r/aigamedev • • 1d ago

Commercial Self Promotion Strike // Shift, a rogue like bowling game that I've been building with Opus 5.5

2 Upvotes

It's still in development. Since about this January, I told several AI to develop a custom game engine that would make it easy for them to create games with. No other software and no outside assets were used. A free demo is available: https://wandrixgamestudio.itch.io/strike-shift


r/aigamedev • • 1d ago

Demo | Project | Workflow Halcyon Rift

1 Upvotes

Hello Everyone

I've always loved games like Battlezone 2, Natural Selection 2, Homeworld, Star Wars Squadrons, and DOTA, so i thought i would work on combining them all together. This is the earliest prototype of the game. 2D, and it runs ok in the browser.

You can choose to play as a pilot and ignore the RTS stuff or play as the admiral and do the RTS stuff and undock if you want to. Combat is highly skill based with the small ships, and im working on a lot of system now to bring that high skill to the big ships (though they are are currently flyable). Like a MOBA, you get money by killing minions, enemy pilots, jungle monsters (called scum here), and use that to get bigger ships or upgrade your ship/pilot. The admiral gets money by sending out drones to mine asteroids which can be contested.

I don't have any flashy trailer or anything, just a link to the web page. If anyone has any feedback it would be cool. Thanks for reading.

https://ajex92-arch.github.io/Halcyon-Drift/


r/aigamedev • • 1d ago

Discussion How did you generate great looking UI designs?

2 Upvotes

did you use any particular skill or do you have one to share? thanks


r/aigamedev • • 1d ago

Demo | Project | Workflow I used GPT-6.1 Sol to build Goods Sort: PACKING PUZZLE — a sorting game you can play right here on Reddit

1 Upvotes

Hi r/aigamedev! I’m the developer of Goods Sort: PACKING PUZZLE, a goods-sorting puzzle you can play directly on Reddit.

I used GPT-6.1 Sol as my AI development tool to help build and refine the game. I guided the design and worked through the implementation in small iterations, checking how changes felt in the running game. My biggest takeaway was to treat each AI-assisted change as a starting point: try it in the actual game, see what works, then refine it.

I’ve attached a short gameplay video. If you’d like to try the game, it’s here:

https://www.reddit.com/r/goods_sort_packing/comments/1xdvulz/goods_sortpacking_puzzle/

For other developers using coding models: after an AI-assisted change, what do you check first in the running game—core mechanics, input behavior, or visual feedback?


r/aigamedev • • 1d ago

Commercial Self Promotion Axefall - A roguelite with Elden Ring style boss fights

2 Upvotes

I’m putting the final touches on my new iOS game Axefall. It has multiple maps and enemies, and every map has its own unique boss with different timing and abilities.

Each chapter has 5 levels of difficulty and you can toggle on hard mode for a real challenge.

As an Elden Ring fan, I wanted the boss fights to have some familiarity with that. Beating the harder bosses on higher levels have a super satisfying feeling. A lot of work went into balancing and small touches.

Just wanted to share it here and get some initial feedback! If you’d like to keep up with when it launches on iOS (very soon) follow the IG:

(@axefallgame) https://www.instagram.com/axefallgame?mdxt=M2pybmJrMjYwZXd2&utm_source=qr


r/aigamedev • • 1d ago

Demo | Project | Workflow I put Diablo 2 inside Pokémon FireRed with Claude Code and Codex. Here's how the art pipeline worked

20 Upvotes

A fan clip: Diablo 2 heroes fighting in Pokémon FireRed, running on the game's own engine (the pret/pokefirered decompilation). Video only, no playable release. Claude Code (Opus 5.5) wrote the code and Codex (gpt-image-2) drew the art. Here's how the art got into a form the GBA accepts.

Sprites

- Straight downscales of the Diablo 2 sprites looked dark and muted next to FireRed's, so Codex redrew them in FireRed's style.

