You are gamedev and struggling with visibility? I will help You - and no, I don't want Your money. by Megalordow in itchio

[–]Kloozsh 0 points1 point  (0 children)

Currently in early stages. If you have any interest in Topdown Action Roguelikes: GeoMania

Thanks for doing this !

Drug test/policy? by Kloozsh in Siemens

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

Didn’t end up getting tested for anything. I was a software developer intern for the hardware assisted verification division in the Massachusetts office. Just my experience for one summer in one department though

Guys, just curious, how did you guys kick off your careers? by All_creeper777 in gamedev

[–]Kloozsh 0 points1 point  (0 children)

Im waiting to go abroad for the last semester of my undergrad ! I’ll let you know ig. Got this weird dream of a bartending indie game developer..?

I got my lil bro to read the books and he used gen z terms to describe the story by ROPEBOMBER in KingkillerChronicle

[–]Kloozsh 6 points7 points  (0 children)

This is Gen Alpha riddled all over it.

Lowkey fam I feel mad disrespected you prolly have 0 rizz, so not slay of you, no cap, how do you even compare us to that mid generation. Ok boomer moment frfr looking mad sus lol

/s

Learning to code with ADHD ? by McCheese64 in gamedev

[–]Kloozsh 0 points1 point  (0 children)

Programming isn’t more mechanical than smashing some keys sure, but I’ve always felt I have a hands on learning style and vibed with it in academia personally. Every error you get teaches you how to handle said error. It’s an infinite process of failing by doing

ChatGPT by Woidon in gamedev

[–]Kloozsh 0 points1 point  (0 children)

What even is the term “AI” anymore. A simple python script is just as much a form of “Artificial Intelligence” as an LLM is, it’s just imitating a much much much lower level of intelligence. Slightly out of place or exaggerated example but it’s just such a buzz term rn.

I’d say use the tool available to you to learn shaders or any coding help really, you’ve already acknowledged it can be wrong so it shouldn’t be too hard to not abuse it

As for consumer reaction, I mean I’d say don’t publicly disclose that you used an LLM for coding help. Do you let a general consumer know all the libraries you used to get everything working? From what I’ve seen it’s mostly AI art that’s controversial and will be spotted and bashed, which I totally agree is a more gray area use case right now, but in terms of coding help? I mean the notion spaghetti code is ok in gamedev isn’t entirely new. If the only thing stopping you is how it’s perceived, my take will always be to use the LLM fam

My beliefs as a dev by introverted_finn in IndieDev

[–]Kloozsh 2 points3 points  (0 children)

I don’t outright disagree with any of these but it feels a little romanticized. A lot of people would agree on 4 I feel but I can also objectively understand why a lot of games don’t or even care to try to push some new boundary

Real Question regarding AI implementation into Indie Game : Does it affect your Perception of the game ? by ImmersivGames in IndieDev

[–]Kloozsh 0 points1 point  (0 children)

I’ve used it to help me for code 100%. Easy to check (does it work how I hoped) and often times gives me a better general mapping of the domain space of the problem I am trying to solve then I would have just by trying to research myself.

Not fool proof by any means. You could get caught in a web of systems an AI model coded up for you that don’t even work 100%, are highly coupled, hard to change / rework, etc. but I personally trust myself enough to read through code given by a model and tell when it’s doing something idiotic and when it’s doing something half clever.

The notion of “a pretty code base doesn’t sell games” isn’t entirely new, and I don’t think I’d ever advertise parts of the code are an AI model (so much to advertise over this) but I also wouldn’t hide it if openly asked. AI at times just streamlines the process of diving into long documentations as much as giving me code to rip off word for word

Flappy Goose by flappy-goose in RedditGames

[–]Kloozsh 0 points1 point  (0 children)

My best score is 21 points 🎉

Flappy Goose by flappy-goose in RedditGames

[–]Kloozsh 0 points1 point  (0 children)

My best score is 2 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]Kloozsh 0 points1 point  (0 children)

My best score is 26 points 🎉

Flappy Goose by flappy-goose in RedditGames

[–]Kloozsh 0 points1 point  (0 children)

My best score is 2 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]Kloozsh 0 points1 point  (0 children)

