---
url: "https://www.reddit.com/r/ChatGPT/comments/1x5hfnc/spent_nearly_a_year_building_my_game/"
title: Spent nearly a year building my game
source_kind: reddit
subreddit: ChatGPT
author: BestStorage6608
captured: "2026-10-21T19:25:36+00:00"
comment_tree: true
topics: [built-with-ai, gpt, games]
summary: A non-coder built a full game with AI coding tools, using live editors for tuning and a demo on Steam.
status: ok
---

I can't code, codex and Claude have done all the coding. It was really rough in the beginning of this year and took forever to make progress. Every month developing this to life got a bit easier. When Sol came and then the big one was Astra progress per week sky rocketed. I max my weekly tokens every week. I handle all the tuning for the visuals, ui, story, mechanics, balance, audio, features. Game is made up of 1 million lines of code atm- 400k is game code which is made up of about 40% comments. I allow codex and claude to go nuts on comments and after every commit they clean the comments up for false statements in comments. I use agents.md for codex and claude to talk to each other.
I have over 100 live editor so i move dials around that codex has made me over months. Every vfx is made in these live editors, same with audio levels, planet rotation, essentially anything visual or audible has a live editor. I'm using the godot engine as it can be ran headlessly.
I have a free demo up on steam and am joining next fest October 19th. I'd appreciate anything you see in the trailer or if you download the demo for advice on what needs improvement visually.
I'm adding this link as request from a comment. https://store.steampowered.com/app/4713660/The_Last_Admiral/

---

## Comments

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**TheLightDances:** As others have said, people probably don't care if you used LLMs to help with the coding, as no user is going to see that or know or care about it as long as it works. But for the visuals, you definitely need to hire an actual artist if you want this to be a real game that you sell for real money. People are going to bury any game that has visuals that are clearly AI-generated. These are pretty good visuals as far as AI-generated stuff goes, but especially the icons of weapons etc. are still clearly AI-generated and have a certain quality to them that most people don't like.
LLM ability to program has in general advanced much faster than AI image generation ability. Image models simply aren't there yet to actually create acceptable assets, at least not without a human editing and refining them after generation. One possibility is to create SVG assets and then modify them by hand to fix errors. Supposedly Gemini Argon has had a leap forward in SVG abilities, although no doubt other models are right behind them.

**BestStorage6608:** Thank you. I'll look into this and further refine the art. The issue I'm seeing is the lightning on the ai generated images which I can further refine in game by hand changing them. Pulse laser is supposed to be organic looking, it was made by a faction that makes organic weapons. I appreciate your time spent writing your reply, I will do better. Thank you.

**college_hustle:** Awesome! Would be super interested to see your skills and workflows.
Also no relation to this mobile game right? You didn't scale up suddenly or something lol https://play.google.com/store/apps/details?id=com.amarks.thelastmission

**BestStorage6608:** zero relation to that mobile game. Never heard of it and no i 100% did not scale up those up. I named my game The Last Admiral, because your quite literally the last admiral you start on a planet that has broken off the alliance because they are no longer supplying you with resources and you you conquer space to make a new empire while the ultimate goal in sector 4 is to kill off a galactic invasion i called the sehn.

**BestStorage6608:** - Read the context. Check Claude’s memory index, relevant system notes, your settled decisions, and the appropriate skills.
- Investigate first. Trace the affected code and reproduce the problem using logs, battle snapshots, or captures. Separate observed behavior from a suspected cause.
- Isolate the work. Use a separate Git worktree when practical. Give parallel agents clear file ownership and preserve other chats’ changes.
- Make the change. Follow the existing architecture. Update all 15 locales for displayed text, use your permanent live editors for subjective VFX tuning, and follow the art-import rules.
- Validate. Run gdcheck and relevant named tests with -Quiet . Never run the full suite unless you request it.
- Verify the actual result. Inspect UI changes in-game and review motion or audio through the relevant sequence. Passing tests alone doesn’t establish that something looks or sounds right.
- Review, commit, and integrate. Check the final diff, commit only the task’s changes, and bring validated commits onto the integration branch.
- Clean up and report. Remove disposable review data safely, preserve necessary evidence, and report the commit, checks, limitations, and any remaining files.

