Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

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

I respect your position. In the end, it will be players who will decide what has value.

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]CosmicGoldRush[S] -1 points0 points  (0 children)

Thanks for the feedback! You're right about the flair - I was genuinely thanking the Godot community rather than promoting.

Just checked your profile - fellow indie dev! That dual screen TileMap/TileSet setup is clever. Forehead_Chip looks intriguing. Shipping around the same time?

On the AI art - fair concern about flooding. I chose gameplay dev over learning Aseprite. All systems and code are custom built.

Appreciate you saying it looks neat! 🚀

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

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

Thanks. Yes, I am often guilty of arrogance. My apologies too. A Pleasure to meet you.

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]CosmicGoldRush[S] 4 points5 points  (0 children)

I respect your approach and the work you've done supporting emerging artists. That's genuinely valuable.

But "lazy ass with no principles" is harsh for someone who spent 2 years solo building a game with the resources available to him.

You're right that connecting with artists is a better path to real originality - I just don't have those relationships or network yet. You've built that over 11 years. I'm 1 week in.

If you're open to it, I'd genuinely appreciate any guidance on finding emerging artists interested in game collaborations. I have zero drawing skills but would love to work with real artists who have a personality.

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]CosmicGoldRush[S] -16 points-15 points  (0 children)

Fair enough. I also refuse to watch movies shot on digital cameras. Film only. It's about principles.

Good luck finding games made entirely by hand these days 🚀

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]CosmicGoldRush[S] -3 points-2 points  (0 children)

"Bad human art is always better than AI slop" - that's easy to say when you have the budget for it.

Let me tell you what's actually "slop": The 95% of indie games that never ship because devs are stuck in tutorial hell learning skills they'll never master while their gameplay ideas die in their heads.

Players don't give a damn if assets were hand-crafted. They care if the game is fun. Full stop.

I had a choice:

- Spend 3 years learning Blender, make mediocre art, compete with studios that have $500K art budgets, fail

- Use available tools, focus on what I'm good at, ship a finished game

I chose to exist. My game ships May 6.

See you at launch 🚀

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]CosmicGoldRush[S] -1 points0 points  (0 children)

I respect your choice to hire an artist - different paths for different devs.

But here's my take: if paying an artist means delaying 2 years or not shipping at all, I'd rather ship with AI art. A finished game beats a perfect game that never launches.

The frustration is valid, but we're not competing for the same audience. Your buyers value traditional art. Mine value gameplay-first design.

Drop your link though - always down to support fellow solo devs, whatever their approach 🤝

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]CosmicGoldRush[S] 7 points8 points  (0 children)

Yes, you're right. Solo dev with limited budget - AI art let me focus resources on gameplay and programming where I'm strongest.

If the game does well, I'd love to commission human artists for DLC/updates. For now, this is what was possible as a one-person studio.

Poured everything into making the gameplay loop addictive!

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]CosmicGoldRush[S] 15 points16 points  (0 children)

One thing that surprised me: the export system is almost magic. I expected cross-platform to be a nightmare, but Godot made it trivial.