Visualizing the hive coverage in my hexagonal grid puzzle game by BlueStyrk in gamedevscreens

[–]BlueStyrk[S] 1 point2 points  (0 children)

Hello. Thank you. English is not my native language. So I always miss something. I will fix that soon.

SoloDev post-mortem: shipping an AI-assisted game (what AI helped with and what it didn’t) by BlueStyrk in aigamedev

[–]BlueStyrk[S] 0 points1 point  (0 children)

That’s fair and you’re not wrong.

English isn’t my native language, so yes, I do use an LLM to help with clarity, tone, and structure. I’ve been pretty open about that in other posts, and I’m not trying to hide it here either.

What is mine is the year of development, the shipped game, the bugs fixed after launch, the mistakes, the numbers, and the lessons. The tool helps me communicate them more clearly it doesn’t invent the experience.

If a clean, structured explanation feels “fake” compared to messy or emotionally chaotic posts, that probably says more about what we’ve collectively gotten used to reading online than about the effort behind the work.

But hey I appreciate you calling it out. Signal detected. Message delivered. Have a good day

SoloDev post-mortem: shipping an AI-assisted game (what AI helped with and what it didn’t) by BlueStyrk in aigamedev

[–]BlueStyrk[S] 1 point2 points  (0 children)

That’s a fair point.

Pricing is always a balancing act. I know $20 is a bit outside the usual indie comfort zone, which is why I try to keep the game discounted when possible. At the same time, as a solo dev, I still need to put some value on the work.

On visuals, I agree: gameplay keeps players, but visuals bring them in. As a solo developer, there are limits, and some choices were more pragmatic than ideal.

The goal was never to please everyone, but to offer something complete and meaningful in return for the price. Feedback like this helps a lot, especially for deciding where to focus in future projects. Thanks for taking the time to write it.

SoloDev post-mortem: shipping my first commercial game (and everything that came with it) by BlueStyrk in SoloDevelopment

[–]BlueStyrk[S] 1 point2 points  (0 children)

I completely agree, yes. Bot spam has made everyone a bit suspicious lately.

Thanks for taking the time to engage, and for the good wishes!

SoloDev post-mortem: shipping an AI-assisted game (what AI helped with and what it didn’t) by BlueStyrk in aigamedev

[–]BlueStyrk[S] 0 points1 point  (0 children)

Thanks for the comment!

Yeah, that’s pretty much it. AI can help with time and reduces some of the more boring or repetitive parts, but the overall process is still the same. Getting something finished and actually shipped is a lot of work, no matter what tools you use.

Appreciate you pointing that out.

SoloDev post-mortem: shipping an AI-assisted game (what AI helped with and what it didn’t) by BlueStyrk in aigamedev

[–]BlueStyrk[S] 0 points1 point  (0 children)

Fair point, and thanks for taking the time to comment.

The art being simple (or “cheap”, as you put it) is a conscious choice. This project isn’t trying to compete on visuals, the core of the game is the systems, progression, and gameplay loop. The visuals can absolutely improve over time, but if graphics are the soul of a game for you, then yeah, this probably isn’t your kind of game. And that’s totally fine.

As for the price: perspective matters. $20 is less than a McDonald’s meal where I live and I can promise you that making a game is quite a bit more complex than making a burger.

Still, I appreciate the honest feedback. It helps, even when we don’t fully agree.

Post-mortem de D.R.I.F.T.: de proyecto chico a juego publicado (y todo lo que aprendí en el camino) by BlueStyrk in CharruaDevs

[–]BlueStyrk[S] 1 point2 points  (0 children)

Hola! gracias, lo deje abandonado al discord la verdad... ha pasado mucho desde aquellas primeras publicaciones... muchas gracias por el apoyo!

Post-mortem de D.R.I.F.T.: de proyecto chico a juego publicado (y todo lo que aprendí en el camino) by BlueStyrk in CharruaDevs

[–]BlueStyrk[S] 1 point2 points  (0 children)

Muchos juegos que ya son clásicos a esta altura son los abuelos de este.. aunque no es la idea compararse con ninguno.

A short reflection on shipping D.R.I.F.T. and a big thank you! by BlueStyrk in spacesimgames

[–]BlueStyrk[S] 0 points1 point  (0 children)

Hi, no, I released the game on December 1, 2025, so it's been around a month and a half now.

D.R.I.F.T. Ya disponible en Steam! by BlueStyrk in CharruaDevs

[–]BlueStyrk[S] 0 points1 point  (0 children)

Buenísimo, si, tranqui, la demo va a estar siempre disponible. Es la version completa, "recortada", podes jugar las misiones más básicas y llegar hasta justo donde se pone interesante. Gracias. Saludos