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Hello, I am new to unity and I had an issue in accessing the asset manager and everything that I tried, (resetting deleting and updating) didn’t seem to work. I am very eager to use this program but I can’t get my assets I or other people has created. Does anyone else have this problem?
“Why does a ghost have to defend itself?” If I had to make a story for the game, this little ghost is the owner of the cabin/barn. They died close to a monstrous forest full of monsters who planned to feed on their corpse. To retaliate and protect their home/body from the monsters, they loaded up on weapons and are protecting their body. All of this in hopes of their body being found by someone else and properly put to rest so they don’t have to be attached to the material plane anymore.
I wish they made the character a human. The ghost is cool and spooky, but the helpless feeling of being just a guy in the middle of the woods is much better for a horror game. It just depends if they wanted to be halloween themed or actually scary
that's probably what they were going for. in the menu, you can see a little bit of text that says 'they will never find your corpse.' tho i think the main problem with the ghost is not that it doesn't make sense, but that it looks way too cutesy
"Hopefully someone will take the hint and make it so you can only reload at this table." "I made it so you can only reload at this table"." The way I popped off at that is ridiculous but I'm so happy that somehow got done!
this is the cleanest one ive seen. everyone actually worked off eachothers work, everyone left the game in a decent pass off phase. And the game came out as a really cool concept. lol this is my favorite devs w/ no comms by far.
The devs did great!! I wasn’t a fan of lowering the resolution in the cabin though- it just made it not look that good to me. And why did they make the outside all black instead of just adding more trees? It was unnecessary. Otherwise, great game!
I actually don’t like how dev 4 made it more pixelated because the other devs spent their time making good models and stuff but then it was kinda just…
This was a really good one The one thing I wasn't really a fan of was how the forest scene changed though. The way the enemies come at you in the updated scene just looks kinda weird to me. But the scene itself still looks great
The way they do it can be done well almost identically, I’ve seen it before, I just don’t know where, however, in this case, knowing what the alternative was, it is horrendous.
I think the shaders or visual effects kinda caused the outside scene to be invisible for people, which then got changed. That was a bit of a shame. Otherwise I'm impressed by how well they managed to add stuff that that didn't feel redundant or out of place and they didn't remove anything of significance. I'd also be interested to see this vs a video where devs CAN communicate, to see how big of a difference it makes.
Obviously this was just a for-fun project so the most important thing here is everyone had a good time. I just have a few criticisms to get out: Pixel filters can be a good way to enhance horror by making it more difficult to distinguish details, but only when the art style is designed around it, e.g. a sprite-based game, a low-poly look emulating PS1-era graphics, or something like Crow Country which has hi-poly models but is designed for a low render resolution. In this case, not only does the inside of the cabin feature high fidelity models that just look weird in low resolution, but the outside view through the windows is supposed to feature these lovingly hand-drawn creature sprites and all that detail gets lost (in a bad way). That's not even to mention how the visual changes somehow caused the 3D environment of the outside to get lost, so no longer are the creatures walking through a physical forest, and instead they're just sort of fading in from a PNG without so much as a clearly defined ground line. And no, it doesn't make it scarier or more paranormal to just go "well the monsters can come at you from all angles and aren't just limited to walking on the floor now." Anyways, still a very cool project and a video I enjoyed a lot, and I'm not trying to hate on any of the devs. I just think it's a bit of a shame that the outside environment was the only part of the game that seemed to somehow get worse over time rather than better.
yeah he really messed up the vibe and style, and made it far less scary. made it so you can’t see the enemies menacingly charge at you… that was the whole point… and every indie dev ever makes horror games pixelated nowadays, so overdone
Oh, they discussed a creature that would come up from a hole in the ground. What if there are gaps between the floorboards that let you see through to see a centipede circling underneath which gets more and more agitated the more you move around and reload and shoot, but then calms down over time as well. Like the sounds you're making make it increasingly agitated. Eventually it gets so enraged it bursts up through a rotten area and you have to shoot it. Gosh. Might actually work.
