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I feel like something that could've been changed would to have bullets be represented as dots next to the players hand and have the flares on the players model instead of the simple UI. And as for the flares, you could've had them hold like 3 for example that way there's more of a strategic usage since it is a strategic puzzle game to an extent. And maybe added a small particle system to the bullets to allow for further immersion; so when you shoot there can be like bubbles or something. But still great work to all the devs, and I love the videos, keep it up!
thats a brilliant shout about the lightstick. I can also imagine them adding more levels and enemy types and you can basically make a first game out of this "No Communication" series
Remember when that one. Dude removed wall jumping and other stuff because it was "too much controls" Don't be like him. Halo has the same amount of controls, fortnight has more, they seem pretty good ((economically) controls @AnyoneWhoThinksStuffShouldBeRemoved
@@MDG-mykys Dualwield just made his intentions in form of voicelines *really* clear. Its not like his previous game collab went from his intended scifi setting to a magic setting.
@@MDG-mykysi mean, there’s nothing anybody can really do to fix the problem. if you want the game to have a story, it literally HAS to be shown/told/visible/etc, which means the other devs will understand what is happening.
Once again... a boss at the end of a horror game. AGAIN. But this time. Its different. This time, the story made sense and was not thrown out. This time, it was PERFECT!
If I'm remembering the video correctly, a boss being added wasn't the problem. It was how the boss looked compared to what it previously looked like, as well as what everything else looked like. Still, it turned out great in this game.
@@tiacool7978 I think you're thinking about Noot Noot Destroyer. There's another pass the game older than that, the 6 Devs Make A Horror Game, that everyone criticized Noa's last-minute scrapping everything and adding a centipede boss.
The AIA and Dual Wielded duo was actually so good lmao. They worked together so well and the animations from DW are top notch. Really really enjoyed that segment not even for the changes made to the game but for their personalities haha.
I love the post mortem meetings, definitely an important part - just getting everyone's thoughts really ties everything together after everyone's experienced it. Just have each other banter about what they really liked and what they found challenging and share ideas was awesome.
@@JaharNarishma Post mortems are pretty commonly used terms in fast paced teams, they're basically a way to define the end of your project where you talk about the good and bad parts of the project, literally like a post mortem or funeral for a person hence why it's used for projects. It's a great way to set a hard "Okay team, we're killing the project now - so what did we learn?". A post mortem is pretty much exactly what they did since they'll no longer be working on it and the project is technically 'dead' and is a learning experience, but yeah I get the confusion its a little morbid of a term.
It was so much fun to take part in this one! Loved the end result - I did not expect this to turn into a proper story-driven horror game! 😄 Everyone did an amazing job! 💙
this is the best iteration of this series by far!! love everyone's contributions and the fact that no one stepped on the others' toes, instead building off of what was put there before. due to the...history of centipedes in prior horror game collaborations, i was a little worried when the indie accord said he was adding a boss, but THIS is how you do a boss right. he made sure to make it make sense in terms of the lore DualWielded put in before, and it enhanced the game rather than changing it altogether. super impressed by everyone here!!
Miz going first set this up for success. -Clear direction -Cohesive art style -Early menus and tutorials Not many first round devs do this, and it makes devs 2 and 3 have to try and put together something from nearly nothing
He could've gone for a whole new genre other than using his previous game as an "inspiration", but he nailed it with the simplicity. Simple just works. Plus, they were timed too. It wouldn't be odd if you use what you already know.
Wow, you definitely brought some of the best devs together for this. Everyone did a lot for the game. There are usually some “specialists” for these no-communication games, someone will focus exclusively on art and someone will focus exclusively on sound, then mechanics, etc, etc. But the art style was so fundamentally usable that that wasn’t needed and the mechanics kept being polished. I think the sound design definitely needed work but not too much.
