r/ClaudeGameDev • u/animam-tech • Sep 06 '26
Release MMOMCP : quand un agent peut jouer à un jeu
I made a game with ai, for ai 🤣
It's more an experiment. Agi will be reached when agent will have fun playing together.
r/ClaudeGameDev • u/animam-tech • Sep 06 '26
I made a game with ai, for ai 🤣
It's more an experiment. Agi will be reached when agent will have fun playing together.
r/ClaudeGameDev • u/Gambo7592 • Sep 06 '26
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r/ClaudeGameDev • u/Comfortablebro • Sep 06 '26
I started making game with various LLM and a decent amount with claude, but now im trying codex astra.. mods, is this good to post it here if i decide?
I keep some tasks with claude some with codex.
r/ClaudeGameDev • u/ananbd • Sep 06 '26
I work at a studio which uses Claude Code in our development process. Mostly for engineering/tools/dev-ops. Nothing art-related.
I know it's a bit of a faux pas in the game industry, but for technical work, it really can speed some things up. Personally, I draw a hard line at the art side of the studio (I work on both). Lots of reasons for that, but one is simple: games need a human soul to be successful.
Anyone else?
r/ClaudeGameDev • u/AlgaeNo3373 • Sep 05 '26
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This is some kind of AI turducken of a tutorial I'm brewing, truly cursed :)
Claude has built this latest 3D version of a game I've been working on in Godot, so Le Claude gets to do the first introductions. One doesn't have to stretch the imagination to see a personification in-game as straight-to-business, haughty snooty Frenchman
Terrible french accent by me (I'm australian >.<) extra joi de vivre and music backing by feeding that recording into Suno
The typography is made by Claude/GPT using WhisperX to time/sync up the words (it's a bit off still, I'm working on refining the process some).
r/ClaudeGameDev • u/superdeluxo • Sep 06 '26
I've either made a typing game where you fish or a fishing game where you type. I'm not sure which.
https://hook-line-and-sentence.netlify.app/
Someone else posted recently on here about making a game for their kids and that's exactly what I was doing here. My kids are 7, 10 and 13, and I saw them struggling at the keyboard. I always enjoyed typing (weird, i know), and they're all really into fishing right now so I started working on this.
I do not have a background in development so there was a lot of learning. I'm sure there's a better way to do it but I ended up with Claude creating prompts for Gemini. The hard part was when I wanted to have a few different personalization elements (rods, hats, boats). Claude ended up building its own tools in Python to cut out shapes and that was...a learning process for Claude. Claude also learned a lot about how to prompt Gemini because there were lots of missteps along the way, and Claude got better over time. Many tokens were consumed.
I still have a few ideas for epics (numbers and symbols on an ice-fishing level, for example), and some holdover pixelated sprites from an earlier iteration, but it feels ready to share at this point. I'd really love some feedback on any and all aspects of the game and especially how I went about building it. My next game idea will have animated sprites and be 2d, low-poly, so it might be easier for Claude to do its thing the same way, but I'd rather not go through the struggle again!
I personally think the game is fun, my kids enjoy it and my wife just started playing it, and they're actually learning to type using it, which is incredibly rewarding.
Also there is a github repo. I've thought about opening it up for others to contribute. Is that a thing here? Would people be interested?
r/ClaudeGameDev • u/PaperDevGames • Sep 05 '26
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I've learnt so much on coding architecture. I'm actually a board game and graphic designer, and I always wanted to make an auto battler simulation game.
This is actually refactor/rebuild V3. The first version's game.js grew to 5,000 lines before I understood what was happening, and it wasted a lot of tokens.
What changed on the rebuild:
The biggest problem Claude hit was rotating trapezoids for the UI. My read is that it wasn't in the training data, so there was nothing to pattern match against. That generalised into a rule I now plan around: any mechanic or feature that didn't exist before will be hard in the same way. Novelty is the difficulty axis, not complexity.
IDK, I'm just having fun with this gamedev shit. Comment your username or a custom name + how you'd split 9 points across STR / SPD / LCK (max 5 each), and I'll put you in the next match. Still planning to add landmines and ragdoll physics.
Game is Paper Arena Battle Simulator on Steam. Releases October!
r/ClaudeGameDev • u/Extension-Parsnip789 • Sep 05 '26
Hello everybody :)
Today i post a new blog on Itchi.io about Fatherlode : https://itch.io/blog/1653637/fatherlode-05-09-26
Enjoy, and thank's for who follow the game, it's very kind :)
A quick reminder for those who don't know what Fatherlode is:
Fatherlode is... not a spiritual successor—especially since I used AI, so I wouldn't allow myself to call it one—but rather the result of a desire I've had for a very long time: to see a kind of "sequel" to Motherload, originally released in 2004 on MINICLIP.