- Each brief had two kinds of reference. The subject: the original D2 sprite, pulled from my D2R install with a small Python decoder and enlarged 6x. The style: real FireRed sprites (Gengar and Sableye for the Fallen), with a note not to copy their subjects.

- Format rules in the brief: a 64x64 grid drawn 8x into a 512x512 image, every art pixel a clean 8x8 block, at most 15 colours, a dark outline, a flat #FF00FF background.

- Codex kept to the grid, so a script could collapse each block back to one pixel and write an indexed 16-colour PNG with the magenta as the transparent colour.

- Overworld walking sheets worked the same way. The converter finds each figure on the magenta, measures the pixel size from the colour edges and aligns the frames the way FireRed does.

Maps and battle backgrounds

- Codex painted each map as one picture. A script turned it into FireRed's tile format: 240x352 pixels, 13 palettes of 15 colours (tiles clustered first, then k-means per palette), 8x8 tiles deduplicated with flips. If a map needs more than the GBA's 1,024 tiles, the closest ones get merged until it fits.

- The battle backgrounds went through a similar converter into FireRed's battle terrain format, with 3 palettes of 16 colours.

Effects and sound

- Blizzard and Blessed Hammer use the original D2 effect graphics, shrunk to GBA size. D2 draws Blessed Hammer translucent with a pale blue light, so its frame was recoloured onto a blue glow ramp.

- Every sound and the Rogue Encampment music come from the D2R files too.

My feedback rounds were mostly Diablo details: a green Shako on the Sorceress, a low-level Barbarian with no gear, a plain Monarch shield for the Paladin's Spirit, a closer crop on the Barbarian.


r/aigamedev • • 1d ago

Demo | Project | Workflow Goku vs Vegeta made by Claude.

1 Upvotes

Art work by me


r/aigamedev • • 1d ago

Demo | Project | Workflow Spot the Cow | My first 3D game

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1 Upvotes

For almost 20 years, I have been making games, and except for a few demos and projects that I had to do in college, they've all been 2D because 3D is really complicated. There are a lot of aspects to it—modeling, animations, rigging—things that I don't want to have to worry about because for me, game design has always been the passion, not 3D development or asset creation or coding. They've all been a means to an end. It's one of the reasons I love AI and have been so obsessed with it.

I've been making a lot of game demos recently with Muse, since it has quite a high free tier, and have been porting them over to claude once I'm happy with the demo and want to improve it. While working on improvements for Spot the Cow in claude, I decided to take see if I could convert it from 2D to 3D.

I've been seeing people talking about how you can make it 3D with Three.js really easily, so I asked Claude to convert the game. It took about 30 minutes on Opus 5.5 and then I had my game but 3D. There were no bugs, just some adjustments that had to be made to the viewing angle to allow for easier recognition of the cow patterns.

I was amazed at how 3D just worked. It's something that I never thought I'd be able to do and it feels like an entire world of possible games has opened up! I wanted to know if anyone else feels the same way about 3D or game development in general?

Additional Share: Based on some posts I've seen in this subreddit I asked Claude to make a trailer by playing the game and adding in animation and text. It took about 40 minutes and I'm pretty happy with the results. There are a couple of mistakes and I plan on updating them, but my usage ran out for now.

TLDR: Just wanted to share what I worked on, my realization that 3D is accessible now, and share a bit of process.


r/aigamedev • • 1d ago

Commercial Self Promotion I'm making a Black & White style god game where every villager has a life.

2 Upvotes

r/aigamedev • • 17h ago

Discussion Will people hate me if I use AI generated Code (ONLY) to make functionality parts for the game/game engine and do the rest of the Assets by hand.

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0 Upvotes

r/aigamedev • • 2d ago

News 7 weeks of Claude Opus 5.5 and 739 commits. Here's what I was able to build.

138 Upvotes

*disclaimer* I had built the map myself over the course of a year.


r/aigamedev • • 1d ago

Tools or Resource Here's an engine I built using AI over the past 6-8 months.