**college_hustle:** Thanks for the breakdown! I've always wanted to do a similar game concept but not sure it's worth it with everyone else making things like this.

**BestStorage6608:** It is an immense amount of work even when using AI tools to assist you. If you have an idea and the motivation make it. Put your unqiue style into the gameplay and story.

**college_hustle:** I end up building meta systems instead of actual things a lot ironically. This doesn't apply to your game but you might my self building RAG gaming companion. It's what eats my tokens :) https://github.com/hintforge/builder

**BestStorage6608:** Skills: This is every skill i use.

**NyetNyan:** https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/4713660/9d51d34c20b6f652df8c35157b370cf3ce0af0a8/ss_9d51d34c20b6f652df8c35157b370cf3ce0af0a8.1920x1080.jpg?t=1791518645
Not sure if this linking works, it's a screenshot from your steam page.
This post is on the front page so it's reached people like me who are not generally AI enthusiasts and I think it's perhaps important for you to hear from people like me. I don't imagine people in an AI subreddit will be anything but positive to something that feels AI.
Code is not something I can feel when I play, but visuals are in your face. This SCREAMS AI to me and it's not just the images, it's everything the way the text is and the layout is. It's a feeling that's hard to define, but it's the things you pick up on when seeing a lot of AI content.
Even the text line you have up top is AI-speech I've seen before in other games people have generated with Claude and it stands out almost as much as the long em-dash. It's probably why the menus also feel Claude. It's so reminiscent of games I see on twitter where people will generate the entire thing. If Claude/GPT didn't make those, my bad, it has the feel.
Normally I'd just scroll past and ignore, but you've said you spent a year on this and obviously you're more focused on the mechanics etc. I feel you, and I think you're holding yourself back from success by relying solely on AI for the art. You're obviously passionate enough to work on this and work hard on it. Not all consumers mind AI, but a lot of consumers do. When it comes to art I'm definitely one of them. An icon here or there? Not great, but I could overlook it. All of it? I'd skip it no matter how good the game is.
Again, not everyone thinks this way. But those are my thoughts after checking your steam page.

**BestStorage6608:** I am Deeply focused on mechanics and gameplay spent months refining it and the vfx. I added the long description on the menu below bank bar because of player feedback. I'll rewrite that line, but it was written like for new players. Thank you for your time to write this, I'm going to look over your points over and over and apply changes where I can. The pulse lasers were created to have that organic look because a faction in game makes organic ships and weaponry. Thank you for writing this out though, I appreciate it.

**NyetNyan:** It wasn't pulse lasers specifically I meant.

**BestStorage6608:** I understand. I'm working on the art right now in the game engine. I believe the inconsistent lighting/shadinf on the weapon art, is the issue i see and I can change that in engine.

**TheGalator:** Fully agree and I am not against Ai use in general

**schoonasaurus:** To be fair i couldnt care less about ai use but this is just low effort slop:
Claude text is obvious because rather than using 3 words to communicate something it used 20 and constantly couches everything
Ai design is obvious because its never built from a consistent design system so you get a pulse laser that looks organic and a flak gun thta looks like a cannon crossed with a machine gun
These posts already waste our time - mods should remove

**BestStorage6608:** I think you're referring to the long description at the top below the bank bar. I actually added that description from player feedback. The pulse laser is organic looking because the enlightened enemy story is they make organic weapons and ships that that lost control of and created the hive.

**theslash_:** Let me guess, you told Opus "wow this player has this feedback can you rectify pwetty pwease" and it gave you a more verbose line

**BestStorage6608:** Not even close. I do not dev the game like that at all. I tell ai what I want in small peices and then playtest until the code is correct. I'm the one who writes the text that you read in game. I do have ai fix my punctuation and it translates to 15 languages.

**Infinite-Fondant-894:** > " This SCREAMS AI to me and it's not just the images, it's everything the way the text is and the layout is."
" This SCREAMS AI to me and it's not just the images, it's everything the way the text is and the layout is."
I wish more games looked that good. People cry way too much about anything AI creates.

**thebadslime:** When can I play it?

**BestStorage6608:** the demo is free on steam, whenever you would like to play it. As far as full release december of this year I'll be fully done. It's basically complete now just bug hunting, polish, adding story elements. It's a long demo.

