Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thank you for the feedback! 

The first big thing I used Bezi for was to create a Proof -- a tool for me to help manage the pacing of the game. This helped me plan out the script, make super quick edits, and adjust the timings. I really wanted to focus on making sure the game was short enough that people would play through the whole thing while preserving the feel of being at a kids party.

Bezi also managed the level block-out to include the house, backyard, and neighborhood.

Claude did most of the systems and code for this project, as well as orchestrating the kids' movement and behavior. Claude also handled the audio integration/generation via ElevenLabs

Oh, wow, I've never thought about using AI this way. Very interesting. And how did Proof get the data about segment length? Was it actual agent playing or some approximation based on code/scripts?

(+1)

It was a bit of song and dance for the segment length. I started out letting it assign lengths to everything and then after certain changes it would come back and explain how it estimated any changes to the segment length and where I could trim/adjust to keep my total desired time.

I let Claude do a lot of the playthroughs to check quickly how strict the timing was compared to estimates and I would come in and validate that actual feel. 

45s doesn't sound like a lot of time on paper but in the game itself it felt like an eternity at times. Lots of back and forth calibrating.

You are right. Pacing is always important but in narrative focused games it is essential. Your approach sounds super reasonable. I could try smth like that my next jam :) 

Thank you very match for sharing!

Do you participate in Devlog category? I want to see your detailed workflow.