[Spacelane Express] what do you think of these ship modules?

it is a basic 3rd person space hauling game. no combat (can still get shot at), just "cozy" cargo hauling.

u/Square-Yam-3772 — 1 day ago

working on a voxel action RPG

art: GPT and then make cubes manually... (MineBench might have worked but its fine)

code: Codex CLI

u/Square-Yam-3772 — 5 days ago

sci-fi space hauler game design

so given a sci-fi space hauler game design with these features:

  1. player pilots a spaceship
  2. player can dock/undock space stations, load/unload cargos
  3. the game only has 3 types of cargos
  4. the game map is divided into sectors; each sector has price fluctuations for cargo
  5. player can use warp gates to transverse different sectors
  6. player role plays a company employee and has a goal to repay debt
  7. player occasionally encounters hazards e.g. asteroids or pirates

how would you expand upon this basic design?

  • give sectors more identities?
  • a crew system?
  • the ability to enter/exit the ship (3rd person exploration?)
  • the ability to visit planets (settlement?)
  • economy sim?

the design dilemma for me right now is that I feel like the basic design already addressed the fantasy/immersion aspect of the game but it is very basic.

any ideas? thanks

reddit.com
u/Square-Yam-3772 — 12 days ago

opinions on this quick trailer?

just put this trailer together today. What do you think? I already have another trailer for the longer gameplay but I thought I needed one a shorter one as an overview.

it looks decent, right? no idea...

u/Square-Yam-3772 — 17 days ago
▲ 67 r/aigamedev+1 crossposts

[Spacelane Express] a cozy space hauler game, now with different sectors

hey r/spacesimgames, it has been 6 months since I last posted here.

not sure if any of you remember my old post but I have rebuilt a space hauler game from the ground up recently:

  • it is a basic space hauler game where player carries cargo via a small spaceship
  • simple gameplay: grab cargo, warp jumps, sell cargo. watch for notification
  • occasionally have to avoid hazards to not lose containers or money

it is still an early build but I am excited to share this build with the sub. Have a nice weekend

u/Square-Yam-3772 — 17 days ago

sharing some progress on the story mode

art: GPT image 2

code: Codex

I fixed the walk cycles (just keeping it simple with the 4-frame approach) and added some 2d lighting to help blend the characters better with the maps

I also got the rest of the systems ready: dialogue, pickup, story progression.

too bad some of the dialogues are too bland. I need to prompt the AI some more to fresh out the dialogues

u/Square-Yam-3772 — 26 days ago

does joining a steam fist actually help for small indie devs?

it is the first day of steam bullet fest and:

  • wishlist number stayed the same
  • got more downloads for the demo but not by a crazy amount

do you think it is still worthwhile to join these type of steam fests as an indie dev? it feels like the front page is mostly just the old favorites of the genre being on discount

reddit.com
u/Square-Yam-3772 — 28 days ago

I started adding a story mode to my monster bullet hell

I've been taking a break from combat polishes and working on a small story mode.

Right now it's just the protagonist leaving her apartment and walking around the city, but I'm really enjoying the change of pace.

I wanted the world to feel like there's an actual life outside the arena fights.

Still very early, but I'd love to hear what people think.

graphics: GPT image 2 with some manual editing

code: codex

u/Square-Yam-3772 — 28 days ago

23 wishlists isn't much, but I'm proud of how far my game has come.

Hey everyone,

I've been working on SIGNAL PIT as a solo developer and recently reached 23 wishlists on Steam.

It's a fast-paced 1v1 monster arena battler where you build pressure, summon minions, and unleash powerful overclock attacks while trying to control the flow of combat.

The game has gone through several major redesigns based on player feedback, and I feel like it's finally starting to find its identity.

I'd love to hear your honest thoughts:

  • Does the gameplay look interesting?
  • Would this be something you'd try?
  • Is there anything that immediately turns you away?

Steam page:
https://store.steampowered.com/app/4752220/SIGNAL_PIT/

If it looks like your kind of game, a wishlist would mean a lot.

Thanks for taking a look!

u/Square-Yam-3772 — 1 month ago

what makes a 3d sci-fi spaceship RPG "click"?

I have been thinking about revamping an old project so the given constraint is that it has to be a 3d sci-fi spaceship RPG

the issue is, I am still struggling with finding a "thesis":

  • is it about having a deep lore? (maybe just follow some known worldbuilding that people like?)
  • is it about making sure the ship controls are good?
  • how do I avoid having a vast empty map with repetitive things in it?

I thought about maybe just making a clone of a known popular game but I think I would still need to know what "clicks" unless I just make a 1:1 clone

any suggestions?