I loved your contributions, when you said you didnt like how dark it was I was worried youd make it too bright, but making the flares as a risk/reward system almost was genius, and added so much ambience
@@chikenman1778 Thank you! Yeah I was trying to think through how to balance the suspense of the darkness with the frustration of trying to navigate around the corridors - it wasn’t super obvious at first, but I didn’t want to just use a flashlight!
@@tableprinterdoor even if it had been one, so long as it fits the game it's ok. And this was one game where a boss fits. What made me hate the prior ones was that they were always added to games that _really_ didn't do better with one (aside from _maybe_ the superhero one), like ones clearly meant to be played to survive as long as possible
Half the devs in this video not understanding, narratively, how horror works really frustrates me. "Oh you can't see in the dark, thats really confusing" ... Yes, Yes that's the point.
no, horror games that are scary because you can't see in the dark are bad horror games cuz they are often not interesting. A true horror game is scary even if you have a flashlight with unlimited battery
@@radekhornychabsolutely true. People think an horror game is just darkness, jumpscare and some strange loud sounds. That's the perfect recipe for a "meh" at most horror game
I just realized that they added more lights.... and it's a key mechanic to stay in the dark to not be seen. Edit: I DON'T EVEN GET 100 VIEWS ON MY YT VIDS!
seeing Miz in this video makes it so special because he used to do this type of videos or he started this style of videos and he also go crazy with his weird style of horror games , i like it even when the game turnout to be not that scary
stewart guy ruined the literal first mechanic of the game. "beware of the light". and proceeds to implement the ability to spam light everywhere. he didnt even bother to make the monsters react to the flares at all... smh
This was probably my favorite pass the game challenge. I felt like every dev added so much to the past dev, Instead of changing the issues as much they would adapt the game to it like adding the glow sticks instead of making the environment lighter.
A couple of recommendations. I saw this one in a comment, but it would be cool to have the flares go out after a few seconds. Also, I STRONGLY agree with having some sort of randomness. Random enemy positions, random level layouts, something like that. Third, about the movement, you could use wasd to shimmy along the wall (take a look at the game Spiderheck and how its movement works, and that would be really cool. Other than that, looks really good!
19:42 - 19:49 Hypothetical: if they had enough time and could go back, switching it up so the boss ending is the sacrifice yourself and there's a new ending for drawing the sign -I can think of either that the player becomes a mutilated husk, but one of the hearts of the boss or a mechanical deep sea terror similar to the boss, but more on the horror factor.
This actually looks like a super interesting game. I think this one turned out best out of all the other challenges. Job well done to everyone! Also, the editing of this video is super nice. Esp love the animations.
Super cool and awesome job! Thank you to Blackthornprod for listening to the comments in past videos of having more collabs, play testing, reactions, and final meetings! Really enhances the videos. Thank you for your hard work!!
some day you will find a dev that will say "You know, I completely understand what the other devs are going for, but today I kind of accidentally decided to intentionally turn it upside down, spin a wheel, and then hope for the best to turn this into something very different"
The atmosphere, story, and cutscene elements were just fantastic! Even though the gameplay needed work, everyone certainly sold it! Great job! Dual Wielded has some great animation and humor in his editing as well. Very impressed.
Aye one that didn't feel rushed or any key component missed! Hope that's not a harsh criticism but just seeing so many of these videos got that way makes me happy you guys are taking more time There's no rush and quality>quantity Great video guys !!!!!
wow by far my fav one now, everyone did so well and the video was nicely edited + great project- planning i also enjoyed the gameplay and their afterthoughts (in my opinion the right length) (the chemistry between some felt catching fun, which made it very entertaining) ty!
im genuinely impressed how coherent they were still able to make the game without the communication Like the core feel when Miziziziz first started the build was still there, it just got tweaked but it never left
at the end of the year they should pick either their favourite, most developed or most open ended game and work it a few more rounds to try n make itr even more polished
I'm amazed, i really like this game! I've always loved puzzles, multiple choice games and with the storytelling and the cutscenes... it's amazing. Would be cool to see this as a full game.
