Yes, I think the red game had the most gain when the concept changed to the avoid the sun/light concept and the blue game gained with the last dev a lot (also with the one that modeled, those 3d graphics were sick... for only 6 hours crazy).
Dude that dev who sculpted frickin 2 characters in 6 hours is so talented. That model looks fire plus he also textured the buildings and added a whole buncha other things
@@stickguy9109 trueeee, just started making some stuff on blender and to be able to make two characters of that caliber in only 6 hours is something that I can only dream of!
@@icywolf6892 nah I'm not a fan of dev 2, nolamo. he didn't use anything the previous dev gave him which is a huge part of the process. I have a feeling he didn't stick to the 6h timeline and probably just used assets he already had to force the projection of the game into a certain aesthetic he already had available.
Honestly, I thought 3rd blue dude messed up the concept very hard. However, blue team managed to make a good finished game. Meanwhile, I thought the red team's visuals alone would carry the game. The problem red team had is lack of communication to the player: the game doesn't explain some crucial mechanics, such as dash and dash-refreshing poles, that you won't be able to understand intuitively like walking and jumping.
i think the change from galaxy to desert is really what made it so good because it gave a clear easy to grasp story and base mechanic which is why the others could go on without redoing the game over and over
If that dude is telling the truth about only spending 30 minutes on the game then it's pretty apparent he just imported stuff he pre built for another game. I would like to think that's not true but they wouldn't have 6 hours each if it were that quick to build shit.
I don't mind the fact that team red changed from the jumping exploding galaxy man to the desert survival. The main reason so many people were unhappy with the centipede was because the game already had a perfect feeling and changing the entire game when you're one of the last devs is not a great idea, but if the game doesn't already have a specific feel, that's when changing the game because good, sometimes even ideal.
I mean first devs changes were completly destroyed, also the main mechanic of noa was destroyed so they just made a game from scratch with player controller(which takes like 10minutes to do if u know what u doing), so yeah i cannot agree with u
A losers bracket would be interesting for this challenge, I feel like the developers could benefit from another chance, there's a lot of talent in this video for it to be squandered from 1 loss.
16:35 Bewky's long pause after asking "who made this...?", along with his avatar with the disappointed and slightly sad look on his face, was way funnier than it should be.
On the contrary, he made the absolute worst change. He made it complicated for the others that come behind him, and he stripped out all the work and the idea and basically just started with his own game idea. That is not being a team player, that's being a fkhole. Red dev two is a fkhole. I hope he chokes on his coffee because it's what that little fkhole deserves. When you kids meet some smug fkhole like that in real life that thinks he knows better and is better than his peers, you'll get it. Until then, live in fantasy.
On of the biggest issues is that special controls are never usually kept between people, simply because they don’t notice their existence. These guys definitely need to implement easy to access control guides more often
@@marcusnielsen2869 I think it depends on how you do it. If you tell people what you're still planning on implementing or anything that's not immediately clear, it's one thing. But players need cues on the controls anyway. One of my biggest issues with the Red team was that any new player would have no clue what to do. That's just bad game design. Games are supposed to be intuitive, so if the next dev can't tell what's been implemented, the previous one didn't make that clear enough in the game design itself.
@@RekaCath I guess its hard to have a middle ground. But imo they should be able to learn that through proper user friendly coding and visuals(or that's the challenge anyway). Like the coding is the challenge, both writing AND reading it.
I prefer red teams game. The time trial style seems like a more fleshed out goal, and the "avoid overheating" concept seems like a more creative fail safe. The game world itself feels a lot more polished as well. I think if Blue team just made the shift to the style they're on a little too late. The red team made their big change one dev sooner, which gave them more time to polish the concept.
@@fresch4395 maybe polish is a poor word. I think their art represents a more cohesive theme. The colors are in a more narrow range which makes it feel polished to me. It also has solid ground going on - which just feels more put together. The blue teams buildings, player, enemies, etc. use a wider color range and ascetic feel which makes the theme feel (to me at least) at lot looser. I think accusing the red teams game of not having a gameplay loop is a fair critique. Ideally there would be: 1. A tutorial 2. Simi-random level design 3. Careful balancing. I think loosely the gameplay loop exists as either: 1. Move from shadow to shadow quickly, while climbing towards a goal and avoiding enemies and light sources. Or: 2. Climb to the goal as quickly as possible while looking for short cuts or time saves as you go. It is a little less obvious than the blue teams, which seems to me to be “hop from platform to platform while avoiding certain elements” In a lot of ways they share a gameplay loop of “move between safe spaces at the right time/pace” but the blue teams seems to force players into quick decisions while the red teams lets them think (although incentivizing speed as well, but not enforcing speed)
@@taylorfisdboss5200 bro who cares about the polish its about the mechanic red chaned the whole idea and didnt even have tutorial it seemed so boring because there was only one map do you really think that game is playable
@@Shifty_fl I guess a big part of what I'm thinking of here is potential. Their mechanics are more unique, and have more potential than the pretty generic runner game that blue team made. I would rather play the proof of concept that represents a higher potential game (which has the art already in place for that higher quality concept) than play a game that has more or less hit its potential already but is uninspiring. If I was valuing things simply on how complete the game is at the end of this competition blue wins. If I was valuing things on how solid of an idea can they generate and execute without communication in a limited time - it's red team.
blue team had a great starting with the infamous inspired stuff and the level design and it wouldve been interesting to see where that idea would have gone but i feel like geimdevas threw the game off a little too much with the removal of the environment. the whole objective was simple but repetitive however he did amazing with the old spiderman inspired fog and the animations were on point as well.