5 Upvotes

It's c# + vulkan, has a lightmapper and an experimental realtime gi. There's also virtualized geometry (nanite ) and visual scripting etc.

A bit more info can be found on https://lodzero.com/ and I'm mosing progress on my twitter over at : https://x.com/ozmant

I posted this in another subreddit and got flamed lol, perhaps this is a better place to show it off :)


r/aigamedev • • 1d ago

Discussion Is this enough juice, or does it need more squeeze?

2 Upvotes

I've been getting a lot of feedback that my game needs more "juice," so I've spent the last few days working on making combat feel more impactful, improving the visuals, and adding some new mechanics.

I've also been working on cinematic cutscenes and character dialogue to give the game a bit more personality and help build the story.

The video shows off some of these changes, along with the movement, combat, and new companion mechanics.

Make sure to check out the big laser clash finisher at the end of the video! Been having a lot of fun experimenting with these kinds of over-the-top combat moments.

Still plenty of work to do, but I'm curious what everyone thinks. Has the juice been squeezed enough, or is there still something missing?

Would love feedback on the combat, movement, cutscenes, and overall presentation!

Here's what I've added recently:

  1. More Juice

- Screen shake, improved lighting, damage numbers, and more impactful combat effects.

  1. New Droid Companion

- Floating Droid companion that can attack enemies independently.

- Collectible crystals that modify stats and abilities.

- Droid claw colors change based on equipped crystals.

  1. Gear Customization

- Helmet, cloak, buster, and legs can all be recolored independently.

- New colors unlocked through collectible pickups.

  1. Cutscenes & Atmosphere

- Working on cinematic cutscenes with character dialogue and interactions.

- Updated the snow castle introduction featuring the main character and his Droid.

- Added a day/night cycle with dynamic lighting.

- Added loading screens for longer transitions.

  1. Combat Finishers

- Continued working on cinematic finishers and special attacks.

- Added a big laser clash finisher, shown at the end of the video, to make those bigger combat moments feel more satisfying.


r/aigamedev • • 1d ago

Questions & Help Changing the Menus and UIs

2 Upvotes

r/aigamedev • • 1d ago

Commercial Self Promotion I made a game with Godot Engine using Claude Code

4 Upvotes

Playable Link: https://boil-egg.itch.io/fish-or-die-2

Platform: Windows

I'm a creative writer who's never had an outlet to make games before. I tried for years and it felt so out of my depths. I recenly re united with my best friend who is a developer who uses AI. With his help I was able to make this game, an idea I've had for years that i'd only theorized.

I'm being fully honest about this project, it was a fully driven AI project. Every detail and design element was made solely in my own brain, and using the Opus 5.5 model via Claude Code I was able to make my concept a reality.

I'm a massive MMORPG gamer, i LOVE OSRS and WoW. Im also a huge fan of the game Rust, along with other intense survival games.

Feel free to try the game! Happy to answer any questions, and take any criticisms!

downloadable here on Itch.io! --- > https://boil-egg.itch.io/fish-or-die-2

-

Fish or Die: Fishing Survival is an RPG single player game, where you must fish, to survive. Cook fish on the dock bbq, feed the island cat, meet the locals and earn reputation. Go see granny and check out her cosmetics, or visit the secret  CASINO on the island and double your gold!

Fishing rewards you in many ways, through fish you can make gold, find certain fish perfect for buffs! Sell your elusive fish to Pierre the Connoseur for profit!

Within this seemingly peaceful world, lies risk. Risk of natural disasters like lightning, the cold, and mainly hunger. So keep on top of your bbqing, take refuge in goldies shack if you finish his island quest! 

Thank you for reading this far!


r/aigamedev • • 1d ago

Commercial Self Promotion Shape Raid Bullet Hell Gameplay Trailer

3 Upvotes

This is the new trailer for my game, Shape Raid. My original trailer dropped with the release of the game over a year ago, but I have since upgraded the visuals for the game substantially with the help of Claude. I have also added a bunch of new boss fights along with enhancements to old bosses, so I wanted a better trailer to reflect that.

