You lucky rascals, check out the new 2024 FREE COURSE on making video games: www.gamedevrocket.com/free-course Hope you enjoy the video, and stay tuned, we've got some incredible episodes in the making (including episode 2 of the 100 DEVS project)
This should honestly be the norm. EDIT: Not as a hard and fast rule, but as a mindset going into it. Dev 1: gameplay loop Dev 2: Iteration/art Dev 3: Iteratipn/polish Dev 4: Art/polish Etc. I feel like your place in the lineup should affect what you focus on most of the time. But usually thay doesnt end up happening in these, makign disjointed games sometimes
@@XrayTheMyth23 Yeah for sure, I should have phrased it better. I was more thinking, not as a hard and fast rule, but as a sort of mindset of going into the program. If I was #4, for example, my goals should be completely different than #1. In one of the more recent episodes, a true gameplay loop was not established early, so the game kept changing.
I apologise in advance for my toxicity but I'm more frustrated every time I watch. What a wonderful fuckup! Turning a creative original quirky challenging-to-learn game into a smooth easy boring rehashed 3D pacman/NFS which no one will ever actually play or learn to overcome. And you inevitably have someone in there who does nothing for the game but overturn everyone else's visuals to his own preferred style. To make this type of dev challenge make sense each dev should be able to peg 2 things that cannot change - like the first dev could have pegged the controls and the cart. Yes the cart is difficult but it adds to the creativity and challenge.
@@Selrisitai in terms of developing the loop is more likely to be 10% of the product. (i'm new to programming though, but based on my experience so far it seems that way). gameplay wise it's a huge part though
@@noerazz7515 Your right, something called the 80/20 effect. First 80% is easy, last 20% is the hardest. That's why all game companies have the dreaded "crunch" before a game release because they basically find all the stuff that's broken just before.
Originally I was salty when the third developer removed the cart but then I realized that the passenger riding the dragon actually makes a lot more sense.
@@Gobbygoblin Exactly. It got turned into Crazy Taxi with a fantasy flavor until the last dev just made it into Pac Man with dragons. Despite struggling at first the second dev seemed to have mastered the controls after 30 min of practice so it seems the third guy just couldn't be bothered learning the how to play the game and whacked in boring standardized controls instead. On a similar note the last dev removing the unique police UI also kind of annoyed me. U guys don't have to copy "standard" elements from big games. A game's uniqueness can lend to its charm and fun
I think removing the rickshaw worked well within the scope of the development time, but if they had more time to iron out bugs I think racing through the streets with the rickshaw dragging behind you would have been much more fun
I would have tried adding an invisible marble to act as the central move agent and then had the cart jointed to that and then made the dragon jointed as well but more of a visualization (moving left and right but does nothing). The ball does all the moving and the cart just flaps around in tow. I was disappointed to see the cart go as well but I agree that it either works fast or gets cut fast.
This could even extend to gameplay. There could maybe be an intentional movement that can fling passengers from the rickshaw to their destination, either netting you more points for success or taking away points for failure. High risk, high reward.
@datablob The rickshaw idea was inspired bro, so gutted it got cut as early, it had great much potential for chaos lol. Honestly rather play a whacky half baked jank of a game than an uninspired over-cooked and over-polished simulation
Honestly this was one of the best projects so far. The devs really worked with what was already in place and still weren't afraid to change small features. Great teamwork!
Yeah seriously, I love how people worked with my foundation & seemed to immediately get what it was I was going for (though I was inspired by Crazy Taxi, the GTA elements were a perfect fit)
agreed the establishing of a good foundation by @datablob gave the direction missing in most of these challnges which usually makes too much time wasted of deleting good content
@@timm2396 the chances of him actually meaning that is very low lol, he is a content creator, I don't think a low-poly hand should be the deciding factor for him as a whole even if it was a bad idea, he has been good in every other one of these
I've noticed the projects that turn out the best are the ones where Dev #1 already has a clear gameplay loop in mind. If the idea isn't well defined enough or is just basically a single mechanic or some sprites, the other devs will waste all of their time making and remaking the base game over and over again. But if the base is there and it's good, they can actually be creative and add features.
Y'know, after that asteroid clone turned space shooter game video. Only few if not none of the videos since hit it off. Maybe this is the 'challenge' part of the video, showing off the vital reason why communication is needed. Because at this point, the video feels like a drug. I'm trying to use it over and over again just to feel that first time, but it won't happen, because nothing could beat your first time experiencing it.
@@anton.s6882honestly was thinking the same thing! I think these videos are lacking personality too, a lot of devs are dull which makes it hard to watch sometimes
@@jaketylersimon The Devs personality doesn't really bother that much. Usually because making these games takes priority rather than presenting yourself making the game. That requires balancing between their part of the work and their persona, juggling both is already a game in itself. Regardless of that, it does make me want to continue watching what the next No Communication challenge would be like. A banger or a failure, time will tell
I think thats the best challenge so far. First dev seems like super competent guy and understood what to do as a first one working on a game very well. His ideas were great and also his execution was on the point. Other devs tuned it and made it soooo much better. I love how it worked out, and how everyone upgraded the game bit by bit. If its possible I would love to see another video with this squad!
I'm really glad with how the game came out. For once, it seems to me like all the 6 devs actually improved the game. Choice that were made were on point and the initial idea wasn't utterly scratched by other devs. It just changed from a Crazy Taxi like game to a Crazy Taxi-Pacman like game. Especially liked the job made by first, third and sixth devs
I feel the development process of this challenge went much better than the more controversial ones that have happened recently. All the devs seemed to respect the idea of pushing the project they were given forward, rather than reshaping and twisting the project to fit a direction they wanted to shove it into (eg. score driven top-down vampire survivors-like), or changing the entire concept because they didn't understand it. Props to all the devs involved!