**zugarrette:** at 43s in the video, the spaceship explosion animation looks very cheap. they would not work like that in space. these things can be refined easily with AI coding. Just a thought. Good luck with the launch.

**BestStorage6608:** Ok ill dig into and further refine the visual of explosion effects. Thank you for feedback.

**Coolerwookie:** What was your workflow? You mentioned you are using only Anthropic and openai subscriptions. For example a type x task or type z task that needed to be done?
How did you do your planning?
How did workout what the workflow should be ?

**BestStorage6608:** I direct every single step. I built the game peice by peice. In the beginning i wrote it all down on hundreds of sheets of paper. Then I started with the ui elements in basic code lines and just kept building it out.

**Coolerwookie:** I mean more, hour by hour, minute by minute. You can't keep all those small details in your head organised. Neither can AI, at one point the chat gets too long, it starts forgetting , makes mistakes.

**BestStorage6608:** Guards, thousands of tests that run on every commit to stop regression. The small details I made 6 months ago are safe.

**Coolerwookie:** Could you please elaborate?
When I start a large project, I have orchestrators, reviewers, sometimes an additional reviewer, other projects that act as agents for particular type of work like, maybe in your case audio, or for graphics, etc.

**BestStorage6608:** I dont do any of that. I have rules, saved notes in an index that every chat reads first. Tests and several chats running at once get there own repo.

**Coolerwookie:** Wow, that's cool. You have made an amazing product. I am not into creating games, but I do want to learn how to use AI properly for projects.
Everything is stored on git like the index and notes? Is that local git or cloud?

**BestStorage6608:** Mostly local, then every night I push to the git cloud.

**Coolerwookie:** Thanks. How do you deal with memory degradation?

**BestStorage6608:** I dont have that issue. Im assuming I dont have that issue because I'm not using /goal and letting it make decisions. I make every single decision I only do small peices at once with me directing it at every step.

**BestStorage6608:** I'm in bed right now, I'll check this when I wake up.

**Coolerwookie:** Thank you. I am so lost on managing large projects. The memory loss, mistakes, risk AIs can delete something by accident, how to check its work, how progress in a plan to finish the product project

**ChasterBlaster:** what did you do for the graphics, particularly the ship sprites and UI?

**BestStorage6608:** Imagegen, i started this before it could do transparent images. So i #00ff00 the backgrounds then photoshopped the color out to make transparent. It took forever as there are nearly 7k images in this game. Today you can just do transparent which makes anyone trying to do this 1000% easier.

**Droopy0093:** How does this have 69 upvotes after my downvote?? This is straight slop. The game play is absolutely heartless. Jupiter does not have rings like that and in fact I hope you get sued by Jupiter itself.

**BestStorage6608:** Well it's procedural and gas giants can have rings in my world. The trailer really just shows clips and not gameplay. I need a new trailer.

**Droopy0093:** That isn't even gameplay? Man you're way ahead of yourself.

**BestStorage6608:** I'm really bad at capturing my game in a trailer. I'll need to hire a pro. It's short clips, because its turn based and everytime i do gameplay for a trailer i just think its so slow paced for a trailer to catch someones attention.

**Droopy0093:** I am sorry if I came of as rude but yes I agree. Your idea itself is really cool, don't get me wrong, the execution is just what needs help.

**BestStorage6608:** I'm used to the hostility. I find feedback in it though. So it still helpful. I 100% agree the trailer lacks emotion, life, soul. The sound overlay is poorly done. The other guy said my sound effects are to harsh. I already fixed that in game, I immediately went into my db level editor and turned dials down on which i think he was referring to and i found a few others that were running hot.

**Droopy0093:** I have found ai is pretty good at normalizing db levels. There is a thing called (I think) psychoacoustics where high frequency sounds louder than low frequency. Quiz Codex about that phenomenon about the sound

**BestStorage6608:** You are 100% correct on psychoacoustics. The human ear is more sensitive to high frequencies than low. AI sucks at normalizing though on sound effects. Its better at normalizing music tracks.

