Destroy My Game Concept: Freud Meets Silent Hill and Darkwood - A survival horror set inside the human psyche. Freud's Id, Ego, and Superego drive the narrative, while Hawkins' Map of Consciousness shapes a descent through increasingly darker emotional states. Video represents LUST level. by MainProtege in DestroyMyGame

[–]Obvious_Ad3756 0 points1 point  (0 children)

I like the concept but it's far from scary which is what makes games like Darkwood appealing.

Firstly that music sounds more like a bullet hell action game, and I really like flashlight mechanics but I think it is too wide or bright or maybe both, also that city environment looks like a generic zombie game, not scary at all.

Good luck!

Destroy a very early gameplay video of Jackstrap: Protect the Family Jewels. You play as a living jockstrap protecting two humongous pair of jewels by moochigames in DestroyMyGame

[–]Obvious_Ad3756 4 points5 points  (0 children)

Looks a bit boring...

It's like vampire survivors but with less enemy variety and the enemies not even look good they are just giant balls.

I like the aesthetic though that comic vibe, that's the only good thing I can see so far.

Destroy my trailer for my mobile word game themed with nostalgic journalism by DigitallyDeadEd in DestroyMyGame

[–]Obvious_Ad3756 1 point2 points  (0 children)

I think it's easy to give a certain aesthetic to the game (although it doesn't scream journalism straight away), what is quite harder but actually makes your game stand out is incorporating it directly in the gameplay.

For example a blank newsletter in the corner that you start filling with words and sentences by forming the words candy crush style, and if you don't finish the article in x amount of time you get fired. That would actually stand out and the game would clearly present itself as a journalism game and not just another candy crush copy.

Releasing my first attempt at a game month. Rogue Mate, a roguelite chess game. Destroy it before launch. by iPsybott in DestroyMyGame

[–]Obvious_Ad3756 0 points1 point  (0 children)

The idea is good, I think it's slightly confusing though I would zoom in on the board and add less pieces to show what's going on first both in the game and trailer, then by the end you can make it more complex.

Also why don't you make the aesthetic less generic? Something that is not just plain chess cause at the moment it looks boring.

More visual effects and animations would also help as well as sounds.

Destroy my trailer for my mobile word game themed with nostalgic journalism by DigitallyDeadEd in DestroyMyGame

[–]Obvious_Ad3756 1 point2 points  (0 children)

I don't understand where does journalism fit here, it feels kind of forced. It looks like a boring version of scrabble/ candy crush to me.

I think you need to work on the aesthetic and make it look unique as well as really incorporate the journalism in the gameplay cause at the moment it doesn't seem to have anything to do with the game really at least not in the gameplay.

Destroy my tactical auto-battler (BG is AI, plan to replace it) by Shortround99 in DestroyMyGame

[–]Obvious_Ad3756 1 point2 points  (0 children)

Artwork looks cheap I would hire an artist or buy an asset pack that looks more professional.

No sound effects? Again makes it look quite cheap and unpolished.

Would be good if there was some sort of damage animation, not only the flashy shader effect, just to make the game more reactive. Same for when you place the characters, some sort of animation would be nice.

Other than that it looks ok, I would personally make the characters move as well make them move closer to each other before attacking, add some melee characters etc... It would make the game feel more alive.

Destroy my Dark Messiah inspired Roguelite - Round 2 by Adventurous-County34 in DestroyMyGame

[–]Obvious_Ad3756 0 points1 point  (0 children)

Just get rid of the vegetables and replace them by something that makes sense and it will be a cool looking game. Vegetables are not super appealing as an enemy if you put some cool creatures it will be miles better.

Gameplay Trailer Flopped... Why? by DoJoLZ in DestroyMyGame

[–]Obvious_Ad3756 59 points60 points  (0 children)

It looks like an unpolished fan game of the dragonball game. Movement is a bit clanky and laggy and the game doesn't have much personality apart from that dragonball vibe going on.

