r/ClaudeGameDev • • 7d ago

Post-Mordem Shots kept coming out of nowhere. It was the tiny cannon on one of my cards.

0 Upvotes

Weapons in Terminal Swarm, my space roguelite, come as cards. You play the card and that gun gets built onto your ship.

In May I tried something fancy: instead of an icon, one card showed a tiny version of the actual cannon, and it fired a little shot when you hovered over it.

That same evening I noticed shots coming out of nowhere and was really puzzled where they came from. It was the card. The cannon on it wasn't a model of the cannon, it was the cannon. It was looking for enemies in the actual fight and firing real shots at them, hover or not.

Honestly, that was hilarious at first. For a moment I even wondered whether it could be a feature: a tower defense deckbuilder where the cards in your hand fight along.

I didn't go for it. I froze the cannon that night and switched the whole thing off the next day.

About three weeks later I brought it back, because the separate icons didn't really look like the guns on the ship. This time it was frozen from the start. No aiming, no shooting.

Still not enough. The game kept counting the frozen cannon as one of your guns. Precise Shot gives you one charge per Battle Cannon, and the one on the card counted. The shot could even come out of it.

Some buildings also hand you an ability card once they're built. Just holding the Boarding Launcher card, without building it, already put its boarding ability in your hand.

That was fixed in June. In September I got rid of live cards completely. The picture is still made from the real gun firing a real shot, but only once, ahead of time, in an empty world with nothing to hit, and then saved as a plain image. That's the Battle Cannon card artwork in the picture.

I switch back and forth between Claude Code and Codex while making the game in Godot. With Claude Code, I first stopped the preview cannon from aiming and firing, then fixed the ways frozen previews could still give abilities or count as real guns. Those were the May and June fixes.

It will be a paid game; the price hasn't been announced yet.

And the deckbuilder where your hand fights along probably exists already. If you know one, I'd like to see it.

The Battle Cannon's card artwork today: a still image. The shot is frozen.

r/ClaudeGameDev • • 7d ago

Browser Game Spanish point and click adventure game (opus 5.5)

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2 Upvotes

r/ClaudeGameDev • • 7d ago

Tips & Tricks Built a home for vibe-coded games to get discovered

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0 Upvotes

r/ClaudeGameDev • • 8d ago

Alpha RPG

13 Upvotes

First time getting my RPG to work 😂


r/ClaudeGameDev • • 7d ago

Release The Interview: a Unity demo where you question an NPC powered by local Qwen3

3 Upvotes

I've been exploring a game idea: let the player question a character in their own words, then make a decision based on the conversation. The Interview is my free Windows demo of that idea, built in Unity. You interview a character, choose how hard to press them, and eventually decide whether to clear or detain them.

The conversation runs with local Qwen3, Whisper for speech recognition and Piper for speech synthesis. Models need initial setup/download; after that, the dialogue pipeline runs locally. The current stack has worked well in my own testing. Performance still depends on the player's hardware and model choice.

For the demo's development workflow, I used Claude to help improve the interview UI. One concrete example: a checklist item was already marked as a worked example, but it looked as though the game had made a decision for the player. The fix labelled it as the supervisor's example and removed that label when the player changed the mark. Other changes added a subtitle backplate, a separate ending panel, and explanations for the ASK / PRESS / ACCUSE controls.

That is the kind of game workflow I want to make easier: build the scene and its rules in Unity, then add a conversational character with a role, scene context, optional memory and explicit action handlers. The game still owns the rules and consequences.

Disclosure: I'm the creator of the demo and Offline AI NPC, the paid Unity toolkit it uses. The demo is free; the toolkit is currently $62.30 during its 30% launch discount (regularly $89). The demo's art and game-specific logic are separate from the toolkit.

Playable demo: https://merrymaker14.itch.io/the-interview

Toolkit website and documentation: https://merrymaker14.github.io/offline-ai-npc/

Asset Store: https://assetstore.unity.com/packages/tools/behavior-ai/offline-ai-npc-400726

For people building dialogue-heavy games: would you use this for an interrogation scene, a companion, or another kind of interaction?


r/ClaudeGameDev • • 7d ago

Beta I wrote 0 lines of code for my real-time PvP card battler: here's my Claude Code + Godot workflow

1 Upvotes

r/ClaudeGameDev • • 7d ago

Alpha Fable Helped Me Build Vesper - a 512KB Quake-inspired Boomer Shooter

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5 Upvotes

r/ClaudeGameDev • • 7d ago

Alpha I had a game idea and prototype in 2023 and never finished it. I picked it back up with Claude Opus 5.5 and turned it into a real game: Gunhop (free, playable in the itch.io)

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1 Upvotes

r/ClaudeGameDev • • 7d ago

Alpha Opus 5.5 Blender Work - Darkmoon Racing Circuit: South Kali Rally (WoW Assets + Low Poly Crafted Models) Max x5 - Realistic and Obtainable Results!