I think it would be a neat idea if every few months the community could vote on their favorite game that comes out of these videos and we can get another 6 developers to add an update to the game
absolutely lovely, it finally feels like this challenge was meant to be. finally we can see a project start one way, and see that the final version is an improvement of what it was at the beginning with the input of each dev building upon that foundation. finally we can see that the conversation between devs at the end is not an awkward "im glad my stuff is still in at least", while other devs had their contribution completely deleted and are invited to the chat anyway for some reason. now it's a reunion to celebrate how the project ended up being like with pretty much everyone's contribution being taken into account. "I'm so happy how it turned out" is the general vibe of the last talk now, a sentiment shared by everyone for a project everyone helped build. it's really nice to see we're finally at this point again.
Loved this one! First dev was insane! All the rest really built up the game and honestly made one better than a lot of what I see in the new releases section of the Steam store. Probably one of my favourite collabs thus far!
- Dev 1 (DataBlob) is an absolute monster, basically created a whole game for the other devs to expand upon instead of trying to figure out what to do (before eventually turning it into a wave-based tower defense). - Dev 2 (Wishbone) added a meaningful and interesting feature while maintaining the whole concept. - I'm not a huge fan of Dev 3 (Ignas) removing the cart while I felt like Dev 4 (Vitali) was too scared to change anything so ended up barely contributing at all. - Devs 5 (Zoteling) and 6 (Imiklowski) rounded up the game nicely by adding small features and polishing up the game. Overall, one of the better pass-the-game challenges, end result was pretty good and it was all made possible by having a single dev (DataBlob) determine a game loop and basic mechanics early on instead of leaving it for the others to figure it out on their own. Good job!
I love how in this series its like a coinflip :D either the devs improve on the previous work and the game gets very good, or every other dev just throws over everything and the comments bash them for it :D
If you recall, there's a new rule in place for these projects. I think they called it the "don't delete" rule where you can't delete what previous devs have done, only expand upon or clean it up.
@@indecisiveponderer643 I mean I think the rule can't be taken literally, if you couldn't delete buggy code or placeholder assets you'd the process would be impossible. But I don't think any dev really removed anything major here (except the rickshaw) rather than just add or refine ideas.
Awesome game, really glad to see this series continue despite some frustration (the hand!) I think the removals in this game made a lot more sense than before (e.g. rickshaw and bomb). Everyone was still focused on improving and sticking to the main plan.
The end result was so satisfying, no annoying redos, just building on what people were already doing. Liking this new direction for the pass the game challenge
I love how you all are meming with the hands, and how its in the intro! I also love how Wishbone is still in it and didn't get scared off!! The hand change is now a classic meme/inside joke for this community and I think that makes this channel all the more better because it happened. I was livid when I saw it though; but now, and even right after that famous video, I couldn't help but laugh at it.
okay... for 2024... this to me felt like one of the best versions of this series... everyone really kept the heart of what was previously built and just tried to improve it. The only thing that got "removed" was the cart, but this was honestly after some really good attempt to make it work, and it felt like the right level of editing to remove it. This was so much better done by the devs!!
This is one of the best one so far, I feel that what helped the most was that unlike last time they didn't remove the core gameplay loop or assets or change the artstyle completely, but rather improved upon it and that is in my opinion so much better
First dev: "I am going to create a game with a challenging movement system so the fun comes from learning how to work around it" third dev: "hmmm this hard imma go put in something generic"
@@GivenFailureI don't think he's talking about the cart, but the controls of the game, the third dev changed from controlling the left and right wings which made it harder, to controlling the dragon itself, making it more easy and little more generic
I feel like a lot of the uniqueness came from the cart and the awkward controls, when you remove them, it loses a lot of its potential charm. Qwop would be a boring game if you just held W to go forward
i think it was a good change! the more accessible controls allowed for more fast paced gameplay. yeah, the other devs could have made something that works well with the tank controls and it probably would have been quite cool, but they only have a day! not exactly feasible imo
@@GivenFailure This. It wasn't readily apparent in how they edited their videos, but the rickshaw - while it would have been a fun physics-based mechanic differentiating it from a childhood of crazy taxi - seemed to be very broken and the movement overall too difficult. That said, I do think this kind of challenge should have them respect the attempt to not just use a standard "WSAD" movement system, and instead tried to at least keep that odd "control wing" one, maybe fixing it if it had any issues we didn't see. ps: as for the rickshaw, I feel like it is a shame they put too much focus on trying to get a controller for it, when a more physics-based approach would have solved it easily: Connect with a spring like they did, but only have it apply forces to the rickshaw, not the player (or at least lower such 'reactionary' forces greatly, so you don't feel flung around by it unless more extreme situations happens than a slight turn or bump). Then, instead of trying to apply any forces to keep it on the ground or angle correctly behind dragon, just *_add a "drag" force to its end._* This would naturally slow it from flying around the dragon too much, and instead keep it behind the dragon unless you brake strongly. And overall make sure it faces right way. (another way to do it would be to have the rear repelled by the dragon, while the front slightly attracted (the spring likely being enough for that). Then maybe have a force discouraging it from not being right-side-up too (unless you want that to happen a lot), maybe through applying rotational forces to approach roll 0 (ie. pid controlled), or simply strong forces away from roll -180 (that quickly falls off as it is less upsidedown; this would make it able to easily wobble a lot, and even drive on a single wheel, but bounce back if it tries flipping over). There's a lot of other ways to go about things, but my point is that they shouldn't have bothered too much trying to get the rickshaw to be controlled, and instead embraced some of the chaotic nature of having it be a physics-body.
