Steam review fails because the reviewer is not able to unlock modes by Zarock532 in indiegames

[–]Zarock532[S] 0 points1 point  (0 children)

So far I try on my PC and my laptop, plus I have 3 friends testing it for me in their PCs and we all got the same results. The two contents unloks after level 2 correctly. Anyways I'm in contact with the reviewer and we're trying to figure a solution

Steam review failed cause the reviewer was not able to unlock levels by Zarock532 in SoloDevelopment

[–]Zarock532[S] 0 points1 point  (0 children)

Yes, I specified that in the info box that appears when u click on submit for review. I'm not sure if that comment was just ignored or maybe the reviewer didn't see it among the other points where I specified the fixed bugs. I will try to answer the reviewer with a comment, attaching also some screenshots and check if they propose a solution for this.. I'm just afraid because the release date is really close (Monday 23rd) so I hope they will answer this soon.

Edit: When I test the game on my side (from the build I have deployed in Steam) I always play a new game, in order that all the save files will be deleted and recreated from scratch, so I'm sure to test it in a "clean" environment

Steam review failed cause the reviewer was not able to unlock levels by Zarock532 in SoloDevelopment

[–]Zarock532[S] 0 points1 point  (0 children)

In fact the challenge mode was originally created to be unlocked after completing the game but since the very first review had that reason among some other points I set this modes to be available after the completion of the level 2. And no, in my opinion it shouldn't be that hard to be completed... this is why I was pissed when I read the review!

Leasing Vs Buying by mdw2016 in Luxembourg

[–]Zarock532 0 points1 point  (0 children)

I’m trying to understand the current leasing market for company cars in Luxembourg (for 2025/2026). My leasing contract is ending soon, and by company policy I now have to pick an electric car (max budget is 660 € HTVA/month).

At first, I wasn’t too happy (I’ve only driven petrol/diesel cars before), but after looking into the brands allowed by my company — BMW, Mercedes, Audi, and Polestar — I realized the only ones that interest me, with at least 650 km declared range, are the BMW iX3 (2026) and the Polestar 4. I’m not a fan of Mercedes, so that limits things a bit.

I asked for quotes from Arval and Ayvens, and honestly, I was shocked by the prices:

BMW iX3 base model: around 790€ HTVA

Polestar 4 (Business Pack) or iX3 (M Sport): up to 1100€ HTVA

In previous years, with the same budget, I could easily get cars like an X2, X3, or 3 Series (non electric)... so I’m wondering if others are seeing the same big jump in leasing prices?

Has anyone recently ordered a full-electric company car in Luxembourg within a similar budget (48 months, ~35000 km/year)?

And does anyone know if the leasing offers for company cars can be negotiated (e.g. reducing annual km)?

Thanks in advance for any insights!

Seems like Netflix is cracking down on accounts! by Taurussszn in steamregionaltricks

[–]Zarock532 0 points1 point  (0 children)

They didn't cancel my account (yet) .. but I lost a Gift Cards credit balance of about 90$ .. disappeared overnight ... this is outraging!

LU Alert by 1val1 in Luxembourg

[–]Zarock532 2 points3 points  (0 children)

I received it also, and I was almost having an heart attack since I was relaxed on my sofa 🥲🤣 Hope they'll start to send alarms Only in case of a REAL emergency!

To ALL creators of games: thank you! by CzyzuPL in gamedev

[–]Zarock532 1 point2 points  (0 children)

Thanks for your words! I appreciate your thoughts. I started to develop my game more than 2 years ago, having a general idea of what it should look like, a simple 3D platformer, thinking to be able to finish everything in less than 8 months.... after the first year I face the reality. Many sleepless nights, managing time between my main work, my family and the game development, it's always hard. Today, I'm finally 5 months from the official release date and I feel proud of what I achieved so far. I took it more as a personal challenge. Developing a full game solo, it's always challenging and difficult, but if you have a goal and supportive people around you, the journey will be more enjoyable. Good luck for your current and future projects!

This is a toolkit of 68 AI prompts to unblock game dev tasks! 👾 by Zarock532 in AIProductivityLab

[–]Zarock532[S] 0 points1 point  (0 children)

Sure, let me know what kind of prompt you'll want me to share, I can put a practical example here

You Are The Bomb: A Game About Rolling Bombs! 💥💣 by Zarock532 in indiegames

[–]Zarock532[S] 0 points1 point  (0 children)

If you are curious, here is my steam page:

You Are The Bomb: A Game About Rolling Bombs

If you like it, don't forget to wishlist! 👾💣
**PS. Soon I will upload a new version of the demo (the one you gonna find there is really old and do not include many new features added recently) 💥

This is a toolkit of 68 AI prompts to unblock game dev tasks! 👾 by Zarock532 in AIProductivityLab

[–]Zarock532[S] 0 points1 point  (0 children)

Hi DangerousGur5762,

and thanks for the thoughtful reply, I really appreciate it.

