Turbo: I removed all the controls because I thought it was to complicated, then I got bored while playing the game so I added an ad for my channel and made it an important part of the game.
@@MattPryzeIf that other guy's suggestion of having to leave enemies alive to make the trip back was kept, and no locked rooms, it would actually be interesting to backtrack and require some planning and actually be faster paced leaving than going in, focusing mostly on movement instead of shooting while on a short timer.
I do think that limiting the movement options was a reasonable Idea, but they removed too many to the point where the health drain mechanic stopped making sense. Stuff like Crouching and double jumps I could see being removed, maaaaaaybe melee, maybe make sprinting default, but definitely not dashing.
You want to deal with collision with rough cave walls full of trees, gropers mushrooms? People are going way too harsh on him... the end result is polished because of him
@@ch4.hayabusa he Not only plugged his own stuff way to hard he also said that the game got boring after that literally seconds later. He only used this as a self promo which felt extremely forced and unfair towards the other devs.
Yeah bad look for Turbo this kinda shit is why I always hated group projects in school lol. He removed the cool stuff said it was improved and put his logo in the game. LIKE 1/10 never again.
Turbo Makes Games: *removes the most fun part of the game* Also, Turbo Makes Games: "So, now when the character controller was improved..." I don't like to sound harsh, but why does anyone want to remove something in this type of challenge? Trying to adapt or improve the mechanics previous developers did is the most fun part of this
@@VanagloriaVT removing features should be fine, but the movement was literally the foundation of the game, the bread and butter. yet it got removed. making it tasteless
Yeah, but I think the girl was at fault there. That whole Alice Wonderland theme was partially set by her with those "cute" characters and environment, which CANNOT be fast paced
@@SimranjeetSingh-eh4bcWhy cant it be fast paced? If anything i think an extremely fantastical world with alice in wonderland like æsthetics is PERFECT excuse to have fast floaty movement
1st dev - Makes a FPS 2nd dev - Makes the FPS good, hints at robotic theme 3rd dev - Makes everything cutesy for some reason 4th dev - Takes away 70% of the game and just brands it 5th dev - Clutches visuals and makes the game ok
Yeah I agree I hate it when they’res a woman in these I got nothing against women but when I there in one of these women hey always ruin it at least sometimes
Turbo really removed the best features, added something relating to his own studio, basically added nothing useful/fun/new and called it a day. there definitely should be some rule against removing progress of other developers, what's the point if someone will just undo all the progress you made?
@@adamusprime403Self promotion like this really ought to be banned in these videos. There was a similar instance in another video where a guy replaced stuff with a bunch of ai art all to promote his ai generation asset (which he failed to disclose was his own).
I feel like when some one introduces something we get excited about the creative ways the others are going to improve, add and/twist the ideas there (the "yes and" mentality) and if something gets lost in translation due to the broken telephone game that's actually alright because that is what's fun about the series but when some one comes in and purposely gets rid of it, it just feels like a waste of time for the person that made it and the audience for getting invested. I'm not saying you got to tip toe over everything but scrapping what's been there to fit your idea for the game... it feels bad. Also like the logo, it's a good design. It doesn't fit the aesthetic of the game. Ahh yes the samurai helmet I mean "crown" in Alice and wonderland.... it felt like it was for a different game.
Turbo, yeah he made a mistake removing some features quite a big one. BUT, he is the one that added some sort of direction to the levels themselves and gave it an endpoint so he didn't just add nothing. While I'll agree that he did use his slot to self promote too, other devs in this challenge have done the same, like how this started with the FPS engine was a huge self promotion, done in the correct way ofc as he sparked the entire game. Or as luka brought up, the guy using his ai generation asset, it is all to promote it. A big part of this challenge is to promote yourself or your brand.
@@naomeencheosaco8595 Sadly he's not the only one doing it. In many of these videos there's always one dev that just deletes stuff that previous devs spent time on. It's a shame!
@@WWEMikanoTheres a pattern/commonality ive noticed, these individuals usually run youtube channels or are influential in the indie development scene to some degree. All of their projects eithet are made solely by themselves, or theyre the dominant voice in the projects. And they have an ego to some degree, believing they understand game development, the markets, or gamers over other developers. They often view themselves are artistic visionaries or arteurs. I really think that these sorts of challenges, especially if they want to be considered seriously like other game jams they should have very particular rules on team ethics, rules that aim to both protect the visions or ideas of other creators, but also exist to make sure no one team member can take over the project. Turbo and many of this others take control of the game to protect their own ego, but by extensions hurting their teammates, and the spirit of the challenge. What does a "no communication" rule matter, if one guy can take over the entire project.
@@DualWieldedI actually think it would have been cool to see both ideas merged, a game that comes across fantastical, but than theres signs its actually scifi with robots and advanced tech, hiding as fantasy elements
I was so mad when I saw the dev removing the movement mechanics ngl. He closed all the possibilies of creating interesting levels with all sorts of different mechanics. The level could have expanded vertically and what not. I love the art style. It would be more fun to see the art style evolve keeping wall running in place. It would be challenging for art team as well as level designers. Although a very good outcome. I love this series. And yeah MORE TREESS!!!!! Cuz why not! :D
Honestly, the guy knew he messed up at the end, there were several points where he could have said he removed the mechanics, specially the point where the other developer was saying "the lack of fast movement may have been my fault" but he just didn't. It's not anything huge, but It's weird how he didn't mention it. although that may have been for the better, since the game already seems to have a decently big "going through walls" problem.
There was litteraly no art direction until that third dev came in. And polishing her work made EVERYTHING for this game (where mechanics are basic/nice but art is amazing). So gg to her!
I think based on much of the criticism i am seeing on this video, and criticism from prior videos, I think you should maybe add a new challenge type where; Next developers cannot remove mechanics and concepts introduced by prior developers, they can only build off what already exists. I think to a lot of fans of these videos it goes against the spirit of the challenge to let developers remove extremely important things introduced by prior developers. It likely feels like an insult to the developers who introduced these mechanics, and it gives too much power to later developers to basically have absolute control over the project.
This is the one, by doing that you only improve the concept made by the previous developers and make sure it works with the idea you want to implement. No one's getting overshadowed and everyone's contribution is still cohesive.
But not always the introduced mechanics are actually good. I’ve seen a number of those videos where removing something actually was better for the final game. But I guess, they could introduce a limit on how much you actually can remove
Ikr?! I forgot all about that, honestly i wouldnt even mind of movement was removed if we stuck with the parry mechanics at least. It really opens to a completely new style of gameplay
Yeah Stage 2 looked really fun. Stage 3 still looked fun but I don't really think the style fit the gameplay. And then Stage 4 removed everything good about it.
Yeah, I really thought it would end up being a cool hybrid between cod zombies / rogue like with Titanfall/Apex style freerunning and movement. I think if the first 2 Dev's just worked on it, and had the Devs that completely reworked the visuals it would have been a super unique game.
@@ActuallyGoose i was expecting it to turn out like ultrakill with the fast paced movement, the dev wanting to go for robot theme, ect. the end result was the furthest from my expectations as possible
Turbo games nearly ruined the whole project, art team held it up. Could have been so much cooler with the movement though. Rule #1 in gave dev: It's almost always a bad idea to remove player choices. Hell, the whole success of Warframe was based on the movement bug they turned into a feature.
I dont really agree with your rule nr 1 assessment... should prolly be something like "kill your darlings often".. Buuut yea, his changes certainly killed the whole flow of the game.. On the upside, such complex environment art wouldnt have been possible with the wall running.
Turbo " I was overwhelmed with the fun movement mechanics so I removed them " also turbo in the very next sentence "the game was boring and repetitive after I removed all the fun parts"
dev 1: i want them to make a movement shooter dev 2: i want it to bee a mechanical movement shooter dev 3: now it's a cute pew-pew game dev 4: i removed movement dev 5: idk what is that sh*t, but i'll polish it
dev 4: doesn't know what movement based shooters are despite them being the new trend then proceeds to remove the core mechanic of the game, complain about it being boring, then adds backtracking and self promotion despite being already promored by being part of the video.