Really liked the prolonged discussion part where everyone reflected thoughts and opinions on the project! Good direction for the format and well done everyone =)
as a young developer i love to watch these videos, hopefully once i complete AIE and make my unreal skills better ill be able to join these!! i would love to help in game art!
The second dev caught me off guard with the low poly hands joke, I about lost it lol. Also I'm kinda disappointed about the controls change, I think it was super interesting.
You should do a challenge where you run through each dev creator twice. So when after every dev finishes their first attempt, they can go back for a second chance and further polish their own things or work off of people's other ideas to create a more finished game.
A great episode! It felt like progress was made at each devs, rather than the game being redesigned each time to end up anyway as another shooter with a final boss. Thanks for reading the comments, that's really appreciated!
Wishbone redeeming himself and also making fun of the last one was fantastic lol. Great job everyone! It's great seeing everyone experiment on the same loop.
What a ride it was! Cheers to all the devs, I really think we did quite well and created a polished and well-thought game 🔥 Props to the first dev for a strong core of the game 🤜
4:08 Wishbone:Just kidding, but I will replace the dragon with a nice pair of low poly hands Me: YEP THEY DEFINITELY DON'T GIVE A F*CK ABOUT THE DISASTER DURING THE 1-25 OF 100 DEVS LMAO. 😂😂😂
Could you please do a pass the game no communicating challenge: communication edition. I would love to see how the games turn out if a dev can say to the next dev what they would advise to add next. Anyway great vid, second dev got me.
Fun episode, pretty good result at the end! Dev 1: So I went medieval crazy taxi Dev 2: So I tried to adjust the controls and added a GTA feature Dev 3: So I simplified the controls, added some small features and polished it overall Dev 4: So I just tweaked some numbers... Dev 5: So I polished the UI and added a small feature Dev 6: So I added some polish and features
I like the editing direction you took for after the game is done you showed them all talking about it then sort of zoomed in one each persons thoughts with a clip.
Good job this is probably one of the best game dev challenges with the final product and all the great teamwork from the devs. Still looking forward to seeing Part 2's on previous games with the same devs
Really good final product, establishing an actual game loop early is the way to go instead of just adding mechanics hoping the game loop will make itself, generally avoid tower defense and simulation type games, their game loops are so much harder to define compared to arcade games or level to level gameplay.
awesome final result, interesting approach from imil to completely overhaul the balance by giving constant boost and then redoing the police to match. Kind of gets rid of the risk reward of the lights but it's cool to see the project change over time and it's always great to see talented devs enjoying making a project
wow. amazing job. was worried when the 3rd dev decided to remove stuff. but it turned out better. rare case of doing it correctly. sad to see the stunt job was not implemented although the hint was not that obvious. looks great, loved the video
This was great! One of the best ones so far for sure, alongside the superhero city defender and the legendary Noot game. I like how everyone found a throughline while successfully maintaining the spirit of the previous devs' work. Excellent "Yes, and" energy! I also enjoy how mechanically unique this game turned out. It seems humanity's collective brain tends to gravitate towards wave-based PvE when not given guidance, so getting a Crazy Taxi/Pacman hybrid is a really cool direction that stands out from the previous projects.
Although I liked the cart idea, I understand getting rid of it. Working with a janky physics system on limited time would have eaten up a lot of that time for other devs too. It would have had some great tension though trying not to tip over while running out of time
In all these challenges, I'm always blown away by just how much stuff people are able to do in only 4-6 hours. A single system might take me an entire day and not be half as good as one of their things, let alone all of their things. And then adding recording dev logs and process on top of it ...
Cool concept. What would make the concept even better is that all devs get another round after reviewing it together. For this round they communicatie during the review of the first product and before it starts, but once this second round started.
This should be a TV show. I would literally stay up weeknights to watch this. Also, I think this is a great business model too. You can employ these developers and allow them to appropriate the assets and ideas they gain from the experience to create their own products. They may even win money that allows them to start their own studios or fund their projects.
This was the best version of this so far. Appreciate the additions of most of the devs. Removing the rickshaw changed the games direction but it was ultimately the right choice. It allowed future devs to focus on their own features versus battling with a janky half implemented mechanic. The first dev should take the mechanic and flesh it out into a full game, it has a lot of potential outside of the limitations imposed by this challenge.
I really think you should embrace radical and nonsensical change each developer could bring. Set a rule that no developer should set expectations on the next developer, and don't set the expectation that the game has to be a polished completed finished product, let the imagination of each developer run wild, and whatever comes out will be fun! I hate seeing them inhibited and trying not to displease the audience. EDIT: I did enjoy this video a lot! Thanks for making it, and to the developers for participating. Even if you don't do something with my feedback, I'll be more than happy to see more of these videos! 🙏
By far the best result yet from any of these challenges. The new rule of not letting them do a 180 and create something completely else really pays off. I would apply for participating myself if the idea of doing just that and f*@%@^# things up due to the time limit and the stress coming from that did not scare me this much haha 😅
Maybe have the dragon shoot fire at the police instead of eating them. The fire can be limited to only getting the red orbs and last a little while Also think the traffic lights should be lanterns to match the theme and the sirens should sound like city bells ringing
I think once you get a red orb instead of eating the police dragons you should have a short fire breath that reaches close police dragons, they could also try to escape you.
Love this! The end result of it becoming a Dragon Taxi Pac-man mix turned out to be a very fun idea! Feels like this could be turned into a full game easily.
Thanks @Blackthornprod for hosting! I think everyone who participated did great work. I personally had a blast! Hope to work in future projects with you guys. Promise will not delete rickshaw again😅
You could make a gate to the city that costs coins that you get from dropping people off. Then make a second area where they pay more to get dropped off and the police are more difficult.
