Niesamowita gra! Świetna grafika, gameplay i muzyka! Są nawet dialogi! Niestety gra nie działa z moim gamepadem.
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NAVE PRIME's itch.io pageComments
Thank you so much! And thank you even more for the gamepad report — it was a real bug, not your controller. The pad input was only ever registering button presses, never releases, so the first time you touched the D-pad that direction stayed stuck down forever and the ship just pinned itself against the edge. It never showed up in testing because on keyboard the key-up event was hiding it.
It's fixed and already live (v0.22.2) — a refresh should get you the new build. Gamepad now works properly: stick or D-pad to move, A/X to fire, B/Y for bomb, LB/RB to switch weapon, Start to begin, Select to pause. You can even mix pad and keyboard now.
If it still misbehaves with your pad, tell me which one it is and I'll take a look — thanks again for catching this.
nice arcade action. my only complaints are:
- too much dialog. 20 clicks before i could get to the action? a bit much for for an arcade game so maybe condense that some or allow the user to skip it completely. some of us just want Action :)
- please add a fullscreen option?
otherwise, good fun, good action, and the changing environment is interesting as the walls close in, etc.
meanwhile, after playing a couple of stages, i perused the page a bit and noted that it's completely AI coded and dressed? i dont care if it was but if your hand wasnt in either department, i've got to appreciate it a bit less than i did initially. and, thanks for the transparency.
that said, i wish there was more than a blanket "AI-Assisted" notion; specifically, how MUCH is AI? i'm not here to debate its usage, and it IS a future i can appreciate but, say, my appreciation scales with how much human went into it, you know? if AI wrote 10% and you learned from it, i call that "minimal" and can appreciate it up to 90% of max, for example :)
Both complaints are fair, and neither had occurred to me. The intro only plays once, but the sector briefing replays every run and there's currently no way to skip a scene outright. Fullscreen isn't implemented either. Both are going on the list.
On the AI question, I think my devlog made this sound more confusing than it actually is.
The game does not contain AI-generated image or audio files. There are no sprite sheets, PNGs, WAVs, etc. I programmed the systems that generate the graphics, animation and music procedurally at runtime, and I used an LLM extensively to help me write and iterate on that code.
So when I wrote in the devlog that "the code, the pixel art, the music and the script were written with an LLM", that was poorly phrased. It makes it sound as if I prompted an AI for finished art, music and a game, then assembled the result, which isn't what happened.
A more accurate description would be: I designed the game and its procedural systems, and used AI heavily as a coding assistant while implementing them.
I've updated the devlog to make that distinction clearer. Thanks for pointing it out — I probably wouldn't have noticed how differently that sentence could be read otherwise.
Also, I'm glad the closing walls worked for you. That mechanic was one of the things I spent the most time tuning.






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