6:47 Oh @Datablob this was a poorly implemented visual design change. It's not a bad philosophy that in horror the player is supposed to fill in the blanks meaning visuals being pixelated helps lend to the horror in some games like classic Silent Hill and others, but in this case the blanks that need filling are already there, like "why am I already a ghost?" and "Why does a ghost have to defend itself after death?" which both add this existential afterlife horror to the game without any need to force a pixelated design philosophy on top. Seeing clearly that you're a ghost and that your corpse is nowhere to be seen, and that you're alone in a cabin all makes this more potent rather than less. Pixelated works here to an extent, but the extents that you went with it broke many things about the game. This change broke the visuals outside the windows so that you can't see the trees anymore which also means the tree monsters no longer blend in visually and breaks their purpose and design, so it was not only implemented without consideration of the game itself but was also implemented carelessly for what specific massive visual bugs it introduced. If done with care you would have realized this and scripted the visuals to adjust when looking out the window and readjust when returning to the cabin such that the outdoor visual design still functions. But you also changed the lighting which might have been an additional factor for the trees outside becoming virtually invisible. This directly lead to another visual bug that made the creatures look like they were all flying since the replacement forest line image added later on to fix the forest being invisible was much lower on the Z than the original tree line's visual design. The monsters were no longer aligned to the right Z and just flew at the cabin which looked really janky. Oh well, though. The pixilation looked cool in many ways, but let this be a lesson in not jumping on bandwagon trends found in a series of TH-cam videos in the game design world without fully considering their ramifications for your project at hand, or a lesson in properly QA testing any such actions. Either way. 😆
I fully agree. This one change really destroyed the more interesting monsters and turned them into... a more basic monster that just floats at you. The mechanics that were created were ruined. Instead of changing the visuals, it would be better imo to make more monsters and different mechanics that you have to deal with when looking out the window. Even more story would have been a better change.
@@sanguinepub I also noticed that the trees are now flying directly at the window even while you're looking at the window. This is not how they were designed initially, so someone must have changed it and didn't log it in their part of this challenge. Someone probably "fixed" their sneakiness thinking it was a bug because there was no way to see them in the resulting darkness. Really disappointing, but either way it looks fun as a game. Just a little less interesting afterward.
I came here to write something similar. While I understood the thought process of giving the game a more pixelated look and feel, I don't think that was fair to the dev who actually spent all this time making great high quality models. Nor did it work with the monsters and outside environment which turned out to dark. Edit: No hate on @Datablob though. Chaotic changes is part of the charm with these videos; devs with widely different preferences and design philosophies, all trying to make their mark without communicating. I do prefer when the different philosophies blend rather than clash though xD
@@the-nomad-show Yeah, exactly. No hate from me either. Just friendly criticism of the sport, so to speak. If they release this game I hope they make a toggle to let you turn it off and on. I know they pretty much don't release the games, but yeah. Looks fun enough to be worth a release to me!
Happy to be apart of another PTG - Challenge. I nearly screamed at shat my pants when playing the final game. I was really happy that the visuals stayed the way I made them to the end. Such great developers all of you!
yeah, made it so you can’t see the enemies menacingly charge at you… that was the whole point… and every indie dev ever makes horror games pixelated nowadays, so overdone he did more advertisement than game dev lol
@@roadkill_52he almost entirely killed the forest theme of the game just because it didn’t work with his (needless) additions wdym The low res thing would’ve been alright if it didn’t lead to the disregarding of that entire thing
First Dev did an insane job with the game idea and the setup for it, just great! Also this iteration was very nice IMO since all of the devs kinda understood what the other devs were working toward and added stuff that fitted the game very well
dev 4 made the game look like garbage im not anti pixel art but why would u ruin good art style and he didnt even pixelated a bit its over pixelated its lower than 144p its disgusting to look at
Dual really went all out this time, I love his monster designs and major props for getting himself a sketchbook! Proud artist and character designer moment
Candles over the windows being an enemy indicator was such a good choice to keep it atmospheric and tie into the paranormal aspect. I’m so glad it wasn’t just a generic UI arrow pointing to the objective, really great how you did it.
"So I came into the project and saw all the hard work people put into making a cute model, and a highly detailed hand-crafted cabin and thought 'yeah, I can make this look like shit.'"
yeah, made it so you can’t see the enemies menacingly charge at you… that was the whole point… and every indie dev ever makes horror games pixelated nowadays, so overdone in addition he used more effort on his ad than the game lol
Really didn’t like that the game was headed towards being an endless game, and I’m glad it got u-turned by the last dev into NOT that, but I’m still super unsure about adding POINTS and a SHOP to it. Really should’ve just been a survival game. Useless criticism aside, the game turned out amazing, and every dev had meaningful, helpful input. One of my favorite series on TH-cam, especially when it has DualWielded in it.
Right? It feels like Etheral used FPS/RPG gameplay logic when it was supposed to be a horror game, which is all about atmosphere. Points and upgrades makes it gameplay-based, instead of tension-based, which means the player will be focused on getting points or grinding, instead of getting imersed in the story and that way it's less likely they'll get scared
@@yararinamiil he could've made it so that after some hits have been taken, let's say a wardrobe would fall and planks would fall out, it would be a way to get planks and make barricades (they would be unlimited but placing them would take like 1 second or smth and you could carry 1 at a time) I don't think the other thing were really needed, could just make the ghost base speed a little higher and the revolver maybe could be in hay in the second stage? it would be a little secret and a "reward" for those who find it
Man, so many devs were present and each had so little time that half the video was just hearing about their projects and requests for wishlists. It's like I'm watching TH-cam ads.
My eyes rolled so far back into my head whenever the next dev talked about how they had so little time because they are busy with other stuff. It just sounds like "I just collab in this one because I want to promote my stuff, not because I am excited about this project."
