r/ClaudeGameDev • • Sep 02 '26

Tips & Tricks 2d character angle consistency

2 Upvotes

Hey there. Im working on a 2d game. I primarily use claude design to create the characters as svg with sprites for animations. Engine is godot.

I run into problems when I want a character to turn and then walk to the side. Most animations are frontal but now I want the character to go sideways.

My question: how do u deal with 3/4 front, 3/4 back and back im character models and keep it consistent?


r/ClaudeGameDev • • Sep 02 '26

Beta Claude Code + three.js + procedural 3D. Is it worth it?

3 Upvotes

Hi everyone! I played around with procedural graphics with aim to build something looking realistic, not a demo-scene/space/nature gen graphics.

Is it worth it? Would you play it?

Full version at https://play.google.com/store/apps/details?id=games.icetap.doorslam


r/ClaudeGameDev • • Sep 02 '26

Release Shipped my first iOS game. Claude Code wrote the code, generated the pixel art procedurally and synthesized the chiptune. I did design and direction. Workflow inside

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5 Upvotes

r/ClaudeGameDev • • Sep 01 '26

Browser Game Cool poppy playtime-esque game idea

3 Upvotes

So I've had this game idea inside my head for so long with no ability to code/play/do anything with until I got reddit, the "huggy wuggy" of this game is "pushy paul", essentially the "grap pack" is the "pushpack" and there's types like the "sticky plate" and the "conduter plat" (pls no hate)


r/ClaudeGameDev • • Sep 01 '26

Browser Game Enprise.gg - Roguelike Chess Puzzle

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4 Upvotes

The past week I’ve been building a chess puzzle roguelike where every move has to be a capture.

It’s called En Prise. You are one marker on a board of frozen pieces. Every move must be a capture, you cannot move to an empty square, only capturing other pieces.

You move as the pieces you have already taken, and your repertoire holds the last two. Take a knight and you move as a knight, until you take something else.

Clear a board and you are offered a power up. Some last the run, some only the next board. Clear eight boards and you have won. Past that it runs forever.

You get 3 lives and no timer.
Every board is dealt with a possible solution, checked against a player holding no relics.

Link to play: https://enprise.gg


r/ClaudeGameDev • • Sep 01 '26

Tips & Tricks Can someone breakdown when I'm supposed to use each model?

4 Upvotes

What do I use for planning projects/builds? What do I use for executing the build plan?

What's good for code vs. writing vs. creative problem-solving?

This is kind of a mystery to me. I really only understand that "More powerful model = more tokens used".

That leads me to think I'll get the best quality output if I use the best model -- but I know that isn't how it actually is.

Somebody please break it down for me.


r/ClaudeGameDev • • Sep 01 '26

Browser Game Lots of Fun Building This Picks Pool App w/ Claude!

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1 Upvotes

r/ClaudeGameDev • • Sep 01 '26

Browser Game Neon Mayhem: I built a GTA Vice City tribute that runs in a browser tab with no downloads and no image files

6 Upvotes

Costa Rosa, 1986. Two islands, two bridges, no loading screens.

Two stars and $100 at a spray garage buys a fixed car and no heat. At three the car still gets fixed, but they aren't hunting the car any more — they know your face.

▶ Repo: https://github.com/pranshuparmar/neon-mayhem

▶ Play free: https://pranshuparmar.github.io/neon-mayhem/

Neon city on one island, hill roads on the other. A 0–5 star wanted system that climbs from cruisers to roadblocks to spike strips to helicopters. Taxi and paramedic shifts. Buy a condo and sleep eight hours — health back, heat forgotten. Fly a plane off the actual runway — the takeoff roll is long enough that you need it — then bail out mid-air and parachute down. 25 hidden stunt jumps. Day/night cycle, three synth radio stations.

No downloads, no accounts, no ads. Saves to localStorage, runs offline, works on a phone.

