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This is a great idea, and I love the item and location names and loading screen blurbs.
However, the actual gameworlds cannot really do most prompts justice because of how limited the assets are. If the engine could generate assets for tiles, doodads and enemiy sprites on the fly, it might work, though I guess that would be extremely expensive.
Gameplay-wise, the game is a smooth gameplay loop but also very simplistic. The generated maps are pretty good, enemy variety is okay, again very barebones for a rogue-like game.
Overall, I hope you will work on this concept some more and expand the asset pool and supported systems. It would be neat if the game could recognize game settings from the prompt, like mentioning 'easy' or 'fun adventure' could make the game easier and simpler while mentioning 'hardcore rpg' or 'classical dungeon crawler' could make it harder and add more systems like trap tiles, random events, etc.
I'm currently looking at ways to redesign level generation to make adding new assets into the game and customizing them easier so the worlds stand out more from one another and unique settings are better represented. I also like your last idea - when I started working on the game, getting the AI to generate playable and balanced levels without breaking everything was a challenge in itself, but now that I have a much better idea on how to approach it, I'll see if I can get the gameplay to vary more.
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Specifically made an account to leave this comment here:
This is a great idea, and I love the item and location names and loading screen blurbs.
However, the actual gameworlds cannot really do most prompts justice because of how limited the assets are. If the engine could generate assets for tiles, doodads and enemiy sprites on the fly, it might work, though I guess that would be extremely expensive.
Gameplay-wise, the game is a smooth gameplay loop but also very simplistic. The generated maps are pretty good, enemy variety is okay, again very barebones for a rogue-like game.
Overall, I hope you will work on this concept some more and expand the asset pool and supported systems. It would be neat if the game could recognize game settings from the prompt, like mentioning 'easy' or 'fun adventure' could make the game easier and simpler while mentioning 'hardcore rpg' or 'classical dungeon crawler' could make it harder and add more systems like trap tiles, random events, etc.
Thanks for the detailed feedback/review!
I'm currently looking at ways to redesign level generation to make adding new assets into the game and customizing them easier so the worlds stand out more from one another and unique settings are better represented. I also like your last idea - when I started working on the game, getting the AI to generate playable and balanced levels without breaking everything was a challenge in itself, but now that I have a much better idea on how to approach it, I'll see if I can get the gameplay to vary more.