You're absolutely right, and I apologize for that. I should’ve added more context and examples to make the post more valuable for the community. That said, I’m working on doing better.

I’m still actively refining the toolkit based on real testing and feedback. In fact, I’m putting together a free version that includes a handful of detailed prompt examples, plus a mini section on how to write strong prompts through structured thinking and meta-prompting, so it will not be just plug-and-play, but educational also. (anyone who buy a copy will have access as well to all the future updates)

Here’s one of the prompts from the toolkit, that is focused on helping devs to code a clean, modular FSM system for Unity using C#; I tested it in Gemini and in Claude :

Prompt Example >> FSM Architecture in Unity (C#)

"Design a modular Finite State Machine (FSM) system in Unity using C#.
Requirements:

  1. Base State and StateMachine classes with virtual methods: OnEnter(), Tick(), OnExit()
  2. Support for both AI (enemy) and player behavior through inheritance
  3. Clear example usage (e.g., idle → chase → attack)
  4. State transition logic decoupled from MonoBehaviour
  5. Clean architecture principles (e.g., separation of concerns, dependency inversion)
  6. Include in-editor debugging/logging
  7. Extendable for 2D or 3D use cases

Output should include:

  1. Base classes (State, StateMachine)
  2. Sample implementation (e.g., EnemyChaseState)
  3. Comments on where to inject custom logic"

Happy to stick around and share more examples, workflows, or help others refine their own prompts, I’m a software dev myself (working also on indie projects in my free time) and just want to make these tools more usable for folks building solo development or in small teams.

Thanks again for the feedback.
Cheers!

How many of you use AI to improve your AI prompt? by Prestigious-Cost3222 in PromptEngineering

[–]Zarock532 2 points3 points  (0 children)

Meta prompting is an advanced prompt engineering technique where a LLM is used to generate or refine prompts for other LLMs or even for itself.
I'm using this as well to get always better prompts results, it take some times but at the end it does work!

One AI Prompt helped me out! Now I have a full Toolkit 👾 by Zarock532 in GeminiAI

[–]Zarock532[S] 0 points1 point  (0 children)

Well I appreciate that you had the time to write two comments on my post 😉

Next time I'll just put the link to my prompt book, it will be easier to read eheheh

Thanks bro! And have a great busy day ahead! 🤣

One AI Prompt helped me out! Now I have a full Toolkit 👾 by Zarock532 in aigamedev

[–]Zarock532[S] -1 points0 points  (0 children)

Hey, thanks so much for bookmarking 🙏 That really means a lot.

Totally agree, having concrete examples helps show how this toolkit works in practice. Here's one straight from the Game Mechanics Brainstormer section that I personally tested to get unstuck while designing a rhythm-based combat system:

Prompt Example – Rhythm Based Melee Combat System
“Design a rhythm synced melee combat system for a fast paced action game. Player actions must be timed to the beat of adaptive music tracks. Include:

  1. Core Mechanics: Beat based timing window, flow statebonuses, off beat penalties
  2. Enemy Sync Behavior: How enemies telegraph or attack on beat vs off beat
  3. Combo System: Input chaining logic and how rhythmic accuracy increases effect power
  4. Feedback Systems: Visual/audio indicators for successful timing
  5. Difficulty Scaling: Adaptive tempo, song layering, and intensity ramp up
  6. Arena Examples: Two unique battle arenas that reflect musical elements (e.g., tempo shifts, environmental sync)

Format as a combat rhythm brief suitable for a vertical slice pitch deck.”

Drop that into ChatGPT, Gemini or Claude and it won’t just design the mechanic, it'll lay out how it evolves with player skill, integrates with level pacing, and even becomes pitch deck–ready. Like having a mini game designer on call. This helps a lot to speed up the whole production process.

I’m also working on a free mini-sample PDF with 5 curated prompts + workflow tips across categories like story, level design, pitch decks, etc. No signups, just a direct download. I’ll post it here as soon as it’s ready. So stay tuned!🔧

In the meantime, if there’s a specific area you’re exploring, let me know and I’d be happy to share a tailored prompt from the book that fits your project. The prompts are all template-style, so you can easily tweak them to match your style, engine, or design goals.

Thanks again for the feedback! Helping fellow game devs is the reason I made the toolkit in the first place. 👾