This came out so good. I love how the devs just build on each others ideas in this one, some stuff got kinda lost during the process like the light was supposed to be a more important element I think but thats how the process should work imo, thats so much better than the episodes where one dev just removed big mechanics or anything like that. Good job!
I have seen some videos of devs build a game without communicating, this is for me, by far the most complete game. It succeed being a satisfying game. Man, with a little more work on this, they can sell this game real good.
idea: a challenge where at least three people have to make a game, but communication between them IS allowed! to make it an actual challenge, they only get three words per pass. the current dev gets a stricter time limit, and for every cycle after the first, they have follow the 3 word instructions from the NEXT dev in the cycle, written last time it was their turn.
Really cool project idea! I absolutely love this kind of stuff since it can produce some real gems. I would love to see more like this in the future, maybe with a different dev making the initial premise since now it was just everyone else completing Miziziz's game. The initial premise and mechanics, which were a near exact copy of endoparasitic, were already set in stone before the first dev switch. I do love endoparasitic, but I would also love to see one of these projects with a brand new, never before seen foundation as a start. Irregardless you guys did an amazing job! This is real content!
I love these videoes. Would love a 30 min speciel or someting. You could do 6 pairs of devs instead of 6 solo devs. Like you did with DualWielded and AIA
This makes me really excited for my own personal game dev journey, to one day be working with others in such a collaborative way. Thank you for this great video!
you should've made the floor look like water, so that way it looks like the character is pushing / paddling themselves around in waist high water. Could've added dripping sound effects and ripples and it probably would've meshed with the story better / gave the impression that the sub was slowly malfunctioning and letting in water.
I like these a lot more the more time a single dev gets :-) Far better than the episodes where it feels like it’s 50% self promotion segments time-wise. Have you considered longer videos in general? Wouldn’t mind ~1hr.
one of fav's so far, really nice how it came out, I wouldn't change anything it had that metal gear vibe if anything just after the boss add more levels and content and whatever but bang out job 20/10
I saw some people arguing over them adding lighting and lighting tools taking away from the horror. However this isnt the case, they simply play tested the game and saw something that would cause frustration, to remedy it they added more features to the game, not to make it less scary but to midigate frustration. As someone with a bit of game development experience i think they handled it perfectly.
Might be one of your most entertaining videos yet, dualwielded and AIA are a really fun duo! The end result of the game is really solid and fun. Overall very well made and edited!
If the game was longer there could be progression in the movement system. Like starting slow and getting permanent speed upgrades or the ability to change direction during flight, or a hookshot (makes everything better). And yeah something about the character model/enemy models felt weird to me (the weapon looks like a blowgun and the posture is weird) interesting that no one added cheap jumpscares, maybe like a vent blown off and enemies crawling out (and that's actually the way forward)
Brilliant episode, loved the game and the format with the play throughs and review at the end. It would be great to get to explore what seems like a massive almost infinite submarine, the player could have an oxygen meter too
Few ideas : - Have a limited number of "jump". - Or... ammo and jump are the same resource. So, you really have to be careful where you jump and when to shoot ! - Enemies move when you (or the opposite ! :D) Great game guys :)
This turned out to be one of the better games brought out by one of these challenges. MVP to Miziziziz for setting the tone and AIA / Dual wielded for the narration.
Alright I think blackthornprod has perfected this video style now. Can't wait for part 2's of all these videos though, a new team or maybe the same team picks up the game they made a year ago and expand even more
I think my favorite dev in this group was definitely the indie accord! He added so much too it in the end and just polished everything off, adding designs to the background and adding more to the storyline and making a boss was a great move. Especially since he was the last developer to go and there wasn’t much to do but it turned out great!!