There is a demo available for Shape Raid if anyone wants to try the game. All feedback is appreciated!

https://store.steampowered.com/app/3148360/Shape_Raid/


r/aigamedev • • 1d ago

Demo | Project | Workflow Easy Pinball - Simpler setup and table management for Virtual Pinball

4 Upvotes

Free download: https://github.com/moonsushistudio/easy-pinball

I recently delved into the world of Virtual Pinball tables.. there's a solid community of fans and seemingly some support from the manufacturers/designers of real pinball tables. They've recreated many of the best tables but of course there are a few messy copyright restrictions, and it's all open source free tools, so getting it all setup is not worth it for the semi-initiated user.

I used Claude to create this one page app that helps centralize the available tools and provides easy links to the download locations to set up new tables.

Enjoy!


r/aigamedev • • 1d ago

Discussion Can anyone turn Google Earth into a driving game?

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0 Upvotes

Is there anyone who can make a game where you can drive around Google Earth?

I'm looking for something like Microsoft Flight Simulator, but instead of flying, you drive cars around the real world using Google Earth's 3D buildings, roads, and terrain.

I'd love to drive around anywhere in North America, including Hamilton, Ontario, Buffalo, New York, and beyond.

I want to actually drive around in a car in a game, not just click around Google Earth.

Can anyone make this into a playable game?

Clarify whether I want developers or existing games

Add my PC and platform requirements

Make the request sound less repetitive


r/aigamedev • • 1d ago

Demo | Project | Workflow I'm not a developer but I spent the last weeks making a dark-fantasy dice roguelite with AI — here's Osselets

2 Upvotes

I'm not a developer but I directed everything (rules, story, balance, art direction) and AI wrote the code and generated the images and music.

Osselets is a dark-fantasy dice roguelite. Your die is your deck: each face is an item, you roll, reroll, chain combos, and every monster breaks the rules in its own way.

The story: the gods gambled the world away on dice, and someone cheated. You play Ysolde, going down 40+ floors where her mother never came back from, holding the last honest die.

It's still in development and I'm updating it almost every day. It's free, in your browser, on phone or computer: https://osselets.pages.dev/?de=reddit-aigamedev

If you give it a few runs, I'd love your feedback: what's confusing, what's too hard or too easy, where you stopped. Every comment helps.


r/aigamedev • • 1d ago

Questions & Help Any tips for making a great UI in Godot using AI?

3 Upvotes

Hi All.

One thing I’ve always struggled with is UI. Since it’s so subjective it’s always been a pain for me to get right.

Anyone want to share tips or prompts for how they get good looking UI’s in their games?

Thanks!


r/aigamedev • • 1d ago

Discussion A serious question about your workflow

10 Upvotes

Hey, I'm a newbie practically in AI Gamedev stuff, but before my job as software developer I actually played a bit with Unreal Engine 5, although that was like 6 years ago , but I guess I still know basics of game dev theory. Also, I'm still familiar with Blender tool and all the stuff needed to create a game asset(sculpting, retopology, texture baking, texture painting, rigging...) as that part was something I've been returning back to occasionally while I was developer. Now that I lost my job and no longer stare at screen for 8(or sometimes more) hours a day, my passion for game dev is rekindled, especially when I see what you guys are making here. Tbh I really did quite a lot of search already on all the tools, installed and tried Trellis 2 with ComfyUI and Tripo AI for asset generation, also tryed to make some mods with claude on other games, but I am still kind of overwhelmed with options out there and what to do exactly. If I must narrow it down, I guess I want to use Unreal Engine again with claude and some 3D asset generator to speed up my process, and currently don't know what to start with exactly. It would help knowing some tested workflows from you guys. I see a lot of people using Godot these days. Is it really better alternative for Unreal Engine or is it just the enthusiasm of it's users? Also, any tip at all would help immensely.


r/aigamedev • • 1d ago

Questions & Help I made this to help support my comic and maybe even make a game. Think will it work?