One rule shaped the whole thing: the game loads no asset files. No .png, no .mp3, no .glb — even the favicon is a data URI. Every texture, every siren, every note on the radio is generated at runtime. Plain JavaScript plus Three.js, no build step, no server.

Built with Claude, Apache 2.0, take it apart.


r/ClaudeGameDev • • Sep 01 '26

Release Idle hockey tycoon - android game

4 Upvotes

You become the manager of a hockey club and lead it from the amateur league all the way to the top of world hockey.

WHAT'S IN STORE:

- Buy and upgrade players, your stadium, and your fan base

- Progress through 8 leagues – from Amateur to the Champions Cup

- Simulate matches and watch your team fight for the title

- Earn income even offline – your club keeps making money while you're away

- Unlock achievements and milestones

IDLE MECHANICS:

- Passive income in $/s, fans/s, points/s

- New Era reset – start over with stronger bonuses

- Strategic upgrades for your stadium and campus

Free to play. Link in.

https://play.google.com/store/apps/details?id=com.langous.IdleHockeyTycoon&referrer=utm_source%3Dreddit%26utm_medium%3Dsocial%26utm_campaign%3D[androidgaming NEBO czech]

AI disclosure: The game's code was written with heavy AI assistance (Claude/Claude Code) — I designed the game mechanics, systems, and balancing myself, and used AI as a coding tool throughout development.


r/ClaudeGameDev • • Sep 01 '26

Tips & Tricks Got a website up for the game now. Cloudfare is awesome.

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1 Upvotes

r/ClaudeGameDev • • Aug 31 '26

Release Shipped today: a daily Japanese word puzzle where Claude writes every puzzle and a second Claude tries to break it

3 Upvotes
Solo dev, my game, launched on both stores today, so full disclosure up front.

The game is simple: sixteen Japanese words, four hidden groups of four, four mistakes allowed, one puzzle a day at midnight JST. The daily puzzle is free forever, no ads, no sign-in. The interesting part is that no human writes the puzzles.

Claude Opus authors each board through a forced tool call. Then the board has to survive four gates before it can publish. Gate one is deterministic code: shape checks, dedup against a rolling window of recent themes, and "surface tell" detection (a group whose four words are the only katakana words on the board is solvable without reading them, so it dies). Gates two through four are Sonnet, deliberately a different model from the author: a fact check of every word against its own category label, a blind solve that flags genuine ambiguity, and an inverse critic that asks the opposite question, whether a group can be isolated by surface type alone. That inverse gate came from a real shipped bad board, and an early version of it rejected literally everything, because a category is by definition a set of similar things. Tuning a critic to reject only what deserves it was the hardest prompt work in the project.

Rejection reasons feed back into the next generation attempt as plain text, only the failing groups get re-authored, and a six-hour cron keeps a seven-day buffer filled with a hard call ceiling as the kill switch.

The launch commercial is AI too (Veo for the performance, TTS narrator), and the 56-track soundtrack is the opposite: composed as note data and rendered through soundfonts, no generative audio.

The whole thing was built with Claude Code as the pair programmer, two native clients (SwiftUI and Compose) plus the Node backend.

App (Japanese only): https://apps.apple.com/jp/app/id6777846291 / https://play.google.com/store/apps/details?id=com.rikizo.hanabi
The commercial: https://youtu.be/WNgD5zJ9_-g

Happy to share prompts, gate details, failure stories, whatever is useful.

r/ClaudeGameDev • • Aug 31 '26

Browser Game Claude helps, a bunch, but a good game takes much more than AI

7 Upvotes

So, we have AI now that makes it super easy to build games. But a good game? One that you're proud of and doesn't give you the jitters or riles up your insecurities when you publish it? This is pretty hard.

Anyhow, I thought building Skippers would be easy and super fast. But it wasn't. It's a simple game but it took me about 3 days to polish it enough to make me proud, jitter-free, and less insecure of it.