It was really good honestly the only thing I wish was maintained was the traffic lights making the cops go after you. In the case of the stars it could increase by one every time you run a red light but decrease by one every minute
It much more smooth than usual and overall it was a great improvement from the past few videos. This being said, i hope in the future we can have a liiiitle bit more chaos, cause after the first dev it was mostly just polish
I don't think wishbone deserves so much hate just because he changed the hand's style, I mean it's not that serious, but you guys made it look like he committed a crime. After all it's just entertainment.
I feel like Ignas completely changed the game by removing two core concepts. Changing the control scheme and removing the cart stripped away the uniqueness of the game. Now there's not much setting it apart. I don't think he followed the "don't delete anything" rule fairly
I liked this one a lot, I especially liked the ending where they talked about additions or upgrading the game. The big thing I would consider, is that this is a Dragon, a dragon without a breath weapon might as well be a pegasus or something else. There are many ways they could do that, the power up could give it one, or it could have limited charges to start the game etc. But something to make it a "Dragon".
You lucky rascals, check out the new 2024 FREE COURSE on making video games: www.gamedevrocket.com/free-course
Hope you enjoy the video, and stay tuned, we've got some incredible episodes in the making (including episode 2 of the 100 DEVS project)
i liked the when the join it got loude the when the loud longer and so it go and lets play a one fun it was too
I rate you guys ask a subscriber to make a game and get a team of devs to make a subscribers dream game😮
Where do you find Lithuanian developers? :D
Thanks for promoting the craft of individuals that share homeland with me
Hey, How about "6 developers make a horror game without communicating"
How about: Female Devs make girly games and pass onto Male Devs Or Vice Versa
The second dev making fun of the last "pass the project"-disaster was amazing🤣
yes the last project got completly ruined.
@@dogebro1 I am missing context. Can you detail what happened?
Edit: Tanks for the elaboration.
@@backstabba I think they are talking about wishbone replacing a nice 8bit hand with a low poly one, no one liked it.
@@backstabba Check the last pass the game challenge video
@@backstabbablackthornprod turned a fun idea into something totally different.
The first dev did such a good job
He established game concept clearly very early
Had an actual game loop
thanks
This should honestly be the norm.
EDIT: Not as a hard and fast rule, but as a mindset going into it.
Dev 1: gameplay loop
Dev 2: Iteration/art
Dev 3: Iteratipn/polish
Dev 4: Art/polish
Etc.
I feel like your place in the lineup should affect what you focus on most of the time. But usually thay doesnt end up happening in these, makign disjointed games sometimes
@@WalkerFrankeArtwould kind of limit creativity and railroad people into certain decisions
@@XrayTheMyth23 Yeah for sure, I should have phrased it better. I was more thinking, not as a hard and fast rule, but as a sort of mindset of going into the program. If I was #4, for example, my goals should be completely different than #1.
In one of the more recent episodes, a true gameplay loop was not established early, so the game kept changing.
I apologise in advance for my toxicity but I'm more frustrated every time I watch. What a wonderful fuckup! Turning a creative original quirky challenging-to-learn game into a smooth easy boring rehashed 3D pacman/NFS which no one will ever actually play or learn to overcome. And you inevitably have someone in there who does nothing for the game but overturn everyone else's visuals to his own preferred style. To make this type of dev challenge make sense each dev should be able to peg 2 things that cannot change - like the first dev could have pegged the controls and the cart. Yes the cart is difficult but it adds to the creativity and challenge.
i love that every time the audience hates something that a developer does on this channel it basically instantly becomes a meme for future videos
fr (the low poly hand hahaha)
@@etetgg1364 best example fr
The low poly hand, tower defense, and the centipede 😂
Forgot about removing the movement and then saying it gets boring very quickly 😂😂
@@Neo-Metal17removing all movement mechanics that was the whole purpose pf they game 😭🙏
I always find it hilarious when one dev basically makes the entire game
That's how it should be. Making a core loop is 10% of the finished product even though it feels like it's 90%
@@halfbakedc00kie Don't you mean it's 90% of the product even though it feels like it's 10%?
@@halfbakedc00kie yeah ofc, just tryna be funny. and i still do despite it obviously going to be the case
@@Selrisitai in terms of developing the loop is more likely to be 10% of the product. (i'm new to programming though, but based on my experience so far it seems that way). gameplay wise it's a huge part though
@@noerazz7515 Your right, something called the 80/20 effect. First 80% is easy, last 20% is the hardest. That's why all game companies have the dreaded "crunch" before a game release because they basically find all the stuff that's broken just before.
first dev literally created a full finished game
haha 😅cheers - it sure felt like it while working on my main steam game in parallel
@@datablob I actually just played your demo. It was awesome. Well done in the video too
Medieval Crazy Taxi! 🐉🚕😂
It was a great looking game
The last few “small” polish steps actually take a lot of time and effort too
God the low poly hands is gonna be a meme now
The dev that made that joke was the dev that created those hands originally 😆
@@icslush It was also referenced in the intro XD
Next game, they will make a Rogue-Like where the bosses are all those memes
I hope so he did a goof but he can always change it around
Low poly hands looked better
Originally I was salty when the third developer removed the cart but then I realized that the passenger riding the dragon actually makes a lot more sense.
it ruined the entire point of the game tho and made it too easy
@@Gobbygoblin Exactly. It got turned into Crazy Taxi with a fantasy flavor until the last dev just made it into Pac Man with dragons. Despite struggling at first the second dev seemed to have mastered the controls after 30 min of practice so it seems the third guy just couldn't be bothered learning the how to play the game and whacked in boring standardized controls instead.