**Droopy0093:** I would disagree with that statement about AI not being good at normalizing sound effect. But then again I use Claude and I am not developing your game :)

**BestStorage6608:** hmm, ive tried several times because i have over 400 sound effects, i always think its does a bad job at the intital pass. So i don't let claude do it, but that was on the earlier models. Probably better now.

**theslash_:** It's one of the billions of "Look at my game it's all procedural and wow can you believe you can play it in your browser also it generates the assets at runtime isn't that original?" posts that come out everyday at this point, I don't think people realise there's a reason good games don't get produced in a month

**RelentlessIVS:** Very neat.
Where did you get the 3D models from? Did LLM do all the work, including making all resources, media, 3D models etc?

**BestStorage6608:** there are no 3d models in the game there all sprites(pictures). LLM wrote all the code, but I had to direct it every step of the way, which is an enormous time sink.

**funanon007:** Very cool bro

**BestStorage6608:** Thank you, means lot to me.

**alext_777:** another AI Slop! Kidding! 😄 looks good, good job, are you going for arcade-y style sorta thing?

**BestStorage6608:** Ya like modern day arcade kinda. Wargame pick it up play for a bit set it down do real life stuff come back and play.

**Dragten:** Another slop game from someone with zero coding or artistic skills. This has no creative value.

**WholeRequirement7707:** Sadly yes, can't image world where games like this could reach peak concurrent player count above single digits.

**ashuwu_:** That's a really cool project

**BestStorage6608:** Thanks, its a passion project.

**Wonderful-Umpire5965:** it don't seems like if ppl could actually download it or buy it on device it could only able to stay on browser based game or may be if you could able to add the real learning science type thingy where ppl could able to explore instead of just throwing missiles at each other and their are a lots of other things to improve tbh the idea is good but not practical to scale bro

**BestStorage6608:** Hmm, i was going for wargame rogue lite. Kill ships blow em up collect loot make your ships stronger, kill more ships. I have 80 modules you can equip to your ship so its not just missiles, but i get your point. The game is too big for a browser game. Thank you for feedback though.

**NuggetoO:** Gta V runs in a browser now.

**BestStorage6608:** Oh it probably can run in a browser then. Not really something i have looked into. I thought browser games had to be limited in size.

**Very-Crazy:** A lot of these ships seems to be from starsector

**BestStorage6608:** never heard of it, is that a game?

**BestStorage6608:** I looked up starsector, there are some minor similar looks on pirates, but the rest of my ships and all my 3/4 portraits no. For pirates i was going more madmax style. I wrote long prompts for months making these ships adding features to the ships taking features away. None of the ships are single prompt images. So a trick i do is a make an overal dna design of a ship. Each faction has 7 hulls and i dna lock the faction look. Then i go and prompt fix specific parts of the ship i dont 1 shot prompt a ship.

**Very-Crazy:** thats cool gud for u my bro

**StarterRabbit:** Can you put a link in?

**BestStorage6608:** sure, hopefully they dont ban this post for having a link. I really do just want feedback.

**BestStorage6608:** https://store.steampowered.com/app/4713660/The_Last_Admiral/

**ResearchSolid9486:** Super curious, what was your total AI bill to create this?

**BestStorage6608:** I think im at 150 billion tokens, my bill is 2 subs at $200 a month. Claude and Codex are at a war and constantly resetting weekly usage and every time they do i take advantage 100%.

**Suijayunfei:** Will try it and comeback, very nice effort, looks polished!

**BestStorage6608:** I legit gave this 100% effort and no lifed this to life over a year. If something isnt polished it will be if i know about it. I'm doing the story right now locally, some of it is in the game. I'm really self conscious on the story, so im like adding story taking it out, adding it back. Just trying to get the story flow and arc correct.

**Suijayunfei:** Yes i noticed in the comments, excellent effort. I love gaming and this type is appealing to me , i will give you a honest opinion.

**BestStorage6608:** Thank you

**Big-Function3501:** I am literally developing a game right now Based on my wildly unknown card game chronos edge. Ha ha. I made the rules years ago and even got cards printed. But I always felt a mobile game would be better. Or even on PC. Its has wild lore and even an optional ttrpg that works on the same mechanics.
I can't wait to implement it. I'm glad I bought all this art years ago.
Its really cool to see what can be done. Thank you for sharing and I'll let some of my friends know about your game.