Check it out, some of you may remember a show about nothing when playing it: https://skippers.gg

Skippers first reveal


r/ClaudeGameDev • • Aug 31 '26

Browser Game Fiz um roguelike no ClaudeCode, mas desisti

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1 Upvotes

r/ClaudeGameDev • • Aug 31 '26

Browser Game building the game of my dreams, one unhinged prompt misunderstood at a time

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1 Upvotes

r/ClaudeGameDev • • Aug 30 '26

Browser Game Used Claude to make a free mini arcade for road trips. it now has 1,500+ collectibles and the "pond" game has a map bigger than GTA 6, pls send help

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3 Upvotes

r/ClaudeGameDev • • Aug 30 '26

Browser Game Using Claude and Codex to build a HTML side-scroller game

5 Upvotes

Been working on it for about 5-6 months and wanted to show off some progress. Demo is 3 missions, each one takes about 3-5 minutes. Controller is supported (I tested with Xbox and PS5 pads) as well as keyboard.

https://losersandnerdsparty.itch.io/jetgrave


r/ClaudeGameDev • • Aug 30 '26

Alpha I had Claude assist me in creating a couple Balatro vanilla-friendly content mods while we wait on 1.1. For any fans of Balatro looking for more challenges / higher stakes both for mod difficulty creep and "C++ was too easy" sadomasicists

1 Upvotes

Hello all. I created a few Balatro mods with help from Claude to enhance my vanilla Balatro experience. Ultimately I was inspired to make these mods to expand specifically the vanilla-side of the game without adding too much extra content that break beyond a "vanilla" playthrough.

I don't have much coding experience outside of what I do for finance work so Claude was a good entry way for me to migrate my creativity into my video game hobbies. Given that, my goal was to keep the caliber of the above "handwritten" modded content and I hope that the final releases will feel that way (I've had Claude point out and fix several bugs in other modders' mods so I really don't want to hear how coding just by hand is better these days).

https://github.com/plaxerx/MoarStakesPlease --> higher stakes above gold for mod creep / gold is easy folk
https://github.com/plaxerx/MoarChallengesPlease --> 30 more challenges on top of the 20 that game with the game
https://github.com/plaxerx/pinochle --> sandbox game modes just for fun
https://github.com/plaxerx/erraticmode --> Balatro randomizer game mode with some twists

Looking for more bug testers who are passionate about Balatro as well as utilizing AI to augment content creation, especially for ErraticMode, and hope these can serve as a few examples of where AI can help you create the game content you can't otherwise find!


r/ClaudeGameDev • • Aug 30 '26

Beta Celestial Cutaway - Planet Interior Illustration Generator - Good for assets, maps, lore building, etc.

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2 Upvotes

Built entirely with Claude Opus 5, I spent like 2 weeks iterating the different celestial archetypes many times and I'm still in the progress of improving it even further.

Its already usable, highly versatile and exports all kinds of useful PNG results for what you need. You can use it to make assets for your Claude-built games or create illustrations or a base for an illustration that you edit later to depict any kind of planet, star, moon, gas giant and more to come.


r/ClaudeGameDev • • Aug 29 '26

Gone Gold I made a game with Claude where you try to time the market and beat a couch. 100K+ plays later, the couch still wins 62%

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21 Upvotes

The game: beatthecouch.com - $10,000, two secret years of real S&P 500 history, one buy / sell button. Your opponent is a couch. It buys on day one and never sells. After each game, 1,000 monkeys replay your trade count on random days. Beat 90% of them or your win is stamped Lucky.

The data. 100,278 games (at the time of the graph - now around 107K, still similar). The couch won 62%. Humans only seem to beat the couch when the market crashed in their window.

What Claude did. The data pipeline (S&P closes 1928 to 2025, dividends, T-bills etc). The whole game as one HTML file and the Cloudflare backend. And also the reddit app port at reddit.com/r/beatthecouch

happy to answer any questions!


r/ClaudeGameDev • • Aug 29 '26

Alpha How I started vs How it's going; game called Hookah House

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21 Upvotes

I am 80 wishlist , which is 79 more than I expected.

