i'll just wait for full version
The game is out already. The full game is available for purchase on Itch and DLSite as we speak.the same
You need to understand that your player only sees and enjoys your game, your end product. They will not see your workflow or the countless hours and intricate adjustments you've put into tweaking whatever AI you're using to generate the art. And the reality is that the end result, your art, looks exactly like tens of other low-effort AI generated games that came before it and that's what people are going to see and base their judgement of your game on. I get that being able to generate something like separate clothing sets for same art is a tall order from AI, but I still feel like that effort might have been better spent refining your prompts to give you art a more unique style instead.In our case, we've spent an absolutely ridiculous amount of effort tweaking how to generate, what to generate, and what to do with what we generated. Far from any default settings. Not only does the settings, model, lora, and textual inversions affect the result - but the prompting alone has a great impact on the result, or what images you use as a foundation.
I will try the game later and reply with an updateHeyo everyone!
Been interesting reading through your replies. Really, thank you a lot. It would love to be involved in discussing the game.
First thing first, some things that I'd like to immediately address though is:
A. What is available for upload here is just the demo of the full version. A sample to see if it runs well and that the core of the game is interesting for you.
B. Only the demo and the DLSite version are censored; the full version is not.
C. Although AI was used in our workflow, nothing in the game has been *purely* AI generated. A lot of the art is created ground up barely touching AI, other stuff used AI as a core foundation. However all of it have gone through plenty of work from our talented artist.
Working AI-use into our workflow was really a learning experience - some parts I believe we totally nailed, and others not so much. I get where some of you are coming from with your feedback. A bunch of those little quirks you're spotting are probably from the early days of the project, when we were just getting our heads around the tech. And yeah, we kinda jumped in at the deep end and took on more than we could handle at the start, which we then had to scale back. Would love to discuss people's opinion on it!
Also - what do you guys believe are the biggest strengths and weaknesses of the game? One thing that we really struggled with developing the game was figuring out exactly what people cared about - something we've had many heated arguments about. "Do people REALLY care about the stereo mixing of the ambience? Should we instead spend this time adding more environment pixel art? How about the UI? Or should we ONLY focus on the H-content?". This is the kind of thing that sounds really easy until you start working on something yourself for months and months.
// The Programmer
Actually, you can draw some base for image yourself and ask AI to finish it. Even if all you can to draw is crayon doodles - you can just slightly edit what AI drawn from your scritches and run another redraw on AI and do this until you like what you got. Also Civitai is the thing (just google it if you don't know it already).Haven't played the game yet, but my take on the AI usage is that it's fine, as long as it's not abused.
Realistically, using AI is genuinely hundreds of times faster (and hopefully much cheaper) than waiting for artists to finish commissions. If you use this saved time and money to touch up the game itself, I'm personally all for it.
Essentially, I don't particularly mind the the art is "soulless", so long as the rest of the game is fed more than enough soul to make up for it.
I'm prety much sure he meant "full version for free"The game is out already. The full game is available for purchase on Itch and DLSite as we speak.
Of course, I am not expecting people to like something they normally wouldn't just because 'hey, a lot of work went into it'. If someone has worked for 10 years on something I find ugly, I'll still find it ugly.You need to understand that your player only sees and enjoys your game, your end product. They will not see your workflow or the countless hours and intricate adjustments you've put into tweaking whatever AI you're using to generate the art. And the reality is that the end result, your art, looks exactly like tens of other low-effort AI generated games that came before it and that's what people are going to see and base their judgement of your game on. I get that being able to generate something like separate clothing sets for same art is a tall order from AI, but I still feel like that effort might have been better spent refining your prompts to give you art a more unique style instead.
correct from demo experience game is not worth 12 dolars if there was a discount i might think about buying plus converted to my countries currency makes it even more expensiveI'm prety much sure he meant "full version for free"
Not sure if I'm just inexperienced or what, but the art looks amazing to me. I wouldn't have known.The development of this entire game was honestly a huge learning experience when it came to workflow. We're planning on explaining the workflow, and probably demonstrating it. We haven't really decided on exactly how yet. We managed to figure out a workflow that makes it relatively "trivial" to create plenty of different outfit options for a character. Without AI adding the outfits would've taken three times as many artists and four times as long.
If it makes you any happier, this is the first game we've used generative AI tools for art. For better and for worse, I believe that AI tools are going to become the norm in game development and art in general. If misused it is definitely not perfect, this very game contains many a flaw that demonstrates that. But with experience and the correct workflow, people that refuse to use tools that are useful to that degree simply won't be able to compete in the long run.
Me, myself, the programmer of this game have been quite stunned myself with what recent AI development has done. ChatGPT, for example, is nowhere near being able to just "make a game" just how Stable Diffusion is nowhere near able to just "make game art" - but both of them are already *insane* force multipliers, and would affect the world greatly even if they didn't continue to develop.
None of us can help but feel incredibly impressed at times, but also quite afraid at times.
Hi, to answer your question there are a couple of points and aspects that would really improve the game in my opinion. I'm going to just list the things that would really make the game great, because I think you have a great base concept but are missing quite a bit in my opinion.Heyo everyone!
Been interesting reading through your replies. Really, thank you a lot. It would love to be involved in discussing the game.
First thing first, some things that I'd like to immediately address though is:
A. What is available for upload here is just the demo of the full version. A sample to see if it runs well and that the core of the game is interesting for you.
B. Only the demo and the DLSite version are censored; the full version is not.
C. Although AI was used in our workflow, nothing in the game has been *purely* AI generated. A lot of the art is created ground up barely touching AI, other stuff used AI as a core foundation. However all of it have gone through plenty of work from our talented artist.
Working AI-use into our workflow was really a learning experience - some parts I believe we totally nailed, and others not so much. I get where some of you are coming from with your feedback. A bunch of those little quirks you're spotting are probably from the early days of the project, when we were just getting our heads around the tech. And yeah, we kinda jumped in at the deep end and took on more than we could handle at the start, which we then had to scale back. Would love to discuss people's opinion on it!
Also - what do you guys believe are the biggest strengths and weaknesses of the game? One thing that we really struggled with developing the game was figuring out exactly what people cared about - something we've had many heated arguments about. "Do people REALLY care about the stereo mixing of the ambience? Should we instead spend this time adding more environment pixel art? How about the UI? Or should we ONLY focus on the H-content?". This is the kind of thing that sounds really easy until you start working on something yourself for months and months.
// The Programmer