Red seems way better to me, with some sort of tutorial to introduce mechanics and some ambient music it could be really good. I liked the previous movement blue team had with the aiming dash, idk why they removed it and the gameplay looked way to repetitive with not much to do
I think a good idea that no one is doing, I'd just putting a control list. It takes like 5 minutes. And both games had people not knowing the controls, in the dessert the players didn't know how to dash, or how to use the poles, and in the city one nobody knew about the dash. It just baffles me that no one in these challenges does this.
Seemed like nobody knew how to play red with the light pole mechanic probably making it unbeatable unless they figured that out so even though blue had some mechanics that were not found by others the game was still easily possible
I think where most of them went wrong is undoing the previous dev's work instead of adding to it. I like the dev that basically textured the previous devs assets. The buildings and characters and polished their work.
i think a good thing to think of when doing these challenges is the "Yes and" rule of acting, where instead of denying someones idea, saying yes and adding something on to it allows for more unique and dynamic fun than just erasing or denying
And knowing when to stop adding stuff and instead focus on polishing/level design. I feel like your position in the dev order should determine your part in the game creation process
Honestly this just not really applicable because they have no idea what the other devs are even going for. And may I remind you that they don't even know what order they are in
@@jordanbugni8931 this big time, i think peeps are way to salty over this kinda stuff as they forget there is no communication, and these games are in the end just big protoypes were ideas keep changing as well, so it's even harder to see what other dev ideas are as they can't tell you and only show you the whole series is filled with devs removing stuff, if all you could do is take the idea and add to it, it would end up way messier
Just got your channel/videos recommended to and I'm a bit annoyed that I have to wait for the next video. I'm so intrigued by this. Love to all devs that participated ❤
I feel like red teams’s game has a lot of potential. I think it could make a really cool full-fledged action adventure game. For some reason I’m kinda getting The Last Guardian or Breath Of The Wild vibes from it. The sun concept and the visuals are a very good base for an action adventure game. I so wish it was a full game because imagining it, it sounds so cool and I really want to play it now.
The one who slowed down time was such a cool concept, unsure how they completely missed it... They could have made a Superman type of game and add a "Punch forward" animation of sorts. Still, going with Team Blue. Absolutely insane game LOL
ye bro team red was going so well i like the dashing and slow mo i dont know why people keep picking red there is literlaly only one map and no turorial are peopel really gonna play one map countless time
i think it would’ve been interesting if team red had an only up-type game where the goal is to reach the sun where you have to creatively uze objects as cover so you dont burn on the way up; once you reach the sun, you just jump into it and burn away, ending your time.
personally, i like Team Red’s game more, although it seems like it would benefit a lot from having a “tutorial” stage, i love the idea of making it a speedrunning game like Neon White, and the visuals are awesome! (very Journey-esque)
I loved the direction the 3rd dev took the game, turning into a BEAUTIFUL desert speedrun was such a cool idea. I'd much rather play that one than the other
Dev 2 RED and Dev 2 BLUE won by making visually captivating models which brought the game to life. Everyone else was cookie cutting ideas into immersion-breaking, boredom, confusion or frustration.
You guys inspired me to learn to code and to make my own game (just as a fun hobby project). I learned c++, then more recently learned a lot about the Godot engine, and today I finished coding the start of a match 3 game (it can generate a tile grid without any starting matches!) What amazes me as I watch this is just how little time these devs really have. I spent like 2 hours last night trying to use a while loop (that looked unproblematic to my novice eyes) to stop freezing my game. This morning I scrapped it and came up with a longer solution. The progress you all make (in 3D none the less) with so little time is really quite impressive.
bro the polish isnt the important thing its about the mechanic red team didnt have a loop you just play on the same map everytime while blue team had game mechanic tutorial and loop which makes it playable so i dont understand whats wrong with people are people really going to play one map countless times
Love this new branch/elimination style of pass the game challenge. I would love to see unreal engine devs work on a pass the game challenge. I know most indie devs use unity but as an unreal dev, I would love to see this type of content in unreal.
What a twist by the end. Thought I was gonna like blue more but red’s risk taking swapping it to a desert really paid off. That being said, I was a little bummed to see the aimed slam get discarded from team blue, would’ve totally loved to see that expanded upon (aim for jump pads, dash rings, stuff to enhance it from a platforming perspective). I think that would’ve helped while still falling in line with the rooftop runner idea (since I also felt they painted themselves into a bit of a corner seeing as cities are pretty dev resource intensive to get looking good)
Id heard of replica being used but I hadnt known it was already being integrated, very promising for the future of gaming. Very good job the lot of you! Happy holidays
if team red after the second dev continued for a puzzle game they will defiantly win the challenge , like if somebody only focus on level design it will be a complete game
Thank you so much for this video, the inspiration gave me an idea for a wild game category that doesn’t exist yet, but I'm sure if I pull it off will be a huge success
Team Red for sure had a more coherent design vision so my voice goes to them boyz. Team blue game ended up rather generic both visually and in gameplay. I like the concept of a competition between teams, it's fun. Could make a pretty cool show with multiple episodes and seasons.
