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(+2)

Oh man that description hurts my brain to read

(+2)

These AI games feel sloppy and spammy. This looks a lot like the fungus game and also doesn't quite work or feel right either. If you use AI at least use it creatively to create something interesting that would be out of reach otherwise.

(-1)

That's very good constructive criticism I have two projects mid-build right now that I'm going to finish but I've put a full stop on my game production.  I'm doing a full top to bottom red team audit on everything right now and I'm going to be launching a couple of much higher end jrpg style flagship games over the next few days.  I've also manually gone through and written out full instructions and code bases manually for 30 new games that I have fully researched that hopefully don't feel anything like what I have built in the past here's a preview of what I'm going to be building next I hope you stay with me and give me a little time because it'll take a little while to get everything together for this but here are my plans over the next few weeks for free and paid games 


Laternbound will be a SNES style jrpg flagship launching over the next week.


Subverted RPGs & Progression Systems

  • Reverse RPG: You start at level 99 with ultimate gear. Every time you beat a boss, you must sacrifice a core skill, weapon, or memory, finishing the game as a fragile level 1 character.
  • Pact-Maker Warlock: You do not level up by fighting. Progression comes solely from signing increasingly terrible contracts with demons, requiring you to read the fine print to exploit loopholes in their curses.
  • Curse Dealer: You run the shop in a standard fantasy town, but you exclusively sell cursed items. You must balance crippling the heroes with just enough power so they survive the dungeon and bring back loot.
  • Glitch Hunter: A game where "bugs" are features. You must intentionally cause simulated memory leaks, sequence breaks, and out-of-bounds clipping to navigate the dungeon.
  • Monster Splicer Tactics: A tactical grid battler where units are genetically spliced chimeras. Breeding a snake and a bear creates a stealthy tank, but their mutated lifespans are dangerously short.
  • Nomad's Caravan: A 2D survival game where your base is built on the back of a massive, slow-moving beast. You must steer it toward food while defending its legs from raiders.

Systemic Puzzles & "Metroidbrainia"

  • Cartographer's Descent: A dungeon crawler with no in-game map. You physically draw the map using an in-game UI tool, but any errors in your drawing cause spatial anomalies in the actual game world.
  • The Unreliable Narrator: A top-down adventure where the narrator constantly lies. If he says "the door is locked," you can walk right through it—but if you interact with it and believe him, it becomes locked.
  • Echo Locator: A stealth game set in pitch blackness. Making sound illuminates the environment so you can see, but immediately alerts the monsters hunting you.
  • Chronology of a Ghost: An investigative puzzle game where you revisit crime scenes, but you can only see the shadows of past events cast against the walls.
  • Gravity Plumber: A physics platformer where you redirect water flows through pipes to change the center of gravity in the room.
  • Linguist of the Deep: Stranded on an alien ocean planet, you must decode the visual bioluminescent language of the fauna to command them and solve environmental puzzles.

Action, Rhythm & Bullet-Hell Hybrids

  • Bullet Hell Botanist: You farm crops while dodging intense bullet-hell fire. The plants you grow create defensive walls or turrets, but they require constant watering while you dodge.
  • Match-3 Mecha: You pilot a giant robot, but its internal engine is a match-3 grid. Matching specific elements repairs limbs, fires missiles, or vents heat while dodging real-time attacks.
  • Typing Samurai: A fast-paced hack-and-slash where devastating sword combos are executed by typing actual haikus.
  • Rhythm Lockpick: A heist infiltration game where every lock, laser grid, and guard patrol operates on a musical beat.
  • Reverse Tower Defense: You command the horde trying to breach a procedural castle. You draft unit types and dictate the spawn rhythm to overwhelm the AI's defenses.
  • Courtroom Brawler: You play a lawyer who literally fights the prosecutor. Evidence is thrown as weapons, and the judge's gavel is an environmental hazard.

Simulation, Management & Incremental

  • Stackable City: A city builder played entirely with cards on a tabletop. Placing "Lumberjack" on "Forest" generates "Wood," but you must manage spatial inventory when a "Dragon" card attacks.
  • Necromancer's Inn: You run an inn for undead adventurers. You must harvest limbs, brew embalming fluids, and ensure your patrons don't rot before they finish their quests.
  • Time-Loop Train Dispatcher: You manage the switches on a complex railway. Every 5 minutes, a catastrophic crash happens. You keep looping to slowly fix the sequence of the entire rail network.
  • Kaiju Cleaning Service: The heroes already defeated the giant monster. Your company is contracted to safely dispose of the highly volatile, radioactive carcass before it infects the city.
  • Museum of the Future: You manage a museum in 3000 AD displaying 21st-century artifacts. You must invent convincing fake lore for everyday items (like a toaster) to keep tourists entertained.
  • Black Market Alchemist: A potion-crafting sim where the ingredients are illegal. You have to brew in secret, hide your lab from guards, and launder your gold.

Narrative, UI-Driven & Unique Hooks

  • Tarot Heist: A deckbuilder where cards manipulate the probability of guard patrols, security cameras, and loot drops in a casino rather than dealing damage.
  • Interrogation via Ouija: A social deduction game where you interrogate a ghost to find their killer, but the ghost is controlled by another player trying to trick you.
  • Vampire's Morning Routine: A frantic 3-minute physics-based comedy game where you must close all blinds, hide garlic, and get into your coffin before the sun rises.
  • Radio Operator in a Siege: You sit in a bunker with a radio. You coordinate artillery strikes and troop movements based solely on audio cues, decrypting Morse code, and scattered maps.
  • Scratch-Off Tycoon: An incremental game where everything is resolved via scratch cards. Upgrading your "coin" reveals deeper layers of foil and escalating progression loops.
  • Drafting the Apocalypse: An auto-battler where you draft natural disasters (Tornados, Meteors, Floods) to wipe out a rapidly evolving, AI-controlled alien invasion.
(+1)

even the response feels like AI

Sigh. It wasnt..

(+5)

Some of these games are at least briefly kind of fun. But maybe you could make them slightly less incoherent, in that "My AI Writes Like The World's Worst Poet!" kind of way, if you included some instructions such as:

"Write in fluent, ordinary English. Express ideas in a straightforward, ordinary way. Do not attempt to be clever; you will fail. Express, clearly, what specifically the player should do, or what a thing is, what it does, what the player does with it, etc. Do not add unnecessary 'flavor' text in contexts where it may be difficult for a player to distinguish that text from actual meaningful information." 

Or something like that. I mean, that's supposed to be your job. I don't care if you have AI write the code, or do the art, or even write the text - but at least do some minimal quality control, and address egregious errors. And yeah, obnoxiously incoherent text is an error, both in-game, and in the description.

Such as... don't say "It is an incremental — numbers go up, the board gets bigger, you can leave it running — but the thing you are optimising is a route, and the thing walking that route is somebody else's run."

Because... what are 'you' talking about here? I assume it means something like "you dig a cool path/maze for the little adventurer NPC dudes." Describing this as somehow involving "somebody else's run" is cringy, and bizarre, and it's also essentially a lie because a straightforward interpretation of this would suggest that it means other player's actions have some kind of influence. As in, this is some kind of multiplayer environment, and other players are playing as the adventure guys, or something. 

See, this kind of thing is why people get angry about "AI slop." Mostly not because of principle - but because so many devs just 'slop' out whatever junk the AI coder gives them without trying to fix problems, and without even trying to prompt it well. It makes us think you're just loading up Claude Code or whatever and saying "Make me up a quick junk html game, don't use too many tokens" and that's it.