Image 1 — To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.
Image 2 — To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.
Image 3 — To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.
Image 4 — To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.
Image 5 — To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.
Image 6 — To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.
Image 7 — To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.
Image 8 — To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.
▲ 143 r/IndieDev

To Everyone who said "your art sucks" and "Great now I will never play your game" all because i said i was removing all my AI generated art, here is what happened.

I know this is going to ruffle some feathers, but I was honestly pretty frustrated with the reaction I got when talking about. Yes, I'm not the best pixel artist in the world, but used skills improve. The main advantage to this is that I have developed a cohesive theme across my art, and with every iteration I improve on my skills. The last 2 images were the ones I showed on the original post. You can see in the rework of the goddess (the colorful-haired girl) the amount of skill and style I have already begun to develop. I've also created a backdrop customizer (the town and mounteans) It is created in layers so the different components can be swapped out while players unlcok them. This is a result of innovating due to the limitations of my own art and genuinely forced me to create something new and cool for my players that i never would have done and honesty never could have done using AI art assets.

While I understand a lot of the frustrations around AI art and the controversy of it, just like every other tool in existence throughout history, things come with their pros and cons. My experience and my movement away from AI-generated art is not the universal one and wasn't done out of some "righteous" sentiment or moral reason. I'm not an "Anti-AI"er, but I'm also not a "Pro-AI"er—I'm a realist. I look at the tools before me, I try them to see what works, and MOST IMPORTANTLY I look at the game I want to make and decide based on that what to do. People who push AI out of "FOMO" are no better than those that deny any use of it and say it's the spawn of the devil.

No matter what tool you are using the laws of technology stay the same.
Observe shifts, People behavior, or emerging data/systems.
Come up with solutions and hypothesizes based on these signals
building prototypes, MVPs, and test out the solutions
Analyze form your testing
Trim the fat! Through out what doesn't work and keep what dose.

If you skip these steps for any reason while using new tools, technology, building a new game, or even an iteration on a GUI or the type of art you make, you are taking on huge amounts of risk. Never use AI just because you can, that is unless you're not really interested in the outcome. And my previous statement about my switch away from AI art still stands! I found it was not the proper tool for my game and that the results were not getting me what I wanted. And i believed and still believe now that new game developers who are jumping on the AI art bandwagon are potentially hurting there game, there won skills and will likely not get them the result they need. I wasted time, money, and needed to rework large portions of my game and I'm simply trying to warn others that they may end up doing the same.

In the end the choice is up to the dev. Its your game. AI art might work for you. but don't do it just to save time. maybe try it but look hard at its capabilities yourself don't do it just because your art isn't the best. and certainly don't do it simply because some pro AI person told you that if you take the time to make art your falling behind. AI is very good at tricking the unprepared whether that be in a regular prompt, an art output, or a block of code. Don't offload the responsibilities of the dev to the AI. Your the one in charge.

I just wanted to get this off my chest as the comments did bother me more than i was expecting and had some unresolved frustrations XD.

EDIT
TLDR: My art skills improved, I created new interesting features, and my game has a more cohesive feel across the bored.

u/ToughUsual7159 — 1 day ago

For an idle game, what should my target length for my demo be?

I have enough content to Target basically any play link that I want up to over 100 hours, and I have some players that have gone well over that in my Alpha builds I had online, so my question is exactly where should I cap it?

reddit.com
u/ToughUsual7159 — 2 days ago

Proof of concept for my new backdrop customization feature for my upcoming game

Originally I plan to make a unique backdrop for every World in my game, but after the amount of time and effort this took to create in the first place I elected to go with a more scalable approach and allow the players to customize they're Town menu as they unlock new buildings and decorations.

u/ToughUsual7159 — 3 days ago
▲ 21 r/SoloDevelopment+2 crossposts

About a month ago I made my first ever portrait, now I have done my first full image!

Is my first time ever creating a full image with background scenery and everything. The mountains look a little funky because I didn't bother refining them but I was surprised how much implied detail you can make with just two colors.

