits for his turn last to pull out his centipedes and ruin the game. first I thought he was being sarcastic...
I love that you really take the feedback and improve your processes!
Previous episode of this series was the best one, propably because of lack of Noah
Unbelievable. He did it again. Noa should either always go first so he doesn't mess up other devs' work, or just not take part at all.
Looks really fun to try one of these challenges, can’t wait to watch!
Well done all devs, really liked Rugbug’s ideas in particular!
Thanks :D
The game was pretty good, but Noa pushed it in a strange direction. I think it was way more enjoyable before he added his changes.
Gerard just kept adding explosions where there didn't need to be any.
This is probably the first game out of the bunch that I would've actually downloaded and played myself.
Emphasis on WOULD have because the implementation of a boss and an endgame for a game that is clearly meant to be an endless survival type of thing completely ruins it.
We need to put phibian at the end to do the art! Its amaing!
Y'know the centipede is the most dangerous killer in the animal kingdom
How did the game go from an endless score game to a boss battle game right at the end? Adding the boss should have been done at the start of the second round so it could be polished and added onto by the other devs, forcing it at the end just ruined the rest of the game.
This was awesome! Please keep doing these videos! The last changes were a bit disappointing though, it really didn't need an endgame
I love videos & projects like this, the end result is always so wild from the initial idea.
P.s. Good to see you back, I hope you're doing well with recovery! 👏
EVERYTHING WRITTEN DOWN HERE IS MEANT AS USEFUL FEEDBACK:
Constructive criticism: As an example i think by the end i was wondering whether you could use the money to buy something else than a sprinkler, and got an idea to expand upon the weaponry. If the concept is that of a farm protector, maybe add more variety in plants and their usage. Maybe the player itself can interact with the plants to produce effects. Maybe create different weather events, or biomes to interact with the nature, use the rain as a booster and a drought to add difficulty. Add unlockables. An end-game doesnt necessarily mean a boss, it can be just how complex/beautiful i can make my base whilst surviving, how high of a score i can get or just how powerful/untouchable i can make my farm. You can make the sprinklers/weapons affect terrain around them. Polish the buttons, or add aesthetic ambiance to the game (clouds, shadows, etc).
MY take on this: Shelfman, RugBug and Phibian did an amazing job collaborating, they understood the games direction and they did an amazing job at polishing and giving it some identity both visually and gameplay wise. I feel like Gerard's details although subtle improved the overall experience, but his constant self-promoting kinda bummed me, got annoying real quick and killed the collaborative mood of the experience. Last but not least i feel like its been said enough, but the centipede and eldritch-like boss completely missed the mark. I think it messed with the rest of the games already beautiful aesthetics.
I think you guys at Blackthorn obviously have a unique and interesting set of skills, as well as very clear preferences but if to make them shine you have to overwrite all of the other game-dev's input, youre hazing the games potential, undermining the dev's participation, and displaying a lack of collaborative skills. I believe you guys might be too centered on the gamedevrocket project that youre forgetting you first need to have a polished product and skills to sell it convincingly, and im saying this because i actually love this channel and want to see you guys grow and thrive in your projects.
Lastly, I think you failed to understand the identity of the game which i believe to be a Farming themed tower defense/roguelite hybrid. Once identity is established, your ideas should be constricted to this identity once the first few gamplay mechanics are developed, otherwise you'll begin clumping up several genres of games and mechanics that might not work together or destroy the gameplay loop. (note: this can be done, but takes a deep understanding of why the game feels fun/rewarding).
PS. EXTRA props to Shelfman for doing the labor of balancing and making quality of life changes, that even though arent usually appreciated definetely made the game sooo much more understandable and interactive.
Well said! Shelfman was great at making the game playable, Rugbug made cool game mechanics and Phibian’s art was refreshing.
I love this format where they have another cycle
You've all done super great! I love these vids and the 2nd cycle definitely showed in the polish of the final game.
Noah already back in the game hardly a day after surgery.
Much respect my friend, you and your brother keep up the amazing content!
I actually liked the addition of the fire centipede this time, since bugs can be harmful to plants, however that boss at the end was terrible lmao.
I'm sad no one thought to add a fence defensive tower to the game maybe a cheap wood one that broke quickly and then a more expensive stone one that was way stronger.
Noa's getting a lot of hate, and yes, the boss he added in his second round was way out of left field, but at the very least, his first round was pretty good honestly. if it weren't for the huge leap in difficulty that other devs had to balance out, and Noa using his own art style for the new enemies and plants rather than keeping with the already established art style, it would have honestly been a perfect expansion on what was already there.
yeah, the game could have gone without the boss n stuff, but at the very least Noa's first round was really great! i hope this becomes a trend and he sees that we want him to keep improving on what's already there, rather than completely alter the course of the game
the only other *real* complaint I have is that I'd really like to see Noa try and go with the game's art style rather than his own, as the difference in style between the art for the boss and plant, and the rest of the game is pretty grating
I'm taking note! 😅
Is this your second account hahaha
@@Blackthornprod ^
Amazing work guys!:)
I love this series so much. Please don't stop
Great to see you healthy and making videos
This was a lot of fun to watch, everyone did such great work! Love these videos!
Ooof, unlike all other prior games, in this one they had managed to avoid any giant end-game bosses to end all bosses up until the end... and then one sneaks in at the last minute. Tough luck :p (and it accidentally went into same poorly received direction as that one other game from before (the one with a titan and towers you filled with blood), where only way to damage it is to exit the game-loop entirely and create/use some building as the only recourse :/)
And that one dev that prepared a title screen for others to polish (because he noticed the game was actually running out of low-hanging fruits) did so in vain, and no following dev even noticed a title screen existed :p
Maybe next time you do the cycle you reverse the order the second time. So the final person gets double the time right away but it allows the first person to be the last person which i think would be interesting to see. The first people are building mechanics and when you make them the last they are working on polish which would be interesting
Noa failed the try not to add a centipede to everything challenge