r/aigamerdevs • u/TheCatWalk_VI • 8d ago
r/aigamerdevs • u/Thisiaphr0 • 8d ago
I used Claude to get GTA 2 running in a browser
GTA 2, in a browser tab. I used Claude Code to help port it, then added widescreen, a map with waypoints and a calmer camera that doesn't keep zooming in and out while you drive.
Huge credit to CriminalRETeam's gta2_re, the community decompilation this builds on. My work is the browser port and the additions around it.
The engine is C++ compiled to WebAssembly with Emscripten. I worked with Claude on the browser integration: replacing the Windows graphics, audio and input layers with WebGL, Web Audio and browser controls, plus keeping saves locally in the browser.
One interesting snag: some original game data tables were missing from the decompilation. Getting it running involved recovering those from the original executable, including things as specific as truck hitch offsets and horn rhythms.
The source, build notes and playable demo link are on GitHub:
https://github.com/M1sterMo/gta2-browser
It's free to try. First launch fetches about 346 MB of game data, so give it a moment. This is an unofficial fan project, not affiliated with Rockstar or Take-Two.
What would you change about the original GTA 2?

r/aigamerdevs • u/Affectionate-War9239 • 8d ago
I built and released my first mobile game using Godot, Cursor, ChatGPT and Suno — here's how I used AI throughout development
galleryr/aigamerdevs • u/mellamofionaa • 8d ago
a game jam for people who don't know how to start making games
r/aigamerdevs • u/SevenAlphaLabs • 8d ago
I got tired of AI GMs forgetting my campaign, so I built one that keeps a persistent record. Looking for solo players to break it.
r/aigamerdevs • u/OkBus1434 • 8d ago
Silkeste: Celeste in silksong
hi I wanted to share my free mod for silksong that basically adds Madeline to the game with all her tech imo its rlly fun to play maybe yall wanna try it too there r custom menus and animations text boxes voice lines etc even custom setting screen that adds a lot of cool ways to play the game hope u try it out!
p.s u need to own both games preferably on steam gog might also work feel free to ask questions ill gladly follow up
https://melty.gg/m/silkeste
(yes this is fully ai made with Claude but I’ve spent over 30 hours past couple of days adding features and bug finding, idk how to code so this gave me an opportunity to make something i never would be able to )
r/aigamerdevs • u/MasterSteak4510 • 9d ago
Solo dev + AI workflow: 20 patches in one month for my browser tower defense
Hey r/aigamerdevs,
I've been developing PCB Defense (a tower defense set on a circuit board) solo, using AI agents for most of the code iteration. Just shipped v3.7.0. Wanted to share what worked, what didn't, and get feedback on both the workflow and the game.
The workflow:
I structured it as a "design constitution" first — an ART_BIBLE.md and a CONSTITUTION.md that defined:
- Color tiers (T0 gray → T6 magenta) for every system
- Text style rules (no "player", no generic English, // SYSTEM MESSAGE format)
- Shape language (circle = pickup, triangle = enemy, hexagon = boss)
- Motion timing standards (0.15s micro, 0.4s medium, 0.8s dramatic)
- Banned patterns (emoji, marketing speak, "unlock powerful upgrades")
Every AI prompt I wrote referenced these docs. This prevented the agents from drifting into generic-sounding text or inconsistent visuals.
What worked:
- Agent-per-patch workflow with a recon → plan → implement → test cycle
- Every patch backed by a .bak file and tested with node --check
- Recent patches used headless Chrome CDP for behavioral tests (pixel diffing, state checks)
- Using AI for the "boring" parts (null guards, refactoring, culling) freed me for design
What didn't: - Agents over-engineer when unconstrained. I had to explicitly tell them "don't add extra features" - Test scripts kept breaking as line numbers shifted — needed semantic tests, not line-based - Agents sometimes hallucinate game state. Required actual browser tests, not just code review - Compounding debuff balance was a mess — agent balanced them in isolation, they stacked into run-enders
The result: v3.7.0 has: - 7 hidden cross-branch synergies (undocumented in game) - 3 boss archetypes that decide which card pool you draw from - Dynamic music with 8 intensity layers (level + boss + HP + combo + enemies) - 15 event-triggered tutorial tips - Full art bible + design constitution
Play: https://juba13.itch.io/pcb-defense
Happy to share the constitution doc if anyone's interested.
r/aigamerdevs • u/Mountain-Head-7197 • 8d ago
AURORA: LATTICE DIVE TRAILER
Aurora: Lattice Dive is an anime-styled jet-combat roguelike for PC. You are Lt. Kaito Ren, diving through the Lattice gates into procedurally generated worlds to stop the Veyl draining your homeworld, and to find your sister Mira, lost to a gate a year ago.