**BestStorage6608:** I would love to see what you create. Please share when you are ready. I appreciate you telling your friends and I'm on steam and discord if they feel like sharing feedback.

**Big-Function3501:** Yeah I'll post it in the same forum when I'm in alpha. Might take some time. I just started. Already discovered some unclarified rules. So it's even just worth it for the new rule book in the end. And honestly, I've already had this game play tested and the rule booked edited by a professional. So this is exciting. So I have all the assets ready. Can't wait to see how this turns out.
I'm gonna release the game for free. And the rules for free and focus on cosmetics and limit in app purches to non-predetpry purchases. But either way I want anyone to be able to play it. And I've built the tactical game play so that play to win is impossible. Throw as much money as you want. Make your perfect deck of the units. It still won't guarantee a win. How you use what you have is more important than what you have.
I expect an alpha in the next few months.

**BestStorage6608:** Sounds like you have very strong idea to build on. Keep up the hard work your doing.

**IllTryToReadComments:** very cool! how did u create the sound fx?

**BestStorage6608:** Several months of testing sound prompts in eleven labs until I got sounds that fit what I wanted the sound effect to be. Alot of sound effects are real life sounds that I generated. Like a factory brake press stamping metal sheets.

**BasicInformer:** 1 million lines of code for this type of game sounds like heavy boilerplate. Dwarf Fortress for example has 700k lines of code and it’s the deepest simulation in gaming.
Impressive asf though. I made a bunch of shitty games within a few days on older models and each new model improved, so I have a good frame of reference for how hard smth like this is to create. Definitely since Sol things changed within development. Haven’t used it myself but it was when all the decomp and modding craziness started.

**BestStorage6608:** 1 million total lines with all the tests, probes, editors, custom tooling. Game is around 400k. I'm still developing it so idk where it will end up at the end. I'm near completed. Been looking over everyone's feedback that has been given today and making adjustments. Some people don't like AI art, but some of these comments here did help me realize the lighting in the art and I have evened it out in the game engine on the modules. It does look alot better now.

**MixieTheMinstrel:** Wow. Can't believe that people are willing to handwave the fact that this is OP's passion project (which he said he nolifed for an entire year) and just dismiss it as AI slop.
Sure, he used AI. But at least give him the basic respect of acknowledging that he spent a year pursuing something that made him happy.
Keep on working on your dreams, good sir o7
Good job OP. I hope you're proud of your project!

**br_k_nt_eth:** Nice work. That’s awesome.

**BestStorage6608:** Thank you i really appreciate you saying that.

**YurthTheRhino:** I mean I use AI in my job but this is just.. soulless. The music is aggravating I had to kute it, and the sound effects are so harsh.
The art just lacks and real character. It's obviously an AI subreddit.. but this is just.. vapid

**BestStorage6608:** My trailer is of poor quality and i need a new one that isn't so soulless. The music overlayed is bad the sound effect db levels are too high and uneven. Thank you for feedback.

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**Lozsta:** Feel bad for OP. AI Can do great things but it cannot make games look fun. Also that isn't a "gas giant" that is 100% Jupiter with rings.
The concept has legs though.

**BestStorage6608:** Remove procedural rings from Jupiter leave procedural on other gas giants that are not Jupiter. Done.

**Long-Firefighter5561:** Game is made up of 1 million lines of code atm-
this is not the flex you think it is

**BestStorage6608:** Not flexing just stating where the game is at for others that are interested in making there game ideas what is possible. The game itself is 400k, the other 600k is tests, probes, ect.

**TootsHib:** how much money has it cost you so far to make this?

**BestStorage6608:** I'm not done, but right now around 6k. Its a pure passion project building a game i want to play if it makes money cool, if it doesnt idc. I had a lot fun building this. Some people dont see the effort that was put in, and thats fine there entitled to there opinions.

**Long-Firefighter5561:** People see the effort, they just dont think it was worth the outcome. But as you said, its your passion project so you do you.