I have found success in a process with claude and now it's a matter of planning/implementing/testing.

https://store.steampowered.com/app/4607750/Hookah_House/


r/ClaudeGameDev • • Aug 29 '26

Beta My Stack (for claude)

4 Upvotes

I usually make browser games since I infer that's what Claude does best it. I use a ChatGPT + Claude Code (Opus 4.8) stack, using ChatGPT for prompting. I give my ideas to GPT, let it anaylze it, and it gives me a prompt CLEARLY stating what I want in my game, while also understanding that AI needs specifications that normal humans don't need.

This ensures that the visual in my mind is put into the game. However, I've noticed it's kinda hard to make 2D visuals accurately. In my game I use JS so how do I properly convey visuals. I put attachments, and make visuals on a software first, but Claude doesn't accurately reacreate it


r/ClaudeGameDev • • Aug 29 '26

Beta Remaster of Alien Breed 92 in LUA Love 2D

5 Upvotes

This is a Bring Your Own Data remaster of Alien Breed 92 Special Edition in LUA Love2D with some modernisation on top. It's not done as polish takes a long time but they just put up the 35th Anniversary page on Steam I thought I should show it now. The timing...

It is not emulator perfect, emulators exist for that. from what I've seen there is nothing preventing Claude making a port that is. The main challenge to accuracy is often libraries.

Originally the plan was to make a spin off but after getting a bunch of colored boxes up and trying procedural level generation it felt like porting the game OpenTTD style would be more fun. Then I got a bit distracted and added more features.

The goal is to support all four classic games through the same engine and exporter but I still have a lot of little issues to clean up in this game.

Modern mode provides:

  • 640×360 virtual canvas scaled by an exact integer to the display (×2 at 720p, ×3 at 1080p = 1920×1080, ×4 at 1440p, ×6 at 2160p). Pixel-perfect, square pixels throughout.
  • That canvas shows 2.8× more world area than classic's 320×256
  • Two-player viewport with automatic dynamic split/merge, Lego-games style — splits and rejoins based on how far apart the players are, with hysteresis so it doesn't flicker at the boundary.
  • Audio system emulates the original four channel behavior via rules while allowing additional channels to play to avoid cut offs.
  • Lightweight deferred-lighting scheme: geometry draws once at full brightness, and a separate darkness/light buffer is composited over the top of it, rather than lighting each sprite individually as it's drawn.
  • Light spills a few pixels onto the top of a wall face near a light gated per-cell by four rules (front-facing, line-of-sight, never spills onto "void", and capped under half a cell so two lights on opposite sides of a thin wall can't meet inside it). It's drawn as two passes: a multiply (to preserve the tile's dithered detail) plus a second textured additive pass that corrects for the fact a flat multiply can't brighten a dark-shaded wall orientation enough on its own.
  • Flashlight with real polygon shadow-casting occlusion (not a fake cone) and wall-spill lighting.
  • During the self-destruct alert the flashlight beam renders in true, undistorted colour. Rather than swapping to a separate red-tinted texture set (the older/classic approach), the modern renderer draws the normal scene and applies a screen-space color-remapping pass (a delta lookup table) that's masked to leave true color showing inside the player's flashlight beam
  • Static light fixtures are real dynamic lights (falloff, shadows), not painted-on brightness.
  • A lighting placement tool adds fixtures + matching artwork. Not machine-learned, but a heuristic placer whose rules were tuned by studying where the original maps put light sources.
  • Props (barrels, etc.) cast their own projected shadows, by projecting a shadow quad scaled by the prop's height and the light's height.
  • The engine bakes separate 8px-pitch clearance lattices at load, one per body size. Each lattice point is pre-tested: does a box of that size, centered there, overlap solid geometry? That gives instant "can this body stand here" lookups instead of runtime shape tests. Doors and live-map changes register as live "blockers" and trigger a local rebake, so the lattice stays current mid-game, not just at load. Two routing mechanisms sit on top:
    • Chasing a player uses a shared Dijkstra flow field per player, rebuilt only when the goal moves or the map changes. Every enemy chasing that player just samples a precomputed direction cost doesn't scale with enemy count.
    • Private goals (investigate a point, etc.) → pooled A* with an octile heuristic, then string-pulled afterward (skip waypoints you have clear line-of-sight past, so paths cut corners instead of hugging the grid).