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First lol
whats good
LETS FREAKING GOOOOO ANOTHER VIDEO. SERIOUSLY MAN, THESE VIDEOS ARE AMAZING
I feel like something that could've been changed would to have bullets be represented as dots next to the players hand and have the flares on the players model instead of the simple UI. And as for the flares, you could've had them hold like 3 for example that way there's more of a strategic usage since it is a strategic puzzle game to an extent. And maybe added a small particle system to the bullets to allow for further immersion; so when you shoot there can be like bubbles or something. But still great work to all the devs, and I love the videos, keep it up!
super game guys
The most acceptable 'Added a boss' I've seen so far.
Joke aside, I loved the surprise double dev in the middle, that was a fun twist.
Ahh yees, the best fnaf game
what @@DrRan617
they did such a good job with the game, I would've bought it already from the 3rd devs state
@@DrRan617 Ahh yes, the best fnaf game
The lightstick should've had a short lifetime, like it goes out quickly but other than that, would love to see the game expanded to a full game
thats a brilliant shout about the lightstick. I can also imagine them adding more levels and enemy types and you can basically make a first game out of this "No Communication" series
And never stop (just slows and die), since you're in zero gravity
Watching the games it looked like the levels were drowned in light sticks, when they should have been very rare.
@@KingRCT3 And bounces off the walls for more unpredictability! :D
@@Soup-Boot Of course! Haha
I'm never working with AIA again
Yooo duelwielded I love your vids
I genuinely have no idea how you can make those cutscenes in such a short amount of time you're incredible
That was my favorite part of any pass the game challenges
So cool to see AIA holding the world record speedrun of this game, props to him! ❤
I love how in the beginning blackthornpod punches you for trying to communicate with the devs last time y’all did this challenge
I love Dual Wielded, he needs to appear more regularily.
For real he does great work and is genuinely funny
YES
The ukulele used in the "apology" vid at 7:47 made me laugh hard. He was up to date on his internet "drama".
@RepentandbelieveinJesusChrist5 just leave stupid bot
So far one of the best groups and they tried to improve on everything that was already done instead of removing stuff completely :)
I still think there should be a general rule of "adding a boss is never the answer".
@@tyrialfrost4286 this.
@@tyrialfrost4286 But it's not necessarily a bad thing
Remember when that one. Dude removed wall jumping and other stuff because it was "too much controls" Don't be like him. Halo has the same amount of controls, fortnight has more, they seem pretty good ((economically) controls
@AnyoneWhoThinksStuffShouldBeRemoved
@@tyrialfrost4286Eh, it works in this game.
text book example of cooperative devs just building on each others ideas to make something really good, great job guys
Ngl, I feel like they comunicated a bit
@@MDG-mykys Dualwield just made his intentions in form of voicelines *really* clear.
Its not like his previous game collab went from his intended scifi setting to a magic setting.
@@filiflo yeah, but also the text at the start.
I guess they slightly cheesed a bit this time.
@@MDG-mykysi mean, there’s nothing anybody can really do to fix the problem. if you want the game to have a story, it literally HAS to be shown/told/visible/etc, which means the other devs will understand what is happening.
@@ZerglingLover yeah I know, but I feel like there is probably a difference between the first person doing it and the last.
More Dualwielded is never a bad thing
Never meet your heros
@@AIAdev he agrees with you apareantly xD
what do you know about Dualwielded that I don't@@AIAdev
@@Robyamdamhe said “never working with AIA again” in this comment section
Once again... a boss at the end of a horror game. AGAIN. But this time. Its different. This time, the story made sense and was not thrown out. This time, it was PERFECT!
If I'm remembering the video correctly, a boss being added wasn't the problem. It was how the boss looked compared to what it previously looked like, as well as what everything else looked like. Still, it turned out great in this game.
@@tiacool7978 I think you're thinking about Noot Noot Destroyer. There's another pass the game older than that, the 6 Devs Make A Horror Game, that everyone criticized Noa's last-minute scrapping everything and adding a centipede boss.
You know, it would be a cool idea to have a second wave series where the devs get another run at continuing the game from where they left off.