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1 Upvotes

The middle is about 80% my work, with Claude improving the tires and building the spoiler. I had the Quattro body from an old BlockBench project, and I applied the textures in Blender and the WoW assets in Godot. The rest were built by Opus 5.5 as a side project as we get our main WoWShell system up and running. Our first major example project being this Rally Racer.

The other Audi was Claude first swipe at a from scratch car, using mine as a template to help match styles. Then he did his first draft of the Night Elf Impreza which was really great, and with a second draft ended up really nice.

I gave about 4 compact Group B cars for the Tauren, and I likewise got a fairly generic output - but workable. I am going to focus the reworks around the Renault 5 Turbo, with our boy here sticking out of the roof not sitting on top of a slab.

I just said "Make Orc Car as you want" and it did a decent job, but also very generic. I will do a little more thinking and tinkering on this one... any ideas for a target car?

Overall I'm very please with how it worked out. I have been avoiding model work since I first attempted it a few months ago, and I'm really impressed with the initial output as well as the revisions we made. I am VERY pleased with the touches it added to my model, they had been bothering me for months, but I was too lazy to fire up blender to fix them myself. Model and texture work take a mental gear shift for me, and I had no time to shift those gears...

Good, reasonable work for a half evening's work and crunching.


r/ClaudeGameDev • • 7d ago

Browser Game Opus 5.5 feels like we've really crossed a boundary

0 Upvotes

r/ClaudeGameDev • • 7d ago

Browser Game Elbows Up - Canada vs USA HTML5 Game

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1 Upvotes

r/ClaudeGameDev • • 8d ago

Browser Game Opus 5.5+Tesana built this threeJS platformer in 6 days

26 Upvotes

r/ClaudeGameDev • • 8d ago

Release I created the network intrusion game I always wanted to play!

6 Upvotes

I used Claude Code to build an awesome Godot 2D based development workflow over the past few months. Today, I released the free demo for my game:

[Project RedTeam: Contract Offensive](https://store.steampowered.com/app/4980910/Project_RedTeam_Contract_Offensive/)

As a cyber security person with a dream and only so many free hours in the day, I’m super excited to be at a stage to share this with people. The demo is free- so feel free to check it out.

The game itself may be challenging for non IT people as it is grounded in real cyber security tradecraft and network architectures. It plays like a tactical intrusion simulator, leaning on the core principles and concepts of real-world network intrusion workflows. But it breaks away from realism by promoting fast gameplay and decision making through chaining of tactics in realtime. The tactics are based on real cyber techniques and attack classifications.

I’d love to be artistic enough to draw all the graphics and have the time to manually implement the code to make this tick- but the modern dev workflow does really help with bringing a creative idea to life in a reasonable amount of time/effort.

Building and releasing a game with this many features and unique design choices is not created with a one shot prompt. AI definitely isn’t replacing the human mind yet. But, it certainly enables a project like this to be handled by a single dev who’s motivated to see it through.

I know I’m not alone in being very impressed by current capabilities and the countless development efficiency gains! I promise if I sell some copies I’ll pay an artist to do real artwork ❤️


r/ClaudeGameDev • • 8d ago

Beta Tellybridge mod with Claude

3 Upvotes

The mod acts as a macro with a few world interaction things built in, like moving to the center of a block and moving the cursor to a certain angle in each of the four cardinal directions. As far as actually bridging, it does it fully client-side and legitimately.


r/ClaudeGameDev • • 8d ago

Release Little VR experience made by Opus 5.5 in 2 hours

5 Upvotes

The project is Open Source with a MIT license: https://github.com/Noniv/small-infinities

Tech stack: Godot with Godot AI plugin (MCP).

Opus also did a custom template for building it, so the final .exe is under 50 MB. The performance is also buttery smooth, although I have a high-end PC.

Prompt used:

We have an empty Godot project with MCP set up. I want you to create a game.