I really hope they never re-invite turbo, deleting all of the work of others and stripping the game down to basically nothing (then complaining about the game feeling hollow) isn't in the spirit of this type of challenge.
Amazing work from everyone, especially the first and last dev. Though it was quite sad to see the 4th dev just remove some featuers instead of improving on them.
@@ConnorSempthis gave me flashbacks to a school project where although it was a group project we were individually graded based on our contribution. So the person who compiled all of our work removed all of mine so I got an F 🤦♀️. Luckily the teacher was reasonable and when I brought copies of my work he adjusted my grade.
It really sucked that Turbo removed the fast-paced Movement. That really hindered the game. I would've also loved to see the Game as envisioned by DualWielded. It would've made sense to have a fast-paced movement shooter being about Ultra High Tech Robots stealing fuel from each other. Just imagine, this game could've been the successor to "Ultrakill".
@@sadtwolvesfanagreed. Its kind of like how apex legends has a fast paced feel that no other shooter has due to all the movement mechanics in the game, I feel like it adds more variety to how to play the game too.
@@sadtwolvesfan eh, it make it way more appropriate for the game type, I could see it if there where actual obstacles to climb, but it’s not like that, it’s a dungeon crawler
So Turbo is just a whiny toddler who couldn't handle the movement so he removed it, then complained about it being boring after REMOVING THE MOVEMENT, then slapped his logo in even though it made no sense with the visuals of the other stuff. Great job mate you *really* helped this game out.
He took the high paced speedy gameplay and cut it entirely out then slapped on his own logo as a lazy "fix" that didn't play into the strenghts of the game at all
Turbo fr removed the main mechanic and also didnt understand that you would need to move fast so that you will survive. Skill issue if he thought that was "overwhelming"
The dev that just killed all the movement and fun aspects and then added his own logo as the final goal killed the game and just made me feel gross about him. I second peoples idea about not being able to completely remove other devs creations, it adds more stakes as everything you do add then really matters and has to be good, although adjustments are fine to not get stuck.
Lol ofcourse, there’s always that one dev that ruins everything 😂 The 4th one (turbo) removed unique core mechanics and made 0 improvements, his ideas made the game less fun if anything.
i goddamn knew that the reflect bullets mechanic would go unnoticed if cowsins didnt write anything about it....... happens every time with the coolest mechanics
Watched up until the wall running was removed, yelled "NOOO" out loud and stopped watching. I just couldn't continue, that part of the gameplay looked so cool and traded out for a simple shooter.
@@tiacool7978and for some reason some people are upset that dev 3 "changed" the theme of the game. The previous theme being completely untextured square rooms and solely made up of raw cubes.
@@UnknownGamer40464 Because it didn't fit the direction the game was going in. DuelWielded literally added a mechanical sound to make it go in that direction and she just completely disregarded it. Plus her models didn't fully fit with the weapon designs. Now, the end result was really cool, but her changes at first just didn't really make sense. I'm not saying she ruined it or anything, just that what she did didn't fit what was already established. Turbo deserves all the hate though, he legitimately ruined it.
@@MrRADicalOfficial Nothing about a shooter doesn't fit the art style, you just lack imagination. There is plenty of dark alice in wonderland media that you apparently aren't privy to. Literally nobody noticed his mechanical sounds and that's apparent. Her models fit just fine since everything else was untextured rectangles before she got to it.
@@UnknownGamer40464 lmao lack imagination? Good one. I have more imagination than the average person dude, and you can't decide how much creativity I have from a comment section. Did you miss the part where I said at the end it fit too (mostly)? It actually did look good, again at the end. It only fit because the last devs art person expanded it to fit better, but what she did originally felt odd. Her style was off. I did not like it because the established style of the weapons and game mechanics (less so the pistol, but her enemies were odd) clashed with hers. Apparently you don't know how art in video games needs to be consistent with the rest of the game or it looks bad, which it slightly did. Not horrible or anything, just off. Other Alice games are completely irrelevant because the weapons and environments would of been made to fit the style perfectly. Also no, I do not play or care for Alice In Wonderland games. The style is cool though, and I like the movies. Didn't notice the mechanical sounds? You're the next dev, it's your job to find out everything that was added so you can expand/improve on it properly. Plenty of devs who were handed bigger games and noticed small things like that. It's on her for not seeing it in the code or noticing it in game. It IS her fault. Same as how it's other devs faults for giving the game 5-15min and then ending up messing up the game because they didn't find out all the other mechanics/assets/other things the previous devs added. This happened in the other videos, devs starting before they even understood what the project was about/found all the features and they usually made it worse in the end because their changes didn't match up with what was previously established causing the next people to have to fix it or expand on it in a way that takes too much time. Luckily her choices didn't ruin it, Turbo's did. "Her models fit just fine since everything else was untextured rectangles before she got to it." No sh*t, I'm not talking about the environment I'm talking about the weapons/game mechanics looking and feeling different than what you'd expect from what she made. The styles clashed. If you think it looked good that is purely subjective so I can't argue much more against it. Opinion is opinion. I think her enemies and a small small portion of her meshes looked off compared to what the game was at that point. With a different style it would of fit much better for a shooter, which I'm not arguing can't be done with an Alice In Wonderlands theme. It's purely her style she chose I was against (mostly the enemies). Most of her models I knew could be expanded on to fit well, which did happen. The enemies didn't feel like the type of enemy you'd be shooting at in that type of game. The mesh and textures weren't bad though, just don't think they fit.
Glad people are thinking the same thing. He could’ve just added mechanics that are built around those features, but he was just lazy and deleted the only fun thing.
Turbo make game: remove movement that basically the main gameplay of the game . SPEEEED turbo make game: "the game seems boring and repetitive" it was going so well, then every that turbo changes, make it worst somehow. removing the movement just boil my blood so much, removing it basically just make it a normal , shit u see everyday, beginner dev level kind of game. there should be a rule to add more than you remove. because its seems like turbo did not really add anything to it
I feel bad for the 5th dev when he thought he was to be blame for the shitty movement. Turbo there nodding his head pushing responsibility. this kind of people are the worst kind to work with in a group project.
I feel like the game could’ve been so great if it weren’t for turbo. The first dev made an amazing base, DualWielded followed it up pretty decently, the 3rd dev made an interesting theme, and the indie accord just brought everything together with a masterful art style
I think it would be sick if the devs could only ADD upon the designs of others, without removing things added intentionally. If you get a game with wall-running, keep it, try to work around it! If You can’t, oh well, that’s the challenge! It just seems like we get a lot of complete games, but they always end up at tad basic (think of Noa’s centipede)
The problem with these challenges is that half the devs come into the project with there own game idea in mind so instead of building on/improving what the previous devs have already created they remove and change features that are in place so that the game fits what THEY want. Removing the movement mechanichs and restyling the game completely invalidates half of the vison/work the first 2 devs did, genuinely think we need new rules in place about removing or changing the work previous devs have done, it feels very disrespectful to undo so much work just to enforce your own vison. I would rather have a needlessly complex/hard/annoying game then a bare bones game because one of the devs decided he/she didnt like a set of features and completely removed them. If you cant work around a mechanich then oh well, you dont add anything, we move on. Right now it is a dev who cant work around the movement so he turned it into a slow paced shooter. In the future it might be a dev who dislikes fps games as a whole and decides to delete all of the past devs work and turn it into a stardew valley clone. It just dosent feel in the spirit of the challenge to remove work because you dislike ot or are bad at working with it. That might just be me tho.