@@neil_from_futureHey, you would be surprised to how effective having less details would affect the atmosphere. When he said "your brain will fill out the gaps," it actually has some merit to it.
It would be awesome if Blackthornprod made a survey to vote for one of this projects to be worked on and expand a little more. This are awesome to watch but some of them have such a great potential as a full game experience and feel a little lacking just because of the short time these devs have to implement their ideas. So yeah, it'd be nice to watch some of these games at their full. Anyway i love these videos, keep up the great work guys x)
These were all very great and respectful devs. I’m so glad no one came in and just changed the whole game for no reason other than to make their own game instead of what the rest of the devs worked on
Felt the same about that. It's not a bad philosophy that in horror the player is supposed to fill in the blanks, but in this case the blanks are already there.
Ethano saved it from being in the void constantly. The game should have kept the slow original pace of the monsters and then slowly increased. The tree flying into my face was a bit underwhelming since it dosent really match. Good job every dev
you guys absolutely did it, one of the greatest collab where every dev adding elements that fit and make previous iteration better. I only dislike pixelated low res theme, i think this cliche is too overused. Very nice solid basement from DualWielded, and mosters are very cool. It's story could be allegory of afterlife: a man come to the abandoned cabin investigating something and died here, but this place was cursed and man as a ghost now should fight for his soul against dreads and demons, so he can proceed to the afterlife. If they get after him they consume his soul. Also different enemies should have different behaviour, some of them agressive and go stright in, some are shy and walk around, some are cunning and searching for a weak spot in defence, some are never attack first but get angered easily(like that bald man XD ). Anyway, great work guys! i hope you'll continue making this game and finish it
I really like how this channel's going. Every game gets more and more cohesive. We don't get any more. "i'll delete everything and do my own stuff." it feels really great to watch !
@@modernocraft Yes he is, but remember: The first guy is Blackthornprod's editor, and he released a game on Steam. To me, DualWielded, the first guy, is still the GOAT.
Really not trying to nitpick and be "that guy" but why does every developer in these series always lean into the 2D heavily pixilated look? Just based off my knowledge it’s either a love of the look for the developer or a lack of skill in 3D modeling, which you should definitely learn and become proficient in. With putting the beginning details it’s fine having 2D set in place for 3D, but please actually move to a 3D model… 2D seems cheap and easy to a player (even when it’s not to the developers). 2D games are fun to a certain extent but when you incorporate 3D elements to it and you throw in a 2D enemy that you have to kill with a 2D gun, it just looks not great.
Thanks yet again to the awesome blackthorn prod brothers for hosting such a fun game dev challenge with all the spooky Halloween ambiance. Always so grateful to these dudes for what they present us here , thank you guys 🙏🙏🙏
We need more horror games! I love the horror games, they can be so creative with them. The developers in this video did an amazing job, and I feel like if more developers were to work on this game or the current ones were to work further on this game, it would be amazing and could be made even creepier.
8:21 Fun facts about this guy: 1. His name is Vitali Kirpu. 2. He worked on Pixel Piracy, likely recognized for being published by Re-Logic, the game studio behind the popular indie title, Terraria. 3. He made funny (but admittedly atrocious) games in previous pass-the-game challenges.
4. he's one hell of a good dude 5. everyone should check out "IAH: INTERNET WAR", his current project (and Pixel Piracy Online) 6. one of the most talented full-stack ninja devs I know 7. thanks for adding some Vitali facts
Dang, this seems to have been one of the smoothest pass the project challenges yet. We started with a solid gameplay loop and then the rest was just iterating on it and the art assets. Side note, not sure how I feel about everyones segments being 50% pluging their own channel and project
I like the plugs. Makes it almost like an "indie new releases" news channel mixed into an otherwise thoroughly interesting series. It also encourages devs to devote more of their own time to the pass the game challenge they're in since it can be written off as advertising investment on their time. Without it we won't get as many skilled developers, or we will but they won't pay as much attention and will just phone it in.
This is such a cool and creative concept! I love how each dev puts their own style into it. I especially love when you guys were discussing baout other things to add or improve on. Such a good way to grow as a dev too ❤❤
I believe @Datablob fumbled hard with the render resolution (Edit: and visibility), which is saying something because I love the aesthetics of Chilla Arts and Fear to Fathom. While I find his rationale interesting, I think it was a poor choice in this case. Still, I’m looking forward to more from him-I really enjoy that style in other horror games. Great work by everyone!!!
these videos are great for insight into just how important it is for a game to have a solid vision. many devs had very different impressions of what was missing, and removed elements that were very important to the feeling of the game.
This has been my favorite in the series!! I think the line up of developers was great because they were all really good at something and didn't overwrite what the others did! DualWielded is definitely my favorite! Great job!! 10/10 Looking forward to the next one!
