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RO Game Design: a serious hobby, an honest word about AI, and an invitation for feedback

A topic by ataxy73 created 20 days ago Views: 368 Replies: 16
Viewing posts 1 to 5



Hi everyone!

I’m the person behind RO Game Design, a fairly recently discovered hobby that has become a pastime I take quite seriously. I enjoy turning the game ideas in my head into something people can actually play, and I’d love to hear what you think of the projects I’m working on.

First, I want to be open and transparent: I use AI to help make my games. I understand why some people see it as a threat, and I don’t want to brush those concerns aside.

For me, though, this hobby wouldn’t be possible without it. I’m an international stage technician in my 50s, fitting game development into random pockets of spare time between flights, shows, jet lag… and the occasional hangover. I simply don’t have the time or energy to learn every skill needed to accomplish everything AI helps me do. Without that help, these ideas would most certainly stay tucked away in the “thoughts drawer” of my brain.

That’s the background. The reason I’m posting is to ask for honest, constructive feedback on the games themselves.

Everything I have so far is a work in progress. None of these projects is finished, at least not yet! I’d appreciate fresh perspectives from people who can tell me what works, what feels confusing or frustrating, and what could make the games more enjoyable.

You don’t need to sugarcoat your criticism. Specific observations, suggestions, and even a quick account of your experience playing would help me understand where to focus next.

Thanks for taking the time to try my projects and share your thoughts. I take this hobby seriously, and your feedback can help me keep learning and make these games better.

https://ataxy73.itch.io/

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 I played Countdown and lasted 2:20. I didn't think it was a particularly great game. It was fine. It didn't really have progression or feel satisfying to play. Pac-Man has the ghosts get faster every level. The treat in Countdown does not seem to escalate. There are more things to avoid but it does not get meaningfully harder. It is just avoiding the things. In Pac-Man you have to make micro as well as macro choices. You have a lot of control so when the ghost kill you it feels like your fault and as someone who has played a lot of Pac-Man it is my fault when I lose. Your game did have me avoiding things and collecting things, but not collecting things will make me lose so it is not a choice of what to collect and when. I just had to collect everything as quickly as possible.  It is an interesting idea, but interesting ideas are a dime a dozen. Execution is all that really matters.

 When I read your above statement you said two things that interested me. "I understand why some people see it as a threat, and I don’t want to brush those concerns aside." You are brushing those concerns aside. But that is not what I found interesting. I don't see AI as a threat. I am a writer. I don't see Shakespeare as a threat. You could read Shakespeare but he is not my competition. If you want to read something I wrote I am the only person you can get it from and AI isn't going to change that. Maybe some people don't like AI because they see it as a threat, to those people I say you never had what it took to begin with.

 "I simply don’t have the time or energy to learn every skill needed to accomplish everything AI helps me do." Cool. That is actually the problem. Did you see my review of your game. Writing that required research. I have been watching GMTK, Design Doc, No Pun Included etc. for years. Those skills you don't have time to learn are the fundamentals. I know how this is going to sound but the journey is more important than the destination. You are not making the next great game. Neither am I. That is just not realistic. I am not joining the MLB either. If you only care about having the end product maybe this in not the hobby for you. I am not telling you how to live your life. Do what you want. I just want you to know people are not threatened by AI. The objections people have to AI are much deeper than that.

 Hope this was helpful. Have fun :)

Thank you for your reply, and thank you for the criticism of Countdown, and I agree about the shortcomings of it. 
As for my possible care about only the end product, I don't care only about the end product, I enjoy more the part where you have to find the proper wording to get a result. If I ever reach the end result, well, cool. But sincerely, thank you for taking the time to comment on my post.

(2 edits) (+1)

Hey!

I've tried a few of your games, and I wanted to share some thoughts with you!

Stealer: I really like the concept! Visually, it's very well executed, and I found it quite entertaining.

Countdown: Another interesting idea, although I have to admit that these kinds of games make me way too nervous! Haha.

Protogaia: This is actually the one I was most interested in trying, but unfortunately I couldn't. Have you considered releasing a limited demo? I'm a big fan of this type of game. In fact, one of the next games I'm looking forward to checking out is Graveyard Keeper 2. I absolutely loved the first one!

Rust Orbit 3D: I jumped straight into this one, but my browser almost exploded! Haha. Seriously though, performance was extremely poor, and even the smallest spaceship movements were incredibly slow.

For reference, my PC has an i7-8700K, 48 GB of RAM, and an RTX 3060 Ti with 8 GB of VRAM. It's getting a bit old, so perhaps that's part of the problem, but I thought you might appreciate the feedback.

Now, regarding what you said about AI and game development, I'd like to share my perspective.

I'm also a solo indie developer, and at 46 years old, I'm not exactly a teenager anymore! I genuinely believe that AI is, above all, a set of tools that we can use to help us create things.

I use AI extensively in my own project, both for programming and creating visual assets, among other things.

I completely understand why some programmers, artists, and developers see AI as a threat. And to be fair, I think some of those concerns are justified. But in my humble opinion, these technologies are tools, and learning how to work with them is becoming an increasingly valuable skill. There's also something that people who haven't actually worked with AI agents might not realize: using AI doesn't mean the work magically gets done for you.

I can easily spend between 7 and 14 hours a day developing my game. And that's WITH AI helping me.
You're still the one directing the project. You have to know what you want, make decisions, explain your requirements, guide the agents, and constantly review what they're doing. And believe me, it's not always a walk in the park!

