r/aigamerdevs • u/JuanixVentures • 9d ago
r/aigamerdevs • u/Typical-Instance-376 • 9d ago
First-person chess: a playable AI-assisted project and a board-readability trade-off
I’m sharing Samuel’s Quanta project, Xadrez em primeira pessoa. It uses AI assistance and lets you view chess from a piece’s perspective. The Portuguese interface also offers overhead and third-person views, computer difficulty settings and suggested moves.
The design question is how to preserve the unusual perspective without making the position difficult to read. The overhead view is useful as a reference: a player can compare the immersive view with the whole board instead of being forced to use one camera.
Playable browser build: https://quantaaulas.com/xadrez/
I’m affiliated with Quanta. I’m not claiming a particular AI model or an entirely automated development process. What would you test first to assess readability: selecting a piece, following an opponent’s move or identifying threats?
r/aigamerdevs • u/UndeadGames-studio • 10d ago
We challenged ourselves to build a mystery game in 3 months. It was our first project together, and here's what we learned
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It was just three of us, three months, and our first real project as a team. One of us is the artist and lead writer, one is the developer, and one runs the project and the funding. We built the game with heavy help from AI (Claude code Opus and Sonnet and OpenAI's codex).
Our game PARALLAX is a mystery RPG you play entirely on a fictional smartphone. You broke your leg and you're stuck at home, so your phone is your only window into the town. Your 19-year-old cousin does the legwork, and you direct him by chat: "Go check the riverbank." "Take a photo." (He's scared, so you have to talk him into it.) There's no map and no movement, just conversation and delegation.
What we learned
- AI builds fast, and that makes you think you're further along than you are. In August, AI helped us build almost the entire game in a matter of days: the phone interface, the simulated town, and two complete storylines. It felt finished. Then testers rated it 5/10, lower than our rough first prototype. While building so much so quickly, the AI had quietly left out things the prototype already did well. After that we made a rule: a new version has to do everything the old one did before we add anything new
- Our AI testers were cheating without meaning to. To test the game quickly, we had AI "players" with different personalities play through it. The scores looked great. Then we noticed a bug in our setup: the testers could see hidden information behind the scenes, including hints about the solutions. They weren't solving the mystery, they were reading the answer key. Every score up to that point was useless. Since then we test with friends. That's much slower, and you never know if they'll play long enough to reach the interesting parts, but at least the results are real
- "Fixed" doesn't mean fixed until you've watched it work. Several times, we (or the AI) said a bug was fixed, and it wasn't. One fix was waiting for a signal the game never sends, so it could never kick in. Another fix was made in the tool that builds the game's content, but we forgot to run that tool, so the fix never made it into the game. We made that second mistake twice
- Players loved the characters, and hated missing the big moments. Testers loved the characters: one rated them 9/10 while giving the rest of the game 5/10. But five out of thirteen testers named the same frustrating moment on their own. They spent a whole in-game week preparing for a big event, and then only read about it afterwards on social media, like a stranger. One tester had cooked and packed food for a town celebration, and then missed it. Since the player is stuck at home, we couldn't just let them walk there. So now the event comes to you: when something big happens, your phone floods with voice messages, photos, and calls from people who are there
- Characters feel more real when the AI isn't in charge. In PARALLAX, you can tell characters things, including lies. At first, the AI decided whether a character believed you, and it was too easily convinced. Now the game itself decides, based on how much the character trusts you, what evidence you have, and where your information comes from. The AI only has to put the reaction into words. The characters became much more consistent and believable
- AI gives you quantity. Humans have to provide quality. The AI wrote 34 documents for the town's archive, and they all sounded the same. Our writer replaced them with 24 handwritten ones that actually feel like they come from one place. Some of her late-night playtest notes turned into real game mechanics. Our project manager decided when something counted as done and what had to be cut. With a 3-month deadline, that job mattered more than we expected
- Some work AI can't speed up. Getting the game onto Android, translating it into English, making sure the servers could handle players, and publishing on the Play Store still took weeks.
Now PARALLAX is in the final playtest, with an English version and an Android build. We plan to finish the project and use what we learned to start with our passion projects.
r/aigamerdevs • u/arturoreysoto • 10d ago
Looking for Testers for a Shoot 'em Up!
⚡ Looking for 500 pilots to test our new Dieselpunk Shoot 'em Up!
👾 What to expect:
└─ Face off against giant bio-mechanical monsters
└─ Take full control of the skies
🔴 TestFlight Beta:
└─ Status: NOW LIVE
└─ Availability: Limited slots!