I think it was interesting how the teams without communicating seemed to focus on the same areas a lot. Team blue seemed to focus on refining the game mechanics, while team red focused on the game world itself. It also makes it hard to really vote on the best because it becomes about mechanics vs feeling. Sadly though, since team red doesn't really communicate how to play the game or the goal, I have to vote blue. Because at the end of the day, it may not be the most visually appealing, but they definitely had a functioning game that communicated what you were supposed to do.
It seems we now know which team this channel likes more, seeing as this comment was hearted while there are no hearted comments about red team. Sad to see it’s already been decided…
the bigest problem with the sun one was there was no totorial or any explination on the movement mechanics at all which definitely hindered its playability
Team blue in my opinion and mainly because of that last dude on team blue I think had he taken over the whole project he could've made that game into something special
I really love the direction that the one dev took it when you had to avoid light. Theres something there. Unfortunatly the lack of tutorial didnt do it justice. Could have used some different objects that effected movment maybe. Loved the parkour combined with the threat of light and the art style.
The stay-in-shadow game was the more intersting in concept but falls somewhat flat as a result of the lack of clarity as to the goal and how to use the jump-sticks. As a result, while I wouldn't play it myself, the alien-jumping game is the more 'complete,' understandable game.
I think blue is better, while the animations are very... interesting, the gameplay is just a lot more exciting and fun, and it's obvious what you're supposed to do. For reds, nobody would know that you can dash, or even dash into the poles to refill your dash. It's too indirect and seems boring. Not to mention, the dash does not look good at all, it is just a solid speed up for 1 second. Should've had better screen effects and made it ease more. Either way, great video as always!
Hey man I know you probably won’t see this but I’d love too do one of these, although I don’t upload on RUclips I am a game developer and I’m currently working on a horror survival game. I would love to join one of these as I love what you guys do.
Sadly, I'm gonna have to give this one to Blue Team. I really liked the concept of Red Teams' game but not only did they not stick to the original concept, but the game had too many people going "What am I supposed to do?".
I do think that Nolamo overrode the design a bit too much, completely changing basically everything about it, but at the same time I still think the end result was still better than the blue teams game, so I'm going to give this to the red team.
Your guys 30 mins course was so helpful I’ve learnt how to do enemy ai I thought it was super complicated but it’s pretty easy and I already know how to move around but you guys have been so helpful so thank you.
In The Desert Game How did they detect if the player character was in a shadow or not for changing the value of the temp Gauge? Is it cheeky Trigger Placements? Or a smarter solution? I'm asking cause I've been working on a project that I've been wanting that exact mechanic they created for around two months or so now.
@@nolamo5 Ahhhh! I understand. Thank you for that, this whole time I've been over complicating the mechanic. This way is so simple and straightforward, I really appreciate you explaining it. 😃
Here's an idea, let the teams collaborate and brainstorm at the beginning, continue as normal without any communication but the game files switches teams at some point without them knowing.
I feel like red team should win this one, mainly because their concept is really cool and it feels like the game has a story. Also their game can be easily scaled while the blue game can get boring pretty fast. Everyone did really well though and i am impressed with both games, and it is very easy to see that they are all professional and great game devolpers!
@@starmy5073 Have people even played the games before giving an opinion? from what I can gather from people who has, only blue teams game seems playable.
Red changing to the desert, hide in shadow was such a good base, but the team did not manage to do well after that, overall a better game would be the blue team, as its has actual gameplay and the red team, was just lacking
The main issue I had with it is it completely moved away from the initial foundation it was built off of and threw everything the second dev did in the trash. People say it's fine because it was early on but I really feel it made the entire project become a 3v5. Essentially red built theirs off of 3 developers due to that while the blue team built off the initial idea and had a lot more manpower to create a finished product.
honestly for team reds #2 i was a little sad he changed the character model from the galaxy skin Dev team Blue 3 actually made a really creative take on the whole thing the devs before him was going for with spider man and the buildings which was the focal point of the last 2 devs and he kept the custom textures for the character and enemies
Team Red's game was visually appealing and had a lot more dimensions to it but the way it came about was by heavily divorcing itself from the base game and the first dev's iteration. It's one thing to be lost in translation and another to say, "I don't like your idea so let's do mine instead." It's a blatant disregard for the people who came before you. I should make it clear, it's not the third or fourth devs' fault; they obviously had no idea. On a separate note, it seems the game suffers from being inexplicit, particularly in regards to the dash poles. Judging from the playthrough segment of the video, the poles are an element necessary to interact with to progress through the game, but with the poles' design and apparent purpose being so vague, there's little chance that anyone would reach the goal. And as we can see with that one player: if you can't reasonably put two and two together, the game makes for a frustrating experience. The game was severekt weakened just with the poles' inclusion alone. On the other hand, Team Blue's game was much more kept in line with the base game's mechanics. While that's good, the gameplay was extremely static and uninteresting, and the team didn't really do much to expand upon the given mechanics. There were a lot of good calls for direction, especially for level design, but it was still a little lacking. I think if the second dev had more time to explore his idea for an Infamous-style traversal system - really put an emphasis on player control and movement - it would have been a lot more impressive. Based on the fact that Team Blue's game was the only one that could be completed, I think they're the clear winners.
