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(2 edits) (+2)

nice arcade action. my only complaints are:

  • too much dialog. 20 clicks before i could get to the action? a bit much for for an arcade game so maybe condense that some or allow the user to skip it completely. some of us just want Action :)
  • please add a fullscreen option?

otherwise, good fun, good action, and the changing environment is interesting as the walls close in, etc. 

meanwhile, after playing a couple of stages, i perused the page a bit and noted that it's completely  AI coded and dressed? i dont care if it was but if your hand wasnt in either department, i've got to appreciate it a bit less than i did initially. and, thanks for the transparency.

that said, i wish there was more than a blanket "AI-Assisted" notion; specifically, how MUCH is AI? i'm not here to debate its usage, and it IS a future i can appreciate but, say, my appreciation scales with how much human went into it, you know? if AI wrote 10% and you learned from it, i call that "minimal" and can appreciate it up to 90% of max, for example :)

(+2)

Both complaints are fair, and neither had occurred to me. The intro only plays once, but the sector briefing replays every run and there's currently no way to skip a scene outright. Fullscreen isn't implemented either. Both are going on the list.

On the AI question, I think my devlog made this sound more confusing than it actually is.

The game does not contain AI-generated image or audio files. There are no sprite sheets, PNGs, WAVs, etc. I programmed the systems that generate the graphics, animation and music procedurally at runtime, and I used an LLM extensively to help me write and iterate on that code.

So when I wrote in the devlog that "the code, the pixel art, the music and the script were written with an LLM", that was poorly phrased. It makes it sound as if I prompted an AI for finished art, music and a game, then assembled the result, which isn't what happened.

A more accurate description would be: I designed the game and its procedural systems, and used AI heavily as a coding assistant while implementing them.

I've updated the devlog to make that distinction clearer. Thanks for pointing it out — I probably wouldn't have noticed how differently that sentence could be read otherwise.

Also, I'm glad the closing walls worked for you. That mechanic was one of the things I spent the most time tuning.

(2 edits) (+1)

thanks for the response. and, the clarifications, procedural media generation shed a whole new light. nice work :)