Genius idea
100th like
Bump this up higher👍
fr make this a thing
Yes, that's a cool idea
AIA, dual wielded and indie accord, is probably the best DEV for this series.
Tarodev too
I'ma let you finish, but Tarodev had one of the best Dev passes of all time.
@@tyrialfrost4286one of the BEST devs of all time!!🤷🏽♂️
I VERY MUCH agree with you
Flow Studio should appear more in the series too
Dual Wielded x AIA tandem was fire
they really defined the feeling of the whole project, super sick to see
kinda seems like communicating is actually a good idea when you make a game together lmao
The AIA and Dual Wielded duo was actually so good lmao. They worked together so well and the animations from DW are top notch. Really really enjoyed that segment not even for the changes made to the game but for their personalities haha.
I agree it was funny fr fr
I love the post mortem meetings, definitely an important part - just getting everyone's thoughts really ties everything together after everyone's experienced it. Just have each other banter about what they really liked and what they found challenging and share ideas was awesome.
I liked that part to.
Post mortem? I think you used the wrong phrase there. _Post mortem_ means _after death._
Who died?
@@JaharNarishma Post mortems are pretty commonly used terms in fast paced teams, they're basically a way to define the end of your project where you talk about the good and bad parts of the project, literally like a post mortem or funeral for a person hence why it's used for projects. It's a great way to set a hard "Okay team, we're killing the project now - so what did we learn?".
A post mortem is pretty much exactly what they did since they'll no longer be working on it and the project is technically 'dead' and is a learning experience, but yeah I get the confusion its a little morbid of a term.
DualWielded smells like Cheetos.
This is simply not true
im dual wieldeds step brother and i can confirm
@ice/hvtrs8%2F-wuw%2Cymuvu%60e%2Ccmm-cjalngl-UAEnAMPJdJr2SEb%3A2Z1QG1Ou lol wat?
XD
Ah yes, friendly banter
Yeah see the issue is I can smell him from here
It was so much fun to take part in this one! Loved the end result - I did not expect this to turn into a proper story-driven horror game! 😄
Everyone did an amazing job! 💙
Your small part in the game was awesome and really added to the experience. Great job! ❤
Nobody added a centipede this time
this is the best iteration of this series by far!! love everyone's contributions and the fact that no one stepped on the others' toes, instead building off of what was put there before. due to the...history of centipedes in prior horror game collaborations, i was a little worried when the indie accord said he was adding a boss, but THIS is how you do a boss right. he made sure to make it make sense in terms of the lore DualWielded put in before, and it enhanced the game rather than changing it altogether. super impressed by everyone here!!
After watching that one shitshow where a game got completely changed by one guy, this is refreshing to see the absolute quality
What video was that?
@@pangopango3939 it was the previous 6 devs make a horror game, the one with a centipede thing in the thumbnail
Miz going first set this up for success.
-Clear direction
-Cohesive art style
-Early menus and tutorials
Not many first round devs do this, and it makes devs 2 and 3 have to try and put together something from nearly nothing
He could've gone for a whole new genre other than using his previous game as an "inspiration", but he nailed it with the simplicity.
Simple just works. Plus, they were timed too. It wouldn't be odd if you use what you already know.
Wow, you definitely brought some of the best devs together for this. Everyone did a lot for the game. There are usually some “specialists” for these no-communication games, someone will focus exclusively on art and someone will focus exclusively on sound, then mechanics, etc, etc. But the art style was so fundamentally usable that that wasn’t needed and the mechanics kept being polished. I think the sound design definitely needed work but not too much.
I would make the flares much rarer so a player would only throw them if they were desperate
The editing and pacing goes hard on this one
Awesome job everyone! Super impressed by everyone’s work.