On a similar note the last dev removing the unique police UI also kind of annoyed me. U guys don't have to copy "standard" elements from big games. A game's uniqueness can lend to its charm and fun
@@tuna5305Yeah the third guy shitified it
@@TinToastCan I think he did redeem himself with the unique wanted system although that eventually got f*ked too.
@@tuna5305 That was number 2 I think
I think removing the rickshaw worked well within the scope of the development time, but if they had more time to iron out bugs I think racing through the streets with the rickshaw dragging behind you would have been much more fun
Agree, the rickshaw physics are super fiddly but it was fun to drive it over little wobbles and send it :D
I would have tried adding an invisible marble to act as the central move agent and then had the cart jointed to that and then made the dragon jointed as well but more of a visualization (moving left and right but does nothing). The ball does all the moving and the cart just flaps around in tow. I was disappointed to see the cart go as well but I agree that it either works fast or gets cut fast.
This could even extend to gameplay. There could maybe be an intentional movement that can fling passengers from the rickshaw to their destination, either netting you more points for success or taking away points for failure. High risk, high reward.
@@gamma_centauri that was exactly the initial vision I had, hehe 👍
@datablob The rickshaw idea was inspired bro, so gutted it got cut as early, it had great much potential for chaos lol. Honestly rather play a whacky half baked jank of a game than an uninspired over-cooked and over-polished simulation
Honestly this was one of the best projects so far. The devs really worked with what was already in place and still weren't afraid to change small features. Great teamwork!
Yeah seriously, I love how people worked with my foundation & seemed to immediately get what it was I was going for (though I was inspired by Crazy Taxi, the GTA elements were a perfect fit)
agreed the establishing of a good foundation by @datablob gave the direction missing in most of these challnges which usually makes too much time wasted of deleting good content
Imo the initial movement control made it really unique but changing it to a normal WASD movement made it too easy and less fun
i would argue the super hero city defense one was better. But this one is not bad too
1st time seeing the 1st dev doing too much work, bro needs a raise fr🙏
lmao thx I'll take it 🙏
@@datablobhow do you only have 150 subs, imma sun rn
But wait... Theres more!
Dude your game's art looks so cool!! @@datablob
@@Krii_shnadon't go supernova
Shoutout to Wishbone, loved the self-deprecating low poly hands joke. Im here for the redemption arc!
He's beyond redemption
@@Hunter_Bidens_Crackpipe_u too
he literally called other devs work dogshit and proceeded to kill a 100 dev challenge with literal dogshit changes.
@@timm2396 the chances of him actually meaning that is very low lol, he is a content creator, I don't think a low-poly hand should be the deciding factor for him as a whole even if it was a bad idea, he has been good in every other one of these
@@timm2396sarcasm? Do you know it?
I've noticed the projects that turn out the best are the ones where Dev #1 already has a clear gameplay loop in mind. If the idea isn't well defined enough or is just basically a single mechanic or some sprites, the other devs will waste all of their time making and remaking the base game over and over again. But if the base is there and it's good, they can actually be creative and add features.
Wasn't expecting to see my models come up! Such an honor. Thanks for the shout-out DataBlob!
Thank you for the awesome models and animations! I feel they added a ton of life to this ❤
It’s crazy how your assets have been used two videos in a row
Idk bout y’all, but wishbone is one of my favorite devs. Poly hands and all. I hope we don’t lose the chaos that he used to bring
I agree
did i miss something? whats the poly hands meme?
Dual wielded is my favorite then it's wishbone
@@eggegg6448 100% I always want Dual wielded in like every video 😂
Vitally's part was... Definitely something.
Y'know, after that asteroid clone turned space shooter game video. Only few if not none of the videos since hit it off.
Maybe this is the 'challenge' part of the video, showing off the vital reason why communication is needed.
Because at this point, the video feels like a drug. I'm trying to use it over and over again just to feel that first time, but it won't happen, because nothing could beat your first time experiencing it.
Yeah, you could say that again
Said it perfectly, I keep watching these vids hoping they will hit the same as the first ones, never does..@@anton.s6882
@@anton.s6882honestly was thinking the same thing! I think these videos are lacking personality too, a lot of devs are dull which makes it hard to watch sometimes
@@jaketylersimon The Devs personality doesn't really bother that much. Usually because making these games takes priority rather than presenting yourself making the game.
That requires balancing between their part of the work and their persona, juggling both is already a game in itself.
Regardless of that, it does make me want to continue watching what the next No Communication challenge would be like.
A banger or a failure, time will tell
I think thats the best challenge so far. First dev seems like super competent guy and understood what to do as a first one working on a game very well. His ideas were great and also his execution was on the point. Other devs tuned it and made it soooo much better. I love how it worked out, and how everyone upgraded the game bit by bit. If its possible I would love to see another video with this squad!
They let wishbone cook again
He's one of my faves and one of the best ones. I know he made an error on one of them with the artwork but he is really good overall.
Damn right they did hahaha, sorry about that….
Awww thank you :)@@CymbalMonkey
I enjoyed your part as well 😊@@Wishbone_Games
@@Wishbone_Games you were my favorite dev in this one. You actually seemed like you enjoyed it and didn't take it too seriously
I'm really glad with how the game came out. For once, it seems to me like all the 6 devs actually improved the game. Choice that were made were on point and the initial idea wasn't utterly scratched by other devs. It just changed from a Crazy Taxi like game to a Crazy Taxi-Pacman like game.
Especially liked the job made by first, third and sixth devs
Datablob set the stage beautifully, and I really liked the changes Ignas brought on board.
I feel the development process of this challenge went much better than the more controversial ones that have happened recently.
All the devs seemed to respect the idea of pushing the project they were given forward, rather than reshaping and twisting the project to fit a direction they wanted to shove it into (eg. score driven top-down vampire survivors-like), or changing the entire concept because they didn't understand it.