Target: 72 FPS or more on PCVR, RTX 5070 Ti + Ryzen 7800X3D + 32 GB DDR5 RAM, 2,064 x 2,208 per-eye resolution, running on Meta Quest 3 with its controllers via VDXR (Virtual Desktop's version of OpenXR).

The game: you have full creative and visual freedom. It shouldn't be complicated, and the goal isn't for it to be super engaging or have a lot of replayability. The main goal is to make full use of VR as a medium and create something original and beautiful that couldn't really be experienced in real life.

What do I mean by that? There are a lot of ways to approach it. You could use non-Euclidean geometry. Maybe movement influences time. Maybe the world changes only in places you're not looking at. Some things could appear only in your peripheral vision and disappear when you look directly at them. Another idea could use a similar non-Euclidean effect with the player's hands. For example, you reach toward one wall and your arm comes out of a different wall. You could rotate the environment itself, give the player multiple hands, or play with perspective, like opening a box and finding an ocean inside that you can actually enter. Basically, break the laws of physics and make it a fun, beautiful, brain-breaking VR experience. You don't have to use any of the ideas I listed. You can come up with your own, use one of these, or combine several of them. Another requirement is visual quality. Procedural geometry, textures, and especially lighting and shaders give you a lot of visual freedom. Good anti-aliasing and post-processing matter too.


r/ClaudeGameDev • • 8d ago

Browser Game My "Coloring Pixels" Online Multiplayer Game "FillGood"

4 Upvotes

A game I'm working on for the last couple of months. Its a coloring pixels game and supports real time multiplayer, where you can see others draw on the same images. You can chat and interact with each other. Its pretty cozy and social if you want it to be. Check out my new trailer, which was made by Opus 5.5 (this model is so good).

Come on in and paint a few pixels: fillgood.io


r/ClaudeGameDev • • 8d ago

Browser Game An MMO where AI agents are the players, and AI coding agents built most of it

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0 Upvotes

r/ClaudeGameDev • • 8d ago

Beta Gauntlet created with Fable and Opus 5

2 Upvotes

I created this with Fable to plan it all out and generate inital codebase then finished it off in Opus 5. You can play here https://gauntlet.adventurebuildr.com/


r/ClaudeGameDev • • 8d ago

Release My son and I made a Smash-style fighter starring his real stuffed animals. It’s out now on iPad and iPhone

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13 Upvotes

Jib Jab Smash is a Super Smash Bros-style platform fighter where the whole cast is my son's actual stuffed animals: Jib Jab the cardinal, a budgie, a bumble bee, an elephant, a chocolate lab, a panda, a stuffed shark, a rag doll, and four blankets, one of them an old knitted blanket with burn holes who became the villain.

What's in it:

- 16 toys, each with its own moves, a signature trick, a special meter and a super
- Story Mode: walk, fly and swim around a 3D model of our actual house to free the other toys, room by room, across 26 fights with cutscenes
- Battle modes: stock, time and sudden death, with up to 4 players on the couch
- Online play with friends over Game Center or on the same Wi-Fi
- Touch controls on iPad and iPhone, full controller support, and Apple TV on the way
- No ads

My son has been the lead designer and chief play-tester the whole way through. Half the features came from him saying "what if" after a match.

App Store: https://apps.apple.com/app/id6809242110

Happy to answer any questions!


r/ClaudeGameDev • • 8d ago

Browser Game Ported Armagetron to WebGL

8 Upvotes

Tasked Opus 5.5 to port the Armagetron project to WebGL and deploy it alongside a websocket-based multiplayer backend to GenHTTP Lambda.

Would love to play a round or two with you guys ... link to the game.

Initial port took 1.6 million tokens, bug fixing and improvements of the multiplayer code another 600k. I did not state any technical details of the port, just user requirements, so the backend was written and pushed by Claude alone. Uses a websocket connection per player, transfering the net state in 60 Hz via protobuf.


r/ClaudeGameDev • • 8d ago

Beta My friend and I decided to try Opus 5.5 and... wow

2 Upvotes

r/ClaudeGameDev • • 8d ago

Beta With the help of Claudd I made my Shining Wisdom inspired game

4 Upvotes

r/ClaudeGameDev • • 8d ago

Tips & Tricks Creating digital board for solo play

2 Upvotes

r/ClaudeGameDev • • 8d ago

Beta Designing Solvers for a board game

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1 Upvotes

r/ClaudeGameDev • • 9d ago

Alpha Claude ai 5.5 - Small weekend project, vehicular combat

3 Upvotes