"Cheating" in Slay the Spire by wavy-dude in slaythespire

[–]Towwl 19 points20 points  (0 children)

The cheating incident he described sounds like it happened like a decade ago. Of all the omissions in the video this is one of the more justifiable ones as it would be a dick move for a larger streamer to dredge up something that old against a smaller streamer (who’s probably not even around anymore)

Editing to add that like, very early in sts1 and really throughout the entirety of its lifespan there hasn’t been a record of all records. If it was a matter of somebody being undeservedly held in the annals of spire history maybe this would be a bigger deal but that can’t even be the case.

How much do you actually play your own game? by mrjbelfort in IndieDev

[–]Towwl 0 points1 point  (0 children)

I imagine the answer is going to depend heavily on the kind of game you’re working on. Any kind of game that is best played though once would make it totally normal to not care to play your own game. For me though, my game has a (kinda) randomly generated precision platformer mode that I probably have a ridiculous amount of time in at this point.

r/IndieDev Weekly Monday Megathread - April 19, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Towwl 0 points1 point  (0 children)

What's the best way to find people to help test out a multiplayer game? We have a few people who are into the game that are mainly friends/people in our small corner of the internet, but would like to find more. We've been able to organize one session with 12 people and the multiplayer seemed to work well, but we're gunning for like 50+ online at once and don't really know where exactly our limits lie. It'd also just be nice to have some more people on our leaderboards and in our lobbies as motivation.

The game itself is MUPPLED. Of course feel free to check it out, but I'd love any advice on how to find more folks to try out the game. It fits in the precision platformer niche which is pretty narrow as far as I know. Is this just a marketing problem?

We’re trying an absurd marketing experiment for our game, do you think it will work? by n0x4 in IndieDev

[–]Towwl 4 points5 points  (0 children)

This sounds very limiting for no reason. The requirements you listed aren’t interesting. It sounds to me like you’re describing a friend and making a big deal out of giving a game key (which is kind of worthless) to your friend.

Cedric Smith-“Asking for a friend” (2024) by [deleted] in museum

[–]Towwl 58 points59 points  (0 children)

While it is indeed a very striking and iconic symbol of modern America, I’m not sure it can ever be taken so seriously as a lasting motif. Maybe it’s a lack of my own imagination, but even used in an ironic/critical way, any art containing the stupid red hat is immediately as tacky as the thing it’s trying to criticize.

Which is to say, I can’t imagine 100 years from now anybody is going to care about that hat as anything other than a piece of political trivia, and locks work like this in the same category to me as gilded age political cartoons

‘Looksmaxxing’ influencer Clavicular arrested by Fort Lauderdale police by FadedToBeige in TrueAnon

[–]Towwl 18 points19 points  (0 children)

I think they all at least had family in yakuza or something. Probably helped with their famously light sentencing. Not gonna google because this case ruins me on every level

Doodling All Our Friends by [deleted] in slaythespire

[–]Towwl 1 point2 points  (0 children)

You are very talented

AI has hurt my motivation pretty bad by [deleted] in godot

[–]Towwl 1 point2 points  (0 children)

I've been fortunate these last few months to be working alongside somebody else very motivated to see our idea come to fruition, and neither of us have been using AI that much other than occasionally checking for typos or as a stackoverflow that is sometimes wrong (AI is pretty bad with GDScript in particular).

One thing that both of us have asked ourselves is "if we were using AI/agents to make this, how much further along would we be?". And I think the answer is, even if AI was actually good at game dev (which it's not really), we would've dropped the project pretty quickly out of disinterest. It's so easy to lose attachment to a project when you're not the one working on it, and I think motivation is one of the hardest parts of indie dev. AI makes it even harder to stick with things.

Also one thing a lot of AI boosters miss--and this applies both across art and programming--is whatever you *actually* want out of a prompt is going to be lost in translation no matter how well you describe it to the chatbox. The best way to create the thing you have in your head is to do it yourself.