I seem to have tackled the warm cozy feel pretty well. I plan to add a white picket fence just below the horizon line and and I still need some more details on my well like a bucket and a little roof for it. I always expected stuff like this to take much longer than this one did though I did kind of reuse some of my pixel artwork from other locations

u/ToughUsual7159 — 9 days ago

I hate marketing. 43 wish lists in first 2 weeks

While I've been doing ok since putting my game on Steam, all but i think like 2 the these 43 wishlists has been from my active pushing of my game. I hate it. I want people to want to play my game. I don't want to shove it down their throat, but at the same time if they don't know about it they can't play it. I posted an older version of this game on itch.io and Galaxy.click and it did very well organically. I was kind of hoping that I could piggyback off of these previous semi-successes. Ill try to redirect them with the demo when it comes out. I don't have a trailer still and my demo is not out yet, so I'm hoping for more organic growth and less constant pushes needed.

How do you guys deal with the feeling that you're inconveniencing others, or pestering people in regards to your game? It's not the act of "marketing" I hate, it's the feeling that I'm injecting my game into the lives of others who may have no interest in it at all just to find the few that do. Dose it get easier or better? This is why I'm a little excited about Next Fest and the Party-Based RPG event on Steam. Because I know people I'll be pushing it on in there are actively looking for a game.

u/ToughUsual7159 — 28 days ago
▲ 16 r/GameArt

Newest addition to my game! Still learning a tone each portrait iteration. I believe this is number five of all time.

I have roughly 22 units that need portrait images for my game. I was really hoping I would start to get faster at these by now, but it seems that with each portrait I tackle some kind of new issue and it's keeping my progress pretty slow. I seem to be averaging 3 and 1/2 to 4 hours per portrait right now which means I'm going to have quite a while before I get all these done.

u/ToughUsual7159 — 29 days ago

Sylove The elf girl! Took roughly 4hrs. i was hopping i'd get faster, but still looks amazing!

Spent to long on this one... but it turned out great. Took me 1hr to make the hair and face 1hr to make the cloths and then 2 hrs to tweak the colors till i got exactly what i wanted XD. I have about 18 more of these i need to make so i was really hoping i could get this down to 2-2.5hrs a portrait. and technicly i have some more tweaking i still think i need to do.

how long do most of you spend on a 64x84~ish pixel art portrait?

u/ToughUsual7159 — 1 month ago

anyone else seen a crazy explosion of "Bot" traffic like this? Is this something I should be concerned about?

While I did have a general uptick in traffic it's not like I hit a viral reddit post or was covered by a major youtuber. This was very generic day of posting and I got 3 wishilits this day which is marginally above my average of 2 a day. The only other thing I can think is that I got invited and was accepted into the "Party based RPG fest" that day. Are there sights that can see this ahead of time and cash data or is this more or less a "red herring" and just some anomalis thing that occasionally happens.

As a positive note i hit 25 Wishlist yesterday YAY! took me 11 days I think.

u/ToughUsual7159 — 1 month ago
▲ 24 r/incremental_gamedev+1 crossposts

Just added gifs to my steam page I would really love some feedback. Thanks!

Since I don't have a trailer yet these gifs are the only way people can see my actual game in progress at the moment. I do plan to add one later but I don't have the time to make it on my own and I don't have the funding to pay somebody else to do it at the moment.

As such it is very important to me that the gifs portray the gameplay clearly.

Thanks in advance for your time!!

https://store.steampowered.com/app/2514420/Idle\_Isekai\_\_An\_idle\_RPG?utm\_source=redit

u/ToughUsual7159 — 1 month ago

How are these numbers honestly. Not sure how to brake this down.

Im not asking how good my views are in taking about click though rate and looks like i have 67% ctr on "more like this" struggling to understand all these numbets...

Alos just put GIFs on my steam page for the first time. How dose it look to you guys can you tell how the gameplay works?

https://store.steampowered.com/app/2514420/Idle\_Isekai\_\_An\_idle\_RPG?utm\_source=redit\_wishlistpage

u/ToughUsual7159 — 1 month ago

Completely overhauled the long overdue UI elements in my game

This is the church upgrade where my units can spend their reincarnation points to increase their base stats. Well I feel the old UI was much more stylized and the new one may feel a little more generic it is 1,000 times more usable and you can tell at a glance what is going on and how things will change. Still have a couple more things I plan to do with this and a couple buttons that still need to be adjusted but aside from that I think it looks pretty good

Edit: example of UI in action in first post

u/ToughUsual7159 — 1 month ago
▲ 2 r/IndieGameWishlist+1 crossposts

New charactor art. For my Idle RPG!

