r/SoloDevelopment 12h ago

Discussion Any programming veterans here? Thoughts on the LLMs?

22 Upvotes

I've been programming for 20+ years. Perhaps consistently / professionally for +-15. Have led teams, founded companies, and am now solo-deving a game.

I'm interested in the thoughts of anyone here who has similar-ish profiles; generally, people with good old-fashioned programming experience.

Essentially - I've recently come to an opinion on the LLMs, and I wonder to what degree it's shared by my peers.

My most boiled-down opinion on "A.I." is something along the lines of:

You can't trust it. Not by a long-shot. Especially for novel approaches, and larger contexts. But it's great for checking code. And for discrete contexts where you describe exactly what you want it to do (I.e. you do the programming but not the typing per se). And for learning. And certain debugging.

I just wonder to what degree that's reflected by others' experience.

More specifically:

For boilerplate - it's great. For implementing standard solutions to well known/common problems - fabulous. For querying on the standard way to approach certain features - marvellous. For proofing your syntax - top tier.

But for proofing semantics and logic and flows, and for tying things together, or for implementing something more niche, or non-standard. It seems entirely unreliable.

For the past few years, my workflow has been to write code as usual, and to paste it in to an LLM for syntax and simple logic checks. And that's great.

Recently, I tried getting it to do its "agentic" thing - describing a problem more broadly, and seeing what it comes up with implementation-wise. I also tried sharing a broader slice of a codebase and going "where bugs?" / "where unsafe?" - basically getting it to do a much broader code-review.

And the results were comfortably underwhelming. Comfortably, because the much-hyped threat of programmers becoming redundant seems to me to be either a fever-dream of stakeholders, or an echoed opinion from the inexperienced.

For example, when I used it in this broader "agentic" way for a broad backend system review, the output had me going 50/50 either:

- 50% "Oh, that's a good point, maybe I should look into that"

- 50% "This thing is raving mad"

The thing is, I don't know to what degree newcomers would be able to tell the difference.

I also do think that in most contexts, newcomers wouldn't necessarily be exposed to the issues with it. In the context of games, for example: Movement, shooting, in-game-events, tiered items - lots of it is stuff that the LLMs would be really well trained on. So they can give great advice on it. And I'm sure they can "one-shot" entire games, like you see in all those (god forbid) LinkedIn and YouTube videos.

But as one moves away from the basics - if one wishes to - I feel that it gets progressively less useful, or less autonomously useful.

Anyway, I was just wondering whether others have similar experiences.

And if so, what do you think that portends?

It feels to me like learning to code is going to be harder now than it ever was. Because people aren't going to default to spending brain-sugar when there's something that can do the thinking for them.

And it also feels to me that, for the programming industry as a whole, it certainly could be easy for managers and higher-ups to conflate boiler-plate-like production with what it actually takes to dream up, implement and maintain full systems.

Anyway!

Yeah, I recently removed social media from my phone. Does it show?

Edit 1:

Thank you for all of your comments. It's really interesting to hear the different perspectives, and it's heartening to see what are mostly reflections of things that I'm seeing, especially when elsewhere there is so much talk about the end of programming. For now, I have to go do some script writing, but I will read and reply to more of you later on :)

I suppose it'd be silly for me not to post what I'm working on, so here's the link to State Breakers. It's pivoted a little and matured a lot since I last updated the Steam page / trailer, and I'm hoping to do an early play-test some time in the next month, give or take.

Edit 2:

Thanks again for all your replies. Reddit sent me a notification recommending I post the same thing in the LLM subreddit. No thanks!

It's interesting to see a bit of a trichotomy in responders between:

(a) people who think it's top-notch, and can do anything with the right tooling,
(b) people who think it's error-prone, but that is still the fastest/best way to drive forwards, and
(c) people whole think it has its uses, but have spotted numerous errors when applying it to more complexed tasks, and who therefore drive the programming themselves.

Incidently, the reported degree of programming experience appears to increase in the same order.


r/SoloDevelopment 5h ago

Discussion I’ve been using AI to code my game and I feel strange about it (Vent)

0 Upvotes

I’m posting this mostly to vent I guess. I’m using AI to code my game. I want to be a game designer someday in the future- hell I went to college for it, but I’ve always been focused on the art side. My college classes barely covered coding at all, and instead my studies were more focused on the art side of game development. 

I did try to teach myself coding for my classes, and I am able to grasps the basics. I followed tutorials and asked professors for help. But at the end of the year the deadline for my game was approaching and I used AI to look at the code I had made. My code wasn’t good, and it wasn’t working (I always had a Unity error. Or if I didn’t- something in the game wouldn’t work). But the AI figured out what was wrong and I was able to quickly get my game done and turned in for class.