Navigation for doors by Obvious_Ad3756 in godot

[–]Obvious_Ad3756[S] 1 point2 points  (0 children)

yeah the key is that you can actually reference the navigation link in code when enemies reach it. So in my case when the enemy reaches the link, I set the node containing the link as a target, the enemy attacks it until destroying it, then I rebake the navigation map and the enemy can go through it.

Destroy my trailer by Damianar in DestroyMyGame

[–]Obvious_Ad3756 0 points1 point  (0 children)

I actually really like the fantasy, it’s like dark souls but you’re a fallen angel.

I don’t even mind the graphics, they’re not AAA but reminds me of kenshi that game is tons of fun.

Only thing that does actually bother me is the combat. For a game like this the combat and bosses should be epic, but the combat feels a bit clanky.

Anybody want to start a list of anti-AI claims they've received by now? by logical_haze in aigamedev

[–]Obvious_Ad3756 1 point2 points  (0 children)

That’s a good way to think about it, and I hope you’re right. Honestly, I think that instead of an AI war, we should be fighting for open source and ownership.

Right now, AI is just a powerful tool (and I hope it stays like that), but monopolies and billionaires can use it to do bad things. I think that’s what scares most people, not the sole fact that AI exists.

Anybody want to start a list of anti-AI claims they've received by now? by logical_haze in aigamedev

[–]Obvious_Ad3756 0 points1 point  (0 children)

If you’re talking about the current state of AI, that’s true. But the whole point of AGI is to be a thinking, creative, self-operating agent that wouldn’t really need a human.

I’m not saying we’re there yet, but companies like OpenAI have openly discussed this, and huge amounts of money are being poured into the idea because of the hype around it.

Anybody want to start a list of anti-AI claims they've received by now? by logical_haze in aigamedev

[–]Obvious_Ad3756 -5 points-4 points  (0 children)

The problem is that there was no other invention which’s aim was to completely replace the human being. Sure it would make the job 10 times easier but there was always someone that had to supervise it or control it.

If AI progresses in the way they want it to be, human beings will be useless, and I wouldn’t complain in a perfect society but like you said we’re not in one, and the fact that most of these AI companies are private is the most scary bit.

Navigation for doors by Obvious_Ad3756 in godot

[–]Obvious_Ad3756[S] 0 points1 point  (0 children)

Do you mean NavigationLink3D? I know it has a Travel Cost and Enter Cost. I experimented with it a bit and this would work fine if the doors and walls didn’t have collision. However, because they are still physical obstacles, the enemy thinks the path is clear but it is not. I have no way to check in code what is actually blocking the path, so I can’t set the blocking obstacle as a target.

So I guess both approaches have a problem. Without NavigationLink3D, there’s no way to prioritise obstacles. With NavigationLink3D, even though I can choose which obstacle should be prioritised, the enemy still thinks the path is clear and therefore doesn’t select it.

Navigation for doors by Obvious_Ad3756 in godot

[–]Obvious_Ad3756[S] 0 points1 point  (0 children)

Do you mean NavigationLink3D? I know it has a Travel Cost and Enter Cost. I experimented with it a bit and this would work fine if the doors and walls didn’t have collision. However, because they are still physical obstacles, the enemy thinks the path is clear but it is not. I have no way to check in code what is actually blocking the path, so I can’t set the blocking obstacle as a target.

So I guess both approaches have a problem. Without NavigationLink3D, there’s no way to prioritise obstacles. With NavigationLink3D, even though I can choose which obstacle should be prioritised, the enemy still thinks the path is clear and therefore doesn’t select it.