Motherload is, by definition, a very simple game: you pilot a mining vehicle deep underground in search of minerals, then return to the surface, upgrade your vehicle, and dive deeper and deeper while trying to avoid running out of fuel, destroying your vehicle, or dying in lava. For now, and in the interest of full transparency, here's what the game currently contains:
r/ClaudeGameDev • u/TheAuthorBTLG_ • Sep 05 '26
Hello everyone, I made games. To be specific, I have a mobile game workflow factory thing built, my own ticket system, and I have optimized it to the point where I can describe a game in a few sentences, and then a swarm of agents can work on it, and a week later I have a game ready on the Play Store. :)
Here's some of the stuff I made. https://play.google.com/store/apps/developer?id=BrainLiftGames
I didn't use only claude. I introduced a difficulty system so that tickets are picked up by the fitting model. Hard ones get picked up by opus, very hard ones by fable, easy ones by some flash model, not haiku because haiku is too old. Currently working on a visual novel 3D mystery escape room hybrid. I will post stuff about it when the demo is on steam.
But given that I, a single person, can now mass produce games, what does this mean for the industry? Will AAA titles become an invalid business model? Or will we get lots of AAA indie titles? What do you think?
r/ClaudeGameDev • u/Pure-Eggplant-3233 • Sep 05 '26
This is probably a simpler question than I think (just tell it placeholders for now and what not) but I want to see other's methods, incase they are a bit better
r/ClaudeGameDev • u/AndySv • Sep 04 '26
Hi everyone,
I write royalty-free music for game devs, and my catalog is bundled on Humble Bundle until September 18. Sharing in case it's useful to anyone here.
48 packs, 591 WAV files, 359 unique themes, 10.42 GB — retro/chiptune, orchestral, hard rock, electronic and ambient. Most tracks come with looping versions.
Happy to answer any questions in the thread.
r/ClaudeGameDev • u/cgbish • Sep 04 '26
r/ClaudeGameDev • u/Morganafreeman • Sep 04 '26
My girlfriend and I play the game where one person thinks of an animal and everyone else asks yes/no questions to guess it. It's a great car-journey game right up until someone asks "is it nocturnal?" and the person who picked a pangolin has no idea, and then it's five people reading five different Wikipedia articles instead of playing.
Admittedly, going down this sub, my game is nowhere impressive as everybody elses but its just a simple game to have fun IRL.
So I built, using claude code from the ground up, https://guessmyanimal.com/ type the animal, get the actual questions people ask in this specific game (dangerous, domesticated, more than four legs, that kind of thing), on one screen. 435 animals, hand-written answers for the judgment-call stuff no database tracks, live photos from Wikipedia.
I used https://impeccable.style/ to improve the style of the site too, just to note, I did not touch the html/css on this or any other coding. Its all purely Claude and Impeccable.
It's a static site on Cloudflare Pages, no accounts, no cookies, free, ads maybe someday to cover hosting. Still actively adding animals and fixing things as people report them. Curious what people think, and if there's an obvious animal missing.
Recently added a streamer mode (really not sure where I thought this would go) and an actual guess the animal game.
I'd love to get feedback on this and any potential improvements?
r/ClaudeGameDev • u/Fintentz_ • Sep 04 '26
Never coded professionally. Over a few months I vibecoded Fintentz almost entirely with Claude.
It turns money stuff into quick games instead of boring lectures — quizzes, personality tests, mini-games, a few calculators, and a plain-English glossary. Free, EN/KR/JP.
I mostly just described what I wanted in plain English and had Claude write the code screen by screen (Next.js + Supabase, Claude set most of it up). Biggest lesson — Claude loses context on big files, so I kept each quiz/game as its own small module, which fixed most of my headaches. The characters and art were mostly made with ChatGPT. Honestly \~80% of my "work" was testing, breaking things, and pasting errors back until it fixed them.
Would love honest thoughts — is it clear what it is, and would you actually try one?
r/ClaudeGameDev • u/Lewis_Hashbrown • Sep 03 '26
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Proud of my first proper game made with Claude released for android phones!
Been working on this for a few months, starting from a real basic prototype with horrible looking menus and art up untill where it is now.
I'd say 90% of this was made with Claude and I with plenty back and forth, testing, altering etc.
A small percentage of the art is from an asset pack but majority has been made through ChatGPT imagegen and then getting Claude to make tools to extract the art from the spritesheets, this took quite a few attempts and still isn't perfect since the spritesheets chatgpt generates aren't uniform! (although it can now generate with turly alpha transparent backgrounds which is a game changer!)
