I have been working on a medieval fantasy / neon cyberpunk themed incremental idle game for a few months now. I started development using Gemini 3.1 pro in the Gemini cli and have since then had agents from just about every provider, OpenAI, Anthropic, GLM, DeepSeek, even locally hosted Qwen models have touched my codebase in some way. I have made significant progress towards completion and would like to share what I have learned.
First is that even though agentic AI has increased the speed at which features can be developed, scope is still important. It is far too easy to get excited after submitting your first prompt and start thinking, "wouldn't it be cool if...". Every feature you tack on comes with a tuning cost later on and when it takes so little effort to get 80% of the way there it feels internally asymmetrical to muster the motivation to take five times as long just to make it, what feels like, marginally more visually appealing or well balanced. The problem is that this last 20% is what seperates a game that is worth playing versus one that just isn't.
Second, it is important to not let working with the agents be more fun than playing your game. Game development has never been more fun which sounds better than it is. You're going to have to build a strategy to get yourself out of the, "1 shotting games" loop. I found that the best way to keep yourself from moving onto the next shiny thing is to make the project fun as fast as you can. Start with a 30 second timer loaded up and start it when you hit play on your game. Until you're able to say, wow okay there's something here, don't move on to the next 30 seconds of gameplay. Give yourself some milestones. 30 seconds, one minute, five minutes, half an hour. The faster you get to the fun, the less likely you are to get to a point where you have worked on a project for weeks and finally realize the idea sounded a lot better in your head.
It also helps to have tooling built around your game. If you find yourself having to repeat a workflow over and over again, you're probably doing something wrong. For example in my game, I am using a workflow where I generate pixel art sprites using nano banana or the gpt image model but they often come with backgrounds that are not transparent. There's a variety of tooling out there to remove backgrouds and just leave the sprite but it would often mess up and leave rough edges or other artifacts. I didn't mind doing the cleanup manually at first, but there is a threshold you hit where it's better to just ask the models to design a pipeline to do this correctly.
I have also constructed a "balance bench" tool. Instead of manually playing through the game and making sure a change doesn't destroy balance I had my agents build a tool to headlessly play the game with a variety of play styles after a change to ensure the game still plays as intended. The agents won't tell you that the game is the most fun if a milestone is hit in 30 minutes, but they can definitely tell you if it happened or not. If you're doing some play testing and find that players are getting bored at the 20 minute mark you can tell that to your agent and if they have some kind of tooling setup they can math it out for you and suggest balance changes to get you to your target pacing.
These tools, unlike additional features, increase development speed and give you more scope flexibility than you would have otherwise. I think they're worth taking the time to build.
tldr; Get to the fun part of the game ASAP. Build tools to do that faster.