Just realized the pixelation makes the little picture easter eggs very likely to be unrecognizable... there was no care for other parts of the game when adding the pixelation other than "All other indie horror devs do it so I should! :D"
I'm so glad, finally a really good game that was did so well from start to finish. Everyone were able to contribute and build upon the previous person's idea. This is the end product that I was waiting for in this series. Good job devs!
Wow. Great to see one of these where every Dev adds to what is already there and just makes everything better rather than inserting their own random stuff. It makes for a really nice experience.
Happy Halloween :)!
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:o
:O
Hello, I am new to unity and I had an issue in accessing the asset manager and everything that I tried, (resetting deleting and updating) didn’t seem to work. I am very eager to use this program but I can’t get my assets I or other people has created.
Does anyone else have this problem?
This game looked fun to play, shame that datablob exists. Yo, someone should make this game but just remove what datablob did.
I got so hype when Zoteling made the reload happen at the table like Darkroom intended! Game Devs that understand Game Devs lol
I find it hilarious how the previous dev said “hopefully someone takes the hint” and immediately after Zoteling did.
I was so happy about that too :D
SAAAAME!!!
Literally came to the comments mid video just to see everyone else appreciating this moment.
I AM ZOTE THE MIGHTY TREMBLE BEFORE ME AND MY MIGHTY “LIFE ENDER”
All of these devs did a cool job. I do think removing the distant forest and the enemies longer approach time shot the game in the knees a bit, tho.
100%
To be fair, the whole point was that they cant communicate, he couldnt really know what the idea was
@@elwiwi4638I mean did he even play the game before changing it?
This game taught me I have a fear for bald grey men
Who doesn't
I've been telling people this for years
You have the best intro man😂❤
You jest, but bald grey men are the bane of my existence
fear of the greytide
DualWielded is the GOAT! Clear game loop set-up but with lots of room for creativity from the other devs
he and the last guy did so much
he's always been one of the most goat devs on this channel he just often get's shafted by the others
hahah the png background being there cuz the dev didnt know theres already 3d tree sprites on the scene because of the sheer darkness is so funny XD
He just made dumb changes, advertised his game and left lol
yeah, did he not even freecam for a second to see?
are we talking about the guy who added a second level or another guy? cuz he did great
@@Heppiesmile the guy who changed the resolution and darkness
Y’all talking about ethano
datablob made the window sections too dark and it ruined how the tree guy worked
Yeah one guy even added another background cause he was clueless about it
The guy who made it so you can't really see anything out the window really fumbled
Fr
literally came here to see if anyone said this
he does this every time
Guy turned the game into a Gameboy game
Is this the same guy that downgraded the resolution…
DualWielded's sketchbook of monsters is so impressive
I absolutely LOVE DualWielded's editing style. He's an amazing dev, artist and editor; a paragon of creativity.
Paragon… baboons tower defense 6
“Why does a ghost have to defend itself?” If I had to make a story for the game, this little ghost is the owner of the cabin/barn. They died close to a monstrous forest full of monsters who planned to feed on their corpse. To retaliate and protect their home/body from the monsters, they loaded up on weapons and are protecting their body. All of this in hopes of their body being found by someone else and properly put to rest so they don’t have to be attached to the material plane anymore.
yes
Spooky "just stares" guy could actually be the coroner
Genius
I wish they made the character a human. The ghost is cool and spooky, but the helpless feeling of being just a guy in the middle of the woods is much better for a horror game. It just depends if they wanted to be halloween themed or actually scary
that's probably what they were going for. in the menu, you can see a little bit of text that says 'they will never find your corpse.' tho i think the main problem with the ghost is not that it doesn't make sense, but that it looks way too cutesy
"Hopefully someone will take the hint and make it so you can only reload at this table."
"I made it so you can only reload at this table"."
The way I popped off at that is ridiculous but I'm so happy that somehow got done!
same with the "mysterious gun" hint, also like the fact that the 2nd dev figured out it was supposed to be a cabin!
* Dualwielded creates a grey bald guy*
Also Dualwielded: WHO WOULD ADD THIS TO THE GAME?!
this is the cleanest one ive seen. everyone actually worked off eachothers work, everyone left the game in a decent pass off phase. And the game came out as a really cool concept. lol this is my favorite devs w/ no comms by far.
I was really waiting on the 'just kidding' after the pixelation bit😢
The devs did great!! I wasn’t a fan of lowering the resolution in the cabin though- it just made it not look that good to me. And why did they make the outside all black instead of just adding more trees? It was unnecessary.
Otherwise, great game!
I actually don’t like how dev 4 made it more pixelated because the other devs spent their time making good models and stuff but then it was kinda just…
I thought I was the only who thought this.
I think pixelated was the correct choice, it blended with the gun sprite. Also good models are still important even if pixellated
Nah, I think pixelated works a lot better for horror games in general
Agreed
the pixelation made it a more cohesive style to match the gun and such. it was a good move.
damn dev 6 really clutched up
Truly!