AI agents make mistakes. Sometimes they break perfectly working code while trying to fix something else. Sometimes they solve problems brilliantly, and other times they create three new problems while fixing one!

You have to review their work, debug issues, clean up code, rethink implementations, anticipate potential problems, test everything, and make countless decisions along the way. There's nothing particularly magical about that process. It's still a tremendous amount of work, just with a different set of tools.

My programming knowledge is actually fairly basic compared to that of a professional software developer. But I know what I want to build, how I want it to work, and what kind of experience I want to create.

And I honestly believe that having a clear vision, being willing to learn, and having the determination to see a project through are incredibly important.

AI helps me turn that vision into something real, but it doesn't replace the vision itself, or the effort required to get there.

So you definitely have my support. I think it's great that you're pursuing game development seriously, regardless of age, background, or the tools you choose to use.

And one last thing I'd like to thank you for: including Spanish translations in some of your games! I'm from Spain, and although I can understand English reasonably well, my English is far from perfect. I really appreciate being able to read instructions, menus, and other game content in my native language. I know localization takes time and effort, especially for solo developers.

Even if a translation isn't absolutely perfect, being able to understand most of the game in Spanish already makes a huge difference to me.

I can manage in English, of course, but given the choice, I'll always prefer Spanish!
Anyway, I just wanted to share my impressions and offer a bit of encouragement from one solo indie developer to another.

Keep going, and best of luck with your games!

PD: Sorry for such a long comment! I got a bit carried away, haha! :D

No, wow! Don't be sorry, this is awesome and exactly the type of interaction I am looking for, not just because it was positive but because it is well expressed. The two first replies I got from this post are exactly and precisely the type of formulation I am looking for, well expressed. Muchas gracias por tomarte el tiempo de decir lo que tienes a decir, eso es, precisiamente, lo que me permite avanzar a retroceder de la manera adecuada.

(+1)

i've added a demo for Protogaia... keep in ming it is still a work in progress.
Stealer, was inspired by that game, can't remember the name, where you are a swat team. i am quite happy about it so far.
countdown is ...well it was just a trial to see how it would come out, it was cool for a few minute and just said to myself "heck some might enjoy it"
Rust orbit 3D is currently been remade in godot, it had reach the limit of what a browser game can be , it is way to big with it 1.28 million stars and even more planet and moon
rust orbit, the 2d game is way more polished but also in development.

(+1)

Thanks!! I'm gonna try Protogaia demo this week. And as soon as I play it I will share my opinion ^^
Thanks again for upload a demo!

(+1)

I've been trying out the game (protogaia), and I start in a sort of village. Before I even have a chance to figure out how to play—that is, to see what the controls are and so on—suddenly several hostile characters come at me and kill me.

If I try to get away from them to gather resources and start crafting, they come at me at high speed and kill me again, and I lose everything I’m carrying.

At first, it seems a little counterintuitive to me to show up in a place where the first thing I want to do is check the controls and explore my surroundings. Take this as constructive criticism—most games don't throw enemies at you right away.

Maybe I just had bad luck with my world seed or something, but this isn't a pleasant experience. Any advice on how to get rid of these guys right away so I can explore in peace?

I've also had the misfortune of sometimes right-clicking and accidentally opening a submenu, which takes me out of the game. I understand that this isn't actually a problem with the game itself—it's just a browser issue :)

(2 edits) (+1)

I took note of your comment and will adjust and change certain thing to either solve or make the mechanic better

(+1)

i've made some adjustment to speed and agro level, let me know what you think

(+1)

Hi there!
Sorry, I've been travelling for a few days. Thanks for correct those things.

Fortunately, it seems that enemies (whether animals or people) don't run any faster than I do.
I've finally managed to find some materials, and I've been able to make a few tools :)

I have two things I think I'd improve.
First, in the crafting menu, it would be nice to have categories like “All,” “Tools,” “Campfire,” etc., but at the top.

If you always have to scroll down through, I don’t know, 30 or 40 items to find something, it gets a little annoying. It’s good that there’s already an “End” and “Home” key. Maybe you could even add a “finder” feature.

I understand that the game is still in development, but for example, in the screenshot I'm posting now, I clicked to pick up a rock right where the mouse icon is, but it ended up picking up a rock that was between two other rocks.

This doesn't just happen with rocks—it happens with almost every object I've tried to pick up. It's not very clear exactly where to click to pick it up. I understand this is something you're planning to improve :)

Regards!

thank you very much for the input, i am aware of the offset position of the click to pick, as for the menu ease of finding i was planing on switching it to a tab menu but i take note of your opinion, i'll try to do those change before i leave in a few day for work, if not ill try to work o it in my spare time

(+1)

let me know how it is


(+1)

Now that’s what I’d call a huge improvement!

Well done ^^

By the way, I wish to reiterate that I am open to negative criticism as long as it comes in a constructive manner, not a hateful one. I will do my best to reply to all, it might not necessarily change my mind on the spot, but if there is one thing I've learned in my 54 years of existence, it's that I have been told things 10, 20, 30 years ago that still resurface today and make me rethink each and every decision I make moving forward or stepping back, that opinions that I once held dearly are now so alien to my frame of mind while some have just been reinforced with time. 

(+1)

Really appreciate the honest approach to game design and AI! 🎮👏 It's great to see developers sharing their journey and welcoming feedback. Looking forward to seeing how your project evolves. Keep up the great work! 🚀

Thank you, I greatly appreciate your positive feedback.