That completely goes against this whole concept. It's devs making games with "no communication", the adding of rules such as not removing things acts as a form of restriction and communication at the same time. Basically telling a dev "you have to work around this feature" and "you can't remove this". If you have watched the previous videos in this series you will notice in all of them at least one feature a dev made was removed by another. In fact the best end result (in my opinion) this series had was the 1st episode where they made a tower defense game. In that episode the Princess, Unicorn, Mana system, and a ton of assets were removed and the end result was absolutely fantastic. I've seen other videos with a similar concept of not communicating that ended with just a janky game containing too many opposing features due to the fact no dev was willing to "step on another dev's toes", so kept work that should have been removed. Adding an explicit (or even implied) rule of not removing things that other devs did will just work against the concept. We should discourage what Turbo did in this video (he definitely harmed the final result with too many removals) but the institution of literal rules to stop that behavior will only end in a worse result.
I think game devs should learn from this about not removing features the same way they learnt about not adding an extra boss late in the development cycle.
to be fair bro, if the only addition to the current gameplay was that you can run on walls it wouldn't change anything. yes the movement getting removed is a shame but that's not what he was talking about at all when he states it was getting old very quickly. should be obvious too.
Dev progress: Dev 1: Woohoo look I get to start off the game with a shooter!! Dev 2: *Adds literally everything ever needed* Dev 3: Does exactly what was intended and plays it normal by adding stuff. Dev 4: Frick this. *bombs the whole game by deleting what made it fun to play* Dev 5: A L I C E I N W O N D E R L A N D ! Epic map design woohoo Edit: GOD DAMMIT, SOMEONE ALREADY DID MY FRICKIN COMMENT IDEA NOOOO...
@@GodGladiator1 Yeah man I reached his part and hoped someone would just cut in and be like: that dev was wrong so we will send the next devs the files before he touched them
My immediate thought with the health draining mechanic was that you are an ordinary person, but your gun is a vampire. If you don't provide the vampire gun with blood, it takes yours. Though this idea only works if you stick to a single weapon.
The thing that upset me most was that they didn't even add anything to the actual game, They just made everything cutesy. I hate to say it, but it felt like a wasted spot. It's fine to polish things up and make them look better, but I feel like it's a problem when the game clearly needs work and all you do is put your own personal touch on the design and leave the work to someone else
@@Wyldflare You are being stupidly biased. The game had 0 art assets before. Doing art assets for a whole game IS worth a dev block and its done every single time. Youre just being ignorant bc you specifically don't like the style.
@wiilli4471 that's quite rude of you to say. All I did was give my opinion on how they did in this project, like everyone else. Not only that, but I never said I dislike that art style. In fact, I thought it was an interesting way to take things. My problem was that they didn't add anything to the actual game. The whole point is that they are game devs, not artists, so while yeah, it is necessary to make a game look better, there should be more than that. The thing is that it feels like the game itself would not have changed if they weren't there. Their impact feels so minimal that it felt unnecessary.
I can’t tell you how much I love to see DualWielded all around the Gamedev scene and see him growing. He finds such a nice balance between doing great gamedev and actually edit entertaining videos
Great video! I love the extended reaction AND discussion phase! The game turned out good, and the videos are better and better each time, I see that you listen to the feedback. It's a bit sad all the movement mechanics were removed though. I felt it synergized well with the timer mechanic (later devs had to make it easier because of that i think). The idea of not locking down all the rooms is good.
Can we run this one back? Its honestly sad that we lost all those mechanics. Can we add those features back snd get one or two or three people to work on it? Actually can we get the teams to come back on work on some of these games after wards? See how they would actuslly improv it
I think with the art style, it made it hard to do wall running and parkour, but I do agree that was a lame change removing the extra movement. The game was simple then and the movement complex, but the way to go should have been increasing the complexity of the base game instead of dumbing the movement down that far. Perhaps adding lava pits or obstacles; something like that would really push you to work against the clock, and even simple enemies pushing you back or hindering you would be difficult.
An easy way to fix that would've just been to upscale the size of the rooms instead of completely removing the movement. Or remodel the rooms to fit the movement better
Just make branches (or other wall-decor) have no collision, if the model interferes with wallrunning. Or the branch room could be there to purposefully force you to slow down in that room, with maybe some extra differences to make that interesting (other enemy types? floor-traps? something that hurts you if you move too slowly/linearly (like a bullet storm)?)
personally, it would probably have been alright with just some changes(?) considering that the last team did the art direction AFTER the movement was already removed, maybe they would have adjusted level design and art more to cater for the movement, had the movement just not been removed at all.
almost every Dev this episode was like "so I completely changed the game" went from a movement timed shooter to a roguelike to a really basic maze shooter to a pretty cool alice in wonderland themed environment explorer
It went from a movement timed shooter To a movement timed Rougelike which is something I've never seen before Then it became an incredibly basic maze shooter
I think movement shooter -> roguelike is a pretty reasonable evolution. Making the art very cute and alice and wonderland esc- isnt tradtional, but it is unique and understandable. The only problematic part of this video was the 4th dev removing core components of the gameplay just because he disliked them. He didnt even replace them with interesting features. All he did was remove movement, plug his videos, and leave. The last dev seems really talented and im sure could have made the game a lot more interesting if he didn't have to not only pick up the slack of the previous developer, but also fix the gameplay mechanics he ruined and fix all the bugs, while STILL making the art more cohereant. I think there are 2 major issues with this challenge that need to be addressed before the next one: 1: There is no rule prohibiting devs from scrapping as much content as they want to make a game they like. They arent there to make a game they like, they are there to make a game based off of what the previous devs made. 2: They need to place each dev more strategically. Artists and studios should be placed at the end so they can do the important work like fixxing bugs and developing an art style. Core feature developers should be placed at the beginning to develop a fun game loop. They arent communicating, just managed/placed in a way that makes the game feel more complete.
@@Pope_ I would actually like to see a version of this challenge where they can leave one note for the next dev. Not full on communication but one thing that each dev would like the next ones to continue. Like the one with the idea of making it robot based. I'm sure each dev would have one idea that would like to stay, make it into the game but they didn't have time to fully develop it.
It's actually surprising how Turbo made the game worse... "I delete mechanics". "Now the player have to run back to the start" "The helmet is a copy of my channel pic to cherish my ego".
Love these, you should do one where it's 3 devs that each get 2 turns. Would be interesting to see how their ideas have changed and can contribute again.
I know how in these projects no-one can communicate and stuff, but why in every video someone around the middle or end always removes the funnest part of the game. Other then that good video
The project reaches a dev who don't actually play video games actively, so they can't figure out the way the game is intended to be played or are frustrated by the difficulty, which is when they go butcher mode
Great video! I think that every Dev should give a little list of the changes and additions they made before the discussion so everyone knows who did what.
This game seriously deserves a revisit! It’s baffling that someone would remove movement and combat mechanics from an FPS. The more options you have to adjust your speed or combo together movement/attack techniques, the more satisfying the flow state feels when you reach it. Walking around and double jumping is just not as exciting. I hope Turbo learns from this and has a chance to redeem himself, maybe in the next video?
I love the zoom in on Turbo not saying anything when the last dev talks about the movement being bad. Like it was his fault since he wasted time deleting stuff instead of improving the movement of the game.
I love the design story arc with how he planted robot noises to influence the games design then alice herself came tumbling down the rabbit hole and shaped the entire theme of the game, later being speechless after seeing someone elses hard work replicating her own so perfectly helping her dream be realized! Best part of the video for sure. Worst part was the guy who ruined it by turning it into an ad for his youtube channel and removing half of the mechanics making the game unfun...
Ngl i wish it went in the direction the first dev was intending 😅 obv a shame the movement got removed but im sad noone did anything with the Parry mechanic aswell
Omg i forgot all about that because of the Turbo thing, yeah it really could have built a completely unique experience not seen before. I really hope someone still takes inspiration from that mechanic and do their own thing, it was such a great idea.