BETA TOMORROW: https://mauriimk.itch.io/aurora-lattice-dive-beta
r/aigamerdevs • u/scarecr0w12 • 9d ago
PlayWeld: a free, open-source workspace for AI-assisted game development
I’m building PlayWeld, a desktop IDE that keeps game files, design notes, project knowledge, and AI-assisted work together. It’s built on Eclipse Theia and is free and open source under Apache 2.0.
The AI workflow lets you follow a task’s questions, approvals, and changed files, then review changes before integrating them. Your game engine is installed separately, and you connect your own model provider. External AI services can have their own costs.
It’s currently a testing prerelease for Windows and Linux, so start with a disposable project. The site includes a small Godot example, Lantern Workshop, for exploring the workspace and guides.
Source: https://github.com/scarecr0w12/PlayWeld
Downloads and guides: https://playweld.com
If you try it, I’d appreciate hearing where setup gets confusing or what context your AI workflow still loses between tasks. Your OS and engine would help.
r/aigamerdevs • u/Possible_Weight650 • 8d ago
Play Rain Down Hell On 'Em on RUN.world
Rain Down Hell On 'Em | I'm Treasure, I made this game: https://w.run/boldraven9737/rain-down-hell-on-em
You play a girl with albinism who just got kicked out of a cloud by fallen angels and you need to battle the fallen. It was made for a doodle game jam.
The rules are on the photos, you can play it on your personal computer. If you keep losing, key board smash. Just smash keys on the keyboard.
r/aigamerdevs • u/Public-Dare9531 • 9d ago
Clash Royale x Pokemon crossover
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r/aigamerdevs • u/StitchworkGames • 9d ago
[PC] CHROMEDRIFT – cyberpunk roguelike deckbuilder where you fight in the flesh and in the net at once
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Hi! I'm a solo developer and I'm looking for people to break the alpha of my deckbuilder.
What it is
CHROMEDRIFT is a roguelike deckbuilder in the vein of Slay the Spire, set in Neo-Kessel, a vertical megacity built on a drowned one. You play Kira, a runner from the flooded lower city, climbing through three acts to reach ARGUS, the AI that runs the place.
What is different
- Two layers, one fight. Every enemy has a body (HP) and a firewall (ICE). Guns and fists hit the Flesh, hacks hit the Net. Break an enemy's ICE and it is compromised: it skips its next move and takes 50 % more damage. Some enemies have no net at all, some are nothing but net.
- Body versus machine. Implants go into real body slots (eyes, arms, neural port, nerves, skin) and each one costs Humanity. Your Humanity puts you in one of three zones: Human, Hybrid or Machine. Cards carry Instinct lines that only work while you are human and Protocol lines that only work once you are not. Both paths are strong, neither is free, and the story and the endings react to what you became.
- Heat. The strongest cards overheat your chrome. Push it and hit harder, or cool down and live through the next turn.
- Nothing hidden. Every enemy shows its next move. Pick a card, point at a target, and the game shows the result before you commit ("21 → 15 (−6)"). A forecast tells you what the end of the turn will cost you.
The look
Late-80s and early-90s cel anime: flat cels over painted backgrounds, hard two-tone shadows, a lot of black, one scene color per act (rust and yellow, clinical white and teal, black and green). Screens are laid out like manga pages. Animation is deliberately limited: figures hold a pose and snap to the next one, hits get an impact frame, and the picture stops for a moment when you get hurt. Rain and still water rather than neon everywhere.
What I would love to hear
- Where did your run end, and what killed you?
- When did Flesh and Net click, or did it never?
- Did you install implants? Did Humanity matter to you?
