Looks amazing. Bookmarking this for future project :P
Magicsofa
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Thanks for your feedback! I am not too surprised to hear that... we are planning on implementing difficulty settings at some point, so I think there will be an "easy" setting where you will take less damage. Also these two levels are supposed to be around the middle of the game so its a bit of a hot start. A better weapon earlier on might be warranted... anyway thanks for playing and commenting, its much appreciated!
Hey everyone, I'm working with ClogSoft on an oldschool first person shooter. We've just released a two-level demo and would really appreciate some feedback on it. We are most interested in how people feel about the core gameplay, is it understandable, is it fun, that sort of thing. But of course feel free to comment on whatever else comes to mind!
It is a little different from your usual "modern boomer shooter", or at least we think it is, so if you are into true 90s vibes then please check it out. Or, if you aren't normally into those vibes, please still check it out and let us know what you think!
https://clogsoft.itch.io/moloch
I'm not sure I understand your suspicion that "everyone uses it." The people who dislike AI aren't going to use it. I use GDevelop, they added AI features and I turned it off immediately (by that I mean, clicked the option to hide the "ask AI" button). Now you might find a rare case of someone pretending to hate it but then using it in secret, but that is very unlikely. People who want to use it secretly will usually just not say anything.
There can be reasons not to use "everything available" - those of us who don't want to use it often cite ethical reasons around data scraping and real world resource consumption. Making the best possible game isn't worth it if I'm causing harm to others.
The first response literally gave examples of jams where AI is allowed. They also gave a concrete and logical reason why it might not be allowed, which has to do with the inherent nature of restriction-based jams. Working within restrictions is consensual gatekeeping. If you don't like the restrictions, don't participate in the jam.
I am sure you won't. Nobody attacked you personally, this thread is about user's ability to filter out AI content. But of course you felt the need to come in and give a speech about the merits of AI. Which includes objectively false statements (if something already exists we can't question it <- utterly false)
If you love AI so much, you shouldn't be afraid of transparency. I can only think of one reason to argue against this, and that is if you wanted to trick people into thinking that your generated content was actually made by you. People should be able to filter based on their preferences. Not having a way to filter out AI content isn't going to make people who prefer not to consume it suddenly change their minds and decide they love AI. Instead, they will just have to take extra steps to filter it on their own, and lose trust in developers who aren't transparent about it. Trying to discourage transparency is only going to seed MORE paranoia.
Weird... there is no option for "receive updates" when downloading something so I'm not sure what that's all about. There are user settings including "never send any email to me" but I doubt 24 people all had that option checked while downloading your project :)
It does look like you may have to actually sell something before you can use this feature, according to https://itch.io/docs/creators/interact:
Sending emails
If you have a page for sale, you can send an email to all your buyers via itch.io. Do so via the Interact tab, in the email section. You can include the buyer’s purchase URL at the bottom of any email you send to make sure they can easily access any files you may have updated.
There are a couple things to keep in mind:
- Every email has an easy access unsubscribe link, avoid spamming your fans or you might lose access to them.
- You can only send at most one email per day, so make sure to proof-read before sending one out.
- You won’t be able to write an email before you make your first sale.
It shows in the feed:
"The Ruins of Calaworm
A downloadable game.
Updated minimum price to $7.99. Updated page content."
Sorry to hear that :( I can definitely think of some 'tubers that I would be sad about passing away... though I can't say there are any that I have such a deep attachment to.
I did recently lose an IRL friend to depression/addiction/guilt. She thought she was a burden, but I didn't think so. I wanted to listen, and to help. I hope you have someone you can talk to, and that you can allow yourself to be helped... for those of us on the other end, we do it by choice, and it makes our own lives better. And if not, well then it would be our responsibility to say that we aren't prepared to handle it (hopefully in a respectful way)
Making games is a great outlet, and it's damn hard so it will certainly keep you busy for a long time :)
You don't just have to make games though, in the "traditional" sense. Many people create and consume other types of digital medium for the benefit of their mental health, such as visual novels, zines, bitsy stories, and so on. These don't have such high requirements in terms of mechanical skills like coding so could be a good choice if you are looking for a way to express your thoughts.
