Replica Studios: https://replicastudios.com/downloads
LEARN GAME DEV: https://www.gamedevrocket.com/
PLAY: https://www.blackthornprod.com/star-sheep...
farbencut
2 years ago (edited)
I like how dev 2 was like “I spent so much time making the sheep move across the planet”
And then dev 3 was like “The sheep no longer move”
6
Yahnartg
2 years ago (edited)
Lol, love that instead of being salty and grumpy he fed into the Centipede Addiction joke. He can still do a centipede based game so he can go wild.
4
Schoritzobandit
2 years ago
Removing the sheep having to dodge the UFOs seemed to be unintentional but it really changed the game from "oh man this looks fun" to "there's not much going on here"
1
ShorteDev
2 years ago
It was hilarious to see the same stuff getting added and removed all over again :D
Thanks for having me guys, it was an awesome experience!
2
koraoyadondon5142
2 years ago
Honestly the dev who really takes the time out to do bug fixes and polishing are always the heroes for these challenges. Truly goes to show how the smallest changes can make all the difference sometimes.
216
DreadKyller
2 years ago
The self-awareness with the giant centipede boss skit was quite funny.
Though a little disappointed the sheep were changed to not care about the abductions in the end, it was intended to be the core mechanic and was just stripped out suddenly for seemingly little reason. Maybe the dev just didn't notice the sheep getting abducted and thus didn't add it in when creating the new structure/prefab, because they didn't even mention it in their segment, despite it being a massive change to the gameplay. Such things are inevitable when not communicating, but still, always a bit saddening to see a mechanic that existed from the start, and was iterated on by others, get removed half way through and completely alter the way the game plays, and thus the balancing.
1
AIAdev
2 years ago (edited)
This game really needed a giant boss.
Lol it's so funny to see all of the work that gets lost and/or redone by no one being able to communicate.
782
cheesymcnuggets
2 years ago
I'm glad you were able to acknowledge and even joke about some our feedback from previous episodes. A lot of the comments were quite harsh so It's amazing that you responded so positively and you were even able to make me giggle with the "boss addict" part
1
uniisnor
2 years ago
I think I prefer the pass the game challenges where people get two rounds with the game. Things end up pretty frantic with this style and its sad to see so many things get lost along the way.
846
HelLarsen
2 years ago
If you're going to add a giant boss when developing like this, I think adding it as early as possible is good. This is because then the other devs will see it as a game involving a giant boss, and act accordingly.
If, however, you add it right at the end... then none of the other devs will have made a game where a giant boss fits in!
312
TheArixe
2 years ago
I wonder how it would look if ech dev could mark one thing they added as "not to delete". Probably it would force the devs to be more adaptable and creative about how to make this work insted of getting rid of it
220
varuyh
2 years ago (edited)
its so fun seeing their reactions at the end, and they see how much the game improved
205
Stefan-xt5sk
2 years ago
While the details were surprising, I knew immediately that the idea of a "minimalist and chill basebuilding game" was never going to stay until the end. It always pivots to action, highscores and chaos. xD
38
NerdWithABeard
2 years ago
I'm really glad Prod took the critiques well, despite a bunch being really harsh. It was also fun seeing the separate menu slowly get implemented into the screen UI, only to then get slapped back into a separate menu XD
69
HelperWesley
2 years ago
I just can't pass over one of these videos. They're so much fun to watch.
408
Tarodev
2 years ago (edited)
The centipede bit had me cackling. Great episode!
This instalment really shows the difficulty of not communicating 🤣
110
monkeycorpz7982
2 years ago
I wish the devs didn't remove massive amounts of content when it's there turn. It's not a challenge when you can wipe the slate clean. It's the iteration on work by previous devs that's interesting.
10
Narutokunie5
2 years ago (edited)
We love seeing character development from content creators who listen to their audience. Having the creators at the start gives them the ability to point the game in a general direction, with other devs building onto it. Lovely vid!
Hey, maybe after a few more vids you can leave a variable called 'centipede' in the code as an easter egg and see if any of the other devs catch it use it for their own ideas if you really wanna keep the centipede idea tied to your video series. Great video, can't wait to see more! ❤
163
Daitli
2 years ago
Removing the shield and focusing on painting the planet was definitely the best way to go about it, bummed out my shield didn't make the end but it works out better this way.
Thanks for having me guys, it was super fun. Much love <3
186
HonkChamp
2 years ago
3rd time requesting you guys to make a tree where it splits off into 2 different directions and the community gets to compare them at the end. Each one of you could also manage each side of the project and also be the start of the split!
farbencut
2 years ago (edited)
I like how dev 2 was like “I spent so much time making the sheep move across the planet” And then dev 3 was like “The sheep no longer move”
6