A handcrafted my own brand new character art and replaced my placeholder assets just recently! I've updated all of my screenshots on my steam page! No trailer or demo yet but I'm getting very close with both. I know I'm kind of preaching to the crowd here but I've been struggling quite a bit with my marketing, as I'm a solo game developer and every minute I spend on my steam page and marketing is a minute I'm not spending being able to develop my game. Time is of the essence for me I've got full time job and going to school full time so I literally only have minutes a day for this kind of thing.

https://store.steampowered.com/app/2514420/Idle\_Isekai\_\_An\_idle\_RPG/

u/ToughUsual7159 — 1 month ago
▲ 70 r/SoloDevelopment+1 crossposts

The Isekai Trio are comple!

We have our goddess we have our generic isekai hero, and we have the overly eccentric villager! I'm going to be honest for my first three Pixlr portraits I think they turned out very well.

u/ToughUsual7159 — 1 month ago

How to pitch game to creators.

Just curious how I would pitch my game to creators for them to feature. I know there's a lot of Hidden Gem and indie game reviewers out there. Is there any unspoken rules about doing this I've never stepped into this kind of field before, if anybody has some successful experience with pitching their games and some YouTubers or tiktokers or streamers that might be interested in showing off an idle RPG would be awesome. Thanks in advance for the advice!

reddit.com
u/ToughUsual7159 — 1 month ago
▲ 547 r/IndieDev

Removing all AI art!

​This is going to be a grueling process, but it should be worth it.

​AI, as a whole, is good at tricking the unprepared. In 2023, I purchased my first art pack for my game, not realizing it was AI-generated. At that time, platforms like itch.io did not have AI disclosure requirements. I remember looking at the assets and thinking something looked "funky," especially with the eyes, but I didn't find out what AI art was until shortly after.

​I made the poor decision to continue using AI art in my game after that. Back then, the sentiment surrounding AI was different; I thought that by taking AI-generated images and altering them into pixel art, it would be better than what I could create on my own.

​Things have changed, though. People—myself included—have grown increasingly distant toward AI art, and we have all learned how to identify it at a glance.

​If I had spent the same amount of time crafting pixel art from the get-go, I would have saved myself a ton of time. By my estimation, it will take roughly 34 hours of work to convert all the AI assets in my game. After finishing these two, I only have 30 hours left to go!

​TL;DR: If you’re thinking about using AI art in your game, bite the bullet and either buy a legitimate art pack or make the assets yourself

Edit: Goddess imaged updated based on some feedback see in post below :)

u/ToughUsual7159 — 1 month ago
▲ 44 r/GameArt+1 crossposts

I'm working on a goddess.

Ive been working on transferring a lot of my place holder art to habd crafted pixal art. I feel like the face looks really flat compared to the depth of everything else. What am I missing here... faces always give me a hard time...

u/ToughUsual7159 — 16 days ago
▲ 3 r/IndieGameWishlist+1 crossposts

Seeking advide as someone who know nothing that wants to make a trailer.

I recently posted my game on steam. And one of those people that are pretty handy and understand a lot of the base about what makes something look good, I just don't know even where to get started with making a trailer.

Any free software recommendations and a nice or short step by step on what I want to hit and what things I would want to put on the screen (like badders descriptors) would be awesome! I've heard that most people only watch your video for like 3 seconds and they'll jump around to three different spots, this is why I'm not totally sure the flow I should have or how much of what I should show.

As it is an idle game there isn't a lot of movement. I do have a couple of flashy moves I could strip together, but again it's more or less getting my foot in the door that I'd like advice for.

u/ToughUsual7159 — 1 month ago
▲ 119 r/PixelArt

To anyone who thinks "I'm not an artist, so I can't do pixel art"—here is my progress.

I’ve seen a lot of people talking about pixel art recently, often saying things like, "I'm not good at art, so I can't make pixel art."

Personally? I can't draw. I can't paint. But I wanted to share my progress today because there is a massive jump in skill from what I used to make to what I can do now.

Where I Started

Looking back, I actually thought my first piece was incredible at the time. I was playing around with lighting and contrast—the bricks actually had a bit of a 3D dimension to them, and even the straw on the roof had enough shading to give it a minor 3D illusion.