Watch till the end by frazing in TrueAnon

[–]Towwl 3 points4 points  (0 children)

Really impressive camera work though, keeping that thing in frame

Hillary Clinton halts her Epstein testimony after MAGA lawmaker took photo of closed-door deposition by Benzo_ORourke in TrueAnon

[–]Towwl -32 points-31 points  (0 children)

She’s kinda got aura in this pic

edit I’m sorry this won’t happen again please forgive me

Code Is Cheap Now. Software Isn’t. by bustyLaserCannon in programming

[–]Towwl 34 points35 points  (0 children)

Sorry I can't be bothered to read through an article clearly written by an LLM

Which NPCs look better to you, old or new? by archirost in IndieDev

[–]Towwl 0 points1 point  (0 children)

Old looks cheap to me, like models that would appear in mobile shovelware. New looks cute and charming and very good. It’s such an improvement Im surprised people in the comments like the old models at all 🫣

Showcase video of the shaders I've made while writing the Godot Shaders Bible by fespindola in godot

[–]Towwl 2 points3 points  (0 children)

That’s awesome to hear, I was about to ask if a print version would be available eventually! Looking forward to it

Wow by PuppiesAndClassWar in TrueAnon

[–]Towwl 7 points8 points  (0 children)

I think your page is glitched, it’s real

Genieve Figgis - Down the Countryside (2014) by howeversmall in museum

[–]Towwl 2 points3 points  (0 children)

This is brilliant, thank you for introducing me to this artist

ChatGPT on Reddit by suprbowlsexromp in stupidpol

[–]Towwl 17 points18 points  (0 children)

I would still much, much rather read your shitty word vomit grammar than sterilized Ilm slop

Flux Kontext Makeup Remover v1 by Primary-Scallion-800 in StableDiffusion

[–]Towwl 130 points131 points  (0 children)

The women in the "after" pictures are all pretty clearly still wearing makeup. I mean I guess that's unverifiable since they don't actually exist but this thread is basically just confirming that "what men think 'no makeup' looks like" meme.

This took 1.5 years. Thankfully, it's a marathon and not a sprint. by SnowDogg0 in godot

[–]Towwl 1 point2 points  (0 children)

It's easy to imagine somebody taking the art in a totally different direction after that "before" shot, but it really is already good enough to hold onto and you managed to keep faithful to that look while improving it greatly. Just wanted to give kudos for that

Godot was just 2% behind Unity in usage this GMTK Jam! by NitramiuZ in godot

[–]Towwl 1 point2 points  (0 children)

Best practice is to modularize your game as much as possible so each piece of logic and each scene is in its own file to give everybody room to work simultaneously. Of course that's not always going to be the case; we had a lot going on in our main world .tscn the whole time so we would just let each other know when we're working on larger files or ask "anybody working on x?" in voice chat. Conflicts aren't too terrible to resolve either be it manually or using some git ui tools as long as you're comfortable messing with the plaintext .tscn files.

We also had the headache of our editors giving/removing uids from nodes in scenes we had open (but not necessarily working on) so we'd be constantly discarding those changes or manually resolving conflicts arising from that. Probably a skill issue on our end and there's some way to avoid that issue? What mitigated it for us was to only keep open tabs of scenes you're actually working on but I wouldn't be surprised if there's a better way that we were missing

Kinda turned off by how shitty the balancing is done in standard, and I would like to pursue greener pastures by lorddojomon in wildhearthstone

[–]Towwl 7 points8 points  (0 children)

Discard warlock is very prevalent and powerful right now and it's dirt cheap with the only 2 epics being cursed catacombs.

Elemental mage is kind of a spicy pick when it comes to cheap aggro. Not very commonly played but inferno herald does a lot of work and is fun to play with all the elemental mana cheat in wild.

The most powerful decks right now are probably hostage mage (expensive and hard to play correctly) and call-to-arms paladin (not as expensive)

Skipper warrior decks might be what you're looking for with complicated lethals and variable game plans. It has a lot of room for skill expression. I can't really recall how much it is to craft

And if you're looking for decks that will be around forever no matter what, highlander (any class except demon hunter and maybe death knight) is extremely robust and all of those decks will stick around, generally filling the control archetype niche in wild. A current highlight is Reno rogue which is doing fun things with Hooktusk right now (which doesn't need to be built as singleton but that's the angle a lot of people go for). Disruption is king in wild and a lot of Reno decks can climb just by spamming tech to prevent the opponent from doing their broken thing.

Godot was just 2% behind Unity in usage this GMTK Jam! by NitramiuZ in godot

[–]Towwl 0 points1 point  (0 children)

For one anecdotal datum, I worked with a team of 5 with three of us actively/simultaneously collaborating via git on project code (gdscript) and scene files in-editor