The World Government is a better long-term antagonist than most individual anime villains
The problem is bigger than one person and that’s exactly why the story works
The best AI workflow isn’t the one with the most agents
It’s the one that consistently saves you time without creating a second job reviewing everything
lowkey think Black Clover has one of the best uses of rivalry in shonen
Asta and Yuno want the same thing but neither needs the other to fail
that's what makes it work
@skpnky I’m hip finding ppl who will be interested and buy is a mission haha
I think trust is a HUGE part of it so I’m trying to lean into more community building/engagement and blasting content to get more eyes, so will see what happens!
been thinking about how much easier AI has made it to get something working
but there's a weird gap between getting a prototype running and having something you're actually comfortable putting in front of strangers
the first part is faster now
the second part still takes taste, testing and a willingness to cut stuff you spent hours building
Building a game from scratch has been one of the most fun and humbling things I’ve done in a minute.
I’ve spent countless hours designing cards, building mechanics, testing balance, breaking things, fixing them, and then somehow breaking something else in the process. 💀
AI has made it possible for me to take an idea I’ve had in my head and turn it into something people can actually play. That’s still pretty crazy to me.
But I’m reaching a different stage of development with Roshambo now.
Getting the game into other people’s hands.
Up until this point, I’ve been the developer, designer, playtester, and occasionally my own biggest critic. Not exactly an unbiased sample size lmao.
Now it’s about collecting real feedback. What’s intuitive? What’s confusing? What’s actually fun? What mechanics sound great on paper but don’t translate into gameplay?
And probably the most important question: Would someone actually want to keep playing?
I think that’s where building gets interesting. You eventually have to separate what you’re personally attached to from what actually makes the product better.
I’m learning that indie development isn’t just about having a cool idea or even being able to execute it. It’s about being willing to put something unfinished in front of people, listen, and keep improving.
Still figuring a lot of this out as I go, but there’s something incredibly satisfying about building something that’s entirely yours.
Curious how other indie devs approached their first round of external playtesting. What did you learn that you weren’t expecting?