козерог-82 is a Vermona-inspired synth you can play in the browser. No install.
If 100 people want it as a VST, I'll build it. Feedback welcome.
https://t.co/0nVbXyStXw
A vertical slice is the right first target, not the finish line. I shipped two mobile games as a non-programmer with AI, and I still write three docs before any code: GDD, vertical slice, and pipeline. The slice only becomes a game on a real device. Ideally also played by someone else than yourself.
@script_ing Anyone can do it these days, there are plenty of pitfalls along the way tho, and the hard part is judging whether its fun or not (especially with no audience). I wrote a post about it the other day: https://t.co/cZwMSX016t
If I started a new game tomorrow, I wouldn't open an engine. I'd open a chat.
From Part 7 of my book — what I'd do now, before the first line of code:
Step 1: Ask what's already out there
The first thing I do with any idea is explain it to a model, in plain words, and ask one question before anything else: are there games like this already? What do they do well, and what could be done better?
That answer decides whether I carry on. If there's already a proven game doing the same thing well, a solo developer is going to have a very hard time competing with it, however good the AI is. Most ideas stop here, and that's the point: stopping here costs an evening, not six months.
Step 2: Test whether anyone wants it
A model can tell you what exists. It can't tell you whether anyone wants yours, and several models agreeing with each other isn't demand either. This is the step I skipped on both shipped games. So before the design gets serious, run one cheap test with real people, for a week, with the deciding number written down before it starts.
Step 3: Argue the design through several models
An idea that survives the first question gets a proper design conversation, and not with one model. I take the same design to several, and ask each one to improve it and to find what's wrong with it. Then I take what I've learned back to the others. Each round, the design gets a bit sharper and a bit harder to knock down.
Step 4: Three documents before any code
Everything from those conversations goes into three documents, kept where every model can read them:
• GDD — what the game is, who it's for, the core loop, and what makes it different
• VerticalSlice — the smallest playable version that proves the game is fun, and the test that says it does
• Pipeline — the engine, the tools, the models and who does what, how a build gets onto the phone, and what "done" means
None of them is a page of notes from my phone. Each one has been through several rounds of different models trying to refute it. When the AI starts building, it's building from a design that has already survived an argument.
Then the setup before the AI builds anything:
• One main partner, one reviewer (different companies)
• One source of truth + a decision log
• A check that can fail loudly
• The real device from week one
• No art until it's fun
What this won't do: it won't make the game good. Nothing in this setup knows whether your game is fun, and neither does the AI.
What it will do is make the mistakes cheaper. You'll still make some of the twenty-seven. I'd be surprised if you didn't. But you'll find them in a week instead of a month, on the phone instead of in a store review, and before you've spent the money rather than after.
Full field report — 27 Mistakes I Made Building Mobile Games with AI ($15, PDF + EPUB):
https://t.co/sA5BpjAvVi
@fizzychicken Not a fan of ”I one shotted this game” posts. Using ai to speed up the process is totally fine though imo. Most of the trouble for a solo dev is lack of audience / scope control / lack of marketing experience & budget