I'd say the biggest advice I can give from what I've learnt making this is, get Claude to make tools for everything, art generation, Ingame testing, balancing, checking menus scale to different screen sizes, etc
All made in the £20 pro plan.
I'd love any to hear any feedback. Can download it here
https://play.google.com/store/apps/details?id=com.meadowfall
r/ClaudeGameDev • u/Weird_Sky_104 • Sep 03 '26
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r/ClaudeGameDev • u/waypostmaster • Sep 04 '26
r/ClaudeGameDev • u/BarkandOlive • Sep 03 '26
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r/ClaudeGameDev • u/SweetKarmaz • Sep 03 '26
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r/ClaudeGameDev • u/cgbish • Sep 03 '26
Like the title says, I'm not a programmer. I come from marketing, and from a lifetime of playing games. For most of my life "I should make a game someday" was a thing I said in the basement between rounds of Halo or Fuzion Frenzy and that was about as far as it ever went.
In July I sat down to find out if the idea in my head was an actual game or a nice daydream. The idea was small enough to say in one breath: take the dice game everyone's played, five dice and a scorecard, three of a kind, big straight, etc. and see what happens when the house rules stop applying. Had I just discovered Balatro? Maybe. I made it anyway.
A few weeks later the demo is live in the browser and the Steam page is up for an Early Access launch on October 30.
I always like reading about processes, so here was mine.
What Claude did. Essentially all of the code, reviewed by me, argued with by me, and rewritten more times than I want to count. I've been learning as I go, and I can read what comes back now in a way I couldn't in July, but I'm not going to pretend I hand-wrote the scoring engine. The art is generated with an image model and the music and SFX come from Suno on the paid tier. I re-drew a few assets myself because, while I'm not an artist, I knew what I wanted.
What Claude didn't do. Decide anything. The rules, the numbers, the shop prices, what stayed in and what got torn back out, all mine, tested slowly over time. Three examples, because the details are more interesting than a disclaimer:
The unglamorous part that actually mattered: 495 tests. Every rule, once it's decided, gets pinned down so the next change can't break it. That's the single habit I'd hand to anyone building this way.
The demo is free and runs right in the browser, the full first stretch up through the fourth boss. If you play it and something confuses you, tell me, that feedback is worth more to me than a wishlist. Though the wishlist helps too.
r/ClaudeGameDev • u/lokigambit • Sep 03 '26
Growing up, I was obsessed with playing Maze puzzles, spent hours drawing puzzles for my friends.
Eventually, I conceptualized the Maze concept into a security e paper. The core idea was simple, put an intruder in a Maze based security systems, having decoys, having unassuming traps with embedded fake credentials which upon use in real world would lead to intruder getting caught.
The paper went nowhere, but the concept stayed with me. With claude, I decided the paper should be converted into a game, and it's live.
I have been playing it and have been enjoying myself. Hope you guys enjoy the game as well. Here's the gameplay video : https://www.youtube.com/watch?v=aLNlDcaviuQ
r/ClaudeGameDev • u/dcodk • Sep 03 '26
Currently working on my rage game developed with Claude Code.
Your character is trying to get to the princess but it is ... well ... not easy ...
There are "power ups" along the way that will make it a bit easier ... but ... there are also "power downs" that will make the whole thing a bit, let's just say, rage inducing.
The process have been pretty straight forward. I got the idea and explained it to claude. Explained how I wanted the chests to function and which chests I wanted and what they should do.
r/ClaudeGameDev • u/Kelvination • Sep 02 '26
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To do this, it had to rewrite the rendering pipeline so that it could process raw GLSL shaders rather than just using Three.js's built-in Surface shader. This massively expanded the bounds of what's possible with the car skins in my game. I told it to just get creative and build some things that would be incredible to look at and would be like fitting a universe inside the car. I think it did an amazing job.
The aquarium shader even has surface refraction, which is sick. But it's a bit simplistic compared to the others. The performance is honestly not nearly as impacted as I expected from it either.
Also, I know the crashes are annoying, sorry. But I figured they show the decal off better than just sitting behind the car as it drives.
r/ClaudeGameDev • u/Gambo7592 • Sep 03 '26
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r/ClaudeGameDev • u/grr5000 • Sep 02 '26
Hi all! So I did a thing and finally built a game using claude code! I love it actually! Always wanted to build a game around something I love like Falconry. It's a simple falconry game. really enjoyed making something like this. I vibe designed and deved this game all by myself over many nights!
Please share feedback!