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Dungeons & Dynasties

Football Manager meets D&D: a guild-management sim that writes its own history. · By Bretticus82

This might be the best

A topic by BaneWilliams created 53 days ago Views: 596 Replies: 8
Viewing posts 1 to 5

Heavily AI created game on itch. You're using the default AI fonts, the default AI text emphasis, the default AI coding structures, the works. And it looks great! You should be proud of coming up with such a solid concept, and doing the AI wrangling to get it to work.

Claude is truly a beast.

Developer

Thank you for taking the time to Respond here, This all started with a passion project whilst I was waiting for my Son to be born,
Work had me learning how to use AI so I thought I'd try something that interested me and  somehow it got me to here!

Appreciate your message there's a lot I want to replace and improve over time but having spent 100's of hours working on balancing, Refining details , aligning systems and making small incremental changes  to help get the loop to work one of the last other big pushes will be bringing the UI up to scratch wherever I can,

Claude is a fantastic tool, Any one wiling to put in the hours and the sweat to make their passion projects should give it a go, 

Making something is the easy part, Taking control of it and turning 20 years of ideas into a reality is the part that takes time and  its going to be a process I'll be working on and refining for years to come, 

One thing I will say to anyone that wants to use it is to take the time to learn and understand what it is doing and why and never let it have control of your dreams, Make every decision and it will always be just a tool you used to build a dream!

This is so interesting, I am literally in the exact same boat. Work had me using AI and i then got hooked on designing a game of my own. Mine is heavy focused on story over stats and likely will never see the light of day but it is so cool seeing that this is what it could become with time and effort. Found it crazy that what you have described is exactly what i was doing. Two independent and likely many more people coming to the exact same conclusion for a tool. Will definitely play around with your game more, seems great so far!

Developer

It's free to publish to Itch, What have you got to lose!
If you ever change your mind and add something here let me know I'd love to check it out!

Thank you as well for playing the game, Very much appreciate you spending your free time to do so.

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.

Developer

Thank you for the feedback.

Reauthoring a lot of the current presentation is on the roadmap,
it's just always been secondary to getting the core loop and the 'guts' of the game solid first.

The sudden exposure of the game means that bug fixes and QOL iterations have precedence but your critique is valid,
There is a deliberate visual identity I'm building toward (the Guildmaster's Ledger), and you're right that it hasn't reached every screen yet,
this is all part of the game's evolution, and I'm as committed to getting the look right as I was to getting the loop right.


I appreciate you taking the time not only to check out the game but also leave feedback that I can use to further better it.

(1 edit)

I'll leave feedback soon. Unfortunately there is a time to work on systems and a time to work on formatting and polish. Systems is BEFORE your game gets media attention. Nookrium played your game and that's how I found it. It is possible that Nookriums video will snowball into others - and this is the time to give everything a personality. You can do more systems work afterwards, maybe make a roadmap and have it pop up to a player after Year 1?

Do you have a design degree? People aren't going to be able to give too much feedback on UI consistency and Claude is weak at it (strong if you can point it out, but you can't just "Do a UI/UX pass, note inconsistencies" Claude isn't going to be great there, none of the AI are. They are great at making good visuals, but they are NOT great at making things consistent, and Claude is a little safe and middle of the road with text unless given substantial direction.

I'm happy to talk shop in Discord if you're down, give me a google to see where I've worked. Note: I am working on a 'similar' title to this with a very different theme. 

I am sure others have said this, but at the moment the balance between buying in ready made heroes and training your own seems to favour buying in. I could train that new level 3 recruit or I could buy a 5 star prodigy and have a ready made winning team. Maybe a fix is that recruits can have their temperaments "fixed" over time and that they have generally higher skill ceilings. Then it might be worth raising someone who will actually listen to instruction or rest...

Developer

Firstly thank you so much for playing and leaving feedback!

Patch 1.9.4 soft launched so it could be played by the community,
I'll release the Devlog in a few days when everything is looking good.

This goes some way to resolving the issue you have mentioned.