Yeah fr
Man is a menace for other devs 😂
Was thinking the same thing
IKR
Thanks for the opportunity! It was super fun seeing what everyone added
Gun frog is awesome. Played through it seven times and had a blast
This was a really good one
The one thing I wasn't really a fan of was how the forest scene changed though. The way the enemies come at you in the updated scene just looks kinda weird to me. But the scene itself still looks great
The way they do it can be done well almost identically, I’ve seen it before, I just don’t know where, however, in this case, knowing what the alternative was, it is horrendous.
I think the shaders or visual effects kinda caused the outside scene to be invisible for people, which then got changed. That was a bit of a shame. Otherwise I'm impressed by how well they managed to add stuff that that didn't feel redundant or out of place and they didn't remove anything of significance.
I'd also be interested to see this vs a video where devs CAN communicate, to see how big of a difference it makes.
Obviously this was just a for-fun project so the most important thing here is everyone had a good time. I just have a few criticisms to get out:
Pixel filters can be a good way to enhance horror by making it more difficult to distinguish details, but only when the art style is designed around it, e.g. a sprite-based game, a low-poly look emulating PS1-era graphics, or something like Crow Country which has hi-poly models but is designed for a low render resolution.
In this case, not only does the inside of the cabin feature high fidelity models that just look weird in low resolution, but the outside view through the windows is supposed to feature these lovingly hand-drawn creature sprites and all that detail gets lost (in a bad way). That's not even to mention how the visual changes somehow caused the 3D environment of the outside to get lost, so no longer are the creatures walking through a physical forest, and instead they're just sort of fading in from a PNG without so much as a clearly defined ground line. And no, it doesn't make it scarier or more paranormal to just go "well the monsters can come at you from all angles and aren't just limited to walking on the floor now."
Anyways, still a very cool project and a video I enjoyed a lot, and I'm not trying to hate on any of the devs. I just think it's a bit of a shame that the outside environment was the only part of the game that seemed to somehow get worse over time rather than better.
yeah he really messed up the vibe and style, and made it far less scary. made it so you can’t see the enemies menacingly charge at you… that was the whole point… and every indie dev ever makes horror games pixelated nowadays, so overdone
@@marcelburdon9795 you're not wrong, but the spamming is a bit annoying.
@ okay 👍
cant wait for the centipide to show up at the end
Oh, they discussed a creature that would come up from a hole in the ground. What if there are gaps between the floorboards that let you see through to see a centipede circling underneath which gets more and more agitated the more you move around and reload and shoot, but then calms down over time as well. Like the sounds you're making make it increasingly agitated. Eventually it gets so enraged it bursts up through a rotten area and you have to shoot it.
Gosh. Might actually work.
lol
6:47 Oh @Datablob this was a poorly implemented visual design change. It's not a bad philosophy that in horror the player is supposed to fill in the blanks meaning visuals being pixelated helps lend to the horror in some games like classic Silent Hill and others, but in this case the blanks that need filling are already there, like "why am I already a ghost?" and "Why does a ghost have to defend itself after death?" which both add this existential afterlife horror to the game without any need to force a pixelated design philosophy on top. Seeing clearly that you're a ghost and that your corpse is nowhere to be seen, and that you're alone in a cabin all makes this more potent rather than less. Pixelated works here to an extent, but the extents that you went with it broke many things about the game.
This change broke the visuals outside the windows so that you can't see the trees anymore which also means the tree monsters no longer blend in visually and breaks their purpose and design, so it was not only implemented without consideration of the game itself but was also implemented carelessly for what specific massive visual bugs it introduced. If done with care you would have realized this and scripted the visuals to adjust when looking out the window and readjust when returning to the cabin such that the outdoor visual design still functions. But you also changed the lighting which might have been an additional factor for the trees outside becoming virtually invisible. This directly lead to another visual bug that made the creatures look like they were all flying since the replacement forest line image added later on to fix the forest being invisible was much lower on the Z than the original tree line's visual design. The monsters were no longer aligned to the right Z and just flew at the cabin which looked really janky.
Oh well, though. The pixilation looked cool in many ways, but let this be a lesson in not jumping on bandwagon trends found in a series of TH-cam videos in the game design world without fully considering their ramifications for your project at hand, or a lesson in properly QA testing any such actions. Either way. 😆
you are an absolute dork
I fully agree. This one change really destroyed the more interesting monsters and turned them into... a more basic monster that just floats at you. The mechanics that were created were ruined. Instead of changing the visuals, it would be better imo to make more monsters and different mechanics that you have to deal with when looking out the window. Even more story would have been a better change.
@@sanguinepub I also noticed that the trees are now flying directly at the window even while you're looking at the window. This is not how they were designed initially, so someone must have changed it and didn't log it in their part of this challenge. Someone probably "fixed" their sneakiness thinking it was a bug because there was no way to see them in the resulting darkness. Really disappointing, but either way it looks fun as a game. Just a little less interesting afterward.