It wasn't too big of deal here since it still worked out, but I genuinely think we should remove (I know the irony) the option of people removing something that isn't straight up game breaking.
I think removing stuff is fine occasionally, as long it's not something as fundamental as the movement in the game. Like, if you didn't like the idea of the mystery box, it would be sad to see it go to the dev who developed it and anyone who was interested, but it's not so fundamental to the game that I would complain if it got removed
@@randompolygon8401 there are times that a feature can be overwhelming, or won't be completed in time due to scope creep and thus may be detrimental to leave in with it's incomplete state. There's other times as well that removal is a good option, if not necessary. The problem here is that it wasn't overwhelming, it was able to be adapted with the time remaining, and he replaced it with a shitty self-addition.
@@Maepl i did put a "unless its game breaking" there. its fine to remove something because they think the game is genuinely not going to be completed properly or is going to be broken because of it. but unless that aside. there is just more to gain than to loose from removing the option. i'm more than fine with the game not being perfect by that because 1 weirf element was added.
Can’t wait for the 100 developer pass, the game showdown! It’s all not going to be crammed into 30 minutes right? 😅 because I love to spend an afternoon watching it! I don’t make games but I find the process and reactions amazing to watch!
YES. 100 devs showdown, but they cant break core gameplay like for example coughcoughturbocough, because if they could break core gameplay, the game would completely change every 30 devs
Hey everyone! If you've always wanted to make your own games but don't know how, check out this link:
www.gamedevrocket.com/
Epic
Really love this video format, you guys are taking fan feedback and incorporating it, props to you.
You should have them make a vr game
Literally me
@EmotionalYT913 same, loved the idea, but 697 dollars almost gave me a heart attack. I'm also doing a unity course on Udemy ayoooo!
7:23 "So, I actually ended up removing most of that stuff"
7:27 "I noticed that it was getting old very quickly" 😮
I thought the same thing when he said that lmao
I laughed out loud at this and face palmed.
Was looking for this reply lol
Removed the funnest part about the game and then started wondering why the game was boring lmao, I had the same reaction
Weird that he didn't try adding some back to see if that would help.
Turbo: I removed all the controls because I thought it was to complicated, then I got bored while playing the game so I added an ad for my channel and made it an important part of the game.
And added backtracking...
@@MattPryzeIf that other guy's suggestion of having to leave enemies alive to make the trip back was kept, and no locked rooms, it would actually be interesting to backtrack and require some planning and actually be faster paced leaving than going in, focusing mostly on movement instead of shooting while on a short timer.
Removed the coolest part of the game 🤓
u ruined it so fast, smh
Best part of the game was the movement. Not no more. It’s ok we all make mistakes. I’m just assuming you don’t play many FPS games.
Turbo: removes varying movement mechanics to make the game interesting
Also Turbo: The game became boring very fast
what even more annoying is that when the 5th dev blame himself for the shitty movement, turbo just nodded his head like yeah its his fault
@@dontaskwhatmyname9002 the video even zoomed in on turbo when he said that lol
I do think that limiting the movement options was a reasonable Idea, but they removed too many to the point where the health drain mechanic stopped making sense. Stuff like Crouching and double jumps I could see being removed, maaaaaaybe melee, maybe make sprinting default, but definitely not dashing.
This cyber-chad made lots of new fans... NOT!
Melee enabled the parry mechanic, not really needed in the end game, but could have been cool too.
Bro I personally think Turbo ruined it by removing wall jumping and dashing. What also completely ticks me off is he said he "improved" the movement
You want to deal with collision with rough cave walls full of trees, gropers mushrooms? People are going way too harsh on him... the end result is polished because of him
@@ch4.hayabusaHe ruined the core gameplay
***"Improved"***
@@ch4.hayabusa he Not only plugged his own stuff way to hard he also said that the game got boring after that literally seconds later. He only used this as a self promo which felt extremely forced and unfair towards the other devs.
Yeah bad look for Turbo this kinda shit is why I always hated group projects in school lol. He removed the cool stuff said it was improved and put his logo in the game. LIKE 1/10 never again.
Yeah I gotta say removing most of the movement mechanics was not a good idea
Agreed. And then he immediately says, “Now the game is not fun because you’re just walking around” 🤦♂️
the ddev that did that also implemented his own logo wich i think is stupid
@@bebu0815 yep, both moves require a fuckton of narcissism to pull, so it kinda makes sense it was all the same "person"
@@lmanproductions8680 And then: "I know! I'll fix it by making the player walk all the way back to the start again."
And then said the game got “old.”
WhAt!?!
Hopefully Turbo actually reads the comments and understands why people criticize him
honestly doubt, dont see any replies by him so far, compared to devs like dual and such
Guys turbo just forgot the first rule of game design: every game is improved by a grappling hook and wallrunning
Fax
Tbh yeah the wallruning and dash made it cool
sounds like something dani would say
Titanfall 2 :)
and apperantly centipedes
"I removed all the extra movement features to keep it simple-" the very next line "the game felt a bit too basic and linear"
Turbo Makes Games: *removes the most fun part of the game*
Also, Turbo Makes Games: "So, now when the character controller was improved..."
I don't like to sound harsh, but why does anyone want to remove something in this type of challenge? Trying to adapt or improve the mechanics previous developers did is the most fun part of this
I agree, I think removing features and mechanics shouldn't be allowed
yeah i agree with you, whats the point on this challenge, if one creator could just undo previous creators doings and then make their own game
@@VanagloriaVT removing features should be fine, but the movement was literally the foundation of the game, the bread and butter. yet it got removed. making it tasteless
Yeah, but I think the girl was at fault there.
That whole Alice Wonderland theme was partially set by her with those "cute" characters and environment, which CANNOT be fast paced
@@SimranjeetSingh-eh4bcWhy cant it be fast paced? If anything i think an extremely fantastical world with alice in wonderland like æsthetics is PERFECT excuse to have fast floaty movement
1st dev - Makes a FPS
2nd dev - Makes the FPS good, hints at robotic theme
3rd dev - Makes everything cutesy for some reason
4th dev - Takes away 70% of the game and just brands it
5th dev - Clutches visuals and makes the game ok
The Alice in Parkourland kind of cooked though. It'd be fun to just run and jump all over a house and it's furniture except umm..
@@benjamincharlton1388yeah I liked the new art style, I just don't think she realised that the walls needed to be clear enough to run on
All the devs did a good job, except Turbo.
Women tend to love cute things, also you could tell she just didn't have much experience playing any FPSs, probably more like Animal Crossing.
Yeah I agree I hate it when they’res a woman in these I got nothing against women but when I there in one of these women hey always ruin it at least sometimes
Turbo really removed the best features, added something relating to his own studio, basically added nothing useful/fun/new and called it a day. there definitely should be some rule against removing progress of other developers, what's the point if someone will just undo all the progress you made?
Also his level of self promotion is bordering on malicious
@@adamusprime403Self promotion like this really ought to be banned in these videos. There was a similar instance in another video where a guy replaced stuff with a bunch of ai art all to promote his ai generation asset (which he failed to disclose was his own).
Yeah, he ruined the video
I feel like when some one introduces something we get excited about the creative ways the others are going to improve, add and/twist the ideas there (the "yes and" mentality) and if something gets lost in translation due to the broken telephone game that's actually alright because that is what's fun about the series but when some one comes in and purposely gets rid of it, it just feels like a waste of time for the person that made it and the audience for getting invested. I'm not saying you got to tip toe over everything but scrapping what's been there to fit your idea for the game... it feels bad.
Also like the logo, it's a good design. It doesn't fit the aesthetic of the game. Ahh yes the samurai helmet I mean "crown" in Alice and wonderland.... it felt like it was for a different game.