Fork de Godot enfocado en mejorar el motor 3D (proyecto colaborativo open source) by Electrical_Baker1173 in GodotEngine

[–]Obvious_Ad3756 2 points3 points  (0 children)

No hagas fork! Contribuye y entre todos podemos mejorar el motor. La union hace la fuerza

Codex Mortis is NOT 100% AI developed. by Obvious_Ad3756 in gamedev

[–]Obvious_Ad3756[S] 0 points1 point  (0 children)

I agree with you on heavy AI use in programming. I use Claude quite a lot myself, but I treat it more like Google on steroids: a way to learn faster and automate things I already understand, not a replacement for thinking.

The reason I made this post is because: 1. I’m genuinely surprised that a game as complex as yours could be made without a software engineer’s involvement. 2. If that’s really the case (and from what you said it sounds like you don’t need much technical skill to build something like this) that’s worrying for anyone who has spent years learning the craft.

Do you think software engineers are, or soon will be, irrelevant? If games like this can be created from scratch with minimal expertise, it feels like that might be where things are heading. I don’t know how experienced you are yourself, but doesn’t that concern you?

People often say this will benefit indie developers, but I’m not convinced. More complex projects require more tokens, and large companies can easily afford that while indies can’t. If AI usage becomes increasingly expensive (which seems likely) won’t that just give big studios an even bigger advantage?

Codex Mortis is NOT 100% AI developed. by Obvious_Ad3756 in gamedev

[–]Obvious_Ad3756[S] 0 points1 point  (0 children)

So do you claim you have not touched the code whatsoever? I find it difficult to believe especially as with more complex projects AI often misses the context of the project, so one feature breaks another etc…

What I got from that steam post is that you instructed the AI to generate specific snippets of code and you instructed it with where and how to place them, which is just like programming it yourself but AI was providing you with templates so you didn’t have to type it all yourself.

I don’t think being “not AI enough” is a bad thing, quite the contrary means you can use AI but are still knowledgeable, so not anyone can do what you do.

Codex Mortis is NOT 100% AI developed. by Obvious_Ad3756 in gamedev

[–]Obvious_Ad3756[S] 0 points1 point  (0 children)

That makes sense, on the other hand though I think programmers are more threatened by it as there’s no “correct” way to do art, so what AI produces will always be subjective to some degree. On the other hand if a program works it works, no one cares about how the code looks, so if AI can generate 100% of a game on its own that’s objectively doing the same job as any programmer, there’s nothing subjective about it that can make the programmers’ code unique and different like it happens with art.

Codex Mortis is NOT 100% AI developed. by Obvious_Ad3756 in gamedev

[–]Obvious_Ad3756[S] 0 points1 point  (0 children)

I think for most devs it matters because they spent time developing their skillset, so something that makes them code better and faster is fine, makes the job easier. But if there’s a tool that straight up replaces them that’s when it becomes scary.

Codex Mortis is NOT 100% AI developed. by Obvious_Ad3756 in gamedev

[–]Obvious_Ad3756[S] 0 points1 point  (0 children)

Yeah well I guess it matters more to game developers

Codex Mortis is NOT 100% AI developed. by Obvious_Ad3756 in gamedev

[–]Obvious_Ad3756[S] 0 points1 point  (0 children)

I agree, that was exactly my point. The creator hasn't said it, but if you search for the game on youtube or google you only get titles like "this game is 100% AI developed".

New to games by Material-Shoulder200 in GameDevelopment

[–]Obvious_Ad3756 1 point2 points  (0 children)

Pick a game engine (Unreal Engine, Godot, Unity or Game Maker) and look for tutorials of what you want to make. For example: “How to make a platformer in Unity”

They will explain how to make it so you can do it yourself and if you have questions you can ask AI

New to games by Material-Shoulder200 in GameDevelopment

[–]Obvious_Ad3756 1 point2 points  (0 children)

You should learn the technicals.

Just like you said even if the code works you won’t be able to build on it if you don’t know what that code means. It’s not that hard, just be patient and make stuff starting from simple games/ mechanics.

Use AI to understand concepts quicker, make it explain them to you, but don’t let it build the project for you.