I came here to write something similar. While I understood the thought process of giving the game a more pixelated look and feel, I don't think that was fair to the dev who actually spent all this time making great high quality models. Nor did it work with the monsters and outside environment which turned out to dark.
Edit: No hate on @Datablob though. Chaotic changes is part of the charm with these videos; devs with widely different preferences and design philosophies, all trying to make their mark without communicating. I do prefer when the different philosophies blend rather than clash though xD
@@the-nomad-show Yeah, exactly. No hate from me either. Just friendly criticism of the sport, so to speak. If they release this game I hope they make a toggle to let you turn it off and on. I know they pretty much don't release the games, but yeah. Looks fun enough to be worth a release to me!
Happy to be apart of another PTG - Challenge. I nearly screamed at shat my pants when playing the final game.
I was really happy that the visuals stayed the way I made them to the end. Such great developers all of you!
You were the best! The Cabin was such a cool setting.
you should stop mentioning your son every 5 seconds
@@ilmaccherone6036 No, I don't think I will.
@chaosreality7029 Thanks! Can't take credit for it tho. Dualwielded had the concept I just decided to be an Environment artist 😌
@@darkroom7409W father
The first 3 did really good, but the 4th one genuinely screwed up. I'm genuinely upset of how the 4th dev ruined the game.
Nah, he made it work aesthetically wise
yeah, made it so you can’t see the enemies menacingly charge at you… that was the whole point… and every indie dev ever makes horror games pixelated nowadays, so overdone
he did more advertisement than game dev lol
@@roadkill_52by making it bland and overdone and loose any unique artstyle and also introducing tons of visual errors in the outside area?
@@roadkill_52he almost entirely killed the forest theme of the game just because it didn’t work with his (needless) additions wdym
The low res thing would’ve been alright if it didn’t lead to the disregarding of that entire thing
there's always one
This pass the game challenge was really well done. This group of developers really understood the assignment. Loved this!
No 3d poly hand
First Dev did an insane job with the game idea and the setup for it, just great! Also this iteration was very nice IMO since all of the devs kinda understood what the other devs were working toward and added stuff that fitted the game very well
Except for the guy that pixelated everything and broke enemies mechanics
5 Devs make a game. 1 just kinda took a dump on it.
He tried his hardest,
but it sucked
@@DiscordMan-k7o sucked ass*
Yooooo thanks for having me on! This was super fun, really happy with how the game turned out!
awesome work! thanks for participating
My goat
Are you from (northern) ireland ?
honestly you saved the game at the end.
They had such a cool scene outside then the one guy ruined it. At least the last guy tried to fix it
dev 4 made the game look like garbage im not anti pixel art but why would u ruin good art style and he didnt even pixelated a bit its over pixelated its lower than 144p its disgusting to look at
Yeah I don’t really get why he did that. The previous dev(s) did all that rendering/polishing just for him to come and undo it???
the first dev did say that by adding those images gave an art style, so he just capitalized and further implemented it.
Dual really went all out this time, I love his monster designs and major props for getting himself a sketchbook! Proud artist and character designer moment
Awesome challenge! Thanks for having me on!
Candles over the windows being an enemy indicator was such a good choice to keep it atmospheric and tie into the paranormal aspect. I’m so glad it wasn’t just a generic UI arrow pointing to the objective, really great how you did it.
Great Work!
"So I came into the project and saw all the hard work people put into making a cute model, and a highly detailed hand-crafted cabin and thought 'yeah, I can make this look like shit.'"
yeah, made it so you can’t see the enemies menacingly charge at you… that was the whole point… and every indie dev ever makes horror games pixelated nowadays, so overdone
in addition he used more effort on his ad than the game lol
“I made a problem that another dev had to fix, and it was a mechanic, not a bug.”
I just noticed, didn’t he mess up the scene where you’re looking out the window too?
@ yup, he fucked up the trees the first dev worked on, and after that we got a shitty PNG
Dualwielded absolutely came out swinging right from the start. I love the style of the rifle so much
Ethanos Creates REALLY pulled through at the end and turned it into a more finished version. He added so much! Good job
Ethano is literally the goat, not happy with adding features and repairing bugs, he added another whole level. Stunning performance
Really didn’t like that the game was headed towards being an endless game, and I’m glad it got u-turned by the last dev into NOT that, but I’m still super unsure about adding POINTS and a SHOP to it. Really should’ve just been a survival game.
Useless criticism aside, the game turned out amazing, and every dev had meaningful, helpful input. One of my favorite series on TH-cam, especially when it has DualWielded in it.