Turbo, yeah he made a mistake removing some features quite a big one. BUT, he is the one that added some sort of direction to the levels themselves and gave it an endpoint so he didn't just add nothing. While I'll agree that he did use his slot to self promote too, other devs in this challenge have done the same, like how this started with the FPS engine was a huge self promotion, done in the correct way ofc as he sparked the entire game. Or as luka brought up, the guy using his ai generation asset, it is all to promote it. A big part of this challenge is to promote yourself or your brand.
Man turbo was so infuriating. He was complaining at the end meeting even though he ruined the game
There should be a “don’t remove, improve” rule
Just for turbo
@@naomeencheosaco8595 Sadly he's not the only one doing it. In many of these videos there's always one dev that just deletes stuff that previous devs spent time on. It's a shame!
I love this like even if you do remove something it has to be replaced with something similar like how they do the art
@@mrsquiggles1379 that's completely fine but turbo didn't get the memo I guess
@@WWEMikanoTheres a pattern/commonality ive noticed, these individuals usually run youtube channels or are influential in the indie development scene to some degree. All of their projects eithet are made solely by themselves, or theyre the dominant voice in the projects. And they have an ego to some degree, believing they understand game development, the markets, or gamers over other developers. They often view themselves are artistic visionaries or arteurs. I really think that these sorts of challenges, especially if they want to be considered seriously like other game jams they should have very particular rules on team ethics, rules that aim to both protect the visions or ideas of other creators, but also exist to make sure no one team member can take over the project. Turbo and many of this others take control of the game to protect their own ego, but by extensions hurting their teammates, and the spirit of the challenge. What does a "no communication" rule matter, if one guy can take over the entire project.
"it seems to overwhelming, i will delete most of the mechanics", next sentence: "It is getting old very quickly" i am FURIOUS xD
DEV - if i hinted robot sounds, maybe the next dev turns it into a mech game
NEXT DEV - Makes it cute af
Mission failed, we'll get 'em next time
@@DualWieldedI actually think it would have been cool to see both ideas merged, a game that comes across fantastical, but than theres signs its actually scifi with robots and advanced tech, hiding as fantasy elements
Yeah. That was heartbreaking.
I was truly disappointed when instead of funny robot game we got slightly less funny weird animals
@@DualWielded hopefully without turbo 🤞
I like how the editors zoomed in on turbo at 15:46 when the 5th dev was blaming the slow movement on himself.
good eye, Blackthorn probably felt just as frustrated as everyone else about the removal of pre established and beneficial game mechanics.
@@street_pisser ong i hope to not see turbo in any more of these for a long time
Honestly I would've taken a million centipede additions rather than those movement mechanics being removed.
Fr
At least then you can do something cool with them like having them wall crawling and shit
misunderstanding the concept or adding mid content is part of the challenge but why did turbo have to delete half of the game man
@@showtime6310 then complain it was boring
I was so mad when I saw the dev removing the movement mechanics ngl. He closed all the possibilies of creating interesting levels with all sorts of different mechanics. The level could have expanded vertically and what not. I love the art style. It would be more fun to see the art style evolve keeping wall running in place. It would be challenging for art team as well as level designers. Although a very good outcome. I love this series. And yeah MORE TREESS!!!!! Cuz why not! :D
I think removing the movement mechanics made the game seen a lil too easy and unintuitive, but over all very good video
For real
i think they could be added back as upgrades, metroid style
Honestly, the guy knew he messed up at the end, there were several points where he could have said he removed the mechanics, specially the point where the other developer was saying "the lack of fast movement may have been my fault"
but he just didn't. It's not anything huge, but It's weird how he didn't mention it.
although that may have been for the better, since the game already seems to have a decently big "going through walls" problem.
awful decision by turbo
Yeah everything that Turbo did just seemed to make it worse
There was litteraly no art direction until that third dev came in. And polishing her work made EVERYTHING for this game (where mechanics are basic/nice but art is amazing). So gg to her!
I think based on much of the criticism i am seeing on this video, and criticism from prior videos, I think you should maybe add a new challenge type where; Next developers cannot remove mechanics and concepts introduced by prior developers, they can only build off what already exists. I think to a lot of fans of these videos it goes against the spirit of the challenge to let developers remove extremely important things introduced by prior developers. It likely feels like an insult to the developers who introduced these mechanics, and it gives too much power to later developers to basically have absolute control over the project.
THIS
Exactly build on what exists or revise it but dont take it away (ex redoing someones shop or ugrade mechanix but not getting rid of it altogether)
This is the one, by doing that you only improve the concept made by the previous developers and make sure it works with the idea you want to implement. No one's getting overshadowed and everyone's contribution is still cohesive.
agreed. the game could have turned out better if mechanics like bullet deflection were built upon
But not always the introduced mechanics are actually good. I’ve seen a number of those videos where removing something actually was better for the final game.
But I guess, they could introduce a limit on how much you actually can remove
everyone talking about how turbo ruined movement missed the fact that he also removed the sick melee and deflecting bullets mechanics
Ikr?! I forgot all about that, honestly i wouldnt even mind of movement was removed if we stuck with the parry mechanics at least. It really opens to a completely new style of gameplay
Removing the wallrunning was a huge shame, but the end product is very unique, even if a bit basic in gameplay.
Aye, that was pretty cringy to see. But that just happens sometimes I suppose.
"I took all the fun movement out of the game. After that was removed, it wasn't fun any more"
It’s not actually very unique, it’s almost directly another game called “Post Void” which was made way before
Common turbo L
I would not play that shit. You literally stand still while going through like 4 corridors. Its garbage and not unique
I feel like deflecting bullets (& the movement too ig) was the best part
turbos section 2/10
everyone else's 8-10/10
Turbo section -10/10 Ruining the game, sponsoring his game too much, he shouldn't be in this project
I was so hyped by stage 2 with the titanfall like movement, random rooms, mystery box, after that... I'm not so sure
Yeah Stage 2 looked really fun. Stage 3 still looked fun but I don't really think the style fit the gameplay. And then Stage 4 removed everything good about it.
@@Jamberss exactly my thoughts
Yeah, I really thought it would end up being a cool hybrid between cod zombies / rogue like with Titanfall/Apex style freerunning and movement. I think if the first 2 Dev's just worked on it, and had the Devs that completely reworked the visuals it would have been a super unique game.
@@ActuallyGoose i was expecting it to turn out like ultrakill with the fast paced movement, the dev wanting to go for robot theme, ect. the end result was the furthest from my expectations as possible
So true
Turbo: After I deleted half the mechanics, it got boring fast 🤣
Turbo removed all the movement mechanics. They were perfect for this game and now they are gone.
Well, he said it felt *"overwhelming"* and *"too much"*. He was only making it *"more fun"* by making things *"simpler"*
Everyone: oh its a movement shooter
That one guy: anyways I removed the movement
Turbo games nearly ruined the whole project, art team held it up. Could have been so much cooler with the movement though. Rule #1 in gave dev: It's almost always a bad idea to remove player choices. Hell, the whole success of Warframe was based on the movement bug they turned into a feature.
I dont really agree with your rule nr 1 assessment... should prolly be something like "kill your darlings often".. Buuut yea, his changes certainly killed the whole flow of the game.. On the upside, such complex environment art wouldnt have been possible with the wall running.
Warframe removed movement mechanics too lol. Coptering had way more potential than the new parkouring system.
@@FakeGuthix01 You must be joking...
Turbo " I was overwhelmed with the fun movement mechanics so I removed them " also turbo in the very next sentence "the game was boring and repetitive after I removed all the fun parts"
dev 1: i want them to make a movement shooter
dev 2: i want it to bee a mechanical movement shooter
dev 3: now it's a cute pew-pew game
dev 4: i removed movement
dev 5: idk what is that sh*t, but i'll polish it
Accurate lol
dev 2: mechanical movement shooter and rouge-like
dev 4: removed movement and also rouge-like aspect - added crown from his game lmao
I can do this if you can just hit the delete button to be included.
dev 4: doesn't know what movement based shooters are despite them being the new trend then proceeds to remove the core mechanic of the game, complain about it being boring, then adds backtracking and self promotion despite being already promored by being part of the video.
