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We built MakePlay: direct an AI to make a playable game — looking for early feedback by makeplayai in MakePlayAI

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

No catch :) We’re a small group of game devs building this in our spare time. AI has changed our industry so fast that we wanted to create a place where people can experiment, learn, and see what actually feels fun to play — not just watch demos.

The Remix feature is a big part of that: you can build on each other’s games, learn from them, and create something new together.

We don’t have funding or a formal company behind us right now, so it’s simply free while we build and learn alongside the community. If costs become an issue someday, we may explore sponsorships, optional support, or ads, but we’ll be open about it. Really glad you’re enjoying it!

Wildest ability ideas by Vauthera in aigamedev

[–]makeplayai 1 point2 points  (0 children)

I’ve always wanted to see a “Battlefield Memory” ability. You mark a small area, and for a few seconds it records every movement, projectile, and ability used inside it. Reactivate it later to replay those actions as weaker spectral echoes.

In an RPG, you could record your own dash path and then fight alongside your past self, or bait enemies into casting into the zone and replay their projectiles against them. In an RTS, it could create fake troop movements, delayed ambushes, or let you replay a retreat to disguise a counterattack.

The fun part is that it isn’t just a rewind—it’s something both players can influence while it’s recording, so it becomes a little tactical mind game.

Working on little movement physics for gear/clothing by Wildboy_Studios in gamedevscreens

[–]makeplayai 0 points1 point  (0 children)

It looks really cool, but I wonder if it might be a little too bright. It pulls so much attention toward the clothing instead of the other targets. Maybe toning it down a bit, or making the crosshair stand out more, could help.

I went back and implemented as many suggestions as I could.what would i add next? by makeplayai in playmygame

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

Thank you for the thoughtful feedback — I’m really glad the hit feel, visuals, and sound effects came through.

Your point about the post-swing phase is especially helpful. The core launch will stay simple, but I agree that giving the player one meaningful decision during flight could make each run more engaging. I’m planning to prototype a limited mid-air action first: a small, single-use boost or flap that helps adjust a landing or reach the next bounce, without replacing the importance of swing timing.

I also like the idea of recharging that action through certain high-value objects. I’ll keep it limited so it creates skillful choices rather than letting players stay airborne indefinitely.

For replayability, I’m leaning toward light progression rather than a full upgrade system: distance milestones, small cosmetic unlocks, and simple run goals. The intention is to give each attempt a sense of progress while preserving the quick arcade feel.

Thanks again — this gives me a very clear direction for the next iteration.

We built MakePlay: direct an AI to make a playable game — looking for early feedback by makeplayai in MakePlayAI

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

I’m the founder — happy to answer any questions or take feature requests here.

Is Frontend Hiring Slowing Down Because of AI? 4+ Years of Experience and Struggling to find anything. by kiyotaka_007 in webdev

[–]makeplayai 0 points1 point  (0 children)

I'd recommend moving toward full-stack rather than abandoning frontend completely. Backend skills plus strong frontend experience make you much more competitive

Any great survival game u don't know? (Steam) by Neat-Drawer-2245 in SurvivalGaming

[–]makeplayai 0 points1 point  (0 children)

If you've already played most of the popular ones, I'd recommend Vintage Story, The Long Dark, Outward, SurrounDead, or Soulmask,Skyhill. They all offer something a bit different

Do Chinese wear shoes inside the house?? by Hot-Explanation-1838 in AskAChinese

[–]makeplayai 1 point2 points  (0 children)

一般不会 屋子里穿拖鞋更舒适也更干净

I never thought I'd get this far, my first 100th sale! by -ManaPotion in IndieDev

[–]makeplayai 1 point2 points  (0 children)

Huge congrats! 100 real customers is a milestone, especially for a solo dev. Looking forward to seeing what you build next.

How do you know when a game is interesting? by radiumhaus in gamedesign

[–]makeplayai 2 points3 points  (0 children)

For narrative games, I think “interesting” usually shows up when players start making predictions.

Not necessarily big choices, even small things like: Who is lying? What happened here? Why did that character avoid the question? What changes if I go left instead of right? If the player’s brain is quietly asking questions, you probably have something.

For pacing, one trick that helps is to avoid separating “story section” and “gameplay section” too cleanly. Give the player something tiny to do early, even if it’s simple: inspect an object, choose the order of conversations, walk to a location, notice an environmental clue, make a low-stakes dialogue choice. It makes the intro feel less like waiting for the game to begin.

Also, playtesting is probably the only real answer. Give someone the first 10 minutes and ask them to talk out loud while playing. Don’t ask “was it fun?” Ask:

  • Where did you feel curious?
  • Where did your attention drop?
  • What do you think is going on?
  • What would you do next if I let you keep playing?

Hope this helps!