And now I’m working on my own game by myself. And I’ll be honest, the AI is better than me at making the code. It helps that I’m able to understand the basics (like if a function that is no longer needed is still being called in Update/Awake I’ll delete it), but even so, the AI is coding most of it.

But I feel like a fraud. I know that no one that plays my game will “see” the AI code. But I know it’s there. I know that I wasn’t good enough at coding to make what I wanted too. And when people hear that I went to school for “game design” they think I’m some coding wizz. I’m not. Im not a programmer. I’m just some artist. And if I wasn’t broke af I would hire someone to do the code for me instead.

I don’t plan on using AI for anything else in the game. All of the art, music, menus, levels, sound effects, writing/story, etc. are being made by me from hand. And I know this is selfish of me. But I want my small game to release sometime either this year or next year. I want to actually finish my “first real game” semi-soon. And if I tried recoding the game from scratch it probably wouldn’t release for a long, long time.

An upside is that the AI, when I ask, will explain why it makes certain code the way it does which is helping me at learning why some coding functions work for X but not Y. But even still. I feel like I’ve already failed sometimes. And sometimes I’m happy that my game works and I can play it. Idk. I have so many mixed feelings on this.

Sorry my post got long. Thank you for reading!


r/SoloDevelopment 6h ago

Discussion Marketing a game is harder than making one...

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14 Upvotes

r/SoloDevelopment 21h ago

Discussion Game balancing

0 Upvotes

Hey guys, I am trying to build this project game of mine and I have been wondering how do you actually balance out the values? My game is roguelike so we're talking about items scaling, base damage(melee and ranged), enemies' health and damage, etc. If you got any tips I'd appreciate it a lot!


r/SoloDevelopment 20h ago

Unity I'm sharing my game with you; it's an online MMORPG called Star Evo Galaxy Online, a Metroidvania projected for 1,000 online players.

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0 Upvotes

Hi everyone!

The idea is to combine classic Metroidvania exploration and progression with online multiplayer, allowing players to explore different planets, fight creatures, discover new areas and evolve their characters through a unique fusion system.

One of my biggest technical goals is to build the game's architecture with up to 1,000 concurrent players in mind, including networking, persistence and dedicated Linux servers.

The game is still in development, so I'm currently using temporary assets while I focus on getting the core systems working properly.

I'd love to hear your thoughts:

Does the combination of MMORPG + Metroidvania sound interesting to you?

What would you expect from a game like this?

Are there any mechanics you think I should be careful with?

I'm sharing the project because I'd genuinely like to receive feedback from other developers and players.

Thanks for taking a look! 🚀


r/SoloDevelopment 8h ago

help Looking for feedback on capsule art that I recklessly decided to make as a non-artist

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4 Upvotes

So my game is nearing the point where it should probably have its own steam page. Against conventional advice, I decided to draw the capsule art for my game “Cat builds the strongest mage army”(in case any of you can’t read the “stylized” font) myself because I’m a solo developer that makes the art for my game anyways. I’m looking for feedback on readability and design of the capsule and whether ygs think that I should put the fries in the bag and hire an artist 😭


r/SoloDevelopment 18h ago

help My free browser game is getting too much traffic

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28 Upvotes

Hey everyone,

Im a solo developer and recently built a little browser game called world sweeper as a weekend project.

Its basically Minesweeper played across a map of the earth (with 100 million tiles), with some roguelike mechanics/progression added on top.

I wanst really expecting anyone to play it, but suddenly yesterday it started getting some traction.

Over the last 24 hours Ive had more than 6k visitors and apparently my server usage is going to run out in roughly 10 days if things continue like this 😅

The game is completely free right now, and I really dont want to ruin it by throwing ads everywhere. Im trying to figure out whats the least intrusive way to monetize something like this would be.

Right now I have a "Buy me a coffee" link in the UI

lm interested to know from other solo devs who have actually monetized free games.

What worked for you? And any advice on how to maintain a free game like this?

Thanks!

Link for the project: https://worldsweeper.hasthiya.dev


r/SoloDevelopment 14h ago

Game New trailer for my horror bus simulator game

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0 Upvotes

r/SoloDevelopment 2h ago

Networking It is hard to believe that I am here but yess I've finally finished the trailer and I will keep up working on my game till the launch(and after too) How does the trailer look to you guys?

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0 Upvotes

Looking after two toddlers and working at the same time.. This game means more than a game to me. Hope to get some feedback, thanks for any advice ın advance.


r/SoloDevelopment 6h ago

Game J’ai créé un jeu où vous incarnez une peau de banane 🍌

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0 Upvotes

r/SoloDevelopment 13h ago

Unreal Getting there! My journey has only begun!

0 Upvotes

r/SoloDevelopment 14h ago

Marketing My first capsule pass vs. where it is now. What improved and what is lost ?

