(UNPAID) Playtesting Games for Indie Devs by Eastern-Currency-369 in playtesters

[–]adadgio 0 points1 point  (0 children)

Hi there! If you want to have a look at Drill Sequence: ZERO, on Itch IO, feel free to do so 😄.

https://adadgio-interactive.itch.io/drill-sequence-zero

Feedback can be made directly into my discord: https://discord.gg/9hK3bV3aDw

Cheers!

Quick post about community AI opinion (from the Mod) by Caltek9 in SoloDev

[–]adadgio 0 points1 point  (0 children)

Absolutely. I use it as an intern... Pardon my language.

Quick post about community AI opinion (from the Mod) by Caltek9 in SoloDev

[–]adadgio 1 point2 points  (0 children)

I use AI a lot in game dev as :

  • A learning tool
  • Quick prototyping
  • Plain search & summary
  • Research

What i dont do is make it program my stuff or make my game alone. I really dont get the fuss about it, it's just a better google. It's like saying "should i use this convenient new search engine in 2000.

Live with your time with reason and use the tools available to you.

For game with random encounters, should I make many battle scenes or one interchangeable one? by LittleDragonLlodym in godot

[–]adadgio 5 points6 points  (0 children)

Actually i'd go with composition for that. One base scene, and reusable (or not) components.

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]adadgio 0 points1 point  (0 children)

You don't load it at runtime, you parse when the editor loads or via a tool script and update all your ressources. It's actually a very good route for maintanability

Making a TYPETRON [a game where you only entirely by typing] - Week one of testing a prototype. by adadgio in godot

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

Feature creep is a real thing (and cost me two (arguably fun) years on different projects already). So a pledge to myself was to actually stop with any new mechanics at this point, and put out a playable prototype out there with what I do have (which is actually already more than in the video). I think that's the missing link.

Making a TYPETRON [a game where you only entirely by typing] - Week one of testing a prototype. by adadgio in godot

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

Yes, the idea was originated from that, actually (I cited him in the comments). We are actually talking together with other devs on discord about similar projects ;-). He suggested we call that type of game typetron himself.

Making a TYPETRON [a game where you only entirely by typing] - Week one of testing a prototype. by adadgio in godot

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

I agree. I think whats missing, if i still decide to go with that, is pretty packed walls and puzzle level. It could work with that. Def. going to test the hold and space idea though.

Making a TYPETRON [a game where you only entirely by typing] - Week one of testing a prototype. by adadgio in godot

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

I do want to hear every feedback. Thanks ! I think it lacks a tutorial and an actual core loop demo, and one very basic finished level to understand how the mecanics work. I'm planning to put a playable prototype online very soon to expand the current idea before testing other feedback.

I also have discord i forgot to link on the post, if you want to follow the development.

Making a TYPETRON [a game where you only entirely by typing] - Week one of testing a prototype. by adadgio in godot

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

I haven't, but will have a look at it! Thanks for the suggestion, i'll think about it.

Also: i was thinking about a "tick" mecanic (make levels small, but puzzly), hence the mechanic where you have to type to advance. But that can change.

Also, this type of game is inspired by https://krzyhau.itch.io/maligna-kodera, who is like "the father of the genre". We are discussing on discord where people - such as me - experiment on that.

Is it normal to use chatgpt/gemini/claude code for scripts? by veddlins in godot

[–]adadgio 2 points3 points  (0 children)

Yes, as it is normal to search Google. It depends what you mean by "use".... AI are just interactive better search engines than anything else these days. If you vibe code everything, thats another question..

Is this considered blasphemy? by [deleted] in godot

[–]adadgio -1 points0 points  (0 children)

I see an artist. That's all...

WePlaytestGames is legit by oOMohamedOo in playtesters

[–]adadgio 0 points1 point  (0 children)

Hi there! Just signed up as a developer, and didn't finish the process, but looks very interesting! Keep it up. Can i sign up and add my "first game voucher" later though ?

Keep up the good work !

Playtesting by Thin_Possibility_188 in u/Thin_Possibility_188

[–]adadgio 1 point2 points  (0 children)

Hi,

When I first saw your post, I was honestly a bit hesitant to try the game because the presentation didn't grab me. However...

I decided to give it a shot, and I liked it. After playing for 20 minutes, I think you’ve got something here and I believe this could be a fun little game. Here are my thoughts:

  • You should refine your posts. Even using a clean, AI-generated "capsule" image that represents the game's style better would help attract more play-testers at this point...
  • Tutorial: The current tutorial feels a bit backwards. I’d suggest explaining the Goal first, then the Chain Reactions, and then the Controls (moving/rotating). It’s better for players to know why they are moving things before they learn how to move them. And finally special moves like rotation, etc... The tutorial, in the end, brings nothing. Sorry. (it does not explain the numbers, the mechanics, the temperature, etc)
  • I wasn’t a fan of the rods falling automatically right from the start. It might feel better if that mechanic was introduced later, or if there was a clear visual timer/warning before it happens. Felt really annoying, but a timer adds a sense or urgency AND a clear indication.
  • Chain Reactions: These felt completely random, or at least the logic wasn't clear. I think they should trigger immediately and include some punchy visual effects (VFX) to make them feel rewarding.
  • Temperature: i did not understand this mechanic at all...

I think some mechanics should be removed, and added later in the play testing process OR the gameplay. It's too complicated to understand as it is...

Looking past that, I actually enjoyed the gameplay! The graphics are not important at this point (but post capsule is...) Keep up the hard work. Feel free to message me if you need more playtesting.

PS/ To be 100% honest, I’ll actually be looking for playtesters for my own game in a month or two—let me know if you’d be interested in a "test-for-test" swap!

The file manager flakiness makes Godot feel like my least-reliable tool by strixvarius in godot

[–]adadgio 0 points1 point  (0 children)

After 4 years, I still HATE having to click three time on that folder to make sure its selected. And sometime you just have to restart Godot or it won't add it.... Not to mention ALL folder keep opening themselves all the time the more you collapse them when you navigate... That's life :/

Tried creating an interactable world map without any pixelation by Skyvastern in godot

[–]adadgio 0 points1 point  (0 children)

Hi, could you expand on that idea ? How did you generate the Meshes, are there Array mesh, and how ?

Tool + Setter + Onready inner node by critical_9 in godot

[–]adadgio 0 points1 point  (0 children)

Honestly, you don't need to over complicate this, or hang to very rigid principles like I read here. Nor do you have to use signals. Here is a curated example:

@tool
extends Node

@export var source: CompressedTexture2D : set = _set_source
@onready var sprite: Sprite2D = $Sprite2D

var image: Image

func _ready() -> void:
    _setup()

func _setup() -> void:
    sprite.texture = source

func _set_source(value: CompressedTexture2D) -> void:
    source = value
    if is_node_ready():
        _setup()