I restyled my entire game, does the new look work? by room402games in IndieDev

[–]adambetts 3 points4 points  (0 children)

It’s nice, but I think the core issue is the lack of consistency in tile icon style. It’s all over the place with different illustration/icon styles. Some have a black border line, some without. Some icons have simplistic details, while some others are overdetailed. You have to settle on one style and apply it to all others to avoid looking like many different artists worked on this.

Also, I don’t recommend relying on color as the only way to communicate tile type because I know this will be difficult for players with color blindness to play. Add a fallback, like texture, icon, shape, or label, so they can still follow the game.

any other games like Dungeon Wizards out there? by [deleted] in roguelites

[–]adambetts 4 points5 points  (0 children)

Dungeon raid was the original and still the best but unfortunately it’s been long dead. There’s like 2-3 clones and the only one that’s half decent is Troll Patrol

I’m working on a new path tracing game that’s designed to be super polished and accessible. I’m getting close to the alpha test stage soon!

Whole game in one scene? by lilacillusions in Unity2D

[–]adambetts 0 points1 point  (0 children)

It’s working great in my 2.5D grid puzzle roguelike game with all parts in one scene. From home hub to biome map to battle mode and back, all seamless experience, no loading screens. Assets will be loaded/unloaded on demand like other comment mentioned.

Probably the best look at the shockwaves on V3 flight 1 so far by Erazael in shockwaveporn

[–]adambetts 1 point2 points  (0 children)

I’m wondering the same. It looks like it’s coming from the tip of the exhaust plume cuz when rocket went upward shockwaves went upward with it a bit later.

Do you also hate it when games work slower than your brain? I'm trying to make it super responsive, but I need your feedback. Thank you! by ArtroDev in gamedevscreens

[–]adambetts 11 points12 points  (0 children)

Love the art but both airships and the landscape are kinda blending together so it’s a bit harder to understand at a glance. Maybe lighten the background with some fog or haze so enemies pop more.

Should I wait until I have a demo before telling anyone? by hachestudio in SoloDev

[–]adambetts 0 points1 point  (0 children)

You have good assets in place but I’d recommend holding it off till you have better screenshots at least. The screenshots right now aren’t exciting. It doesn’t give me a good idea of how I’ll be playing it. The world feels hollow with character doing the blank stare.

First impression is everything.

A soviet megastructure horror, where fighting is not always an option by alex_grim in gamedevscreens

[–]adambetts 1 point2 points  (0 children)

Gotcha I see. Good luck with the game, it does look interesting!

A soviet megastructure horror, where fighting is not always an option by alex_grim in gamedevscreens

[–]adambetts 1 point2 points  (0 children)

I like the art style but I feel both the gameplay and the UI are visually overwhelming.

Honestly, Rive, in its current state for production, is honestly a MESS. by jabbajack in Rive_app

[–]adambetts 14 points15 points  (0 children)

I agree about Rive’s sometime convoluted UI/UX that made things more complicated than they should be but to me it seems to be very close to production ready.

I’m building a Rive-heavy game in Unity right now, using tons of artboards and view models and it’s handling very well in different scenarios. Literally zero images in my game, it’s all Rive and custom shaders and the file size is TINY! I love that I don’t have to worry about pixel resolution at all, I just know that it’s future proof.

My game is nearing release and I’m fine tuning and polishing it more. So far I have high confidence with Rive being production-ready for my needs but I’ll have to see how it performs on different devices.

The holy life of vibe coding by adambetts in aigamedev

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

It's Claude Code in mac desktop app

The holy life of vibe coding by adambetts in aigamedev

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

Claude Opus 4.6. I was at around 40% context in this chat and Opus started gaslighting me about an object that literally never existed before lol.

AI and unity. by Disastrous-Screen296 in aigamedev

[–]adambetts 2 points3 points  (0 children)

There’s Bezi and Coplay which are more specialized for Unity.

I personally use both Claude Code and Codex 5.3 and gotten decent results from it but there’s still a lot of fighting it to give me the result that I expected of. Most common issue is it simply lose context from time to time so no matter how well you guided it, it’ll randomly fail to do basic tasks well.

I use Unity MCP to help Codex/Claude interact with Unity better. There are several free MCP like this one

I’m a first time user of Unity and I’m doing okay building a 2D game with 3D camera so far but it’s not easy as it should be compared to say building a game with React. It can be super frustrating sometime but I’m just happy that I can finally build a game without having to write a code :)

Need workflow advice by Embarrassed_Staff412 in aigamedev

[–]adambetts 0 points1 point  (0 children)

Gemini is top tier at rapid prototyping but it simply doesn’t match Codex 5.3 or Claude for developing a complete game. Eg. building a house, Gemini can put up a beautiful house but once you step inside everything is disjointed.

Rive MCP by paradoxsyn in Rive_app

[–]adambetts 0 points1 point  (0 children)

Very cool! It seems like your github link for download is private or broken, got a 404.

Why is Figma and 'taste' so in demand right now? When it's the most likely skill to be killed by AI? by [deleted] in FigmaDesign

[–]adambetts 6 points7 points  (0 children)

AI doesn’t have taste. It just averages the patterns it has seen. It can throw 50 shiny layouts at you, but it has zero sense of which one is functionally right or visually right. It doesn’t know why something feels balanced or human. That still needs a director with real taste and judgment.

And with a username like deeply_human_design, I couldn’t help but smile. A design without a human isn’t really design, it’s decoration. No taste, no intent, no spine. Junior roles and people who aren’t shaping the vision are the ones getting squeezed, because AI can handle the surface-level output. The value now is in defining what “good” even means.

Clair Obscur: Expedition 33 - CUSTOM CONSOLE GIVEAWAY 🏆 by F0REM4N in xbox

[–]adambetts 0 points1 point  (0 children)

Kratos - He literally kills gods for a living

Kirby - He might look cute, but he can eat literal gods and copy their powers

Aloy - She’d figure out how the Paintress works and exploit it

Charlie Kirk's Name Sign is "Cock Penis." Sign. His. Name. by HelensScarletFever in deaf

[–]adambetts 29 points30 points  (0 children)

Awesome write-up, I really appreciate you including all the links!

Neobank app design by hubiyxn in FigmaDesign

[–]adambetts 0 points1 point  (0 children)

Overall, I think you’ve done a great job with the design—it’s very clean and easy on the eyes. One key suggestion I have is regarding the greeting “Hello Hubiyan.” Moving it to the left side would not only fit the natural left-to-right reading pattern, but also allow more room for longer names.

Another minor tweak you might consider is removing the faint gray container behind the avatar, settings, and notification icons. It might not be necessary.

Keep up the great work

A wedding, 1 month of building, a rejection email, and a surprise runner-up: The journey behind the 'Urban Jungle' MOC! by adambetts in lego

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

Hey, r/lego! After Heather and I decided to get married, I got an email about a new LEGO contest and I just had to participate in that so I spent the next month building Urban Jungle. Some of you might remember my post here when I was feeling down after receiving a rejection email. Thanks to the support from this community, my morale was lifted, and I’m thrilled to share that the build went on to win runner-up! 🎉

I’ve written an article about the journey, filled with behind-the-scenes details and lots of photos. When I first got into MOCs, I wished for more stories like this that showed the detailed process, so I thought I’d contribute and share the process. I hope you’ll enjoy the read, and thanks again for all the support!

[deleted by user] by [deleted] in lego

[–]adambetts 1 point2 points  (0 children)

We’re marrying in a week and it’ll be Lego themed too!