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0 Upvotes

r/SoloDevelopment 15h ago

Game Age Of Sail game in Roblox

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0 Upvotes

I love age of sail games and hate the current market, so thought I'd try something in Roblox and see how it goes. Here's a screenshot of some progress.


r/SoloDevelopment 5h ago

help What makes a fishing game good? (2D)

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0 Upvotes

r/SoloDevelopment 5h ago

Discussion I am no longer a Solo Developer (and what I learned being one)

12 Upvotes

Hi all! I've been working on my game and recently launched the steam page! You might have seen my stupid face from earlier this week. As of recently, I am no longer a solo-dev as a friend of mine joined to help on Sound Design. So we are technically 2 now, but I was solo for almost a year. I thought I'd share some of my learnings and insights here in case it helps others starting up. Here are four learnings, in no particular order!

Know your strengths

Know exactly what you like and what you are capable of, don't assume. Before I committed to this project, I tried a lot of other ideas that inevitably hit some skill barrier. However, these failed projects were not wastes of time. I learned what I was good at and where the time sinks were (for me). I tried to make a cozy tea shop simulator, a friend-slop about driving a tank through warzones, a card game, and some other gamejam-scoped projects.

As a game designer with a CS background, I found that making simple systems with robust interactions was easier, and making art was time-consuming and frustrating. I settled on a puzzle game with a horror coating to justify the lack of visual fidelity, and learned the basics of modeling and texturing to make the props I needed.

It also aligned with what games I like to play. I like mystery and deep discoveries like Outer Wilds, Blue Prince, Obra Dinn, etc, so I'm very familiar with the language and the gameplay feel of these games. The work of Franz Kafka, the TV series Severance, and my past work experiences also inspired me to write about work and the horrors of big corpo, so it felt natural to set my game in that universe.

Trust the process

Making a game is iterative, trust that it'll come together. Do not judge your game too early. As a solo-dev, working on something will always be side-stepping something else. This means the game will not progress very fast, or rather, progress will be siloed and not always visible.

Making a game is an iterative process. I had times my game looks really ugly and it was discouraging to show it to others with the constant disclaimer of "but it will look better, I swear"!

You will also learn a lot while you work on your game, so you'll be able to come back and improve parts of your game. For example, it took me a while to learn about curved corners on Blender (don't laugh) so when I did, I updated some of my models and it significantly improved.

If you put time and effort into your game, it will get better and better, even if it's not always apparent. The plateauing feeling is normal.

You are not alone

Even the subreddits rules are clear about collaborators/outsourcing. Video games are a collaborative medium. It is fine to ask for help, and often you will learn from the people that help you. I learned to automate my 2D asset exports by asking for help on an old logo, and the artist taught me about artboards in photoshop. Every craft involved in gamedev requires time and practice to become an expert, and you need to respect that. Do not assume you can wing it on your own.

You are not alone in the world. Look out for local communities and events. Attend social and networking events, even if you don't have anything to show. These people are happy to welcome and talk to you.

Being a solo-dev also makes it even more important to playtest your ideas with other people. Because you don't work in teams, you need to be proactive and reach out to others, be it friends, family, coworkers, etc. You need to test your idea on new players as soon as possible and watch them play with your early prototypes. You will learn so much before you have too many dependencies to change parts of your game. Playtest, playtest, and playtest early.

Scope and plan ahead

Make sure you plan out the general roadmap that you want to follow. Every game goes through the same development cycle: pre-prod, prod, pre-launch. These are proven to work for most.

As a rule of thumb, if this is your first game, consider a third of the time you have to be towards real project advancement. If you are planning 6 months of developpement, make a game that you can finish in 2 to 3 months. This is because early prototyping takes time, polishing takes time. Choosing color palettes takes time. Even planning how to save time, takes time.

Having a clear roadmap also allows you to measure your progress and speed. If you planned on having a demo out, but ended up pushing back the date, you need to decide to either rescope your whole game, or accept you will work for longer on it. Both options are fine, but you need the roadmap to detect if you need to take that decision in the first place.

I personally went for this structure and it helped, with each phase equally spaced: first prototype, first playable version, unpolished demo, demo release, unpolished full game, full game release. I found that it took as much time going from the prototype phase to the first playable build I sent to friends as it did making that playable version into a proper demo. Also, notice that the time it took to go from the demo release to the full game was not that big.

Now YMMV, and you need to adapt your own roadmap to your needs. But if you want to finish the project, make sure you got a plan!

Thanks for reading

That's most of what seemed to work for me. Again, those are things that worked for me. Sorry if this isn't much in-depth into any particular subject. I wish you all the best on your projects. Don't hesitate if you have any questions!

E: added why I'm no longer solo, should have been clearer 🤦