No probs. Glad you enjoyed playing it. 😎
xalezar
Creator of
Recent community posts
Of course. Thanks for asking.
So I used AI-generated backgrounds initially to get the project off the ground. Once I saw the game had potential, I commissioned an artist to create real art and I also created others myself. All art in the game is now not AI.
For the coding stuff, I sometimes chat with ChatGPT to brainstorm approaches on how to start tackling a difficult problem that I might have been stuck on for days, such as special-case pathfinding, very specific to my game. I'd look at the approach to understand the approach, and write my own version because rarely can you directly copy and paste it in. This is in stark contrast to games that are generated with vibe coding, where nearly the whole game code is AI-generated.
If you turn on the "AI was used" setting, then your game automatically gets classified as "AI-Generated" in the search, which is unfair and a total misrepresentation. I only realized this after flipping the setting on and there's no way to remove the disclosure, so selecting the opposite choice was my only option. For context, I've worked very hard on this game for many years even before AI was made available: design, art, music, code, and all. It should not be generalized in with "AI-Generated" games.
Hey, thanks for checking out the new version. Glad to hear that it feels like a better fit.
Yeah the snow one, I wasn’t entirely satisfied with, so I withheld that one for this build. Ended up creating a new piece on my own, which will appear in a later update. The artwork progress is on my Twitter/X if you’re curious. 😊
Hey, thanks for your feedback! The game was originally meant for mobile, and hence the "pocket-sized levels". I've had some mixed feedback on the level sizes, so making more of them bigger is something I've contemplated. Level 20 gives you a taste of what a larger level feels like.
Thanks for playing!
Thanks for your reply, but you haven’t answered my question…
Anyways I ended up jumping the gun and pressing the “mark resolved” button to see what happens. Seems like the report is indeed moved to the “resolved” tab. I still don’t know what this means. Looks like just an organization mechanism?
Sharing the result in case anyone else wondering the same.
Hey, I do sound design for my own game. Can't really answer on the demand, since I'm basically hiring myself lol. I think sound design and music tend to be an afterthought in most games, since it's the least tangible art form. It's also the hardest to sell or communicate to your clients (who may not have an audio or musical background).
I got started because I needed sound and audio for my own game. To me, sound design amounts to curating the right sounds, and programming them to be played at the right moments to create a cohesive and satisfying player experience. Nothing fancy, I just use GML (GameMaker Language) since that's the language used to program my game.
I'm assuming your question is more for people who are hired as a vendor to do sound design on someone else's game though, so my answer might not be as relevant. But I saw your post and thought I'd reply anyway.
I think there really needs to be nuance in this topic. I’d say only 3-5% of this game was AI assisted.
I used AI to help form the basis for some very specific algorithms, like special case path-finding, or brainstorm coding approaches to a new problem. I then refined the output and made it my own.
The AI background art pieces are temporary to get the project going, and I have recently hired an artist to replace them. Good artists are expensive and I literally saved up money to afford his services. I hired him once I knew this game had a chance.
All of the music is original. I am a classical musician with over 25 years of training who taught himself game dev just so I could get a chance to achieve my dream of being a game composer.
Does that change your perception of my game?
Hey thanks so much for your detailed feedback.
Yeah I really tried to make this game stand out from your typical sokoban-style game, by having the enemies actually move based on how you move.
Thanks for your suggestion on the larger maps. As you've seen, the boss levels do give you a bigger map to traverse, but it's only every 20th level to give the player something to look forward to. But I'll think about that. Maybe every 5th level can be a medium-sized one. Who knows.
Glad you enjoyed the artwork. The backgrounds are currently placeholders. I've hired a pixel artist to redo them all for a more consistent style. You'll see them next month, when I update the demo again.
I'm so happy you noticed the music. It's what motivated me to get into game dev, as I needed a way to showcase my skills in a more meaningful way to those looking for music. I would love to work on a Final Fantasy type game some day.
Yeah Reddit's kind of annoying to use if your account is new. 😅 From what I understand, you gotta start by commenting on other people's posts and show you're an active member to "build karma" (credibility) before posting to some subreddits.
r/IndieDev and r/gamedevscreens are good ones to start with, since a lot of devs post WIP and ask questions there to get feedback.
Hey thanks for trying out Nymble 2! 😊 Glad you enjoyed the boss concept. More than just seeds? Haha, you might be on to something there. I'm keeping things under wraps for now, but there will be quite a few surprises in the full version...
Yeah, I previously released Nymble 1 for iOS—it's already out. I used to serve ads, but it became a hassle to maintain, so I just made it a paid game with free "lite" version.
Still can't beat her haha. I think this boss fight turns the game into a sort of precision and timing type of game, which blurs the genre a bit.
Have you shared the game in other communities like Discord, Reddit etc.? Could be helpful to get some more eyes on this. Maybe drop a link in the r/playtesters subreddit.