Everyone's talking about those character models (which were actually really good, especially considering the time constraints), but that rap though. I unironically enjoyed that
The sun parkour one feels like a game u would actually play and has a lot potential, great atmosphere and vibe(adding some music or sound would make it soothing and almost ethereal) but the lack of instructions makes it a bit confusing. The superhero one on the other hand has great character design, but will eventually get bored of it. IMO the sun parkour wins
I have to say red, I loved the direction the game took. With a mini tuto or a text explaining how to play, the game would have been even better for testing it.
having a very clear reason as to why dev 2 for red made the change and getting to see how he still drew inspiration from the previous build made it cool i think.
I vote for Blue team because their end product seemed to be more polished in terms of being easy to understand and play whereas red teams game left people feeling confused
Red wins it for me. If they slap a tutorial or hibt system on there, that game is legit indie gold. Really unique idea to go with the shadow lurking. There are so many things you could do with it, with enemies, levels, abilities. The other team has some good mechanics and models, but overall it feels like a really basic first-pass game. The enemies are just standing around, there is so little context. Sure it is easier to pick up, but it looks amatuer to me.
Who WINS and goes on to the finals, team RED or team BLUE?
VOTE down below by commenting RED or BLUE.
red
red
Hard choice, both teams did great. But I must choose Blue!
@@Gellogy blue
I vote red
The last blue dev really came in clutch making a playable experience. Props to him.
Yeah he carried
That game went from hot garbage to SUPER interesting in one session. I'm STUNNED they didn't win.
@@MSJ_Prod😊😊😊😊
Yes, I think the red game had the most gain when the concept changed to the avoid the sun/light concept and the blue game gained with the last dev a lot (also with the one that modeled, those 3d graphics were sick... for only 6 hours crazy).
@@hpottermac4063 ?
Dude that dev who sculpted frickin 2 characters in 6 hours is so talented. That model looks fire plus he also textured the buildings and added a whole buncha other things
I came to comment this
Tiko: "So I had 6 hours, and decided to make two double-A looking characters, texture everything and stuff"
@@mstvir Fr bro casually makes the best looking characters like it's nothing
@@stickguy9109 trueeee, just started making some stuff on blender and to be able to make two characters of that caliber in only 6 hours is something that I can only dream of!
Nolamo was really cool too
@@icywolf6892 nah I'm not a fan of dev 2, nolamo. he didn't use anything the previous dev gave him which is a huge part of the process. I have a feeling he didn't stick to the 6h timeline and probably just used assets he already had to force the projection of the game into a certain aesthetic he already had available.
Honestly, I thought 3rd blue dude messed up the concept very hard. However, blue team managed to make a good finished game.
Meanwhile, I thought the red team's visuals alone would carry the game. The problem red team had is lack of communication to the player: the game doesn't explain some crucial mechanics, such as dash and dash-refreshing poles, that you won't be able to understand intuitively like walking and jumping.
how do u dash in red game?
@@elevaturr6394 No idea, bruh :D LMB or Shift, maybe?
E
I still don't understand how red won
He rapped while destroying the game 😂🎉
i think the change from galaxy to desert is really what made it so good because it gave a clear easy to grasp story and base mechanic which is why the others could go on without redoing the game over and over
If that dude is telling the truth about only spending 30 minutes on the game then it's pretty apparent he just imported stuff he pre built for another game. I would like to think that's not true but they wouldn't have 6 hours each if it were that quick to build shit.
Definitely Red team with a proper budget and a team that could genuinely be a really great indie game concept.
Yeah, I feel like Blue Team’s game ended up feeling too much like a sketchy App Store game
And imagine WITH communication, this what without
But red drifted from the idea
I don't mind the fact that team red changed from the jumping exploding galaxy man to the desert survival. The main reason so many people were unhappy with the centipede was because the game already had a perfect feeling and changing the entire game when you're one of the last devs is not a great idea, but if the game doesn't already have a specific feel, that's when changing the game because good, sometimes even ideal.
Yeah that sounded a bit butthurt from him. The desert theme was an awesome first dev change
Ya, I just would like a bit more details as to where the changes actually came from. I feel like his segment was too short.
I mean first devs changes were completly destroyed, also the main mechanic of noa was destroyed so they just made a game from scratch with player controller(which takes like 10minutes to do if u know what u doing), so yeah i cannot agree with u
I agree!
@@ian_b3205 don't think so, it sounded like a joke to me
A losers bracket would be interesting for this challenge, I feel like the developers could benefit from another chance, there's a lot of talent in this video for it to be squandered from 1 loss.
This should be top comment
True, the winners of the losers bracket could come back as a wildcard!
@@WonkabonkaYES. BOTH OF YOU.
I really agree
This
Tbh, this idea of "branching" is SO good, congrats!
Thanks! :)
ong sir gary
true
E
Jesus is lord follow him and you will be saved
16:35 Bewky's long pause after asking "who made this...?", along with his avatar with the disappointed and slightly sad look on his face, was way funnier than it should be.
