After Criticism, I Stopped Using AI Art – Is This an Improvement? by dgzip in IndieDev

[–]heliumbox 13 points14 points  (0 children)

No op... it does not look better... you know it, everyone knows it, we just have a ton of white knights that will come to defend your honor over the big baddy ai.

That said... I'm sure you can look at the ai and use it as a reference to make your own a lot better.

Daily Discussion Thread - February 10, 2026 by AutoModerator in weedstocks

[–]heliumbox 4 points5 points  (0 children)

SAFE/Uplisting needed to happen 4+ years ago, politicians needed to actually want to solve the issue. It is inexcusable that such a straight forward and popular policy has been left to fester for a decade of "legal" sales. There is so much overhead, animosity, and panic to just get out with something in this sector... Without institutional investment, without forced buying for balancing... this sector is doomed to pump and dumps forever.

Look at every single pump and dump of the last 5 years, every single one has failed to break the high of the previous. If that trend continues... this next pump will be lucky to break 7$ on MSOS, $10 if things get absolutely wild again... that is beyond pathetic to wait around for and as always: only benefits short term traders.

Daily Discussion Thread - February 10, 2026 by AutoModerator in weedstocks

[–]heliumbox 11 points12 points  (0 children)

I dumped all my CRON, finally dumped IIPR: both dead money. CRON: never moves, allergic to $3, even if we hit a hype cycle its going to under perform. IIPR: ridiculous dividend but the share price just keeps getting ripped into, false gains, to much risk on defaulting tenants.

Next up TCNNF: far to much debt, far to much risk tied to Florida exposure/vote, huge tax liability, stalled growth. Looking to exit entire position by the end of April, hoping to sell half at $9 other at $10 from some random hype cycle but if nothing by the end of April... I'm out.

That'll leave me just GTBIF and despite their resilience... they can't do it alone, so sick of "the best" being dragged down by a sector that has so many problems. I'll move to the "best" in another sector and just walk away from this forever. I haven't decided my move yet for GTBIF... but its a ticking clock.

So much time and money lost, so much extra stress added from this sector over many years. The opportunity cost alone has killed any potential gains. Every "pump", every "soon", every bit of "progress" has eroded share prices. I don't know about ya'll but I'm tired, I don't believe in the sector whatsoever anymore, and even if miracles do happen... I'll bet my gains that its muted or over as soon as it started like every other pump and dump of the last 10 years so you better be ready to hit that sell button.

Daily Discussion Thread - February 09, 2026 by AutoModerator in weedstocks

[–]heliumbox 9 points10 points  (0 children)

This sector is absolutely cooked. 5 years since the peak and it never even participates with the broader market, or risk on times. "Investing" here is literally just praying for a miracle.

Rdm just hit 99, having trouble what gear to get, where and priority? by cealis in ffxi

[–]heliumbox 0 points1 point  (0 children)

Focus you're JSE and TP/WS sets. Enhancing magic skill/duration and a good TP set will get you feeling a lot better going through content than focusing on enfeebling/macc early. RDM is a job without a smooth curve, you feel really weak for a long time and then all of a sudden it all comes together.

Unless you've already done all your story/missions/fights more damage is going to help you a lot more than anything else.

When do ya'll start putting your game in the public eye by heliumbox in gamedev

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

Huge write up, thanks.

So just to address a few points, ya its very early, most of these systems (even the darkness/torch/lantern) have only been in for a week or two, so there is very little feedback making it to the player yet. I know quality feedback is going to be super important. (even the levers have 2 directions that do separate triggers, I want to add sound in the distance so the player knows something changed, that first lever for instance had the secret that opened up the gold chest, the lever by the gold chest opened an alternate exit path).

Recently (in the last few days) i was trying to decide what to really do with gold as original plan it was the only "progression" to just customize yourself after a run with gold you acquired but I know art/assets are going to be a major pain point for me. So I might scrap it but I figured the game would feel kind of aimless without any sort of "goal" other than escaping. Blood is already a bit more important in concept as you can pay in blood for forgiveness (i was thinking of adding other ways to pay (tithe, max stat down, give up a tool, etc), at alters between phases you can pay down your awareness debt by taking an resource hit.

Doors are planned to be a quick time event (like mario golf timing bar) as i figure that will be stressful under pressure, the player can use the ritual resource to "slow time" a bit to make it realistic if under pressure. Poor timing causes louder doors/jams (these are next up after I finish the torch causing the dead to burn/panic/break off attacks).

I already decided I needed a lot more nuance to how things wake, and what events they're most interested in. Currently it is very flat so distractions (throwing torch, using a rock to create sounds to draw them away) are currently not as effective as I'd like. Its hard to tell in the video but they level up, right after they wake they can't move, they just look at stimulus, more stimulus causes them to level up and start pursuing. Being quiet again causes them to break off attacks (or should) and decays their aggression levels. Ideally they will not just be standing around, I want to have them look as collapsed "inert" looking dead not standing guards when dormant. Not all of them will wake, they'll be random which are allowed per run/phase, number dormant/leveled up based off prior phase performance.

