When I first set out to make a game with 100 worlds, I thought that idea sounded cool. It turned out pretty interesting, but maybe not as fun to play as I wanted. It should be releasing for free next week or the week after, so we'll see what people think.
This week was mostly patching systems together, playtesting and bug-fixing, and calling off some content I originally wanted to add, but don't think I should spend the time on right now.
Building a unity game with tons of scenes and unique assets for 3 platforms is a huge pain though. Unity 6 and the build profiles seem promising, can't wait to use that for my newer projects.
I never minded the splash screen, but apparently some players do, so I'll probably be turning it off for my future projects. But I still love Unity above the alternatives.
Since the concept of this game is so massive, I tried to use AI in a creative way to speed up the development of some assets, some textures and icons. But I found that, while current generative AI systems can be useful for saving time, relying on it for creativity rarely has good outcomes. It always seems to fall short creatively, and I often have to spend more time correcting it than I would have just starting the idea from scratch myself. In its current form, AI is very useful for speeding up some kinds of unimportant busywork, rendering filler elements or looking up coding syntax, but knowing its limits is really important for staying productive. In the future, I don't intend to rely on current generative AI for any problems requiring creative solutions.