Yes. The in-game tutorial tooltips and the game description here on this itch page are clearly in Claude's voice. They are not merely AI translation, they are AI constructions. I am being told by Claude about how to play a game Claude made. Why? Did Claude have something it wanted to share with the world?
morsesans
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right, as a game designer you understand that the first impression is everything, that the first five seconds and first minute and whatnot are everything, and currently the message being blared is "a person did not write these words and arrange these visual elements", and the immediate impression is that there is no intentionality here. it's immediately going to turn the audience off -- in a way that whatever ramshackle roughshod copy you wrote and visual elements you put together wouldn't. it's a big, bright alarm flashing "low effort endeavor", which is not the message you want to send.
please write your own copy and design your own stuff. either YOU have something you want to present, or you don't. i've already seen plenty of what claude has to say, what its sensibilities are. clocking it so heavily makes me immediately doubt that YOU contributed anything to this design process. whatever work, whatever sweat and ideas you put into this becomes invisible. your whole shit just got erased. whatever it was about this that you were excited about, wanted to communicate, wanted to put work into -- we can't see it. we can only see that creative was outsourced to the machine.
I'd say the reasons for each of my comments are fairly immanent in the comments themselves. My last comment was in response to you saying I seemed "immature". I don't think it should come as a surprise that I'd be engaged by that. Maybe you instead meant it as a mic-drop moment, but now you're coming back to do some "no you hang up" thing.
I am not harassing you by replying to your replies, which are both to me and about me. You can expect replies to your replies. That's normal.
Abi anlamadığın işe 'mathematically impossible' diyen ben değilim. 'Immature'. Bir şeyi anlamadın, hemen yüzde yüz yanlış üretildiğini düşündün ve sanki bunu matematik üstünden kanıtladığını ifade ettin. Bence 'mature' olmak bir şeyi kapsayamadığını ispatlayabilmek ve kendi anlayışlarını yalandan büyütmemek.
As it is, optimal gameplay is to figure out your party comp on the delve screen, then go back to your roster, unequip everything from everyone, equip the party you're taking with the best stuff, go back to the delve screen, re-enter your party. This is annoying & unfun! Alternatives:
- Equipping could be done from the delve screen, with your party being assembled out of your heroes and equipment. No need for a concept of heroes being assigned equipment outside of one particular context of use. Equipment doesn't "belong" to anyone outside of a given delve.
- Or, all equipment is soulbound upon equip. No juggling possible.
The game looks really promising but man you have got to make the visual language your own from top to bottom. Because as it is, at every moment I'm being prompted to think "No one made this. No one designed this. I'm in the most generic, midwit, machine-vomited experience. Does any of this mean anything? Is there any intentionality in what I'm looking at right now? Am I seeing the product of a mind? Is any of this on purpose and connected?" Ironically the superhuman pattern-inference machines aren't able to produce enough pattern for our own, wetter pattern-inference hardware.
I don't think "balance" is one of the design goals of this game, except in the sense of making sure to sufficiently simulate expected upsides and downsides. So I don't think "increase costs to offset power of strategy" quite makes sense. On the other hand, the political capital generation and costs system is seemingly the most gamified and least "simulated" system, and thus the most obvious candidate for ideologically designing the right answer to this puzzle game, which is sort of what you're hinting at.
just launched this game & trying to get a handle on it. really excited.
my first feedback is that a clarification between changing something by x% and by x percentage points is crucially needed. I see "change the amount of land under protection by +30%", and when I click it, it says "the amount of land under protection will change from 10% to 40%". this is an enormous discrepancy, and not knowing whether you can trust the numbers makes the comprehension curve a lot worse.
been trying to get here for a while now