EDIT:

the comments make a lot of sense. Now, my follow-up question is, what hasn't been tried before? Any untapped ideas I can get into? Thanks

reddit.com
u/Square-Yam-3772 — 1 month ago

Please destroy my game, thanks

so I have been trying to push this concept out of the prototype/demo phase and I went through another revamp based on the previous round of feedbacks.

  • added a tutorial
  • improved the creature visuals
  • made the game less static
  • tried to make the ult more dramatic
  • adjusted the main mechanic so it is not as dominating

I am currently trying to polish/improve the gameplay so I would really appreciate it if you can give the demo a try for a few minutes and see what works/doesn't work for you

tool used: Unity3d + Codex CLI + GPT/Gemini for graphics

playable web build (not mobile friendly): https://chooon.itch.io/signal-pit-bullet-hell-beasts

note: get the steam demo if you want gamepad support

to mods: I hope this is okay for making multiple posts for the same project

u/Square-Yam-3772 — 1 month ago

what is the aigamedev equivalent of DestroyMyGame

for my recent project, I really need a DestroyMyGame type of post except the sub doesn't allow ai games.

is there an AI friendly equivalent of that sub?

as much as I like spending time in this sub, I don't know this sub is really for getting gameplay feedbacks

any ideas? Thanks

reddit.com
u/Square-Yam-3772 — 1 month ago
▲ 0 r/shmups

1-on-1 monster battler + bullet hell free demo, looking for some playtesting

so I made this demo recently and I was told that the idea/concept is good but the gameplay is unpolished. It would be great if I can get some gameplay feedbacks so I can improve the gameplay. thanks so much

note: the demo can be played with keyboard only (or gamepad only)

free steam link (support usb gamepads): https://store.steampowered.com/app/4752220/SIGNAL_PIT/

web link if you don't want to download anything: https://www.reddit.com/r/aigamedev/comments/1tl3a82/comment/onhzhn5/

u/Square-Yam-3772 — 1 month ago

revamped the creature visuals based on this sub's feedbacks yesterday

I was told that the old version was too static and the creatures feel like animated cutouts.

I am not sure if it is my prompt or Nano Banana being better now (I saw the Nano Banana 2 banner today), but the sprite quality seem to improved a lot.

I couldn't get omni to generate videos for this game for some reasons (video policy?) so that was a bummer.

In order to get the visuals to fit the gameplay better, I decided to just make every creature a floating creature. (close enough to the "spaceship" suggestion I suppose. it is also nice not having to generate walk cycles for each of them again)

another big change is just having a mature/young version of each creature instead of scaling them up and down.

I also generated animation for the arena background. it is not a seamless loop so hopefully it is not jarring.

It would be great if anyone can provide some gameplay feedback (I only have one last time)

please help me cook lol, thanks for reading

u/Square-Yam-3772 — 1 month ago
▲ 18 r/playmygame+1 crossposts

I hope I’m actually cooking with this now

A few weeks ago I posted a monster arena prototype here and people told me to keep going.

Life sort of got in the way for a while, but I finally found time to turn the prototype into a more playable demo.

Most of the coding is done through Codex. Overall the workflow has actually been surprisingly smooth, aside from the occasional AI-generated chaos and debugging sessions.

The graphics are a mix of GPT/Gemini. I used the video generation -> spritesheet approach w/ edit editing.

I still haven't done a huge amount of playtesting yet, so I'd really appreciate gameplay feedback. The last round of feedback from this sub genuinely helped shape the direction of the project, so I wanted to share the updated version here first.

I hope I’m actually cooking with this now.

The demo is now live on both itch.io and Steam.

Steam:
https://store.steampowered.com/app/4752220/SIGNAL_PIT/

Browser demo:
https://chooon.itch.io/signal-pit-bullet-hell-beasts

u/Square-Yam-3772 — 2 months ago

looking for some advice with a particular video generation situation

I have been trying to generate a video of this island with an animated water line as if the camera is moving toward the island, but I haven't had much success

it would be great if someone can point me in the right direction, maybe with a better prompt or something. Thanks.

to mod: I apologize if this is not the right sub for these kind of questions.

u/Square-Yam-3772 — 2 months ago
▲ 103 r/aigamedev

just test out Gemini's new image gen to make a spritesheet, wow

just tested out Gemini's new image gen and it is honestly quite nice.

Some frames are still bad but the overall quality is decent and the drifting is minimal.

since this isn't for a real project, I didn't bother to clean it up properly but I think this has more potentials than GPT Image 2.0

u/Square-Yam-3772 — 2 months ago