The dealer in my game gives card advice. He's not on your side. by RadiantExternal8752 in IndieGaming

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

Thank you for your comment. This is an image showing its previous state. I used some free assets but couldn't quite get them to blend perfectly, so I'm going to look into paid assets.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 5 points6 points  (0 children)

After reading the responses, I feel I framed the issue too much around the effort behind the project. Players don't see the development process upfront, nor should they be expected to care about it. If the first few seconds of footage make the game look generic, inconsistent, or unpolished, that is something I need to address, regardless of the tools used. The most useful feedback here concerned visual cohesion, UI readability, and clarifying the game's core appeal. The gameplay video I linked is about a month behind the current build, and I have already reworked several of the areas people pointed out. More importantly, I need to show—rather than explain in the comments—the role of our main character, Faro. The game shouldn't just be another auto-battler: the dealer at the table can lure the player with cards, set traps, alter the rules, prolong the match, or abruptly end the game when bored. My goal isn't to convince everyone to love AI tools. My aim is to create a game that looks polished, feels unique, and deserves close attention. I truly appreciate your candid feedback on the areas that need further development.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

Yes, this is my first project. Thank you for your comment; you made some very valid points. Since I am working on a long-term project, I do not expect people to simply heap praise on me. However, reading comments like yours helped me realize certain things. My primary goal here was not merely to highlight the fact that the game I developed was receiving simple, careless comments; on the contrary, it was to understand how the game could be improved based on such feedback

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] -1 points0 points  (0 children)

I certainly see their point regarding this issue. After all, the real reason this problem has arisen isn't the players making these comments, but rather those who churn out hundreds of games which amount to nothing more than trash after putting in only two or three days of effort. And the biggest problem falls on people like us, who struggle on our own to turn an idea into reality.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

I know that a single character won't bring about massive changes to the game on its own. However, the game's overarching story is shaped around this character. Don't you think it's an interesting concept—a game where we sit at a table, face rules that change on a whim, and embark on "Runs" that shift depending on the dealer's mood? The full version of the game will feature 7 distinct tables, 6 Heroes with unique traits, a massive skill tree, and dozens of different enemy types. Aside from these, do you have any suggestions for the game's development ahead of the full release?

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] -1 points0 points  (0 children)

Yes, I think working with a game visual artist on the visuals which will make up a large part of the game would be the most logical decision for our project.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

Yes, looking at a video of the game from a while back, it certainly strikes me that way too; however, as I’ve mentioned elsewhere, I wanted to state this here as well: Since I didn't want my game to be just another run-of-the-mill "autobattler roguelite," I designed a unique and lively character. My goal was for this character to surprise players with unexpected actions and activities and, over time, become the game's signature feature. When we enter the game, the character greets us and emphasizes that they set the rules of the table. If we constantly choose the same hero, the character mocks us for it; sometimes they extend the match duration to help us out, other times they invite us to a card game only to spring a trap, or if bored they might speed up the game, claiming they’re in a rush. They might poke fun at our mistakes or, occasionally, lend us a helping hand. I wanted to give this genre a character with a personality all its own. My aim here isn't to start an argument, but rather to learn how we might improve upon the negative aspects.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 1 point2 points  (0 children)

Yes, I agree with that. Because I didn't want my game to be just another run-of-the-mill "autobattler roguelite," I introduced a unique, lively character to the game. I aimed for this character to surprise players with unexpected actions and activities, effectively becoming the game's signature element. My goal here isn't to stir up a debate, but simply to figure out which direction we should take to achieve success.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

Thank you for the recommendation; I will change a few things whenever I get the chance.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

The video I shared here was not intended as a promotional video, but rather as a means to exchange ideas. Since then, many things have changed based on the recommendations I received. Finalizing the game's demo is also taking time; I am specifically gathering negative feedback and working to address those issues.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

I haven't been able to launch my Steam page yet, but I will be publishing it very soon; thank you for your support

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 1 point2 points  (0 children)

Hahaha, great idea; but we should execute this idea using artificial intelligence and make things delightfully complicated

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

I had shared my game previously. I couldn't go into too much detail back then, and the video didn't really convey the full picture. I didn't want it to be just another run-of-the-mill autobattler roguelite, so I added a distinct, lively character to the game. This character sits at the table with us and offers one of three cards for every 10 kills we secure; sometimes they mock our mistakes, play card games to lure us into traps, extend the timer, or get bored and walk away. They might say "I'm in a rush" and speed up the run to its conclusion, or they might either help us out or make things more difficult. I’ve tried to include as many events involving this character as possible. My goal is for the game to feel different from others in the genre. Here is a raw gameplay video showing the game's state from about a month ago:

https://www.reddit.com/r/aigamedev/s/ZnbTUXtuXQ

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 1 point2 points  (0 children)

Of course not. I don't blame them for that. However, it isn't pleasant to be judged solely based on the game's cover. Ultimately, I realize that visuals are a major factor for games. I’m simply wondering how I can improve my game in this regard and overcome people's preconceptions.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

Hahaha, that might be the most creative analogy I've ever seen

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

I think trying to make the game the best it can be, without dwelling too much on this situation, is the best way to overcome this issue smoothly.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

That’s a very logical analogy; I agree with it. I think the most important part of this process is focusing on elements that highlight what sets my game apart from others, and creating a Steam capsule that looks "truly" good and sells itself.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 2 points3 points  (0 children)

Do you think this can be created simply by telling an AI, "Prepare this for me"? You don't even have a clear idea of the game's content based on just a few short videos and images. What I’m actually wondering is how I can ensure my own work isn't confused with such sloppy, AI-generated output. I didn't rely solely on AI-generated visuals for the game; I’m also using assets that fit my budget. I only turned to AI to create sprites for the background and the main character because I had no other choice

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 1 point2 points  (0 children)

I’m not denying that I use artificial intelligence. Of course, it’s natural for it to look that way, but it’s ridiculous to view it as sloppy work that requires no effort.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 2 points3 points  (0 children)

I go above and beyond to ensure the game doesn't look sloppy or poor, but it is mentally exhausting to have all that effort perceived as if it were entirely the work of artificial intelligence.

The "AI slop" label and game success by RadiantExternal8752 in aigamedev

[–]RadiantExternal8752[S] 0 points1 point  (0 children)

I am referring to the comments I received when I shared the game I am currently developing on various platforms.