Props to all the devs involved!
At this point I'm going to the comments section first to see if it was infuriating or not, so thanks for leaving this one!
Feels like a fuckin job am I right
I dunno about that, Ignas completely changed the game by removing two core concepts
The Wishbone/Low Poly Hands reference killed me. Wishbone even referenced it himself
I think it would be a neat idea if every few months the community could vote on their favorite game that comes out of these videos and we can get another 6 developers to add an update to the game
Wishbone did a good job this time around, respect
No way
Wishbone has improved so fcking much I love it
absolutely lovely, it finally feels like this challenge was meant to be. finally we can see a project start one way, and see that the final version is an improvement of what it was at the beginning with the input of each dev building upon that foundation.
finally we can see that the conversation between devs at the end is not an awkward "im glad my stuff is still in at least", while other devs had their contribution completely deleted and are invited to the chat anyway for some reason. now it's a reunion to celebrate how the project ended up being like with pretty much everyone's contribution being taken into account.
"I'm so happy how it turned out" is the general vibe of the last talk now, a sentiment shared by everyone for a project everyone helped build. it's really nice to see we're finally at this point again.
Loved this one! First dev was insane! All the rest really built up the game and honestly made one better than a lot of what I see in the new releases section of the Steam store. Probably one of my favourite collabs thus far!
Well I hope you'll enjoy my Steam game (Black Dragon Mage, demo just dropped) just as much then :D
- Dev 1 (DataBlob) is an absolute monster, basically created a whole game for the other devs to expand upon instead of trying to figure out what to do (before eventually turning it into a wave-based tower defense).
- Dev 2 (Wishbone) added a meaningful and interesting feature while maintaining the whole concept.
- I'm not a huge fan of Dev 3 (Ignas) removing the cart while I felt like Dev 4 (Vitali) was too scared to change anything so ended up barely contributing at all.
- Devs 5 (Zoteling) and 6 (Imiklowski) rounded up the game nicely by adding small features and polishing up the game.
Overall, one of the better pass-the-game challenges, end result was pretty good and it was all made possible by having a single dev (DataBlob) determine a game loop and basic mechanics early on instead of leaving it for the others to figure it out on their own. Good job!
Last time he did everyone hated it- dev 4
I love how in this series its like a coinflip :D either the devs improve on the previous work and the game gets very good, or every other dev just throws over everything and the comments bash them for it :D
If you recall, there's a new rule in place for these projects. I think they called it the "don't delete" rule where you can't delete what previous devs have done, only expand upon or clean it up.
@@rjgraylightWell that rule doesn't seem to be in effect here lmao
@@rjgraylight A good rule, if they every starts to follow it...
@@indecisiveponderer643 I mean I think the rule can't be taken literally, if you couldn't delete buggy code or placeholder assets you'd the process would be impossible. But I don't think any dev really removed anything major here (except the rickshaw) rather than just add or refine ideas.
@@chrisdonnell7200 I didnt see it, but i think the rickshaw even just got turned into a game prop, the game made its own development easter egg 💀
I really like how all the devs kept all the main idea but still added there own.
Beside the rickshaw that is...
@@n30b14d3tank steering too
They removed the movement, which is a core element
Awesome game, really glad to see this series continue despite some frustration (the hand!)
I think the removals in this game made a lot more sense than before (e.g. rickshaw and bomb). Everyone was still focused on improving and sticking to the main plan.
The end result was so satisfying, no annoying redos, just building on what people were already doing. Liking this new direction for the pass the game challenge
I am surprised that we actually got a playable game this time which looks fun
Good job everyone
I love how you all are meming with the hands, and how its in the intro! I also love how Wishbone is still in it and didn't get scared off!! The hand change is now a classic meme/inside joke for this community and I think that makes this channel all the more better because it happened. I was livid when I saw it though; but now, and even right after that famous video, I couldn't help but laugh at it.
okay... for 2024... this to me felt like one of the best versions of this series... everyone really kept the heart of what was previously built and just tried to improve it. The only thing that got "removed" was the cart, but this was honestly after some really good attempt to make it work, and it felt like the right level of editing to remove it. This was so much better done by the devs!!
Thank you
This is one of the best one so far, I feel that what helped the most was that unlike last time they didn't remove the core gameplay loop or assets or change the artstyle completely, but rather improved upon it and that is in my opinion so much better
Bruh the 3rd dev got rid of the one cool thing about the controls the 4th guy did LITERALLY NOTHING and the 5th guy made the game look like megamind 2
First dev: "I am going to create a game with a challenging movement system so the fun comes from learning how to work around it"
third dev: "hmmm this hard imma go put in something generic"
The cart was obviously a glitchy mess. A physics based game requires reliable physics.
@@GivenFailureI don't think he's talking about the cart, but the controls of the game, the third dev changed from controlling the left and right wings which made it harder, to controlling the dragon itself, making it more easy and little more generic
I feel like a lot of the uniqueness came from the cart and the awkward controls, when you remove them, it loses a lot of its potential charm. Qwop would be a boring game if you just held W to go forward
i think it was a good change! the more accessible controls allowed for more fast paced gameplay. yeah, the other devs could have made something that works well with the tank controls and it probably would have been quite cool, but they only have a day! not exactly feasible imo
@@GivenFailure This. It wasn't readily apparent in how they edited their videos, but the rickshaw - while it would have been a fun physics-based mechanic differentiating it from a childhood of crazy taxi - seemed to be very broken and the movement overall too difficult.