I personally feel like both games would have been better if they added giant centepedes and a boss fight
Yes very needed
Don't forget discarding all the notes and lore the other devs made
@@MeFromMe can't forget adding a crossbow when that's clearly not the premise of the game
I really liked RED because of how polished it was and i think the second dev made a incredibly good change
looks like journey. wish they had taken more of that direction
@@klaptone9012yeah, I like that
E
He did good, red shouldve added more movement mechanics and a tech tree and some more complex stuff maybe levels
On the contrary, he made the absolute worst change. He made it complicated for the others that come behind him, and he stripped out all the work and the idea and basically just started with his own game idea. That is not being a team player, that's being a fkhole. Red dev two is a fkhole. I hope he chokes on his coffee because it's what that little fkhole deserves.
When you kids meet some smug fkhole like that in real life that thinks he knows better and is better than his peers, you'll get it. Until then, live in fantasy.
On of the biggest issues is that special controls are never usually kept between people, simply because they don’t notice their existence. These guys definitely need to implement easy to access control guides more often
Honestly, if they'd all start by making a quick tutorial that they updated with the game, it'd go so much smoother
@@RekaCath thats communicating and cheating tho
@@marcusnielsen2869 I think it depends on how you do it. If you tell people what you're still planning on implementing or anything that's not immediately clear, it's one thing. But players need cues on the controls anyway. One of my biggest issues with the Red team was that any new player would have no clue what to do. That's just bad game design. Games are supposed to be intuitive, so if the next dev can't tell what's been implemented, the previous one didn't make that clear enough in the game design itself.
@@marcusnielsen2869 previous challenges had tutorials
@@RekaCath I guess its hard to have a middle ground. But imo they should be able to learn that through proper user friendly coding and visuals(or that's the challenge anyway). Like the coding is the challenge, both writing AND reading it.
I prefer red teams game. The time trial style seems like a more fleshed out goal, and the "avoid overheating" concept seems like a more creative fail safe. The game world itself feels a lot more polished as well.
I think if Blue team just made the shift to the style they're on a little too late. The red team made their big change one dev sooner, which gave them more time to polish the concept.
They didnt polish anything. They barely have a gameloop bro.
@@fresch4395 maybe polish is a poor word. I think their art represents a more cohesive theme. The colors are in a more narrow range which makes it feel polished to me. It also has solid ground going on - which just feels more put together.
The blue teams buildings, player, enemies, etc. use a wider color range and ascetic feel which makes the theme feel (to me at least) at lot looser.
I think accusing the red teams game of not having a gameplay loop is a fair critique. Ideally there would be:
1. A tutorial
2. Simi-random level design
3. Careful balancing.
I think loosely the gameplay loop exists as either:
1. Move from shadow to shadow quickly, while climbing towards a goal and avoiding enemies and light sources.
Or:
2. Climb to the goal as quickly as possible while looking for short cuts or time saves as you go.
It is a little less obvious than the blue teams, which seems to me to be “hop from platform to platform while avoiding certain elements”
In a lot of ways they share a gameplay loop of “move between safe spaces at the right time/pace” but the blue teams seems to force players into quick decisions while the red teams lets them think (although incentivizing speed as well, but not enforcing speed)
oh, the Blue game is super janky. The jump explosion mechanic doesn't do anything, it ended up just being a simple platformer
@@taylorfisdboss5200 bro who cares about the polish its about the mechanic red chaned the whole idea and didnt even have tutorial it seemed so boring because there was only one map do you really think that game is playable
@@Shifty_fl I guess a big part of what I'm thinking of here is potential. Their mechanics are more unique, and have more potential than the pretty generic runner game that blue team made.
I would rather play the proof of concept that represents a higher potential game (which has the art already in place for that higher quality concept) than play a game that has more or less hit its potential already but is uninspiring.
If I was valuing things simply on how complete the game is at the end of this competition blue wins.
If I was valuing things on how solid of an idea can they generate and execute without communication in a limited time - it's red team.
blue team had a great starting with the infamous inspired stuff and the level design and it wouldve been interesting to see where that idea would have gone but i feel like geimdevas threw the game off a little too much with the removal of the environment. the whole objective was simple but repetitive however he did amazing with the old spiderman inspired fog and the animations were on point as well.
geimdevas ruined the game honestly
@@dylano4876I agree all the potential gone out the window so he could make it “ nostalgic” which if we are being real doesn’t hold up for long…
I'd totally play a subtle story based game about a desert wanderer avoiding the deadly rays of the sun as they discover the world around them
Red seems way better to me, with some sort of tutorial to introduce mechanics and some ambient music it could be really good. I liked the previous movement blue team had with the aiming dash, idk why they removed it and the gameplay looked way to repetitive with not much to do
They likely didn’t remove it. Without communication they probably never knew it was there.
I think a good idea that no one is doing, I'd just putting a control list. It takes like 5 minutes. And both games had people not knowing the controls, in the dessert the players didn't know how to dash, or how to use the poles, and in the city one nobody knew about the dash. It just baffles me that no one in these challenges does this.
Seemed like nobody knew how to play red with the light pole mechanic probably making it unbeatable unless they figured that out so even though blue had some mechanics that were not found by others the game was still easily possible
so happy to have been a part of this! shouts out to noa and liam for putting this together
Thanks mate for participating ! 👍🏼
i remember watching your vid when it came out. Can't believe you only have one vid on ur channel lmao
well done man, that was really impressive!
Noah, hear me out, you make this a game jam.
Give everyone 24-48 hours to make a game from a prefab you give them, I would love to see that.
I'd absolutely take part in that that sounds great
This would be huge, like what @pwnisher does with CG/3D thing. He gives out a base template, some rules to follow and everyone does their thing.