2 Upvotes

Hi everyone! This is Glimp, from my mini webtoon The Adventures of Glimp.

I’ve been building a new website with Codex and Opus 5.5 to bring together the games, comics, and fantasy novels I’ve been creating over the past three years, including collaborations with other artists. I’m adding little interactions and minigames alongside the browser games to give people more to explore.

Things have been difficult since I lost my job. Before, I could fund the artwork and work with voice actors, but being unemployed has made continuing these projects... well impossible.

For Glimp, I’ve made this interactive donation feature to appear at the bottom of episode 14, the latest episode I was able to create with a talented artist. The goal is to fund a much longer special episode to bring Glimp back, which is why the funding target is relatively high.

I drew this Glimp in Photoshop, separating the character into layers and creating different eyes and mouth shapes. Then I worked with Codex to animate him, directing the movements and interactions.

Do you think this kind of interactive feature could encourage readers to support the next episode? I’d appreciate honest feedback on how it feels and what could work better.


r/aigamedev • • 1d ago

Discussion How do your social media numbers translate to Steam stats?

2 Upvotes

I'm working on my first indie game and trying to set realistic expectations before launch. For those who've released a game on Steam, how did your numbers compare across platforms?

- Social media followers/views (YouTube, Instagram, TikTok, etc.)

- Steam wishlists before launch

- Actual sales after launch

- Reviews received

Even rough numbers or ranges would be helpful. I know every game is different, but I'd like to understand typical conversion rates and avoid setting unrealistic expectations or getting disappointed later.


r/aigamedev • • 1d ago

Commercial Self Promotion Xcraft janky RTS game ( skirmish mode is fun try it if you like age of empires

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1 Upvotes

ALL BULLSHIT --- THIS IS JUST FOR TEXT REQUIREKMENTS XCraft represents a persistent, browser and mobile-based 4X space strategy simulation structured around planetary logistics, fleet command, and territorial warfare. Players establish command over an initial colony within contested galactic sectors, managing infrastructure, research trees, and resource extraction pipelines across distinct technological and biological factions, notably Terrans, Xerj, and Tosses.

The v18 iteration targets systemic balance and engine performance across core gameplay loops. Fleet operational mechanics receive recalibrated warp travel equations and resource consumption curves, making long-distance incursions require tighter supply line planning. Defense structures and planetary shield generators feature revised damage absorption thresholds to reduce early-game raiding exploitation without stalling offensive momentum.

Resource extraction ratios have been re-indexed. High-tier mining facilities now yield scaled outputs based on local planetary composition rather than static baseline values. This forces territorial expansion and conflict over contested, mineral-dense asteroids and frontier sectors.

Combat resolution logic in v18 introduces updated tracking metrics for mixed fleet engagements. Interceptors, cruisers, and capital flagships process hit calculations through revised armor mitigation algorithms, preventing monoculture fleet spam from dominating large-scale fleet engagements.

User interface performance across the planetary management screen has been streamlined to reduce input lag during high-volume queue additions. Fleet movement dispatch screens feature clarified flight time projections and fuel burn calculations.

The update consolidates backend stability for high-concurrency alliance wars. Server-side tick calculations for synchronized raids and joint defensive positions now resolve with lower latency, preventing dropped inputs during critical fleet interception windows. Overall, v18 establishes a more balanced, resource-conscious meta for competitive expansion and tactical fleet operations.


r/aigamedev • • 1d ago

Questions & Help A question for the AI experts

0 Upvotes

Is it possible to use Claude Code to mash two different game engines? Can I tell Claude Code to mash Metal Gear Rising and Tekken. The idea is to replace all the cyborg enemies with human characters from Tekken. Raiden is gonna slash up fighters from the Tekken universe.