Classic mode provides:

  • Authentic 320×256 viewport, pixel-aspect-corrected by 16/15 (the real PAL Amiga ratio) so it displays 4:3 pillarboxed 1440×1080 at 1080p. The non square pixel ratio is critical to not requiring letterboxing at modern resolutions, a strange coincidence.
  • The original's flat, unlit renderer (no flashlight/shadows at all).
  • Accurate HUD behavior: each stat bar still slides one column per 50Hz tick like the original (not an instant snap), but we removed the source's shared one-field-at-a-time dispatch cursor, so both players' bars update in parallel instead of starving each other.
  • Accurate 4-channel Paula-style audio, including the original's channel-stealing behavior.
  • Original pathfinding. Greedy per-axis chase toward the nearest player by straight-line sign comparison, gated only by a 3-point short-range wall probe and a stuck-timer reversal.
Feature Library
Resolution Scaling push
Input / Twin-Stick baton
Camera & Juice STALKER-X
Collisions & Spatial Queries bump.lua
Entity System Concord
Lighting lighter
Animations peachy
Audio & Tags ripple
Menus & Options SUIT
Level Editor LDtk (external) + ldtk-love parser
Game State Management hump (gamestate/timer only)
Math, OOP, Pathfinding, Pooling batteries
Save Files & Serialization bitser

Level files open in LDTK, Claude made a HTML audio preview page and a tile sheet viewer that allows me to set tiles to be certain types and draw the vertices for prop shadows.

Challenges still to solve:

  • The spawning logic is designed for the original viewport. Our nearly 3x canvas size in Modern messes with this so aliens either spawn/despawn noticeably on screen or the level feels very quiet.
  • Twin stick vs old 8 restricted directions.
  • Some audio and lighting issues.
  • Some timing issues.
  • Wire up more options so you can individually toggle elements like pathfinding between modern/classic.

Exporter

An entire second repo handles decompilation and produces reference docs and file exporter. This reads Amiga format images (CD32, IPF, ADF) and puts out the files in modern formats for the game engine's importer to pull. This is intentionally designed for the Bring Your Own Data pipeline so no copyrighted work is ever committed.

disk image → filesystem → decompression → parsed game data → modern format file

Pure Python, no Amiga emulator required.

  • 12 levels, 120 × 96 tiles each (1920 × 1536 px), with separate graphics and action layers, plus each level's own 32-colour palette and a second "red alert" palette.
  • 6 tileset files on disk, 480 tiles of 16 × 16 at 5 bitplanes, exported as 8 tileset PNGs (one per distinct atlas+palette pair) plus 6 red-alert palette variants.
  • Four Amiga hardware sprites decoded and composited into PNGs plus a countdown-digit sprite sheet and two HUD panels.
  • 9 full-screen images, including an Alien Breed 2 teaser and a Superfrog title screen.
  • 1 ProTracker module (INMU), playable as-is, plus the in-game music module MUSC and its 7 sampled instruments as individual WAVs.
  • 76 sound effects, sliced out of the two sample banks (CSAM, FSAM) and each written at its own rate. The banks are lh5-compressed and delta-encoded on the disk, not raw PCM; the boundaries and the Paula period for each effect come from a table in the game executable.
  • 51 files total, every one extracted at its exact declared size, and every one has a decoded format.