Also, sorry I forgot to send in my reaction video 😅
Thanks a ton for taking part man 🔥
I loved your contributions, when you said you didnt like how dark it was I was worried youd make it too bright, but making the flares as a risk/reward system almost was genius, and added so much ambience
@@chikenman1778 Thank you! Yeah I was trying to think through how to balance the suspense of the darkness with the frustration of trying to navigate around the corridors - it wasn’t super obvious at first, but I didn’t want to just use a flashlight!
Dualwielded and AIA togheter is the best thing I've seen in a long time
I swear if a giant centipede is gonna be added I'll lose it
fr
frfr
frfrfr
The boss is the closest thing but it’s not a centipede so
@@tableprinterdoor even if it had been one, so long as it fits the game it's ok. And this was one game where a boss fits.
What made me hate the prior ones was that they were always added to games that _really_ didn't do better with one (aside from _maybe_ the superhero one), like ones clearly meant to be played to survive as long as possible
Loved the end product a lot! This is what happens when everyone cooperates and “yes and”’s everything that was done previously.
Now make every dev you've ever invited on this series work on a game WITH communication to see what they cook this time.
Half the devs in this video not understanding, narratively, how horror works really frustrates me. "Oh you can't see in the dark, thats really confusing" ... Yes, Yes that's the point.
It's always surprising how extremely competent game developers seemingly have very poor understanding of what makes enjoyable game experiences.
them saying that doesn't mean they don't understand how horror works you melon, they're just making an obvious statement.
no, horror games that are scary because you can't see in the dark are bad horror games cuz they are often not interesting. A true horror game is scary even if you have a flashlight with unlimited battery
@@radekhornychabsolutely true. People think an horror game is just darkness, jumpscare and some strange loud sounds.
That's the perfect recipe for a "meh" at most horror game
No, not really, games that are too dark just kill the whole experience because you can't see shit to be scared so the dev really got a point.
I just realized that they added more lights.... and it's a key mechanic to stay in the dark to not be seen.
Edit: I DON'T EVEN GET 100 VIEWS ON MY YT VIDS!
and that that's the only thing they added to the game
Stewart was probably the worst dev
@@TheMinecraftRevolution yeah
That’s kinda of the thing with not communicating. If you don’t pay attention you could not even realize that that was a feature in the game.
@@Josh74629true
seeing Miz in this video makes it so special because he used to do this type of videos or he started this style of videos and he also go crazy with his weird style of horror games , i like it even when the game turnout to be not that scary
This is definitely the most well edited video of pass the game challenge, I was very entertained!
stewart guy ruined the literal first mechanic of the game. "beware of the light". and proceeds to implement the ability to spam light everywhere. he didnt even bother to make the monsters react to the flares at all... smh
Another comment says it would be cooler if they made the flares rare so the player only threw them when desperate, I feel like that's a good idea
This was probably my favorite pass the game challenge. I felt like every dev added so much to the past dev, Instead of changing the issues as much they would adapt the game to it like adding the glow sticks instead of making the environment lighter.
would be cool if the red lights turned out to be of an infinite timeloop of walkytalkies and it's just corpses of you outside 👻
yes!! that was the only thing I could think when I saw the hundreds of lights outside :00
Woah good idea
DualWielded has become a staple of this series, he always adds so much more depth
Great editing and pacing of this one! I enjoyed seeing the Dev's reactions plus they had ample explaing time.
Dual wielded is great as always
A couple of recommendations.
I saw this one in a comment, but it would be cool to have the flares go out after a few seconds.
Also, I STRONGLY agree with having some sort of randomness. Random enemy positions, random level layouts, something like that.
Third, about the movement, you could use wasd to shimmy along the wall (take a look at the game Spiderheck and how its movement works, and that would be really cool.
Other than that, looks really good!
Dual Wielded and AIA be carrying this game
We need more Dual and AIA together
Man o man the pairing of devs just makes it so much better... Both fun wise and great results wise
19:42 - 19:49 Hypothetical: if they had enough time and could go back, switching it up so the boss ending is the sacrifice yourself and there's a new ending for drawing the sign -I can think of either that the player becomes a mutilated husk, but one of the hearts of the boss or a mechanical deep sea terror similar to the boss, but more on the horror factor.