@@BrunodeSouzaLino let's remove *running* from the game, yeah that'll make it more interesting
I really hope they never re-invite turbo, deleting all of the work of others and stripping the game down to basically nothing (then complaining about the game feeling hollow) isn't in the spirit of this type of challenge.
Amazing work from everyone, especially the first and last dev.
Though it was quite sad to see the 4th dev just remove some featuers instead of improving on them.
griffith
@@jacobo4484 ..did nothing wrong
The second developer is my favorite
I think you meant amazing work from everyone EXCEPT the 4th dev
Ngl it always kills my enthusiasm in these videos when Devs start removing big features
Turbo must have been fun to work with in school projects...
My thoughts immidiately
he was definitely the kid that let everyone else do the work then wrote his name the largest on the final submission
@@MistaHahn117no he was the kid who waited until everyone finished and then went back and changed it turning it from an A to a C
@@ConnorSempthis gave me flashbacks to a school project where although it was a group project we were individually graded based on our contribution. So the person who compiled all of our work removed all of mine so I got an F 🤦♀️. Luckily the teacher was reasonable and when I brought copies of my work he adjusted my grade.
It really sucked that Turbo removed the fast-paced Movement. That really hindered the game. I would've also loved to see the Game as envisioned by DualWielded. It would've made sense to have a fast-paced movement shooter being about Ultra High Tech Robots stealing fuel from each other. Just imagine, this game could've been the successor to "Ultrakill".
Bruh the first dev made such a strong base. It was an actual game all by itself 🔥
too be fair, he just used an engine he built as the base
I feel kinda bad that one of the Devs just removed the wall running, made the game look way less fun after
@@sadtwolvesfanagreed.
Its kind of like how apex legends has a fast paced feel that no other shooter has due to all the movement mechanics in the game, I feel like it adds more variety to how to play the game too.
@@sadtwolvesfan eh, it make it way more appropriate for the game type, I could see it if there where actual obstacles to climb, but it’s not like that, it’s a dungeon crawler
@brendolbreadwar2671 the guy who removed all the mechanics made it into the dungeon crawler. Before that, it looked more like fun action game
15:45 I love how the IndieAccord guy was blaming himself and then we just see Turbo passively agreeing.
I thought he was joking when he said he removed all the core movement mechanics LOL
So Turbo is just a whiny toddler who couldn't handle the movement so he removed it, then complained about it being boring after REMOVING THE MOVEMENT, then slapped his logo in even though it made no sense with the visuals of the other stuff. Great job mate you *really* helped this game out.
for a guy named "turbo", he made the game surprisingly slow
edit: holy shit I ratioed blackthornprod
(no hate towards him)
Also the "Makes Games" part of his name is pretty ironic as he unmade that game.
He took the high paced speedy gameplay and cut it entirely out then slapped on his own logo as a lazy "fix" that didn't play into the strenghts of the game at all
And very boring
LMAOOOOO GOTTEM
i dont think you know what ratio means
7:23 **Decides to remove most mechanics from game**
**Realizes it becomes boring fast**
**Refuses to elaborate**
instead of "refuses to elaborate":
*Doubles down and puts a PUZZLE*
*agrees when another dev blames themselves for the games flaws*
The art was amazing but I dont know if removing the other tyeps of movement was the best choice
I'm pretty sure it was the worst choice. I mean he himself called the game boring right after making it boring....
Their definitely needs to be a rule about removing things and replacing it with weird self inserts
I dont think so, it hindered dev creativity and its actually learning point for the dev
I truly am a master manipulator
Sup Mr. Tuber
That is your legal name
Also, upload!!!! (:
Seems like it
Gotta love Alice in Robotland
@@TheShelfman😂😂😂😂
I cried when the wall running got pulled out 😢 looked dope by the end Would love to see what he was going for incorporated more
Turbo fr removed the main mechanic and also didnt understand that you would need to move fast so that you will survive. Skill issue if he thought that was "overwhelming"
The dev that just killed all the movement and fun aspects and then added his own logo as the final goal killed the game and just made me feel gross about him. I second peoples idea about not being able to completely remove other devs creations, it adds more stakes as everything you do add then really matters and has to be good, although adjustments are fine to not get stuck.
Lol ofcourse, there’s always that one dev that ruins everything 😂
The 4th one (turbo) removed unique core mechanics and made 0 improvements, his ideas made the game less fun if anything.
And plugged his own content :/
I love that zoom on Turbo right after The Indie Accords apologized for bad movement xD
The maater manipulator guy is fun whenever hes in one of these. He was super fun innthe noot noot one too. Love his editing
He's gotta be my favorite of the devs
i goddamn knew that the reflect bullets mechanic would go unnoticed if cowsins didnt write anything about it....... happens every time with the coolest mechanics
Watched up until the wall running was removed, yelled "NOOO" out loud and stopped watching. I just couldn't continue, that part of the gameplay looked so cool and traded out for a simple shooter.
Lol same
fr I paused and immediately came to the comments hoping everyone was clowning him
Love the Alice in Gunderland theme started by dev 3 and finished by dev 5.
Yes, that part was amazing. Was a bit weird they were the only two to do anything to the general look of the area.
@@tiacool7978and for some reason some people are upset that dev 3 "changed" the theme of the game.
The previous theme being completely untextured square rooms and solely made up of raw cubes.
@@UnknownGamer40464 Because it didn't fit the direction the game was going in. DuelWielded literally added a mechanical sound to make it go in that direction and she just completely disregarded it. Plus her models didn't fully fit with the weapon designs. Now, the end result was really cool, but her changes at first just didn't really make sense. I'm not saying she ruined it or anything, just that what she did didn't fit what was already established. Turbo deserves all the hate though, he legitimately ruined it.
@@MrRADicalOfficial Nothing about a shooter doesn't fit the art style, you just lack imagination. There is plenty of dark alice in wonderland media that you apparently aren't privy to.
Literally nobody noticed his mechanical sounds and that's apparent.
Her models fit just fine since everything else was untextured rectangles before she got to it.
@@UnknownGamer40464 lmao lack imagination? Good one. I have more imagination than the average person dude, and you can't decide how much creativity I have from a comment section. Did you miss the part where I said at the end it fit too (mostly)? It actually did look good, again at the end. It only fit because the last devs art person expanded it to fit better, but what she did originally felt odd. Her style was off. I did not like it because the established style of the weapons and game mechanics (less so the pistol, but her enemies were odd) clashed with hers. Apparently you don't know how art in video games needs to be consistent with the rest of the game or it looks bad, which it slightly did. Not horrible or anything, just off. Other Alice games are completely irrelevant because the weapons and environments would of been made to fit the style perfectly. Also no, I do not play or care for Alice In Wonderland games. The style is cool though, and I like the movies.
Didn't notice the mechanical sounds? You're the next dev, it's your job to find out everything that was added so you can expand/improve on it properly. Plenty of devs who were handed bigger games and noticed small things like that. It's on her for not seeing it in the code or noticing it in game. It IS her fault. Same as how it's other devs faults for giving the game 5-15min and then ending up messing up the game because they didn't find out all the other mechanics/assets/other things the previous devs added. This happened in the other videos, devs starting before they even understood what the project was about/found all the features and they usually made it worse in the end because their changes didn't match up with what was previously established causing the next people to have to fix it or expand on it in a way that takes too much time. Luckily her choices didn't ruin it, Turbo's did.
"Her models fit just fine since everything else was untextured rectangles before she got to it."
