No, I didn't ask an AI. I don't use it to make decisions. I find it more interesting to make my own.
It's the fact that while there's a lot of game present, there are a lot of choices that don't make a whole lot of sense. The arrows go off in unpredictable directions, there are a bunch of buttons that don't seem to do anything, the background skins don't appear to work, a prestige feature tacked on that just kind of conflicts with the genre... lots of little stuff like that. It looks like whoever or whatever designed this didn't put a lot of thought into how the features work or how they interact with each other.
I suppose Dizzy could have done all of this himself but it would be a lot of very tedious work - hours upon hours - for results that don't look all that great in the end. That's not something I would want to do. It would make more sense to end up with this result if he'd put "make me a psychological horror arrow escape game" into GPT or whichever model the kids are using.
I understand the desire here - Dizzy wants to put his name on something and say he made it. It feels good to do that! Dizzy isn't wrong for wanting that.
He wants to say he makes lots of games. I get that too! I want to do the same thing - game development is my dream job. But making lots of games isn't the same as making games someone actually wants to play and enjoys playing. I want to make games that make an impact on someone, that they'll enjoy and think hard about and remember for a long time, like the games that I grew up playing. And sadly there are no shortcuts to doing that - no model on the market can make a game that makes me feel a specific sense of wonder I felt when I was a child, or leave me feeling genuinely unsettled by the implications of a good horror twist. I have to figure out how to do that myself.
Learning the craft of game development - by which I mean actually learning how to make your own assets and code, level design, narrative, etc, without leaning on generative AI models to make artistic choices - is a lot of work. I understand why Dizzy might want to skip all of that. He doesn't want to make something that looks bad. But making stuff that looks like butt is a part of the learning process. You have to be willing to make mistakes to learn how to do better in the future. And you have to be willing to take risks to make something new and interesting.
Anyway, none of this is to say Dizzy is a bad guy. He's human (I assume) and humans make weird choices sometimes. It's what makes us interesting! But I think Dizzy would have a more fulfilling game development experience if he did things the honest way. He'd learn a lot of new skills, maybe make some friends who also want to make lots of games, and he could feel proud of the work that he did. And he'd have a body of work that expressed his ideas in a way that only he can.
Just to clear up a few major misconceptions here: Dizzy is actually a beginner who is teaching himself how to code HTML games from scratch.
First of all, you’re completely wrong about the assets. There are no 'generative AI models' or copied image assets being used here to skip the work. Every single player, skin, and visual model in the game is generated dynamically purely through raw code (like canvas rendering and math vectors). Writing the logic to render objects entirely through code as a beginner is a massive learning curve, which is exactly why some elements might look experimental or hit a snag while the system is being optimized.
Second, he isn't sitting in a room alone just prompting a chatbot. He has a solid circle of friends and collaborators who actively teach him, review his code, and help him learn the ropes. Even when he is working on complex memory projects, logic scripts, or game modifications, he is actively collaborating with others to understand how the architecture works under the hood.
He is doing things the honest way by writing code, breaking things, and learning from a community of peers. It’s a dynamic, hands-on learning process, not a shortcut
I understand that the stuff looks like AI made it buts its all just code and all features are working i tested it before uploading......
arrows spin the wheel audio lvls artifacts etc...
everything works even when things are not working i inform him about it...
for example:-the PrismSnake.io game
snake cant eat orbs [fix] snake cant kill [fix] just added leaderbords/kill counts anti-lag switch just added
i helped him fix/add these features
the guy is trying...and im being real with you i ask dizzy what he thinks when people say his stuff is AI gen (he dont care) soo no amount of bad comments is gonna stop him from learning
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You might want to consider adding an AI disclosure on this
How is it AI gen tho?
is it the arrows how they are made???
tell me....if you knew who Dizzy was you will know he make aton of html games..
may not be like playstore game but he dose make games and hes a scripter why you think its AI gen did you ask an AI?? tell me i want to know
No, I didn't ask an AI. I don't use it to make decisions. I find it more interesting to make my own.
It's the fact that while there's a lot of game present, there are a lot of choices that don't make a whole lot of sense. The arrows go off in unpredictable directions, there are a bunch of buttons that don't seem to do anything, the background skins don't appear to work, a prestige feature tacked on that just kind of conflicts with the genre... lots of little stuff like that. It looks like whoever or whatever designed this didn't put a lot of thought into how the features work or how they interact with each other.
I suppose Dizzy could have done all of this himself but it would be a lot of very tedious work - hours upon hours - for results that don't look all that great in the end. That's not something I would want to do. It would make more sense to end up with this result if he'd put "make me a psychological horror arrow escape game" into GPT or whichever model the kids are using.
I understand the desire here - Dizzy wants to put his name on something and say he made it. It feels good to do that! Dizzy isn't wrong for wanting that.
He wants to say he makes lots of games. I get that too! I want to do the same thing - game development is my dream job. But making lots of games isn't the same as making games someone actually wants to play and enjoys playing. I want to make games that make an impact on someone, that they'll enjoy and think hard about and remember for a long time, like the games that I grew up playing. And sadly there are no shortcuts to doing that - no model on the market can make a game that makes me feel a specific sense of wonder I felt when I was a child, or leave me feeling genuinely unsettled by the implications of a good horror twist. I have to figure out how to do that myself.
Learning the craft of game development - by which I mean actually learning how to make your own assets and code, level design, narrative, etc, without leaning on generative AI models to make artistic choices - is a lot of work. I understand why Dizzy might want to skip all of that. He doesn't want to make something that looks bad. But making stuff that looks like butt is a part of the learning process. You have to be willing to make mistakes to learn how to do better in the future. And you have to be willing to take risks to make something new and interesting.
Anyway, none of this is to say Dizzy is a bad guy. He's human (I assume) and humans make weird choices sometimes. It's what makes us interesting! But I think Dizzy would have a more fulfilling game development experience if he did things the honest way. He'd learn a lot of new skills, maybe make some friends who also want to make lots of games, and he could feel proud of the work that he did. And he'd have a body of work that expressed his ideas in a way that only he can.
Tell Dizzy I hope he has a good day :)
Just to clear up a few major misconceptions here: Dizzy is actually a beginner who is teaching himself how to code HTML games from scratch.
First of all, you’re completely wrong about the assets. There are no 'generative AI models' or copied image assets being used here to skip the work. Every single player, skin, and visual model in the game is generated dynamically purely through raw code (like canvas rendering and math vectors). Writing the logic to render objects entirely through code as a beginner is a massive learning curve, which is exactly why some elements might look experimental or hit a snag while the system is being optimized.
Second, he isn't sitting in a room alone just prompting a chatbot. He has a solid circle of friends and collaborators who actively teach him, review his code, and help him learn the ropes. Even when he is working on complex memory projects, logic scripts, or game modifications, he is actively collaborating with others to understand how the architecture works under the hood.
He is doing things the honest way by writing code, breaking things, and learning from a community of peers. It’s a dynamic, hands-on learning process, not a shortcut
I understand that the stuff looks like AI made it buts its all just code and all features are working i tested it before uploading......
arrows
spin the wheel
audio
lvls
artifacts
etc...
everything works even when things are not working i inform him about it...
for example:-the PrismSnake.io game
snake cant eat orbs [fix]
snake cant kill [fix]
just added leaderbords/kill counts
anti-lag switch just added
i helped him fix/add these features
the guy is trying...and im being real with you i ask dizzy what he thinks when people say his stuff is AI gen (he dont care) soo no amount of bad comments is gonna stop him from learning
[thx for the feedback]
dont take this as a disrespect ples....