I like how he came in rapping and ruined any chance of a good game being made. Props to the last guy for salvaging it at all!
I think where most of them went wrong is undoing the previous dev's work instead of adding to it. I like the dev that basically textured the previous devs assets. The buildings and characters and polished their work.
i think a good thing to think of when doing these challenges is the "Yes and" rule of acting, where instead of denying someones idea, saying yes and adding something on to it allows for more unique and dynamic fun than just erasing or denying
And knowing when to stop adding stuff and instead focus on polishing/level design. I feel like your position in the dev order should determine your part in the game creation process
*cough*
Centipedes
*cough*
Honestly this just not really applicable because they have no idea what the other devs are even going for. And may I remind you that they don't even know what order they are in
@@jordanbugni8931 this big time, i think peeps are way to salty over this kinda stuff as they forget there is no communication, and these games are in the end just big protoypes were ideas keep changing as well, so it's even harder to see what other dev ideas are as they can't tell you and only show you
the whole series is filled with devs removing stuff, if all you could do is take the idea and add to it, it would end up way messier
Yall basically wanna take the fun out of this whole series huh?
I genuinely love the last red dev his humor is amazing
On his channel he only has 1 video but it’s one of my fav dev videos
*flush emoji*
@@bewky you are the goat, make more videos please🙏🙏
E
@@lorcanzo2498 check again
Blackthorn couldn't sneak a centipede in this one
there are 52 secret levels and all of them are centipede bosses
thank god
Poor guy that one is gonna stick with him for a long time lmaoo
Human centipede
of course he couldn’t these games’s themes weren’t established deeply enough for him to feel the need to completely uproot it
Just got your channel/videos recommended to and I'm a bit annoyed that I have to wait for the next video. I'm so intrigued by this. Love to all devs that participated ❤
I feel like red teams’s game has a lot of potential. I think it could make a really cool full-fledged action adventure game. For some reason I’m kinda getting The Last Guardian or Breath Of The Wild vibes from it. The sun concept and the visuals are a very good base for an action adventure game. I so wish it was a full game because imagining it, it sounds so cool and I really want to play it now.
Thanks for inviting me Noa! Crazy how different the two games turned out in the end, great work by both teams! We'll see who wins 💪💪
The one who slowed down time was such a cool concept, unsure how they completely missed it... They could have made a Superman type of game and add a "Punch forward" animation of sorts.
Still, going with Team Blue. Absolutely insane game LOL
ye bro team red was going so well i like the dashing and slow mo i dont know why people keep picking red there is literlaly only one map and no turorial are peopel really gonna play one map countless time
@@Shifty_flteam blue looks like an ai generated mobile game
@@kubagrotowskiyes
@@kubagrotowskiyou’ll probably see it on a shitty mafia city ad
i think it would’ve been interesting if team red had an only up-type game where the goal is to reach the sun where you have to creatively uze objects as cover so you dont burn on the way up; once you reach the sun, you just jump into it and burn away, ending your time.
Love this content, I’m glad your adding more twists to keep it new and integrating , thanks Blackthornprod!
when you don't want to be on the losing team just join both teams
Laughs in TF2 Administrator
Laughs in TF2 Administrator
personally, i like Team Red’s game more, although it seems like it would benefit a lot from having a “tutorial” stage, i love the idea of making it a speedrunning game like Neon White, and the visuals are awesome! (very Journey-esque)
I loved the direction the 3rd dev took the game, turning into a BEAUTIFUL desert speedrun was such a cool idea. I'd much rather play that one than the other
Here to show support for the dude rapping keep up the good on work on both the developing and your new found talent haha👍
props to both teams. really managed to turn the game into something playable from where it started
You should consider making these videos longer. I'd love some more details, and to hear more from the devs about their thoughts and stuff.
This series is so inspiring for small game devs. I need to find me a group to dev with. Developing solo is so annoying sometimes
Everyone did such a great job! Honored to contribute 🖤
duuude your character model was awesome! really cool to see what the process is like designing a high fidelity model like that
@@bewky Thank you so much, that means a lot!
@@TikodevHoly shit… The Character model was INCREDIBLE! I also loved the details in the buildings. You did a amazing job in this challenge!👍❤
@@CoolCat697 I really appreciate it!!! It was a lot of fun
You did well, subscribing because you deserve it :)
Dev 2 RED and Dev 2 BLUE won by making visually captivating models which brought the game to life. Everyone else was cookie cutting ideas into immersion-breaking, boredom, confusion or frustration.
the fact that Nolamo made the most drastic change while conveying the least info is great
That twist by team red was EPIC. hats-off to that game dev...
You guys inspired me to learn to code and to make my own game (just as a fun hobby project). I learned c++, then more recently learned a lot about the Godot engine, and today I finished coding the start of a match 3 game (it can generate a tile grid without any starting matches!)
What amazes me as I watch this is just how little time these devs really have. I spent like 2 hours last night trying to use a while loop (that looked unproblematic to my novice eyes) to stop freezing my game. This morning I scrapped it and came up with a longer solution. The progress you all make (in 3D none the less) with so little time is really quite impressive.
Thought for sure Geimdevas rapping was just his intro until before I knew it his turn was done LOL
i cant wait for more of this
Great video and work of the developers as always. Cheers from Germany
RED is very cool, only thing it needs is a hint to the pole dash.