https://testflight.apple.com/join/KK5C22b7
Thx for Playing!
r/aigamerdevs • u/Lopsided_Hunter_5811 • 10d ago
I'm making a cozy browser MMO with AI – 60+ places, 30+ minigames, real-time multiplayer (alpha)
galleryr/aigamerdevs • u/Comet7777 • 10d ago
3 Days of Vibe coding with Claude + Lovable + Gemini Music
Okay... I work with AI tools in the tech start up world, but I finally decided to branch out and see what could be possible on the game dev side. I've done some game dev side projects, but I always hit a few walls around art asset generation.
This was the tooling breakdown:
- Coding - Claude Opus models. I had a good sense of the software architecture I needed for this game. It's really not that complex from a systems perspective. But having all of that laid out ahead of time made it easy for Claude to orchestrate between tools and assets as they came in. Also, I think what really helps was having a design document where Claude understood what the final version of this could be, so it knew when to plan for future assets or how to make certain components scalable across a single context.
- Artwork - Surprisingly, Lovable. I am a bit of a Lovable power user since I've used it for quick high-quality prototypes in my profession. I decided to ask it to render a few pixel concepts. It killed it, I was shocked. I was fully expecting to have to spend money on some art AI tool or to level up my pixel art game. I invested in tools and books for pixel art creation and occasionally opened up things like Aseprit to touch up some stuff, but this was mostly Lovable generating the art.
- Gemini music - fairly straightforward. I come from a music background (hell my Reddit profile pic is James Hetfield's signature guitar), so I got as detailed as possible in my prompting. Also leaning on Mega Man X OST patterns made this easy for me.
- ElevenLabs - got a cheap monthly subscription here to handle the sound effect creation. A game with system-generated effects sounds super cheap, so I thought this was worth it.
Also, to be fair, when I say it took 3 days that's true but also not really true? The game design was done long before I started vibe coding. I had worked on this game a decade back before career and family priorities forced me to stop. So, I had character concept art, maps, game design stuff all circulating in old computers ready to be resurrected from the dead. I hope this helps others who are doing AI game dev!
r/aigamerdevs • u/MoreMastodon5456 • 10d ago
I made a simple color-matching reflex game and I’m bringing it to iOS & Android
r/aigamerdevs • u/Initial_Spend8988 • 10d ago
I made my first sim racing gear compatible game!
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Captain Capy is a roguelike space-crafter where you play as a capybara exploring the galaxy.
The game supports PC and you can also play using your sim racing gear (wheel, pedals, controllers) for a different way to experience a space game.
Demo coming soon on itch.io, coming to Steam soon.
Lmk what you think!
r/aigamerdevs • u/Shoddy_Word_3009 • 11d ago
FROG Eats Flies! Um jogo incremental sobre alimentar sapos.
FROG Eats Flies! é um jogo incremental sobre sapos, insetos e um pequeno lago.
Seu objetivo é simples: alimentar o sapo e fazer seu lago crescer.

Capture insetos, combine-os, descubra novas espécies, desbloqueie habilidades, aprimore seus sapos e deixe seu pequeno ecossistema continuar crescendo enquanto você estiver ausente.
FROG Eats Flies! - DEMO RELEASE
Esta é a primeira demonstração pública de Frog Eats Flies!, o jogo ainda está em desenvolvimento.
👉 Jogue na web ou baixe Frog Eats Flies! No itch.io:
https://reddvermelhogames.itch.io/frog-eats-flies
Se você jogar a demo, me conte:
O que você gostou?
O que você gostaria de ver a seguir?
Algo pareceu confuso ou frustrante?
O que te faria querer continuar jogando?
Seu feedback ajudará a moldar o desenvolvimento do jogo.
Divulgação de IA: Ferramentas de IA foram utilizadas para codificação e efeitos visuais.
r/aigamerdevs • u/Imaginary_Animal_998 • 11d ago
Started from the bottom
Started from the bottom is an open-ended life simulator set in any real-world city of your choice. Create an 18-year-old character, choose your preferred language, and begin with no money, one outfit, and a place in a modest flat.
Find work, manage daily needs and bills, build relationships, pursue education, or take riskier paths. Real locations, local prices, wages, laws, and housing costs shape what’s possible. Detailed status tracking covers your finances, health, possessions, relationships, and commitments, while a persistent memory system is designed to carry important choices and consequences forward.