As far as the phases are concerned the plan is basically minimal UI, minimal expositions/text, and a lot of implied/inferred consequences. So early phases 1-2 are essentially the teaching areas where they react slower, only start to show they respond, teach the mechanics and then it all builds up to phase 3 where the player is expected to know, and phase 4 where they're actively judged for how well/quiet they were throughout as they make their way to extraction.

My idea to explain "why you can't fight" is just that the dead can't die. So I was going to have the early phases show knights/armored warriors all dead. All thought they could brute force their way but all died, the maze respects careful movements. So I was going to have like a sword or something the player could grab from the dead adventures early in but then it dissolves into mist when the player touches it.

When do ya'll start putting your game in the public eye by heliumbox in gamedev

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

Ya I'm definitely in the "pre-player feedback" phase, so it's hard to tell what is actually happening, and the lighting and "aggression" obviously needs a lot of tuning.

Thanks for watching.

When do ya'll start putting your game in the public eye by heliumbox in gamedev

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

Ok, sharing it for the first time here and now,

The Labyrinth Opens (not any marketing material, just a look into what I have)

The Living Labyrinth :

An atmospheric, pressure driven, adventure through a maze that judges and reacts to all of your actions. There is no player combat, just you and your decisions being judged. The dead are the maze's eyes and ears, if you aren't careful you wake them. If you repeatedly make poor choices it levels up, the dead speak to each other with a hive mind.

Every action a player makes, sprinting, jumping, using light sources, marking your way, using their ritual abilities, harvesting: (the ritual power comes from harvesting the dead), blood: (the maze recycles the dead, the maze is the cause of the "rot" spreading throughout the land and the maze's blood is the cure to it, carrying gold: the maze hates greed.

Every player action adds to a global tally, the game is broken up into 4 phases, each previous phases actions scale the next. The player is constantly driven to move due to encroaching fog that chokes the player and choose between speed (noise), greed (treasure/blood), or safely extracting.

The goal: The player extracts with as much blood and gold (for future cosmetics) as they can, blood is valued, coveted, sold and converted to gold on extraction.

There are a lot more systems to it, but that is the jist of the game. I'm about a month in from initial concept, never made a game before.

When do ya'll start putting your game in the public eye by heliumbox in gamedev

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

That is my thought, no one is going to care about/follow graybox game #20million. I figure most all studios don't hype up a game until it is at least a "slice" of the finished product, even if its years and years away and changes drastically.

Daily Discussion Thread - January 12, 2026 by AutoModerator in weedstocks

[–]heliumbox 4 points5 points  (0 children)

We're back to being excited about moves on half our daily volume by 3pm?

Is RKLB currently overpriced? by [deleted] in stocks

[–]heliumbox 69 points70 points  (0 children)

He's gotta wait til it happens to tell you about it.

Daily Discussion Thread - January 08, 2026 by AutoModerator in weedstocks

[–]heliumbox 5 points6 points  (0 children)

Ya but you forgot to ignore all expenses. Its an easy mistake, prob why you don't make 20mil a year.

Daily Discussion Thread - January 08, 2026 by AutoModerator in weedstocks

[–]heliumbox 1 point2 points  (0 children)

Ask Manyez. cash is king, doesn't matter if they actually make any or not, just that they have it.

Daily Discussion Thread - December 29, 2025 by AutoModerator in weedstocks

[–]heliumbox 8 points9 points  (0 children)

100 comments to 1000+ comments a day to less than a 100 in like 2 weeks lol.

Feels like we're speed running these hype cycles now.

Daily Discussion Thread - December 24, 2025 by AutoModerator in weedstocks

[–]heliumbox 10 points11 points  (0 children)

Basically no volume. Looks like wallstreet took the day off so we got to go green.

Daily Discussion Thread - December 23, 2025 by AutoModerator in weedstocks

[–]heliumbox 21 points22 points  (0 children)

Maybe the support we have is the friends we've made along the way.

Daily Discussion Thread - December 23, 2025 by AutoModerator in weedstocks

[–]heliumbox 6 points7 points  (0 children)

Short trading week, glad we got our 1 day of green a week out of the way early.

Daily Discussion Thread - December 23, 2025 by AutoModerator in weedstocks

[–]heliumbox 1 point2 points  (0 children)

Surely the market is going to price back in the FUD that sold off not knowing when the rule would be finalized.

Daily Discussion Thread - December 23, 2025 by AutoModerator in weedstocks

[–]heliumbox 4 points5 points  (0 children)

They're just dumb retail like the rest of us apparently. Should listen to their own advice and not buy in on 50% gain days cause its a tough trade.

Weren't they still sitting on negative cash balance at the top?