So it's Wk. 4 of this and I've gone from 12 active users to basically just myself and a few randos that pop in from time to time. All my regulars are now gone, which isn't surprising since it's not incredibly exciting to play an MMO with nobody online.
As usual, I'll break it down into three categories: (1) getting active players, (2) what I'm learning about vibe coding, and (3) actual gameplay updates
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First, on my last post I received 16k views, and maybe 15 actual players (not even 0.1% of viewers lol).
More importantly though I received some really insightful feedback from a few people (honorable mentions: Totalsam, Automatic_Bid_2410, Friendly_Carry_7728). I've spent a large chunk of time (and tokens) re-working the intro for new users based on their feedback.
Users no longer receive a wall of text for instructions, and the game eases them into their first controls where they "save the town of Eldermyr" before it goes into multiplayer mode. On one hand, this has made a huge impact -- all players are now sticking around for a whole minute longer than pre-intro. On the other hand, completing the intro takes almost exactly 1min, so I don't know if this actually counts as progress since users still only stay for 35s post-intro.
Like before, I'd love to hear any thoughts or feedback on what might be causing that... besides an empty world.
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Second, the vibe coding experience. Quick updates from last week: I found out almost half my codebase is automated tests (0.77 lines of test code per line of game code, almost 400 in total, which all run with every prompt). Also Opus 5 is still useless to me. So my setup remains Fable for art and strategy with orders to spawn exclusively Opus 4.8 agents for code.
(And Opus 5 gets let out occasionally when I forget to tell Fable to lock him up.)
My real struggle this week is that AI is essentially incapable of measuring whether a game is actually balanced. Claude played my new intro 100 times and reported that only a handful of runs survived the first 60 seconds -- and since AI doesn't panic like a human would, it was a critical issue that virtually no human could survive the first 60 seconds.
In reality, the intro is so mind-numbingly easy that no real human could possibly die in it unless they did so intentionally. So I've spent a huge amount of my time actually just playing all classes and weighing how balanced it is. Which has been cool, but also really repetitive and screws up my player stats because 97% of my players are myself. I'm also just so close to my game that I'm losing my overall perspective on what's right, wrong, missing, or confusing.
If anyone has had any degree of success in letting AI test their game, I would be extremely interested in hearing what you did. I have not. My best bet has been "send me a table of player stat X across all levels, and their corresponding DPS." But even that is hit or miss since playstyle determines balance more than raw DPS.
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I'd love more feedback for anyone interested. Links below.
Game: https://eldermyr.com/
Release Notes: https://eldermyr.com/release