This actually looks like a super interesting game. I think this one turned out best out of all the other challenges. Job well done to everyone! Also, the editing of this video is super nice. Esp love the animations.
8:31 just him reading a normal piece of paper than just here him say “Also I love dark souls”
Super cool and awesome job! Thank you to Blackthornprod for listening to the comments in past videos of having more collabs, play testing, reactions, and final meetings! Really enhances the videos. Thank you for your hard work!!
some day you will find a dev that will say "You know, I completely understand what the other devs are going for, but today I kind of accidentally decided to intentionally turn it upside down, spin a wheel, and then hope for the best to turn this into something very different"
I am still loving this multiple game devs style series! Always excited to see a new upload
The atmosphere, story, and cutscene elements were just fantastic! Even though the gameplay needed work, everyone certainly sold it! Great job! Dual Wielded has some great animation and humor in his editing as well. Very impressed.
Aye one that didn't feel rushed or any key component missed!
Hope that's not a harsh criticism but just seeing so many of these videos got that way makes me happy you guys are taking more time
There's no rush and quality>quantity
Great video guys !!!!!
I gotta say that DualWielded's editing is absolutely great.
AIA and Dual Wielded make amazing stuff. I REALLY enjoy watching their part.
wow by far my fav one now, everyone did so well
and the video was nicely edited + great project- planning
i also enjoyed the gameplay and their afterthoughts (in my opinion the right length)
(the chemistry between some felt catching fun, which made it very entertaining)
ty!
I love how they all said "wow, this is so much like miziziziz's game" without realizing he legit started it
AIA and DualWielded's section was hilarious
im genuinely impressed how coherent they were still able to make the game without the communication
Like the core feel when Miziziziz first started the build was still there, it just got tweaked but it never left
at the end of the year they should pick either their favourite, most developed or most open ended game and work it a few more rounds to try n make itr even more polished
I'm amazed, i really like this game! I've always loved puzzles, multiple choice games and with the storytelling and the cutscenes... it's amazing.
Would be cool to see this as a full game.
nice this one turned out pretty well and it seemed like people were satisfied with the result.
Good to see the devs sticking to the improve dont remove rule and end up with an awesome game
This came out so good. I love how the devs just build on each others ideas in this one, some stuff got kinda lost during the process like the light was supposed to be a more important element I think but thats how the process should work imo, thats so much better than the episodes where one dev just removed big mechanics or anything like that. Good job!
I really enjoyed the two devs working together; Aia and Dualweilded make a great team!
This is how you add a boss and a new ending. Without removing anything.
I have seen some videos of devs build a game without communicating, this is for me, by far the most complete game. It succeed being a satisfying game. Man, with a little more work on this, they can sell this game real good.
the first devs name sounds like a fly whenever im trying to sleep
this one i think is by far one of my favorites you guys have done! its just so cool and the style is very eerie! i would love a full game of this one
idea: a challenge where at least three people have to make a game, but communication between them IS allowed! to make it an actual challenge, they only get three words per pass. the current dev gets a stricter time limit, and for every cycle after the first, they have follow the 3 word instructions from the NEXT dev in the cycle, written last time it was their turn.
The flares messed up the monsters reacting to light.
Really cool project idea! I absolutely love this kind of stuff since it can produce some real gems. I would love to see more like this in the future, maybe with a different dev making the initial premise since now it was just everyone else completing Miziziz's game. The initial premise and mechanics, which were a near exact copy of endoparasitic, were already set in stone before the first dev switch. I do love endoparasitic, but I would also love to see one of these projects with a brand new, never before seen foundation as a start. Irregardless you guys did an amazing job! This is real content!
