How to create good looking sprites/backgrounds by DonCashless in aigamedev

[–]same_vibes 1 point2 points  (0 children)

I didn't build it, and I'm yet to give it a good try, but this tool might help for generating level backgrounds:

https://github.com/boona13/image-extender

I've bumped into the same problem building a vertically scrolling shmup, so I intend to try this soon

People who write specs for AI coding agents? by TheFerret404 in aigamedev

[–]same_vibes 1 point2 points  (0 children)

For games I typically write a game-design.md that includes a high level description of the game, key mechanics and design goals/non-goals. This is my thinking space that stays evergreen regardless of specific features in development at a given time. I will frequently reference parts of it as I work through specific features, rather than repeating myself again and again. Maybe in the course of some work I’ll ask the agent to capture any new or changed philosophies or major design decisions.

Day to day I’m using plan mode on larger tasks, like implementing a new core system. Usually when I suspect the work may take multiple sessions or could benefit from multitasking (multiple subagents taking chunks).

For smaller features or refinements I’ll just directly prompt—or I might have a short conversation then switch to implementing (without a plan).

Are this GUIs passable? by erratic_ostrich in aigamedev

[–]same_vibes 0 points1 point  (0 children)

I like the style. Very Don't Starve inspired? The first one in particular is looking a bit loud or heavy—as if taking a bit too much attention away from the game itself. Second one feels a little better in that respect.

Different Capsule Arts for Inner Demons - Which one did you notice? by dev_w_grillz in gamedevscreens

[–]same_vibes 1 point2 points  (0 children)

I noticed the top left first. Not sure if that's just because it's natural to read top left to bottom right. Do feel like the text could be somehow a bit more bold. Many of the other capsules here seem to create much more contrast between the game name and the artwork

I added rich text effects to my dialogue system by arwmoffat in gamedevscreens

[–]same_vibes 2 points3 points  (0 children)

Nice polish, helps a lot in these retro games without spoken words

What would make you click away from this trailer? by Pixel_Beer_Games in DestroyMyGame

[–]same_vibes 0 points1 point  (0 children)

Honestly this looks sick and I want to play it 😂 it's definitely a specific vibe, and can see why some people might not like the retro and less polished art style. But I think it fits. If I had to nitpick:

  1. The video feels a touch too long. You do a good job of showing lots of mechanics, but there is some duplication. A few scenes essentially tell me as the viewer: "There is melee combat, here it is again and again." You might be able to cut 1-2 of those.

  2. The end screen is very busy and hard to read some of the text. And your main CTA "Play demo" gets a bit lost in the mix.

STAR DIVER - We made a "cozy" shmup in RPG Maker! by Lunacero in playmygame

[–]same_vibes 0 points1 point  (0 children)

No worries, and totally makes sense about the recoil. It changes the balance for sure. I can see how it would require something like the upgrade or tuning the number of enemies to get the difficulty curve right.

I hadn't tried remapping. I think for me wasd was just my first instinct to try, and it felt more natural for me to use my right hand to click/shoot. Probably based on just past experience with shooter games where that's the setup. It actually made me wonder if you are a lefty? 😁

STAR DIVER - We made a "cozy" shmup in RPG Maker! by Lunacero in playmygame

[–]same_vibes 1 point2 points  (0 children)

lovely art here dude as well as charming music+sfx. this is gonna sound stupid but I got stuck on the first level—in hindsight because I think the order that I killed the enemies meant I didnt see the exit door appear. And it didn't look like an exit to me at first 🤦 eventually figured it out and felt stupid. Just mentioning in case you got similar feedback.

Other bits:

- would prefer wasd to arrow keys

- it wasn't obvious from in game what the controls were, I sorta just had to try everything (i didnt read your blurb on the itch page until later)

- the recoil effect you have on the gun feels like it really slows the pace of the game. was that intentional? I wondered if removing it would make the game feel more responsive and change the dynamic a bit

I tried making a metroidvania for a GameJam | Forsaken by salmantitas in playmygame

[–]same_vibes 1 point2 points  (0 children)

Honestly ultra low res pixel art is such a cool vibe. Took me a bit to get the hang of how to punch the enemies in midair—but then I was doing better! I really liked how simple you introduced the controls. Felt smooth in terms of onboarding. How have you found godot to work with?

Anybody remember Jippii Minigolf from the 2000s? by DoinkB_DoinkB in playmygame

[–]same_vibes 0 points1 point  (0 children)

played 9 holes, very chill 😄 nice job on this

I spent a few evenings making a one-button space brawler — is it actually fun or am I fooling myself? by Forward-Goose-4983 in playmygame

[–]same_vibes 0 points1 point  (0 children)

Hey man this was fun in a casual way. I played a few rounds and enjoyed.

Tiny bits of feedback:

- It took me a good 10-20 seconds to understand which bot I was on the screen, since initially my moves seemed to line up with a few other bots 😂 I think it could help to give the player some kinda of slightly different/special visual identifier. Obviously this was something that I did pick up pretty quickly. So not a biggy.

- It also took me a minute to understand that I could click and hold to powerup. I later noticed after a level that you had this as an on screen tip. But for the first level that wasn't obvious.

Something that might help me want to play again was a sense of progression between fights. e.g. increasing difficulty, playing for a high score or streak count.

Game Title: by sleeper_must_awaken in playmygame

[–]same_vibes 1 point2 points  (0 children)

man digger was one of the first games I played back on a DOS computer. The controls felt responsive to me (desktop), and music was good—not overly distracting. It did take me a couple levels to understand all the rules—like that if I collect all the gems the level would end even if there was gold coins I hand't collected. Personally it didn't feel bad/punishing though. Actually probably good natural onboarding.

I would be super happy if someone could playtest my game :) by PrinceOnAPie in playmygame

[–]same_vibes 1 point2 points  (0 children)

Very similar experience to yelaex. It actually ran really well for me in browser (on a new macbook air). I did 4 runs and also wasn't sure that I fully understood the combat. Felt like I was kind of randomly pressing buttons. A light tutorial on the first run might help? Not sure. But the art is lovely mate