No sh*t, I'm not talking about the environment I'm talking about the weapons/game mechanics looking and feeling different than what you'd expect from what she made. The styles clashed. If you think it looked good that is purely subjective so I can't argue much more against it. Opinion is opinion. I think her enemies and a small small portion of her meshes looked off compared to what the game was at that point. With a different style it would of fit much better for a shooter, which I'm not arguing can't be done with an Alice In Wonderlands theme. It's purely her style she chose I was against (mostly the enemies). Most of her models I knew could be expanded on to fit well, which did happen. The enemies didn't feel like the type of enemy you'd be shooting at in that type of game. The mesh and textures weren't bad though, just don't think they fit.
i love how turbo ruined the idea of the game!
this actually infuriates me, how can somebody be so out of touch as a game dev :D
Yeah I've gotta be honest, while watching his part I kind of thought to myself "feels like he removed more than he added"
@@ActuallyGoose he removed like 4 combat mechanics leaving the gameplay way more dull than what it was
@@Buggolious THEN SAID THE GAME WAS BORNING 🤣😂
Glad people are thinking the same thing. He could’ve just added mechanics that are built around those features, but he was just lazy and deleted the only fun thing.
*Removes movement mechanics*
“I felt the game was getting old fast”
MAYBE ITS BECAUSE YOU JUST REMOVED HALF OF THE MAIN MECHANICS
Turbo make game: remove movement that basically the main gameplay of the game . SPEEEED
turbo make game: "the game seems boring and repetitive"
it was going so well, then every that turbo changes, make it worst somehow. removing the movement just boil my blood so much, removing it basically just make it a normal , shit u see everyday, beginner dev level kind of game.
there should be a rule to add more than you remove. because its seems like turbo did not really add anything to it
I feel bad for the 5th dev when he thought he was to be blame for the shitty movement. Turbo there nodding his head pushing responsibility. this kind of people are the worst kind to work with in a group project.
I feel like the game could’ve been so great if it weren’t for turbo. The first dev made an amazing base, DualWielded followed it up pretty decently, the 3rd dev made an interesting theme, and the indie accord just brought everything together with a masterful art style
I think it would be sick if the devs could only ADD upon the designs of others, without removing things added intentionally. If you get a game with wall-running, keep it, try to work around it! If
You can’t, oh well, that’s the challenge! It just seems like we get a lot of complete games, but they always end up at tad basic (think of Noa’s centipede)
The problem with these challenges is that half the devs come into the project with there own game idea in mind so instead of building on/improving what the previous devs have already created they remove and change features that are in place so that the game fits what THEY want. Removing the movement mechanichs and restyling the game completely invalidates half of the vison/work the first 2 devs did, genuinely think we need new rules in place about removing or changing the work previous devs have done, it feels very disrespectful to undo so much work just to enforce your own vison. I would rather have a needlessly complex/hard/annoying game then a bare bones game because one of the devs decided he/she didnt like a set of features and completely removed them.
If you cant work around a mechanich then oh well, you dont add anything, we move on. Right now it is a dev who cant work around the movement so he turned it into a slow paced shooter. In the future it might be a dev who dislikes fps games as a whole and decides to delete all of the past devs work and turn it into a stardew valley clone. It just dosent feel in the spirit of the challenge to remove work because you dislike ot or are bad at working with it. That might just be me tho.
That completely goes against this whole concept. It's devs making games with "no communication", the adding of rules such as not removing things acts as a form of restriction and communication at the same time. Basically telling a dev "you have to work around this feature" and "you can't remove this".
If you have watched the previous videos in this series you will notice in all of them at least one feature a dev made was removed by another. In fact the best end result (in my opinion) this series had was the 1st episode where they made a tower defense game. In that episode the Princess, Unicorn, Mana system, and a ton of assets were removed and the end result was absolutely fantastic.
I've seen other videos with a similar concept of not communicating that ended with just a janky game containing too many opposing features due to the fact no dev was willing to "step on another dev's toes", so kept work that should have been removed. Adding an explicit (or even implied) rule of not removing things that other devs did will just work against the concept. We should discourage what Turbo did in this video (he definitely harmed the final result with too many removals) but the institution of literal rules to stop that behavior will only end in a worse result.
Turbo Makes Games ❌
Turbo Destroys Games ✅
Agreed😥
I think game devs should learn from this about not removing features the same way they learnt about not adding an extra boss late in the development cycle.
«I removed the most fun part of the game»
«I noticed the game was getting old fast»
^ this
Yeah lol, meanwhile he shows footage of himself repeatedly missing shots on stationary targets. Skill issue perhaps?
to be fair bro, if the only addition to the current gameplay was that you can run on walls it wouldn't change anything. yes the movement getting removed is a shame but that's not what he was talking about at all when he states it was getting old very quickly. should be obvious too.
Dev progress:
Dev 1: Woohoo look I get to start off the game with a shooter!!
Dev 2: *Adds literally everything ever needed*
Dev 3: Does exactly what was intended and plays it normal by adding stuff.
Dev 4: Frick this. *bombs the whole game by deleting what made it fun to play*
Dev 5: A L I C E I N W O N D E R L A N D ! Epic map design woohoo
Edit: GOD DAMMIT, SOMEONE ALREADY DID MY FRICKIN COMMENT IDEA NOOOO...
I'm sorry to say this but Turbo really messed this game up, ruined the entire momentum and how crazy this game could've been imo
The game turned out really cool in the end, if only Turbo didn't remove the most fun parts of the game
he... removed... all the movement... and thought... it was better...
Yeah bad thought, and then he also thought it was bland after removing the best part of the game. 😒🤯
@@GodGladiator1 Yeah man I reached his part and hoped someone would just cut in and be like: that dev was wrong so we will send the next devs the files before he touched them
@@GodGladiator1 I literally put my hands up. Duh the game is gonna fall bland when you remove the main feature that made it cool.
I love the art LanaLux made! Really cool!
I love the discussion at the end. It makes the video feel finished with everything the viewer wants to see
Yeah I hope they can do it on more videos in this series going forward.
Seriously though, 100 devs?! I will definitely be seeing that. Maybe things like this will lead to the creation of a new game engine eventually. :D
My immediate thought with the health draining mechanic was that you are an ordinary person, but your gun is a vampire. If you don't provide the vampire gun with blood, it takes yours.
Though this idea only works if you stick to a single weapon.
It would be almost what Superhot is.
That's brilliant
that a sick idea
dev trys to hint at robotic theme with sounds:
next dev: Ah yes, alice in wonderland horror shooter with bananas, i can see it already
honestly changes like that are fun, and add in their uniqueness . but removing the core gameplay like what turbo did is infuriating.
The thing that upset me most was that they didn't even add anything to the actual game, They just made everything cutesy. I hate to say it, but it felt like a wasted spot. It's fine to polish things up and make them look better, but I feel like it's a problem when the game clearly needs work and all you do is put your own personal touch on the design and leave the work to someone else
@@Wyldflare You are being stupidly biased. The game had 0 art assets before. Doing art assets for a whole game IS worth a dev block and its done every single time. Youre just being ignorant bc you specifically don't like the style.
@wiilli4471 that's quite rude of you to say. All I did was give my opinion on how they did in this project, like everyone else. Not only that, but I never said I dislike that art style. In fact, I thought it was an interesting way to take things. My problem was that they didn't add anything to the actual game. The whole point is that they are game devs, not artists, so while yeah, it is necessary to make a game look better, there should be more than that. The thing is that it feels like the game itself would not have changed if they weren't there. Their impact feels so minimal that it felt unnecessary.
@@Wyldflare You said it felt like a wasted spot in reference to someone literally making assets for the entire game. Be real here
I can’t tell you how much I love to see DualWielded all around the Gamedev scene and see him growing. He finds such a nice balance between doing great gamedev and actually edit entertaining videos
Great video! I love the extended reaction AND discussion phase! The game turned out good, and the videos are better and better each time, I see that you listen to the feedback.