YOU CAN DO WHAT
@@SkylorBeck hahaha. this right here is why developers need to include even the most basic of tutorials lol. Great job btw Sky
lol yaaa thats my bad Skylor i didnt leave myself enough time to add a tutorial, rookie mistake
bro the polish isnt the important thing its about the mechanic red team didnt have a loop you just play on the same map everytime while blue team had game mechanic tutorial and loop which makes it playable so i dont understand whats wrong with people are people really going to play one map countless times
@@Shifty_fl have you not heard speed running? And I'd rather play a good game once with no replay value than a bad game with a boring game loop
Love this new branch/elimination style of pass the game challenge. I would love to see unreal engine devs work on a pass the game challenge. I know most indie devs use unity but as an unreal dev, I would love to see this type of content in unreal.
What a twist by the end.
Thought I was gonna like blue more but red’s risk taking swapping it to a desert really paid off.
That being said, I was a little bummed to see the aimed slam get discarded from team blue, would’ve totally loved to see that expanded upon (aim for jump pads, dash rings, stuff to enhance it from a platforming perspective). I think that would’ve helped while still falling in line with the rooftop runner idea (since I also felt they painted themselves into a bit of a corner seeing as cities are pretty dev resource intensive to get looking good)
What really matters is what game was more fun to play and not the looks of the game and to me BLUE just seems to be more fun
Id heard of replica being used but I hadnt known it was already being integrated, very promising for the future of gaming.
Very good job the lot of you! Happy holidays
Oooh, that's a cool concept. Starting from the same starting point.
I definitely like how team blue stuck with the original concept and make it even better. Team red just went for it, that one guy changed everything
if team red after the second dev continued for a puzzle game they will defiantly win the challenge , like if somebody only focus on level design it will be a complete game
Yeah its a cool concept for a puzzle platformer
Thank you so much for this video, the inspiration gave me an idea for a wild game category that doesn’t exist yet, but I'm sure if I pull it off will be a huge success
This is some of the best content on youtube right now.
Team Red for sure had a more coherent design vision so my voice goes to them boyz. Team blue game ended up rather generic both visually and in gameplay. I like the concept of a competition between teams, it's fun. Could make a pretty cool show with multiple episodes and seasons.
I think it was interesting how the teams without communicating seemed to focus on the same areas a lot. Team blue seemed to focus on refining the game mechanics, while team red focused on the game world itself. It also makes it hard to really vote on the best because it becomes about mechanics vs feeling. Sadly though, since team red doesn't really communicate how to play the game or the goal, I have to vote blue. Because at the end of the day, it may not be the most visually appealing, but they definitely had a functioning game that communicated what you were supposed to do.
It seems we now know which team this channel likes more, seeing as this comment was hearted while there are no hearted comments about red team. Sad to see it’s already been decided…
good answer, I agree
I liked Red's one, instructions more levels and it would be a legit game
the bigest problem with the sun one was there was no totorial or any explination on the movement mechanics at all which definitely hindered its playability
Team blue in my opinion and mainly because of that last dude on team blue I think had he taken over the whole project he could've made that game into something special
6:29 I really like the character the second dev made it's really good.
red team, only missing some kind of guide to show mechanics or commands to player and its a pretty damn nice prototype
RED, but both were cool. I really want to see more from the guy who made the desert change, it made the game look sick
7:27
"I went ahead with a superhero vibe."
The superhero: : " *I WILL CONSUME ALL LIFE* "
I really love the direction that the one dev took it when you had to avoid light. Theres something there. Unfortunatly the lack of tutorial didnt do it justice. Could have used some different objects that effected movment maybe. Loved the parkour combined with the threat of light and the art style.
The stay-in-shadow game was the more intersting in concept but falls somewhat flat as a result of the lack of clarity as to the goal and how to use the jump-sticks. As a result, while I wouldn't play it myself, the alien-jumping game is the more 'complete,' understandable game.
If the shadow game had instructions it would be a lot better
I think blue is better, while the animations are very... interesting, the gameplay is just a lot more exciting and fun, and it's obvious what you're supposed to do. For reds, nobody would know that you can dash, or even dash into the poles to refill your dash. It's too indirect and seems boring. Not to mention, the dash does not look good at all, it is just a solid speed up for 1 second. Should've had better screen effects and made it ease more. Either way, great video as always!
Hey man I know you probably won’t see this but I’d love too do one of these, although I don’t upload on RUclips I am a game developer and I’m currently working on a horror survival game. I would love to join one of these as I love what you guys do.
The base game alone sounds dope tbh
#2 on blue is an amazing artist, holy. He made that look amazing in only a few hours!
Sadly, I'm gonna have to give this one to Blue Team. I really liked the concept of Red Teams' game but not only did they not stick to the original concept, but the game had too many people going "What am I supposed to do?".
Make “16 People make an MMORPG” Game, Give them each 4 Hours, This would be an extra long video; with a probably amazing outcome.
Team Red absolutely, I love the Stylized look and also the gameplay mechanic is really great!! good job to both :)
Please make more of these, they are actually so interesting
12:56 man spellbreak was my favorite why did he have to hurt me like that
Im here trying to learn blender and that crazy Speedrun of creating character is soo cool to watch
Tiko is madlad
I think both games probably need an expanded tutorial. Also I would be interested in hearing more about where the desert idea came from.
