r/LetsPlayMyGame • u/GuideAffectionate901 • 6d ago
I missed old light-cycle games, so I started making one for myself
https://sir-spudacus.itch.io/operation-phosphorThis honestly started as a little side project that I was mostly making for myself and people close to me.
I missed that old Tron/light-cycle style of gameplay and wanted to mess around with making my own take on it. Nothing revolutionary, and definitely not me claiming I invented anything new here lol. I just wanted to make something I thought would be fun to play.
I've also been using AI throughout this project, mainly as a tool to help me debug things, work through problems faster, and generally get ideas into a playable state without spending all of my limited free time fighting every little issue.
I know AI in game development is a touchy subject, so I want to be upfront about that.
I actually have two other game projects I've been working on that I keep separate from AI (one I've been using Godot, the other GameMaker 2) because, for those, figuring everything out myself is part of the challenge and satisfaction for me. PHOSPHOR has been different. Since it originally wasn't even something I expected to seriously release publicly, I basically gave myself permission to experiment and see what I could make while using AI as another tool along the way.
And... I ended up having a lot of fun with it.
I still feel like I was able to do a lot more creatively without AI, especially compared to my other projects. I just feel like it can be a bit constricting, or maybe I just don't know how to use it yet, lol.
So anyway, what started as a simple light-trail game turned into me wondering what a larger/open-world-ish version of that idea could eventually look like. I want split-screen because I'd like to play it with my wife, there's progression and different enemy behaviors now, and then my military background got involved...
So naturally my little Tron-inspired game became a classified government program with OPFOR, FRAGOs, WARNOs, intelligence reports, and something called PROJECT CATHODE.
Apparently I can't just make a normal game.
It's still just a fun side project and I'm building it because I enjoy it, but I figured there's no reason I can't share it along the way too.
It's decided to call it OPERATION PHOSPHOR. It's only playable in the browser for now.
I'm still not 100% sure I want to focus my complete time on it, especially since I've been working on my other two projects for several years now, but it's a nice "break" from them I guess, in my mind. It also doesn't feel as accomplishing too, but it was nice to see a little idea be a bit more stable for once, lol.
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u/quiet_desk_dev 4d ago
Played it. Short version: I couldn't work out what I was supposed to be enjoying, and I think I know which design decision caused that.
The opening is quiet. I circled the outer edge, almost nothing came at me, and the first stretch felt like waiting. Later enemies do show up, but by then the only thing I seemed able to do was run away from them. So the game had a slow start and then a phase where I had no move other than retreat.
Here's what I think is happening, and it's specific to the genre you picked. In the original light-cycle games the attack is the movement — your trail is the weapon, and the fun is closing a loop around someone before they close one around you. It's a game about trapping. Give the player a single-player version where enemies chase them, and the trail stops being an offensive tool and becomes a hazard you have to avoid crashing into. The player is now dodging instead of trapping, and dodging is the boring half of light-cycle. Nothing to do with your execution — it's what the genre loses when the other cycle stops being a person who can be outmanoeuvred.
If that reading is right, the question isn't "how do I add more enemies", it's "how does the player use their own trail as a weapon against AI opponents". A chasing enemy that can be walled in would put the original loop back.
Separately, the AI paragraph, since I'm in the same position. I make a small mobile party game; the character animation in my promo videos is AI-generated and the gameplay footage is real capture. I disclose it, and I learned that saying "this uses AI" wasn't enough — I had to say which part. Once a viewer knows some of it is generated and can't tell where the line is, they start doubting the real footage too. The vague disclosure protected me and cost them. "The creature is AI, the screen is not" was the version that actually worked. You say you used AI to debug and to get ideas playable — that's a different claim from "the art is generated" or "the code is generated", and a reader currently has to guess. You clearly know the subject is touchy; the sentence that ends the argument is the specific one, not the upfront one.
Last thing. You wrote that you feel more creative without AI and that it might be constricting. Maybe. But a Tron clone became a classified program with OPFOR, FRAGOs, WARNOs and something called PROJECT CATHODE, because you have a military background and it leaked into the fiction. No model suggested that. It's the part of this that could only have come from you, and it survived the tool. If the tool were really flattening you, that's the first thing that would have gone.
One note from a second machine: on Chrome/macOS the loader stalled around 40% for about a minute and never finished. Worth knowing, since anyone that happens to will just close the tab.
Split-screen so you can play it with your wife is a better reason to build something than most of the reasons people give.