It's a bit sad all the movement mechanics were removed though. I felt it synergized well with the timer mechanic (later devs had to make it easier because of that i think). The idea of not locking down all the rooms is good.
The fact that you guys actually took the feedback from previous videos and made the reactions longer is awesome
15:45 the camera zoom. Peak comedy
Dude just stayed quiet and nodded 💀
7:20 bro literally just spitted on the first dev's face
Can we run this one back? Its honestly sad that we lost all those mechanics. Can we add those features back snd get one or two or three people to work on it?
Actually can we get the teams to come back on work on some of these games after wards? See how they would actuslly improv it
The third dev who’s never been shot at by a cube but has been by a pigeon 😂. I love it!
I think with the art style, it made it hard to do wall running and parkour, but I do agree that was a lame change removing the extra movement. The game was simple then and the movement complex, but the way to go should have been increasing the complexity of the base game instead of dumbing the movement down that far. Perhaps adding lava pits or obstacles; something like that would really push you to work against the clock, and even simple enemies pushing you back or hindering you would be difficult.
An easy way to fix that would've just been to upscale the size of the rooms instead of completely removing the movement. Or remodel the rooms to fit the movement better
Just make branches (or other wall-decor) have no collision, if the model interferes with wallrunning. Or the branch room could be there to purposefully force you to slow down in that room, with maybe some extra differences to make that interesting (other enemy types? floor-traps? something that hurts you if you move too slowly/linearly (like a bullet storm)?)
personally, it would probably have been alright with just some changes(?) considering that the last team did the art direction AFTER the movement was already removed, maybe they would have adjusted level design and art more to cater for the movement, had the movement just not been removed at all.
“Oh wow I had so many cool ideas, for example, the delete button in half of the game” -turbo
The level design and art is incredible, nice one Lana and Indie Accord devs!
Turbo:*removes really cool part of game
Also Turbo: “When I was DEVELOPING”
almost every Dev this episode was like "so I completely changed the game"
went from a movement timed shooter
to a roguelike
to a really basic maze shooter
to a pretty cool alice in wonderland themed environment explorer
It was mainly turbo, idk why he did what he did
It went from a movement timed shooter
To a movement timed Rougelike which is something I've never seen before
Then it became an incredibly basic maze shooter
yeah, i've seen this game a thousand times at gamejams with various skins, it's like the crustacean of gamejamming
I think movement shooter -> roguelike is a pretty reasonable evolution. Making the art very cute and alice and wonderland esc- isnt tradtional, but it is unique and understandable. The only problematic part of this video was the 4th dev removing core components of the gameplay just because he disliked them. He didnt even replace them with interesting features. All he did was remove movement, plug his videos, and leave. The last dev seems really talented and im sure could have made the game a lot more interesting if he didn't have to not only pick up the slack of the previous developer, but also fix the gameplay mechanics he ruined and fix all the bugs, while STILL making the art more cohereant. I think there are 2 major issues with this challenge that need to be addressed before the next one:
1: There is no rule prohibiting devs from scrapping as much content as they want to make a game they like. They arent there to make a game they like, they are there to make a game based off of what the previous devs made.
2: They need to place each dev more strategically. Artists and studios should be placed at the end so they can do the important work like fixxing bugs and developing an art style. Core feature developers should be placed at the beginning to develop a fun game loop. They arent communicating, just managed/placed in a way that makes the game feel more complete.
@@Pope_ I would actually like to see a version of this challenge where they can leave one note for the next dev. Not full on communication but one thing that each dev would like the next ones to continue. Like the one with the idea of making it robot based. I'm sure each dev would have one idea that would like to stay, make it into the game but they didn't have time to fully develop it.
It's actually surprising how Turbo made the game worse...
"I delete mechanics".
"Now the player have to run back to the start"
"The helmet is a copy of my channel pic to cherish my ego".
Turbo just removed the fun stuff lol
Love these, you should do one where it's 3 devs that each get 2 turns. Would be interesting to see how their ideas have changed and can contribute again.
I know how in these projects no-one can communicate and stuff, but why in every video someone around the middle or end always removes the funnest part of the game. Other then that good video
The project reaches a dev who don't actually play video games actively, so they can't figure out the way the game is intended to be played or are frustrated by the difficulty, which is when they go butcher mode
Hope they NEVER invite Turbo back on
I think it's safe to assume Turbo is never getting invited to another one of these ever again
Great video! I think that every Dev should give a little list of the changes and additions they made before the discussion so everyone knows who did what.
*Turbo starts sweating* 💀
LOL THIS SUGGESTION IS HILARIOUS
This must be applied!1!1!1!
This game seriously deserves a revisit! It’s baffling that someone would remove movement and combat mechanics from an FPS. The more options you have to adjust your speed or combo together movement/attack techniques, the more satisfying the flow state feels when you reach it. Walking around and double jumping is just not as exciting. I hope Turbo learns from this and has a chance to redeem himself, maybe in the next video?
Dude's whole ordeal was trimming stuff from the game lol
I love the zoom in on Turbo not saying anything when the last dev talks about the movement being bad. Like it was his fault since he wasted time deleting stuff instead of improving the movement of the game.
Why do we have advanced mechanics?? DELETE IT
HUH! why game no fun?
i have idea. Lets just add my logo...
Oh no! Something I am way to unskilled to do or comprehend!
*WELP, TIME TO DELETE ANYTHING I DON'T UNDERSTAND!*
I love the design story arc with how he planted robot noises to influence the games design then alice herself came tumbling down the rabbit hole and shaped the entire theme of the game, later being speechless after seeing someone elses hard work replicating her own so perfectly helping her dream be realized! Best part of the video for sure.
Worst part was the guy who ruined it by turning it into an ad for his youtube channel and removing half of the mechanics making the game unfun...
Ngl i wish it went in the direction the first dev was intending 😅 obv a shame the movement got removed but im sad noone did anything with the Parry mechanic aswell
Omg i forgot all about that because of the Turbo thing, yeah it really could have built a completely unique experience not seen before. I really hope someone still takes inspiration from that mechanic and do their own thing, it was such a great idea.
From the controls on the screen, it seems he also removed the melee button so no more parry mechanic, unfortunately.
Turbo makes games:I’m going to delete the fun in this game
The other devs:let me just give it a little improvement
It wasn't too big of deal here since it still worked out, but I genuinely think we should remove (I know the irony) the option of people removing something that isn't straight up game breaking.
I think removing stuff is fine occasionally, as long it's not something as fundamental as the movement in the game. Like, if you didn't like the idea of the mystery box, it would be sad to see it go to the dev who developed it and anyone who was interested, but it's not so fundamental to the game that I would complain if it got removed
@@KaseyC. true, but why give them the option at all?
its way more fun to see people work around things they don't like.
@@randompolygon8401 there are times that a feature can be overwhelming, or won't be completed in time due to scope creep and thus may be detrimental to leave in with it's incomplete state. There's other times as well that removal is a good option, if not necessary. The problem here is that it wasn't overwhelming, it was able to be adapted with the time remaining, and he replaced it with a shitty self-addition.
@@Maepl i did put a "unless its game breaking" there.
its fine to remove something because they think the game is genuinely not going to be completed properly or is going to be broken because of it.
but unless that aside. there is just more to gain than to loose from removing the option.
i'm more than fine with the game not being perfect by that because 1 weirf element was added.
Can’t wait for the 100 developer pass, the game showdown! It’s all not going to be crammed into 30 minutes right? 😅 because I love to spend an afternoon watching it! I don’t make games but I find the process and reactions amazing to watch!
YES. 100 devs showdown, but they cant break core gameplay like for example coughcoughturbocough, because if they could break core gameplay, the game would completely change every 30 devs
watering down the movement was a bad decision, it really slowed down the game and made it a lot more boring.