Ha, I understand... I also have a tendency to shut myself in my cave and not talk to anyone, and really have only managed to break out of that in the last few years...
One strategy you could use, is to try focusing on the other aspects of your game for now, and just use placeholders and/or crappy animations... then you can share it as a demo or prototype and see if any artists want to jump on board. It is easier to find collaborators when you actually have a foundation that they can work on. It can be tough though as you'll be staring at your junky placeholders imagining how pretty they could be while forcing yourself to work on the rest of it ^.^
Well, here's one solution... don't animate! If you hate animation and don't really want to learn it, maybe you should look for ways to create a game without having to animate a character. If you really do want to learn it, well, you're gonna have to spend years practicing just like every other good pixel artist. You've reminded me of this very nice video from Indie Game Clinic (specifically the first few minutes):
Another way to get around animating would be to use someone else's assets, there's a lot of cool pixel art for sale here on Itch, and buying here means more money goes directly to the creators.
I'm also wondering about your specific art style... you mentioned two games with completely different animation styles. The walking animations in Undertale are very simple, whereas in Stardew they are more complex... but keep in mind Stardew took FOUR YEARS to develop. The amount of effort required to make your walking animations will depend heavily on the initial complexity of your sprite, and the overall level of detail that you expect to have in the animation. Final Fantasy got away with just 2 frames for walking around the overworld!
That sounds like a massive project even for a team of veterans. As a total newbie working solo, you're just not equipped to make this masterpiece yet. Start with one, teeny tiny chunk of your grand idea. Like make a game where you just raise one creature (i.e. virtual pet). That should keep you occupied for a few months :P
There is no trick. Big studios spend years developing games like that, with teams of experienced artists, programmers, designers, and so on.
Thanks, glad you enjoyed it! And I will definitely change the offset with your suggestion... I was thinking of just making the step size larger, right now it only moves the paddle 2 pixels away for a maximum of 20 which is probably too "fine", as 2 pixels makes almost no difference. Maybe it would be better to just have the options be 10px, 20px, 30px which is also less cryptic :)
Also... do I recognize your name or is it just a coincidence? lol
I have also seen non-spam games that are submitted to multiple jams, which the reason for should be obvious: Creators are looking for ways to gain exposure, and for good reason... they worked hard on their game and if it isn't breaking any rules, it is in their best interest to get more eyes on it.
That said, it dilutes the uniqueness of each jam. To me, a game jam should be an isolated event, not a database of everything that fits the prompt. It should be like going to a specific location and crafting something on-site. You wouldn't bring that creation to the next craft-jam and say "look, I made this here, too!" This just turns into a snowball of duplicate entries... as an audience member, I would rather see fewer submissions, with each one being unique to the single event that it was made for.
Haha, no way, I don't do the "agree to disagree" thing, I actually enjoy debating and I don't get offended when people challenge my ideas. However it is not possible to have a debate with you if you are just going to reinvent what I say.
I said:
What happens when the AI does become extensive enough that you can just say "make me a game"?
And you replied with:
If you truly think you could ask AI to make it for you and never play my version of it, then that's your choice.
What? How did you go from "What if" to "Well if you truly believe that"? People say "what if" about things that aren't true. So if you come back with "well if you think that's true", you are just not understanding the point of a hypothetical. So no, this isn't 'agree to disagree' - you are wrong in treating my hypothetical as something that I believe is true now (literally the opposite of a hypothetical). This makes your response objectively irrelevant, and you can either revise your argument based on what I actually said, or not do so and continue speaking to phantoms.
I'm sorry, I don't see any point in continuing here, you are misunderstanding everything, replying to ideas that were never put forth. I say "What if XYZ" and you reply with "Do you really believe that XYZ?" The whole point of a hypothetical is to explore something that isn't true, so your question is totally absurd.