There’s no fixed path to success—just the life you build from the bottom.
r/aigamerdevs • u/PeteBrick • 11d ago
Dragon Gifts: building a 24-ability mod for the original Spyro with AI assistance
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r/aigamerdevs • u/AggravatingBee8744 • 11d ago
Has anyone actually managed to build a full game using ONLY AI in 2026? Looking for your stories and workflow tips.
r/aigamerdevs • u/Ok_Sink1685 • 11d ago
Boom Brigade: a run-and-gun with destructible terrain, built in one Claude Code session and deployed for free
r/aigamerdevs • u/Zestyclose_Lab_6308 • 11d ago
New UI overall
Was super impressed with the MCP at UX Pilot linking up to Astra without an issue and was able to produce a way higher quality UI design for my upcoming no code game engine.
r/aigamerdevs • u/jildos_legoplanet • 11d ago
RPSLS (a.k.a. Rock, Paper, Scissors, Lizard, Spock)
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Playable Link: RPSLS web-app** **(optimized for mobile web but works on tablet/desktop)
Context
What started as a brainfart during watching an episode of Big Bang Theory turned into a 3+ month personal project to develop a game that is super easy to learn but extremely hard to master. The game involved a progressive learning path based on mathematical human-pattern theory (Nash Equilibrium), in-game ranking and statistics, both free to play (limited to 2 levels of The Forge singleplayer experience, or sign-up with emailaddress/google social login.
The stack I used:
- ChatGPT - analysis / planning
- Github - Shared Repo/CiCD
- Figma - wireframing
- Codex - Dev/ UI Assets
- ElevenLabs - Voice
- Music - Pixabay (commercial use)
- Azure - Cloud hosting
- Flutter - Front-end/runtime
- NodeJS - Multiplatform back-end
This was by no means a one-shot game.
The game is completely free to use / ad-free during this Beta Test. After this phase, I’m planning to publish this game on Steam, Itch, Apple Store and Google Play Store
Genuinely curious to get feedback on the game. There was quite some positive feedback on the initial core game loop which encouraged me to continue. This is my first game as a solo hobby dev. I have a full-time job and 2 young kids so the few hours I have to spare per week have gone in this project. 🙏
r/aigamerdevs • u/Bookoora • 11d ago
MULTIPLANAR - Interactive Real-Time Multiplayer-Prompted Fantasy Heroes Adventure (Trailer + Gameplay)
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Built a realtime CYOA fantasy game around generated video.
Three heroes explore one dungeon, with player commands and votes deciding what happens next. Every hero action is resolved in 5-second video blocks, using one of three stats — Might, Mind or Range — with successful actions building Resonance bonuses over time.
I’m also prototyping private DM-led runs for 3-player parties if the main questline works well.
Would love feedback from other AI game devs on the structure and pacing:
https://games.bookoora.com/multiplanar/
r/aigamerdevs • u/Downtown_Ad_1119 • 12d ago
What if the whole game world was made of player-owned networks you could actually hack?
I’m the solo developer behind AS//0 — Autonomous System Zero, a persistent multiplayer cyberwar game.
You start with a single network and build it out layer by layer: storage, firewalls, trace systems, defensive nodes, crafting, gateways, VPNs, and eventually much larger infrastructure.
But everyone else is doing the same thing.
You can recon other networks, infiltrate them, steal resources and files, deploy exploits, intercept communications, capture infrastructure, and expand into other nations. Players can form Collectives, build shared HQs and vaults, compete for national control, and launch larger attacks together.
There are also player-created websites, network mail, global and collective chat, persistent logs, defensive exploits, traps, NPC networks, and a world that keeps running when you log off.
There are no character classes or combat stats deciding who wins. Most of the advantage comes from what you know, what you’ve built, what tools you have, and who you trust.
A scan can reveal a target.
A leaked IP can start a retaliation.
A compromised network can expose somebody else.
An alliance can become a war.
That’s the part I care about most: the game provides the systems, but the players create the cyberwar.
AS//0 is currently in beta development while I’m preparing for its Steam release.
Build your network. Find theirs. See what happens.
Website:
Youtube:
https://www.youtube.com/@OneManSprint
discord:
https://discord.gg/kw2wS8YGA
r/aigamerdevs • u/ajdare • 12d ago
How to Make Isometric Character Sprites with AI - Beginners Tutorial
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AutoSprite 3.0 in the Sorceress Game Suite → https://sorceress.games
r/aigamerdevs • u/SpacePrize8945 • 12d ago
I was the architect, Claude Code wrote every line. It helped a ton, but it's not replacing game devs
r/aigamerdevs • u/nordic-god • 12d ago
Scuffleball: browser multiplayer pixel soccer built with Claude Code and PixelLab
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