I do think that Nolamo overrode the design a bit too much, completely changing basically everything about it, but at the same time I still think the end result was still better than the blue teams game, so I'm going to give this to the red team.
Geimdevas just pulled up and immediately spitting some fire bars🔥😭🔥
I agree the final design is nice, but the city lights were much better
Your guys 30 mins course was so helpful I’ve learnt how to do enemy ai I thought it was super complicated but it’s pretty easy and I already know how to move around but you guys have been so helpful so thank you.
I’m impressed that he didnt get mad or discouraged from the backlash after the centipede incidents and kept the series going with a little joke
Geimdevas making a rap track all whilst developing is sick
In The Desert Game How did they detect if the player character was in a shadow or not for changing the value of the temp Gauge?
Is it cheeky Trigger Placements?
Or a smarter solution?
I'm asking cause I've been working on a project that I've been wanting that exact mechanic they created for around two months or so now.
I got the direction of the sun then raycast from the player to the opposite of the sun’s direction to check for an obstruction
@@nolamo5 Ahhhh! I understand.
Thank you for that, this whole time I've been over complicating the mechanic.
This way is so simple and straightforward, I really appreciate you explaining it. 😃
Here's an idea, let the teams collaborate and brainstorm at the beginning, continue as normal without any communication but the game files switches teams at some point without them knowing.
Team red was beautiful, but user experience was completely forgotten.
I feel like red team should win this one, mainly because their concept is really cool and it feels like the game has a story. Also their game can be easily scaled while the blue game can get boring pretty fast. Everyone did really well though and i am impressed with both games, and it is very easy to see that they are all professional and great game devolpers!
Some people think blue which i find quite ridiculous like they did good but, it really wasn’t a game you would see get played
@@starmy5073 Have people even played the games before giving an opinion? from what I can gather from people who has, only blue teams game seems playable.
Red changing to the desert, hide in shadow was such a good base, but the team did not manage to do well after that, overall
a better game would be the blue team, as its has actual gameplay
and the red team, was just lacking
The main issue I had with it is it completely moved away from the initial foundation it was built off of and threw everything the second dev did in the trash. People say it's fine because it was early on but I really feel it made the entire project become a 3v5. Essentially red built theirs off of 3 developers due to that while the blue team built off the initial idea and had a lot more manpower to create a finished product.
honestly for team reds #2 i was a little sad he changed the character model from the galaxy skin
Dev team Blue 3 actually made a really creative take on the whole thing the devs before him was going for with spider man and the buildings which was the focal point of the last 2 devs and he kept the custom textures for the character and enemies
bro, imagine if you can make the red game into multiplayer where two teams will fight. element vs element.
Team Red's game was visually appealing and had a lot more dimensions to it but the way it came about was by heavily divorcing itself from the base game and the first dev's iteration. It's one thing to be lost in translation and another to say, "I don't like your idea so let's do mine instead." It's a blatant disregard for the people who came before you. I should make it clear, it's not the third or fourth devs' fault; they obviously had no idea. On a separate note, it seems the game suffers from being inexplicit, particularly in regards to the dash poles. Judging from the playthrough segment of the video, the poles are an element necessary to interact with to progress through the game, but with the poles' design and apparent purpose being so vague, there's little chance that anyone would reach the goal. And as we can see with that one player: if you can't reasonably put two and two together, the game makes for a frustrating experience. The game was severekt weakened just with the poles' inclusion alone.
On the other hand, Team Blue's game was much more kept in line with the base game's mechanics. While that's good, the gameplay was extremely static and uninteresting, and the team didn't really do much to expand upon the given mechanics. There were a lot of good calls for direction, especially for level design, but it was still a little lacking. I think if the second dev had more time to explore his idea for an Infamous-style traversal system - really put an emphasis on player control and movement - it would have been a lot more impressive. Based on the fact that Team Blue's game was the only one that could be completed, I think they're the clear winners.
Everyone's talking about those character models (which were actually really good, especially considering the time constraints), but that rap though. I unironically enjoyed that
The sun parkour one feels like a game u would actually play and has a lot potential, great atmosphere and vibe(adding some music or sound would make it soothing and almost ethereal) but the lack of instructions makes it a bit confusing.
The superhero one on the other hand has great character design, but will eventually get bored of it.
IMO the sun parkour wins
I personally think the blue team were the best, just because people seemed to get on with the game and objective better and the sculpting was amazing
I have to say red, I loved the direction the game took. With a mini tuto or a text explaining how to play, the game would have been even better for testing it.
having a very clear reason as to why dev 2 for red made the change and getting to see how he still drew inspiration from the previous build made it cool i think.
i think both teams did an amazing work, but i vote for the red team
I'm actually gonna go with Blue because its less confusing
I vote for Blue team because their end product seemed to be more polished in terms of being easy to understand and play whereas red teams game left people feeling confused
im surprised you didn't add another centipede final boss
Red wins it for me. If they slap a tutorial or hibt system on there, that game is legit indie gold. Really unique idea to go with the shadow lurking. There are so many things you could do with it, with enemies, levels, abilities.
The other team has some good mechanics and models, but overall it feels like a really basic first-pass game. The enemies are just standing around, there is so little context. Sure it is easier to pick up, but it looks amatuer to me.