Skip to main content

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

brookesy

9
Posts
1
Topics
2
Followers
6
Following
A member registered Jan 10, 2026 · View creator page →

Creator of

Recent community posts

(1 edit)

I agree with the sentiment that there is too much slop. Used to be I'd get a message from a noob to check their steez and you'd open up a horrific .blend file or some single huge file of uncommented nonsense code, and I'd spend the time to give them pointers, and seeing them grow as a dev was rewarding. Nowadays a noob sends you a project and it's so much further along than it has any right to be and it all looks amazing and extremely sloppy and I feel like they're just wasting my time. What's the point of me critiquing the output of AI? You're just going to feed my critique into the AI some more and let it run. There's no learning or progression here.

I would like to see a version of itch.io where you _have_ to post the source code.

I also disagree with your $100 deposit idea. That won't soothe your chafe it will just change the entire schtick of this site. For me, itch is a place to chuck MVP's and prototypes while you learn and discover with the eventual goal of releasing a "real" game on a "real" platform. I don't see making any money through itch being a sensible goal, so the $100 would just make me go somewhere else to post my garbage games.

EDIT: As the posters above have alluded to, human curation is the only real answer here. You can already create your own collections so maybe find a set of devs who are curating good non-sloppy games and follow them (or do that yourself)

We also need a way to call out and shame slop to make it less socially acceptable to waste everyones time anyone want to build slopshame.com?

I win! Nice game bro!

I looked at your code. Looks like there is a lot of AI generation going on there but I'll still weigh in.

Firstly background.gd - you're instantiating all those dark and light grey cubes and then offsetting their location each frame. That's _one_ way to do it, but it seems complex. Godot gives us a bunch of ways to achieve that effect. You could use a repeating texture on a canvas with a scroll script, and given that simple pattern the image only needs to be 2x2 squares wide so quite small. You could rig it all up by hand in the editor, and these days I tend to do that more and more - you can add an animation player, keyframe the background and set the animation to loop.

I was specifically interested in how you made the numbers jump out because that's an effect that is used heavily in juicing up games. I tend to use tweens for this but I don't _really_ like them, and I also lean towards animating frame by frame in code. Your approach is tidy, breaking each vector of animation out into functions that you call in order each frame.

For the health bar itself you've found the ColourRect node and are playing with it which is cool, but once you are comfortable with the basics you should look into the things that Godot has already built. I did a similar health bar recently using two ProgressBars which gives easier access to styling and theming.

Mainly I just wanted to stop in and say, "hey that looks cool". Good idea just building a single prototype and not shackling yourself to an entire game project. 

(1 edit)

I will have to support keyboard and mouse, keybinds are a good idea, maybe the players will come up with a sensible layout that I didn't think of. Thanks all!

Devlogs are for no one but yourself, and those of us who want to cheer you on. Keep going!

I think considering this is all AI art and AI generated UI the biggest thing you'll achieve here is for the anti AI punters to go "yuck!".

In terms of the game I couldn't see any direction and no immediate progression goal. Am I raising an army? Amassing wealth? Oppressing the proletariat? Is the demo already late game? It seems like it is.

Sometimes game development is a hobby just for _you_. You don't need anyone else to play your game if building it is just something you do because you like to.

This concept is a good base but you need to add some colours. I'd suggest the standard approach - a bunch of thumbnails with blocked out silhouette to find the shape you like, then some slightly larger thumbnails exploring the colour scheme, then you'll have enough discovery to finish off this concept.

Cute smiling elf girl is definitely an odd target for murder but hey it's a video game, people will kill anything

The more features I add to my game the more complex it becomes to control with mouse and keyboard. However, it lends itself marvellously to a controller layout. If I decide to go purely controller input, will anyone play my game? Do _you_ have a controller hooked up to your PC?

Love the premise, and the screen effects, and the gameplay! It reminded me of Hammerfight at first but then I realised the point was to keep the computer safe, not swing it around like a ball and chain. There were a couple of oddities in there and you probably are aware of some or all of this feedback:

There was only ever a single envelope in the room

I got to room -1 and gave up - I was really hoping to see something happen at the ground floor!

The starting camera position means that I have to move the mouse up to the top edge of the screen, and the camera lerp means that there's a decent second where I can't see where I am going - I think having the camera anchored at the center of the room would make more sense

In order to keep the intrigue up, it would be cool to have some story event or something every n floors

I thought there was going to be something surreptitious moving behind the curtain since the light is illuminating it so nicely it's an opportunity for more tension building

Good game, I like it!