That said, I do think this kind of challenge should have them respect the attempt to not just use a standard "WSAD" movement system, and instead tried to at least keep that odd "control wing" one, maybe fixing it if it had any issues we didn't see.
ps: as for the rickshaw, I feel like it is a shame they put too much focus on trying to get a controller for it, when a more physics-based approach would have solved it easily: Connect with a spring like they did, but only have it apply forces to the rickshaw, not the player (or at least lower such 'reactionary' forces greatly, so you don't feel flung around by it unless more extreme situations happens than a slight turn or bump). Then, instead of trying to apply any forces to keep it on the ground or angle correctly behind dragon, just *_add a "drag" force to its end._* This would naturally slow it from flying around the dragon too much, and instead keep it behind the dragon unless you brake strongly. And overall make sure it faces right way. (another way to do it would be to have the rear repelled by the dragon, while the front slightly attracted (the spring likely being enough for that).
Then maybe have a force discouraging it from not being right-side-up too (unless you want that to happen a lot), maybe through applying rotational forces to approach roll 0 (ie. pid controlled), or simply strong forces away from roll -180 (that quickly falls off as it is less upsidedown; this would make it able to easily wobble a lot, and even drive on a single wheel, but bounce back if it tries flipping over).
There's a lot of other ways to go about things, but my point is that they shouldn't have bothered too much trying to get the rickshaw to be controlled, and instead embraced some of the chaotic nature of having it be a physics-body.
Really liked the prolonged discussion part where everyone reflected thoughts and opinions on the project! Good direction for the format and well done everyone =)
as a young developer i love to watch these videos, hopefully once i complete AIE and make my unreal skills better ill be able to join these!! i would love to help in game art!
Wishbone games redemption arc is huge good stuff wishbone you killed it on this one
he'll always be a pos that called other devs work dogshit and then pissed on a 100 dev challenge with literal dogshit changes.
The second dev caught me off guard with the low poly hands joke, I about lost it lol.
Also I'm kinda disappointed about the controls change, I think it was super interesting.
Dev 1 literally made an entire game by himself 🗿
You should do a challenge where you run through each dev creator twice. So when after every dev finishes their first attempt, they can go back for a second chance and further polish their own things or work off of people's other ideas to create a more finished game.
A great episode! It felt like progress was made at each devs, rather than the game being redesigned each time to end up anyway as another shooter with a final boss.
Thanks for reading the comments, that's really appreciated!
Really amazing teamwork on this one, great job everyone that was super fun
Great work with the "Yes and..." style on this one. I loved your additions.
Datablob should have an ASMR channel. Such a soothing voice
haha thank you
so true, i was listening on speaker but switched to headphones a few seconds into his part 😂
Wishbone redeeming himself and also making fun of the last one was fantastic lol. Great job everyone! It's great seeing everyone experiment on the same loop.
What a ride it was! Cheers to all the devs, I really think we did quite well and created a polished and well-thought game 🔥 Props to the first dev for a strong core of the game 🤜
4:08
Wishbone:Just kidding, but I will replace the dragon with a nice pair of low poly hands
Me: YEP THEY DEFINITELY DON'T GIVE A F*CK ABOUT THE DISASTER DURING THE 1-25 OF 100 DEVS LMAO. 😂😂😂
Could you please do a pass the game no communicating challenge: communication edition. I would love to see how the games turn out if a dev can say to the next dev what they would advise to add next. Anyway great vid, second dev got me.
Limit it to like 5 words. Gotta make it chaotic somehow.
@@MIAZS846 forward communication only can be chaotic in itself, like a game of developer telephone
"No no communication challenge"
Fun episode, pretty good result at the end!
Dev 1: So I went medieval crazy taxi
Dev 2: So I tried to adjust the controls and added a GTA feature
Dev 3: So I simplified the controls, added some small features and polished it overall
Dev 4: So I just tweaked some numbers...
Dev 5: So I polished the UI and added a small feature
Dev 6: So I added some polish and features
I like the editing direction you took for after the game is done you showed them all talking about it then sort of zoomed in one each persons thoughts with a clip.
Good job this is probably one of the best game dev challenges with the final product and all the great teamwork from the devs.
Still looking forward to seeing Part 2's on previous games with the same devs
Really good final product, establishing an actual game loop early is the way to go instead of just adding mechanics hoping the game loop will make itself, generally avoid tower defense and simulation type games, their game loops are so much harder to define compared to arcade games or level to level gameplay.
awesome final result, interesting approach from imil to completely overhaul the balance by giving constant boost and then redoing the police to match. Kind of gets rid of the risk reward of the lights but it's cool to see the project change over time and it's always great to see talented devs enjoying making a project
Oooh getting out of the city and getting to the woods where bandits replace the cops would be cool for this game!
clever!
wow. amazing job. was worried when the 3rd dev decided to remove stuff. but it turned out better. rare case of doing it correctly. sad to see the stunt job was not implemented although the hint was not that obvious. looks great, loved the video
cant wait to see what kind of 3D models they use for the top down management game they make this time
This was great! One of the best ones so far for sure, alongside the superhero city defender and the legendary Noot game. I like how everyone found a throughline while successfully maintaining the spirit of the previous devs' work. Excellent "Yes, and" energy!
I also enjoy how mechanically unique this game turned out. It seems humanity's collective brain tends to gravitate towards wave-based PvE when not given guidance, so getting a Crazy Taxi/Pacman hybrid is a really cool direction that stands out from the previous projects.
Lmao im barely at the intro and im already loving this video, love the callbacks to famous parts of the changes made to the games!
Although I liked the cart idea, I understand getting rid of it. Working with a janky physics system on limited time would have eaten up a lot of that time for other devs too.
It would have had some great tension though trying not to tip over while running out of time
Great video! Very clear that you took the feedback from your community seriously and made changes to the formula :)
In all these challenges, I'm always blown away by just how much stuff people are able to do in only 4-6 hours. A single system might take me an entire day and not be half as good as one of their things, let alone all of their things. And then adding recording dev logs and process on top of it ...