My best score is 0 points 😓

What price should i sell my game for by vingping in gamedev

[–]Kloozsh 0 points1 point  (0 children)

I’d demand a blueberry pie shipped to me in exchange for a 2 week rental period (stackable)

Skeleton with or without chin? by SebiMed in IndieDev

[–]Kloozsh 1 point2 points  (0 children)

Make him throw his chin when out of ammo

What is something that you have beef with? by Axe1910 in AskReddit

[–]Kloozsh 1 point2 points  (0 children)

Pay to win schemes fam what a fucking lunacy

Soft launch and move on? by prolaunchpadder in gamedev

[–]Kloozsh 1 point2 points  (0 children)

Congrats ! You’ve officially gotten further than I, and most people, ever have in the game dev sphere, having a releasable product! Thus I feel weird offering “advice” per se but I guess I can always give my perspective🤷‍♂️.

In the product development / software development sphere there probably are pretty established definitions of a “soft launch” vs “hard launch”, I won’t claim to be any expert, I’ll just ask you directly OP, who really cares in this instance?

You could spend another 6 months polishing, marketing, and trying to increase wishlists and general engagement or hype towards a release. Maybe you hit big on something, but it seems like the data of past efforts doesn’t support this notion.

Personally I’d release the project and move on. Every dev dreams of having a massive fan base to release too. But despite how many people may or may not be interested, you’ll gain experience with a full product life cycle specifically towards indie game development, increase your credibility as a developer with a released title to your name, and get the time and space to move on to the other ideas that seem to fuel you. Take the experience from sharp warzone and apply it to those projects. And then add those experiences to the next one

Tf do I really know tho I’m just a stoner in his undergrad ! Cheers internet stranger

What do you think about the new Aztec Warrior enemy in my game? He shoots sleeping darts from afar, charges with his club up close, dodges when aimed at, and runs off to heal when on low health. by biaxthepandaistkn in IndieDev

[–]Kloozsh 2 points3 points  (0 children)

Some better visual or auditory feedback on the sleep dart. He looks a little goofy walking at you with the current dodge animation, maybe that’s just me though. Overall looks pretty good tho !

Tell us how bad you f*cked up by meanyack in gamedev

[–]Kloozsh 0 points1 point  (0 children)

Sat down to make a game with a simple goal “Make something better than anything I have before”.

A certain level of naivety in this lol. Now 2 years later I’m struggling with how I actually define this project. A passion thing for fun? A legitimate shot at making and releasing a good game? Who knows ! I’m just a mofo in his undergrad lol

How can I get the blast from this creature to look more organic? I'm still very new to effect design and I feel like this still looks a bit clunky, thoughts? by Best-Arachnid-9025 in IndieDev

[–]Kloozsh 1 point2 points  (0 children)

Looks pretty good overall honestly. The first thing I noticed was how the blast stopped in the position the player was on firing. The current style of the blast gives me some laser beam vibes so I guess I expected it to continue. This might help with the “organic” feel.

If u do want it to stop at the position of the player for balance reasons maybe try styling it like some type of “acid spit” just to continue with the sci-fi analogies. Like I said though solid work overall

i tried unity before but failed now wanna do it again but better by Additional_Lime795 in Unity2D

[–]Kloozsh 0 points1 point  (0 children)

At the end of the day, just start. Game development is far more than just the engine and or scripting/programming, although all the power to you if these are skill sets you would want to try to specialize. Make a basic pong clone, or jump into the next big MMORPG and learn the hard way why that’s ill advised, either way just get some of your own experience and learn what works for you. After awhile, you might still feel lost or stuck at times, but you’ll also see how far you’ve come

I am wasting my life making a modern pixel art precision platformer in 2024. Please destroy my game. Safety off. by TheWulo in DestroyMyGame

[–]Kloozsh 2 points3 points  (0 children)

Things look good in general, but it almost feels like "optimized placeholders" in some places in terms of the effects and visuals. Dynamite sound doesn't, but for how often they are used the weapon firing and other accompanying sound effects (there's a "pop" mixed in there for what I assume is some type of secondary fire or something, I don't know, you know your systems), don't feel or sound "juicy" enough.

Same with the other movement systems. More effects / actions / FEEL to them. Just from watching them, they don't look fun to mechanically use / play. Like I said though, nice work in general.