I love these videoes. Would love a 30 min speciel or someting. You could do 6 pairs of devs instead of 6 solo devs. Like you did with DualWielded and AIA
This makes me really excited for my own personal game dev journey, to one day be working with others in such a collaborative way. Thank you for this great video!
Love to see you comeback and improve or expand a existing project and do another no communication video
I love these no communication videos!!! Your work inspired me to try coding
you should've made the floor look like water, so that way it looks like the character is pushing / paddling themselves around in waist high water. Could've added dripping sound effects and ripples and it probably would've meshed with the story better / gave the impression that the sub was slowly malfunctioning and letting in water.
I like these a lot more the more time a single dev gets :-) Far better than the episodes where it feels like it’s 50% self promotion segments time-wise.
Have you considered longer videos in general?
Wouldn’t mind ~1hr.
one of fav's so far, really nice how it came out, I wouldn't change anything it had that metal gear vibe if anything just after the boss add more levels and content and whatever but bang out job 20/10
Okay, I had the video on the background and that AIA/Dual Wielded intro gave me the shivers. Amazing work.
I love These series. Never stop doing it. It's So much Entertainment
Miziziziz!! Love his devlogs and style. So glad to see he was in one of these.
I saw some people arguing over them adding lighting and lighting tools taking away from the horror. However this isnt the case, they simply play tested the game and saw something that would cause frustration, to remedy it they added more features to the game, not to make it less scary but to midigate frustration.
As someone with a bit of game development experience i think they handled it perfectly.
this is probably my favorite behind noot noot destroyer would love to see it finalized
the ukulele apology is my favorite part of this video
I appreciate the exit interviews at the end and getting the developers to talk about what they wish they could have added
Might be one of your most entertaining videos yet, dualwielded and AIA are a really fun duo! The end result of the game is really solid and fun. Overall very well made and edited!
I love seeing all the reactions to the game after it is complete. I'm glad you guys are including those now.
The animated discord call at the end was such a nice cool touch!!!
Of course the horror episode hosts miziziz, amazing videos I always wait for the next one to come out.🔥
Might be the best complete project we've seen from these yet, would make a great bundle include
If the game was longer there could be progression in the movement system. Like starting slow and getting permanent speed upgrades or the ability to change direction during flight, or a hookshot (makes everything better). And yeah something about the character model/enemy models felt weird to me (the weapon looks like a blowgun and the posture is weird)
interesting that no one added cheap jumpscares, maybe like a vent blown off and enemies crawling out (and that's actually the way forward)
The duo of 3rd dev team was great...they really peaked the game to new heights
Brilliant episode, loved the game and the format with the play throughs and review at the end.
It would be great to get to explore what seems like a massive almost infinite submarine, the player could have an oxygen meter too
I love these videos, it’s so fun watching a simple idea come together into a really cool, unique game
Few ideas :
- Have a limited number of "jump".
- Or... ammo and jump are the same resource. So, you really have to be careful where you jump and when to shoot !
- Enemies move when you (or the opposite ! :D)
Great game guys :)
Genuinely one of the funnest game results from this series so far, i really enjoyed playing through it
This turned out to be one of the better games brought out by one of these challenges. MVP to Miziziziz for setting the tone and AIA / Dual wielded for the narration.
I saw this video in my feed and immediately called that miziziziz would be in it.
Loved the meet at the end. It added a ton to the video 👍👍
Once again, wouldn't mind being a part of this 👀. Great video and great game as always !
Alright I think blackthornprod has perfected this video style now.
Can't wait for part 2's of all these videos though, a new team or maybe the same team picks up the game they made a year ago and expand even more
You’d think colony ship would give a hint that it isn’t a submarine but hey maybe that’s just me
just played this game and honestly have to admit that it is amazing! huge props to all the devs!
I think my favorite dev in this group was definitely the indie accord! He added so much too it in the end and just polished everything off, adding designs to the background and adding more to the storyline and making a boss was a great move. Especially since he was the last developer to go and there wasn’t much to do but it turned out great!!