**BestStorage6608:** That makes sense. Thank you for the viewpoint on that. I'll keep doing me.

**Acceptable_Log81:** I decided to edit my comment and let chatgpt make the comment. Here is what it said :
So just to clarify: Codex and Claude wrote all the code, AI generated a bunch of the artwork, and your Steam disclosure says "AI tools helped create some of the art and audio" followed by "The game itself was not generated."
That's some genuinely impressive linguistic gymnastics. Nothing wrong with making an AI-assisted game, but describing a project where AI wrote literally all the code as merely having a bit of AI-assisted art is doing some pretty heavy lifting.
At what point does "I made this game with AI" become "AI made this game with me supervising"? Because your Steam disclosure seems very keen to avoid that question.

**BestStorage6608:** I'm saying the game itself was not generated, because it was 100% not single prompted, AI did not make a single decision on game design. AI wrote code, im sorry but i dont see why that matters to be in the disclaimer and i dont really feel like changing it: I simply don't think it means anything if AI wrote the code. Alot of people like to associate AI assisted games with AI made the game. This is completely false on this game I made. I'm not playing gymnastics. AI did create some of the art and sounds. Yes i used AI generation to get base images. No AI did not design the images, I wrote out detailed prompts of how i wanted everything to look, literally spent months doing it. Then before importing into the game engine i cleaned up AI slop by hand. Once it was imported into the game i added engine exhaust on 85 unique ships, i added rcs exhaust on 85 unique ships. I designed the exhaust and made the visual effects from scratch. I added ship sun shaders, rim shaders to the ships by hand. There are around 81 modules (equipment, 23 Admiral orders(spells), 85 unique ship specific abilities, 100 perks(leveling system)) There are 22 different combat variants in the game so its not all elimination, there's boss fights, mini boss fights, invasion, there are 54 buildings in the game to put on your territory you control. Base game is 4 sectors of campaign, then i made a roguelike version because player feedback also wanted that so i built that as well. I spent literally months designing the UI, the galaxy map, the combat Huds, mini maps. Theres 14 factions in games with 7 hulls each with unique faction bonuses. Commander upgrades, rarity, loot tables, balance, pacing, story is all 100% me. There are over 200 vfx weapon effects i did by hand, hull effects, armor, shielding, weapon firing, weapon trails, layers of shaders. I had Claude build me custom tooling for to do this. Audio i used eleven labs spent months prompting to get sounds i liked. After that i cleaned up audio in audacity by hand. I set the pitch variances, the dbfs levels by hand. I had AI handle the timing, because that is extremely heavy on math and AI can do it perfectly. AI was used as a tool an assistant to me and employee. People hear seem to think you can make a game with just pictures and code, that couldnt be further from the truth. I get it, i hear it loud and clear my trailer sucks, thats not actually AI slop thats on me. I made a bad trailer, i wanted it to move fast and not show the turn based. I asked people around me and they all said the trailer was good. Well now i know the truth, my trailer sucks.

**Early_Net_9105:** as someone who is also building a game with a lot of ai generated code, I feel like I have a good perspective. I definitely agree that art, vfx and sound design has to be original. I would look into custom font creation and using sprite editing software (I'm not sure how the ships and constructions are rendered but they look like isometric sprites) so you can make the designs more intentional. I personally am working on learning blender and getting back into drawing/ writing now that I have some progress with my game engine. people are just so opposed to ai generated art, and I understand why, as someone who wants to sell my art myself, it's hard to be okay with generative imaging that goes against my beliefs with intellectual property.
but I think simplifying a lot of these aspects yourself would take away a lot of the ai-gen sheen.that shadowed gradient impact font you have for planet names is one I've seen on a lot of ai generated tech poster style images. open source/ royalty free planet imaging is another suggestion, if it's gonna be simple why not just copy in a few free use planet shots and then a basic painter/ color shifter filter on top of gas giants/ mars/ mercury etc for the alien planets? you can even have ai clean up your mspaint work if you're not super familiar with digital art. I would check out "out there" as it's a mobile spacefaring rogue lite, maybe you can find info on how their planet generation works if you do it procedurally and want to keep that.
this is why large scale indie games have and still will take 3-4 years to fully release if not just go early access. even with prompt generated code, its a lot for one person. people really appreciate the dedication and work when they can tell it's not generative imaging, speech/ audio, or storytelling, so it's absolutely worth it. especially if you consider it a passion project

**Repulsive_Muffin6149:** Can you share orchestration and agent workflow framework for the project.

**Panino87:** The yellowish nebula gas clouds don't mix well with the rest of the aesthetic in my opinion.
The rest is okayish, but still noticeable it's AI.

