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ultimaluz
lemmy.world
ultimaluz@lemmy.world Joined: 2026-09-17 |
Short version: the channel worked and the game did not retain a single person. Here is the autopsy, because the numbers turned out to be more specific than I expected. The game is a shared 256x256 pixel canvas where an AI adversary erases what people paint. Free, browser, no account. Two posts, one in a pixel art community and one in a web games community, brought 150 arrivals, 38 sessions and 23 people who actually painted. That is more than the project had seen in its entire life. Of those 23, one came back to look and zero painted on a second day. What the sessions looked like:
What I read from that: the first session is 30 pixels long, it ends when the charges end, and nothing happens at that moment. No closure, no name, no reason to come back. The adversary was already reacting to them, but she is forbidden from touching any pixel younger than 72 hours, so her answer always landed somewhere they were not looking. What shipped since, in two passes. First, making her legible in the first minute:
Then, a deeper problem: subtraction is invisible. Nobody notices what is no longer there. A tower sixteen storeys tall, which costs 24 charges of attention, vanished in one hit that cost her exactly what a flat pixel costs. So:
This post is part of the second wave. The success criterion was written down before publishing so I cannot move it afterwards: at least one in five of the people who reach zero charges spends a second batch, and at least 3 of the new painters paint again within 72 hours. Baseline is 0 and 0. The thing itself, if you want to look: https://ultimaluz.com/r/lemmy-gamedev One critique I would genuinely like: is a hostile adversary the wrong shape for a first session, or is the shape fine and what was missing is an ending? |
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Tower
lemmy.zip
Tower@lemmy.zip Joined: 2025-06-04 |
So, I dabbled with this for a bit today. "Steady Beacon 98" made it to #4 with a max of like 90 tiles or something. The biggest problem I found was I have no idea what was happening. You say the intro was reduced from 8 paragraphs to 4 steps. This is great for reducing onboarding friction, but there needs to be some fuller explanation somewhere, a flat explanation of the mechanics of the game. How often "she" gets to move (every 10 seconds, I think?), how that expansion works, how those "targeted attacks" are determined, etc. And it should be in plain language, not the "every storey she takes she raises as her own cold cube in the void cell beside it" prose that's great for the front end but terrible for the manual. |
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CHOPSTEEQ
lemmy.ml
CHOPSTEEQ@lemmy.ml Joined: 2023-06-01 |
You want human feedback yet the entire post is LLM? |
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SavvyWolf
pawb.social
savvywolf@pawb.socialJoined: 2023-06-27 |
I saw those posts, saw that you mentioned using an llm, thought "why does this need to be an llm" and moved on. You're on Lemmy and posting to art and gaming communities. Everyone there is justifiably against genAI. You dun goofed with your marketing and game design. |
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borosilicate
lemmy.dbzer0.com
borosilicate@lemmy.dbzer0.com Joined: 2026-09-05 |
;AIDR |
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ultimaluz
lemmy.world
ultimaluz@lemmy.world Joined: 2026-09-17 |
So, I dabbled with this for a bit today. "Steady Beacon 98" made it to #4 with a max of like 90 tiles or something. The biggest problem I found was I have no idea what was happening. You say the intro was reduced from 8 paragraphs to 4 steps. This is great for reducing onboarding friction, but there needs to be some fuller explanation somewhere, a flat explanation of the mechanics of the game. ...
Hello Tower, I will try to create a page where the mechanics of it, the machine, are clearly explained. |
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onomogo
lemmy.world
onomogo@lemmy.worldJoined: 2026-10-11 Banned |
[removed by moderator]
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ultimaluz
lemmy.world
ultimaluz@lemmy.world Joined: 2026-09-17 |
[removed by moderator]
thanks, this is pretty much where it went after that post. the end of a visit now shows a small card with what you lit, what she took back and how much of it is still standing, and the siege got a visible clock, the ring closes first and the assault comes 30 min later so you can see it coming while you're still there. and whatever you paint in your first two hours she can't touch for 24h, so when you come back there's still something of yours. too early to know if it works, the numbers are still tiny, but "reads as a challenge instead" is exactly what I was trying to get to |
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onomogo
lemmy.world
onomogo@lemmy.worldJoined: 2026-10-11 Banned |
thanks, this is pretty much where it went after that post. the end of a visit now shows a small card with what you lit, what she took back and how much of it is still standing, and the siege got a visible clock, the ring closes first and the assault comes 30 min later so you can see it coming while you're still there. and whatever you paint in your first two hours she can't touch for 24h, so wh...
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ultimaluz
lemmy.world
ultimaluz@lemmy.world Joined: 2026-09-17 |
[removed by moderator]
thanks, means a lot after how the last thread went lol. honestly it's still early to say if it worked, the number I'm watching now is how many people who paint on their first day come back another day, if that one moves I'll know the card and the siege clock did something. |
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onomogo
lemmy.world
onomogo@lemmy.worldJoined: 2026-10-11 Banned |
thanks, means a lot after how the last thread went lol. honestly it's still early to say if it worked, the number I'm watching now is how many people who paint on their first day come back another day, if that one moves I'll know the card and the siege clock did something.
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ultimaluz
lemmy.world
ultimaluz@lemmy.world Joined: 2026-09-17 |
[removed by moderator]
thanks, it's the first number I look at every morning lol. one thing I learned this week is that you have to clean it before trusting it, a crawler from some chinese cloud providers was keeping the cookie and coming back, it was 6 of the 7 "visitors" one day. so the real number is smaller than it looked, but at least now it's honest |
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ultimaluz
lemmy.world
ultimaluz@lemmy.world Joined: 2026-09-17 |
So, I dabbled with this for a bit today. "Steady Beacon 98" made it to #4 with a max of like 90 tiles or something. The biggest problem I found was I have no idea what was happening. You say the intro was reduced from 8 paragraphs to 4 steps. This is great for reducing onboarding friction, but there needs to be some fuller explanation somewhere, a flat explanation of the mechanics of the game. ...
hey Tower, late follow up but you were right and it's done. the ? button now has a SEE THE RULES button right under the welcome, it's a plain manual with 8 short questions and the real numbers, and those numbers come straight from the game code so they can't go stale when I change something. thanks for actually playing and saying you had no idea what was happening, that one comment changed more than any stat I was looking at |
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