Cool concept. What would make the concept even better is that all devs get another round after reviewing it together. For this round they communicatie during the review of the first product and before it starts, but once this second round started.
This should be a TV show. I would literally stay up weeknights to watch this.
Also, I think this is a great business model too. You can employ these developers and allow them to appropriate the assets and ideas they gain from the experience to create their own products. They may even win money that allows them to start their own studios or fund their projects.
Great video! I love the police/traffic light idea added by Wishbone.
0:26 ok this part is actually hilarious.
good quality joke right there
4:08 LOL Wishbone giving me the best laugh of my day 😂
This was the best version of this so far. Appreciate the additions of most of the devs. Removing the rickshaw changed the games direction but it was ultimately the right choice. It allowed future devs to focus on their own features versus battling with a janky half implemented mechanic.
The first dev should take the mechanic and flesh it out into a full game, it has a lot of potential outside of the limitations imposed by this challenge.
I like how Wishbone acknowledged how he has screwed over some past projects, I like how he did really good with working as a team this time.
I really think you should embrace radical and nonsensical change each developer could bring. Set a rule that no developer should set expectations on the next developer, and don't set the expectation that the game has to be a polished completed finished product, let the imagination of each developer run wild, and whatever comes out will be fun! I hate seeing them inhibited and trying not to displease the audience.
EDIT: I did enjoy this video a lot! Thanks for making it, and to the developers for participating. Even if you don't do something with my feedback, I'll be more than happy to see more of these videos! 🙏
Incredible games being made here in these collaborations, thanks to Blackthorn prod for hosting and all they bring to this fantastic channel 👍👍👍
By far the best result yet from any of these challenges. The new rule of not letting them do a 180 and create something completely else really pays off. I would apply for participating myself if the idea of doing just that and f*@%@^# things up due to the time limit and the stress coming from that did not scare me this much haha 😅
This probably had the best team work, but that superhero game was awesome, if you haven't seen it.
Sweet challenge. Cool devs and a cool outcome. Well played!
thank you senpai
How crazy is that the last dev is from Poland. I even played Miniland Adventure for a while and I didn't know that
damm did not expect high pikachu
Lmao, I was confused about this comment until I got to his part
I think the visuals looked great, 2nd Dev's definition of making the dragon stand out was flash banging me with contrast and brightness.
Maybe have the dragon shoot fire at the police instead of eating them.
The fire can be limited to only getting the red orbs and last a little while
Also think the traffic lights should be lanterns to match the theme and the sirens should sound like city bells ringing
I like how in the intro this video he mentioned the mess up on wishbone's end 😅 that hand
I think once you get a red orb instead of eating the police dragons you should have a short fire breath that reaches close police dragons, they could also try to escape you.
Love this! The end result of it becoming a Dragon Taxi Pac-man mix turned out to be a very fun idea! Feels like this could be turned into a full game easily.
Thanks @Blackthornprod for hosting! I think everyone who participated did great work. I personally had a blast! Hope to work in future projects with you guys. Promise will not delete rickshaw again😅
most of the comments are saying it was an unfortunate, but necessary change
You could make a gate to the city that costs coins that you get from dropping people off. Then make a second area where they pay more to get dropped off and the police are more difficult.
It was really good honestly the only thing I wish was maintained was the traffic lights making the cops go after you. In the case of the stars it could increase by one every time you run a red light but decrease by one every minute
The ability to meme on past mistakes it becoming a strength of the series. Even when stuff goes horribly wrong, we turn that into content.
This one turned out super well, great work by all the devs!
I honestly hate they removed the cart. Dragging that was the difficult thing to focus on. Not outrunning the cops
Redeemed! Having the first dev define so many aspects of the game really kept the project focused. Love seeing different genres!
It much more smooth than usual and overall it was a great improvement from the past few videos.
This being said, i hope in the future we can have a liiiitle bit more chaos, cause after the first dev it was mostly just polish
158k views 6 days ago. This was fantastic. Loved this video and all the game developers talking about their thought and work process.
I don't think wishbone deserves so much hate just because he changed the hand's style, I mean it's not that serious, but you guys made it look like he committed a crime. After all it's just entertainment.
the reference to the hand being changed in the intro is just genius xD
Sick , I think they took my advice from the survey on ending up on a more whole product by the end. Did really well with this game !
I feel like Ignas completely changed the game by removing two core concepts. Changing the control scheme and removing the cart stripped away the uniqueness of the game. Now there's not much setting it apart. I don't think he followed the "don't delete anything" rule fairly
Gotta hand it to Wishbone, everyone loves a good redemption arc 👉👉
calling other devs work dogshit and then ruining a good game from a 100 dev challenge with dogshit changes isnt redeemable.
first dev is super talented, and his steam game is super cool looking
thanks frazomania, glad you also like Black Dragon Mage - coming out in late March btw! Will be at NextFest Feb 5th too. Demo is out now.
@@datablob 100% playing!!
will be buying once it drops@@datablob
definitely the best one so far, good rules, minimal removing stuff, really cool game all around!
I liked this one a lot, I especially liked the ending where they talked about additions or upgrading the game. The big thing I would consider, is that this is a Dragon, a dragon without a breath weapon might as well be a pegasus or something else. There are many ways they could do that, the power up could give it one, or it could have limited charges to start the game etc. But something to make it a "Dragon".
This one turned out pretty well. In any case, this would my top 3, based on their contributions:
1- DataBlob
2- Imilkowski
3- Wishbone Games
thanks
@@datablob Urw, mate, good job 🤝
Vitali’s editing skills on top of
DualWielded is killing it with the editing!