Where I Am Now

Through pure trial and error, watching a ton of tutorials, and just plain old practice, things started to click. The last three photos are some examples of the pixel art from the project I am currently working on.

The Takeaway

If anything, I hope this serves as encouragement for anyone trying to get into pixel art. You don't need to start out skilled, and you don't even need to be a traditional "artist." All you need is the desire to make better pixel art today than you did yesterday!

u/ToughUsual7159 — 1 month ago
▲ 0 r/unity

Just finished my steam page! Let's talk capsule art...

After 3.5 years of programming, moving across the US five times, working 50 hours a week, undergoing two wrist surgeries, and attending school full-time, I have finally created my Steam page! Why did I wait so long? Well, about 1.5 years ago I almost had it ready. Money was a huge issue; since all my income was going toward survival and school costs, I had practically nothing to invest in the game. I finally scrounged up the $100 to make the Steam page, but to my dismay, I was completely blindsided by the sheer number of iterations needed for capsule art.

As you can see from my first two images, my original capsule art was trash. When I looked at pricing for professional capsule art, my jaw dropped to the floor, so I gave up and decided I would tackle it later when I had extra cash. SPOILER: I never did!

As things go, I got buried in schoolwork and had to take a several-month break. When I came back, I decided to tackle it one more time. I fumbled around with three or four more iterations and decided they were ALL trash. Then, while I was studying and again looking into paying for professional help, I came across this video (Down Below). It’s not sponsored, but I think anyone struggling with capsule art should watch it. As you can see from my photo, I finally got a good-looking result.

But then I ran into a second issue: the logo. The video just assumes you already have one. I ended up searching around a lot and found that I didn't like most capsules that had primarily text-based logos; I wanted something with a border and its own backdrop. I wanted something soft, inviting, and readable even at a tiny size. Since I have pixel artwork, I originally went with a pixel-style font, but no matter what I did, it looked cheap. I ended up spending about 15 minutes going through fonts on Canva until I found one that looked unique enough but remained readable. I added just enough shadowing behind it to make it "pop."

And there you have it—capsule art!

**TL;DR:** Watch that video, make a simple, readable logo, and you can create something that looks great without breaking the bank.

The video [(96) How To Design A Professional Steam Capsule That Grabs Attention (in less than 20 minutes) - YouTube](https://www.youtube.com/watch?v=yNksw84wGtg)

u/ToughUsual7159 — 1 month ago

Finally got my game page up on steam! Lets talk capsule art...

After 3.5 years of programming, moving across the US five times, working 50 hours a week, undergoing two wrist surgeries, and attending school full-time, I have finally created my Steam page! Why did I wait so long? Well, about 1.5 years ago I almost had it ready. Money was a huge issue; since all my income was going toward survival and school costs, I had practically nothing to invest in the game. I finally scrounged up the $100 to make the Steam page, but to my dismay, I was completely blindsided by the sheer number of iterations needed for capsule art.

As you can see from my first two images, my original capsule art was trash. When I looked at pricing for professional capsule art, my jaw dropped to the floor, so I gave up and decided I would tackle it later when I had extra cash. SPOILER: I never did!

As things go, I got buried in schoolwork and had to take a several-month break. When I came back, I decided to tackle it one more time. I fumbled around with three or four more iterations and decided they were ALL trash. Then, while I was studying and again looking into paying for professional help, I came across this video (Down Below). It’s not sponsored, but I think anyone struggling with capsule art should watch it. As you can see from my photo, I finally got a good-looking result.

But then I ran into a second issue: the logo. The video just assumes you already have one. I ended up searching around a lot and found that I didn't like most capsules that had primarily text-based logos; I wanted something with a border and its own backdrop. I wanted something soft, inviting, and readable even at a tiny size. Since I have pixel artwork, I originally went with a pixel-style font, but no matter what I did, it looked cheap. I ended up spending about 15 minutes going through fonts on Canva until I found one that looked unique enough but remained readable. I added just enough shadowing behind it to make it "pop."

And there you have it—capsule art!

TL;DR: Watch that video, make a simple, readable logo, and you can create something that looks great without breaking the bank.

The game Idle Isekai - An idle RPG on Steam

The video (96) How To Design A Professional Steam Capsule That Grabs Attention (in less than 20 minutes) - YouTube

u/ToughUsual7159 — 1 month ago