Right? It feels like Etheral used FPS/RPG gameplay logic when it was supposed to be a horror game, which is all about atmosphere. Points and upgrades makes it gameplay-based, instead of tension-based, which means the player will be focused on getting points or grinding, instead of getting imersed in the story and that way it's less likely they'll get scared
@@yararinamiil he could've made it so that after some hits have been taken, let's say a wardrobe would fall and planks would fall out, it would be a way to get planks and make barricades (they would be unlimited but placing them would take like 1 second or smth and you could carry 1 at a time)
I don't think the other thing were really needed, could just make the ghost base speed a little higher and the revolver maybe could be in hay in the second stage? it would be a little secret and a "reward" for those who find it
Where is wishbone?😩
Really needed him for the horror atmosphere smh😤
screw wishbone, where is the indie king of horror - miziziziz
true - and he's busy on vermin rn as he should be
Man, so many devs were present and each had so little time that half the video was just hearing about their projects and requests for wishlists. It's like I'm watching TH-cam ads.
My eyes rolled so far back into my head whenever the next dev talked about how they had so little time because they are busy with other stuff. It just sounds like "I just collab in this one because I want to promote my stuff, not because I am excited about this project."
honestly datablob shouldve kept the graphics the way they were
Yeah, poor the guy who does all the models and textures and then just to be wiped everything with a pixel shader....
@@neil_from_futureHey, you would be surprised to how effective having less details would affect the atmosphere. When he said "your brain will fill out the gaps," it actually has some merit to it.
Nah it just made it look a lower quality sadly@@Fanndch
@@Fanndchas if all the quality settings are set to "ULTRA-LOW"
@@Fanndch except in this case- where it did the opposite
It would be awesome if Blackthornprod made a survey to vote for one of this projects to be worked on and expand a little more. This are awesome to watch but some of them have such a great potential as a full game experience and feel a little lacking just because of the short time these devs have to implement their ideas. So yeah, it'd be nice to watch some of these games at their full.
Anyway i love these videos, keep up the great work guys x)
These were all very great and respectful devs. I’m so glad no one came in and just changed the whole game for no reason other than to make their own game instead of what the rest of the devs worked on
*Data comes in*
So I didn’t like how pretty the game was so I fixed that
7:00 Noooo why did you make it pixelated 😭
Felt the same about that. It's not a bad philosophy that in horror the player is supposed to fill in the blanks, but in this case the blanks are already there.
@@Will_Forge for me personally, making it pixelated made it visually unappealing
@@UnluckyRenoagreed, he ruined it
I was feeling it at first but I think it was a bit too pixelated. A subtle reduction would’ve perfected it
dude ruined the WHOLE game
Dev 6 really saved it at the end 😭
Great job everyone! Dualwielded created a great starting point for other devs, I especially liked the spooky white guy!
Let’s go, Dual Wielded is back
He’s the goat
He cooked too. Probably one of the best starts to a game in this series
this year passed so quickly, I remember perfectly the last year game
One of their best games yet! Would have been cool if they added more enemies that did something different, like the guy in the window
Ethano did great also duelwielded beast as always
Ethano saved it from being in the void constantly. The game should have kept the slow original pace of the monsters and then slowly increased. The tree flying into my face was a bit underwhelming since it dosent really match. Good job every dev
They really can't escape the "tower defense" genre. Though I love the art style and vibes ❤
you guys absolutely did it, one of the greatest collab where every dev adding elements that fit and make previous iteration better. I only dislike pixelated low res theme, i think this cliche is too overused. Very nice solid basement from DualWielded, and mosters are very cool.
It's story could be allegory of afterlife: a man come to the abandoned cabin investigating something and died here, but this place was cursed and man as a ghost now should fight for his soul against dreads and demons, so he can proceed to the afterlife. If they get after him they consume his soul. Also different enemies should have different behaviour, some of them agressive and go stright in, some are shy and walk around, some are cunning and searching for a weak spot in defence, some are never attack first but get angered easily(like that bald man XD ).
Anyway, great work guys! i hope you'll continue making this game and finish it
I really like how this channel's going. Every game gets more and more cohesive. We don't get any more. "i'll delete everything and do my own stuff." it feels really great to watch !
6:18 he got the hint thank god.
Nice hint, right?
dev 4 sold so hard by making the window impossible to see out of and went 10 steps backwards. thank god dev 6 clutched up
Etheral Games had such a good redemption. He added to this game in so many positive ways!
Whoever made the forest so dark (Most likely datablob) was NOT cooking
The first guy is the GOAT
I've watched everything... the last guy is the GOAT
@@modernocraft Yes he is, but remember:
The first guy is Blackthornprod's editor, and he released a game on Steam. To me, DualWielded, the first guy, is still the GOAT.
The pixel effect ruined it for me.
There should be an option to turn this effect off
@@ohtartarsauce6301 for real
The monster tree hiding beside the actual trees needs to be brought back. That was a fun idea.
Fourth dev just ruined the game... And made it uglier...