**BestStorage6608:** I'll look into the nebulas, I color coded them per sector. Yellowish is sector 3. But your right I'll think of a better way.

**NihilisticAnger:** I wishlisted it

**BestStorage6608:** Thanks, I really would love feedback. Not bug hunting or anything i can do that and bugs are nearly squashed. But legit did you enjoy it.

**maxneuds:** A space hook to hook in other spaceships. Kinda cool, but makes my physics heart bleed.
Looks good. 100 live editors is really messy tho, surprised that this did actually work out fine.

**BestStorage6608:** hehe, ya i thought the spacehook was cool so i added it. Figured it doesn't need to be 100% accurate. I also added a tractor beam and some gravity bombs and implosions that suck ships up.

**maxneuds:** Gravity bombs are always nice for combos into some big aoe explosion.

**BestStorage6608:** 100% i was playtesting a bit ago and used a tractor beam to bring an enemy close and the enemy was kinda grouped up anyway from asteroids forcing the enemy to get tunneled, then hit em with a flak cannon(space shotgun) ripped em apart. lol

**NuggetoO:** This looks like a shitty flash game from the early 2000's

**cronofdoom:** I'm so excited for you! I've also been working on a game I've always wanted to play. I've never made a substantial game before but it's materializing and I can't believe it.
Your game looks really cool. I'll go check it out. Congratulations on this epic milestone!

**BestStorage6608:** Thank you. Sounds like were both doing the same thing(passion game). When your ready to share i would like to see what your building.

**cronofdoom:** Will do!

**Quiet-Phase6948:** "I can't code"
Ok what can you do? Because the assets also seem to be AI generated.

**scartissue232:** He can build a game, see.

**IM_INSIDE_YOUR_HOUSE:** ChatGPT did that.
If I tell a contractor to make me a house, I didn’t build the house when they put it together.

**BestStorage6608:** So general contractors dont build houses? My neighbor is a general contractor, he builds 100s of houses a year. Directing AI is the same thing.

**IM_INSIDE_YOUR_HOUSE:** The CONTRACTOR built the house.

**BestStorage6608:** I agree he did build the house, I'm using your logic though that i didnt build the game. All he did was hire other people to build the house and relayed what the home owner wanted. General contractors don't go and build anything they manage the project and organize it.

**youareallnuts:** SpaceSlop

**Beautiful_Sand1876:** thats pretty rude

**BestStorage6608:** Ya im pretty used to it at this point, i basically just ignore unconstructive comments.

**BestStorage6608:** what particularly makes you say that? Just because i used AI or because you see legit slop??

**signal__noise-:** Ignore him. Literally all major studios and companies are using Ai to accelerate development. These are the same people that protested the invention of refrigeration because it was destroying the ice industry.

**BestStorage6608:** Ya it drives me nuts that a guy sitting in his basement for a year cant use it, but a billion dollar company can use it and no one cares.

**youareallnuts:** One person with no coding experience cannot make anything but slop. You are unable to optimize, debug, understand library choices, algorithmic choices and hand fix things that go bad. Especially in a PC environment, where there are literally thousands of configurations, you will get more refunds for strange crashes and odd game breaking errors. When you try to fix it the AI will rewrite large sections of code that have nothing to do with the bug. This will introduce more bugs where things that were working will start failing in weird ways you, being unqualified, will not be able to help the AI fix. Learn to code and start again or hire some pros.

**BestStorage6608:** Well i have sentry reports and 2,000 people have played the game and the only crashes that have happened are with people trying to play the game on unsupported hardware. Nothing i can do to help someone trying to run the game on a 15 year old laptop. In the beginning in august when i released the demo there were alot of crashes but those are all gone now.

**youareallnuts:** 2000 lol

**General_Luck6573:** 1 year just to build the most mid shit ever

**Tsuyu777:** rather play terra invicta

**BestStorage6608:** looks like a fun game

**haskell_rules:** "My grandmother can code a SaaS app with AI now, coding is dead"
Also
"This game that you spent a year working on with AI is slop"