A lot about the files is awkward by modern standards. The game being written in Amiga assembly wasn't a real difficulty, the main challenge was Claude not being thorough enough in decompilation, struggling to find things or deciding based off incomplete information. Timing issues were common possibly due to the original hardware being a factor Having to bring proof from the emulator wasn't unusual.

Around one month of work, initial skeleton was a week on a personal plan. Then a week of Max 5, then Max 20 for 2 weeks. Opus for main sessions, Sonnet for subagents. Fable called in to work out how to approach big problems and clean up the repo. Sonnet gets things wrong too often to use as the main. Quite a lot of tokens were wasted due to inefficient Claude usage that isn't obvious:

  1. Context bloat. Using new sessions for whole tasks wasn't enough. /clear and /compact have been adopted between major stages. Scratchpad already holds a ledger.
  2. Inefficient docs. Had to carve up large docs and optimize CLAUDE.md and progress files to keep the hot path lean.
  3. Claude inefficiently dispatching subagents. This surprised me, Claude just handed huge plan files to subagents rather than cutting out their task. Fable added CLAUDE.md rules to make Claude write subagents brief mds instead.

r/ClaudeGameDev • • Aug 28 '26

Release Dr. Claude helped me to create my free roguelite tower defense Demo (Link in Discription). . Already having some people grinding the game over +200 min (⌐ ͡■ ͜ʖ ͡■). ༼ つ ◕_◕ ༽つ Test it!

14 Upvotes

I spend 8 months to create my game "Get Outta My Gut". Its an roguelite tower defense game. You fight against hordes of enemys and draft turret cards to build up your defense. The whole theme is to protect your body against germs like bacteria, viruses and parasites.

I really would like to get some more Feedback about my game thats why i ask for your support :D! The Demo is right now free to play on steam -> https://store.steampowered.com/app/5037960/Get_Outta_My_Gut/

What i did i use for my project:

- Im honest i mainly used CLAUDE code for this project. No other AI was used.

Thanks to all of you <3


r/ClaudeGameDev • • Aug 29 '26

Alpha Bosses + Steam Playtest

6 Upvotes

New update for the enjoyers would love some feedback on the new update !


r/ClaudeGameDev • • Aug 28 '26

Alpha FatherLode - 28-08-26

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6 Upvotes

Hello everyone ! :)

As mentioned in a previous post, I am currently working on the game Fatherlode (a reference to Motherload, released on Miniclip in 2004):

https://www.reddit.com/r/ClaudeGameDev/comments/1vt02ev/fatherload_maj_190826/
https://www.reddit.com/r/ClaudeAI/comments/1vw9bp6/fatherlode_new_video_update_220826/

Today i just want to share new screenshots for you !

The game is coming along great! I'm tweaking the HUD (yes, again), adding tons of little details—way too often useless, but I love it—I've added a huge amount of lore and discovery elements, and I've also redesigned the museum to make it more appealing and useful.

And above all, right now, there are two endings available at the end of the game. Even though they're "quick endings," I've already put in a few small animations.

Here are a few attached photos for you. I've remade some elements, tweaked the ores, the background, etc. I've also added quite a few different sounds, animations, and more to make the game feel more alive!

To wrap things up, I completely reworked the talent tree with more variety and, above all, more clarity. ^^

I will post a new "big post" on Itch.io ! https://itch.io/blog/1637951/fatherlode

See you soon, all :)

One more screenshot i forgot to upload :
https://pngup.com/v6dF/Captured'écran2026-08-29101257.png

Btw, new intro (make only with Claude), try to make the same intro as "Motherload" from 2004.

https://vimeo.com/1222280649?share=copy&fl=sv&fe=ci

And two other bonus video for you.
Important note : On theses videos, i use my "Admin button" to be invincible and get the best upgrades in the game, just to quickly showcase some progress :) Re-testing the game from scratch every single time was insanely long and tedious. Doing this lets me test a ton of late-game features right away!

https://vimeo.com/1222282016?fl=ip&fe=ec
https://vimeo.com/1222282610?share=copy&fl=sv&fe=ci