Really not trying to nitpick and be "that guy" but why does every developer in these series always lean into the 2D heavily pixilated look? Just based off my knowledge it’s either a love of the look for the developer or a lack of skill in 3D modeling, which you should definitely learn and become proficient in. With putting the beginning details it’s fine having 2D set in place for 3D, but please actually move to a 3D model… 2D seems cheap and easy to a player (even when it’s not to the developers). 2D games are fun to a certain extent but when you incorporate 3D elements to it and you throw in a 2D enemy that you have to kill with a 2D gun, it just looks not great.
Thanks yet again to the awesome blackthorn prod brothers for hosting such a fun game dev challenge with all the spooky Halloween ambiance. Always so grateful to these dudes for what they present us here , thank you guys 🙏🙏🙏
Datablob out here hardcore fumbling smh
It was going so good until dev 4 felt the irresistible urge to "upgrade" the graphics to SNES
Oh, a horror video before bed.
*gets spammed of ads.
*throw the phone through the window.
We need more horror games! I love the horror games, they can be so creative with them. The developers in this video did an amazing job, and I feel like if more developers were to work on this game or the current ones were to work further on this game, it would be amazing and could be made even creepier.
love when dualwield are in theses
cooool
indeed
8:21
Fun facts about this guy:
1. His name is Vitali Kirpu.
2. He worked on Pixel Piracy, likely recognized for being published by Re-Logic, the game studio behind the popular indie title, Terraria.
3. He made funny (but admittedly atrocious) games in previous pass-the-game challenges.
4. he's one hell of a good dude
5. everyone should check out "IAH: INTERNET WAR", his current project (and Pixel Piracy Online)
6. one of the most talented full-stack ninja devs I know
7. thanks for adding some Vitali facts
Skip dev 4 next time, the game was perfect before him. Thank God the devs following him clutched up.
Dang, this seems to have been one of the smoothest pass the project challenges yet. We started with a solid gameplay loop and then the rest was just iterating on it and the art assets.
Side note, not sure how I feel about everyones segments being 50% pluging their own channel and project
I like the plugs. Makes it almost like an "indie new releases" news channel mixed into an otherwise thoroughly interesting series. It also encourages devs to devote more of their own time to the pass the game challenge they're in since it can be written off as advertising investment on their time. Without it we won't get as many skilled developers, or we will but they won't pay as much attention and will just phone it in.
This is such a cool and creative concept! I love how each dev puts their own style into it. I especially love when you guys were discussing baout other things to add or improve on. Such a good way to grow as a dev too ❤❤
I believe @Datablob fumbled hard with the render resolution (Edit: and visibility), which is saying something because I love the aesthetics of Chilla Arts and Fear to Fathom. While I find his rationale interesting, I think it was a poor choice in this case. Still, I’m looking forward to more from him-I really enjoy that style in other horror games. Great work by everyone!!!
I liked the horror of the slow moving enemies coming from the distance, but the spoopy arcadey result looks like a fun time waster, too.
“I went in and added a little Easter egg as every good developer should do.”
I have one question, why should *you* do it then?
Keep up with the Pass the Game videos, they're really entertaining 🔥🔥
It's wild Dev Four came along and all he did was make it everything look worse.
these videos are great for insight into just how important it is for a game to have a solid vision. many devs had very different impressions of what was missing, and removed elements that were very important to the feeling of the game.
By far my favourite challenge video! All the devs worked brilliantly together to create a really fun looking and beautiful game :D
At the start I was thinking ah come on the concept is kinda dull but it turned out so well that I really want to try this game right now
This was probably one of the smoothest no communication challenges, the final result was awesome!
Dark room was so good. He was so passionate about it and even went on to make props to get the next developer to pick up where he left off!
Ethano really has too much free time he’s awesome 😭
3:45 OMG! It's the creaking from minecraft😮😮😮
Datalob really fked the look of the game holy sht. Ruined it by making it “pixel”
@@Gabriel04Gamer real
And after the other dev had spent all that time on the assets/environment too..
Dude this turned out so well!
This has been my favorite in the series!! I think the line up of developers was great because they were all really good at something and didn't overwrite what the others did! DualWielded is definitely my favorite! Great job!! 10/10 Looking forward to the next one!
Just realized the pixelation makes the little picture easter eggs very likely to be unrecognizable... there was no care for other parts of the game when adding the pixelation other than "All other indie horror devs do it so I should! :D"
I'm so glad, finally a really good game that was did so well from start to finish. Everyone were able to contribute and build upon the previous person's idea. This is the end product that I was waiting for in this series. Good job devs!
The point was to make a game with a different aesthetic than the previous ones, but datablob, even seeing that it is 3d, wants to put pixel art on it.
6:17 The moment where Darkroom's Wish is granted is unbelievable! ^^
Wonderful that it was THE NEXT DEV :D
im not a big fan of the change datablob did making the window section feel empty having no atmosphere at all
I love how during each of the developer’s recordings they made sure to advertise their games.
Wow. Great to see one of these where every Dev adds to what is already there and just makes everything better rather than inserting their own random stuff. It makes for a really nice experience.
theres always one who ruins how the game looks (im talking you you datablob)