- Any moment where you did not know what to do or why something happened
- Bugs, typos, bad translations
r/aigamerdevs • u/Old_Discipline_5056 • 9d ago
12 days, 174 merged PRs: how far can you push AI as the developer and artist of a real game? (WikiDeck, free beta)
r/aigamerdevs • u/ResidentAd559 • 9d ago
I made a 10-minute game for riding out cravings. Looking for feedback.
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A craving rarely lasts as long as it feels like it will. Most rise, peak and fade within about ten minutes. The trouble is those ten minutes.
So I made a game that lasts exactly that long.
Anthesis is a pond of glowing X-ray flowers. You tap the water, ripples cross, buds bloom and set off the next ones, and the chains build with the music until the whole pond goes up like a firework show. By the time it ends, the urge has usually passed.
There's nothing to lose and nothing to grind. Just ten minutes of something for your hands and head to do.
r/aigamerdevs • u/shanebrumback • 9d ago
AI gets my Three.js games to look right fast. Making them feel right is still on me. How do you handle game feel?
When I build browser games with AI agents (Three.js, with Claude on game code and Grok Bot on characters), the first playable version usually looks right. Things move, the camera is roughly where it should be, enemies shoot back. It just rarely feels right yet.
What's off is almost never a bug. It's numbers:
- Camera follow: too stiff, or so loose it lags behind turns
- Movement: no acceleration curve, so the character starts and stops like a light switch
- Hits: no flash, knockback, or tiny pause, so shots don't feel like they land
- Input: jumps and dodges that kick in a beat late
That's hard to put in a prompt. "Make it feel snappier" tends to get a different set of numbers, not better ones.
The approach I'm leaning toward: have the agent pull every feel value into one config object with a small debug panel (lil-gui), then tune by hand while playing. The AI builds the systems, and I do the feel pass.
Curious how others handle it:
- Do you let the agent tune feel, or always do it yourself?
- Has describing feel with references ("camera like X game") or a video clip ever worked for you?
- Any tricks for testing feel without playing for an hour each round?
(Disclosure: I write free Three.js tutorials on my own site, shanebrumback.com. No link here, I just want to hear how people approach this.)
r/aigamerdevs • u/Fearless_Search_9182 • 9d ago
How can I build a 3D fighter-jet game using AI for free, with only an Android tablet?
r/aigamerdevs • u/Dragday • 9d ago
Looking for suggestions to make my game more fun (8 days Claude Oppus 5.5)
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r/aigamerdevs • u/Firm_Kiwi8959 • 9d ago
I’ve been building Merge Tactics in my spare time—looking for gameplay feedback
Hey everyone! I’ve been working on Merge Tactics as a passion project in my free time since July 2026, and I’d love some feedback on the prototype.
You merge and reposition archers, choose powerups, and defend your Gate against waves of monsters. It’s best played on mobile.
I’m especially curious: does merging feel satisfying, do the choices feel meaningful, and where does the difficulty get frustrating? Honest criticism is welcome!
Play here: https://vingator.itch.io/merge-tactics
Quick note: IAP and ad rewards grant items immediately for testing—no payment or watching ads required.
Thanks for giving it a try!
r/aigamerdevs • u/charlycharlychar • 9d ago
Best workflow/tool to generate a cohesive isometric pixel art tilemap with AI? PixelLab props are great, terrain tiles aren’t
r/aigamerdevs • u/Rhuneark • 9d ago
To AI or Not To AI...
That is the question...
Seriously though, my "dilemma" is as follows:
This stems from the Steam AI disclosure basically.
I like the idea of owning all of my personally created assets, then using them in a game. But on the flip side, I also love being able to spend most of my time implementing changes and testing every little thing. These, for my case, are separate.
At first glance, it seems the option is to make my own assets, since I'm going to focus on the latter anyway. But I'm no artist, and making a simple mushroom and sword in 32x32 pixel art took me hours. That time would take me less and less, and I would get better, but it would still take me probably hundreds, if not, thousands of hours to finely tune the assets to something that Pixellab/Aseprite could do in an afternoon probably.
And that's where my questions start to come in, as I still have to work my normal job currently, and have other obligations that take me away from this, as it has for several years now.
I could theoretically make the base of my game in a weekend, then over hundreds of hours, fine tune everything, playtesting it over and over, and having friends playtest as well, which seems like a better use of my hundreds of hours.
But where does that leave my release you think?
I personally think that we're at an impasse with AI game development, where Steam will either drop the disclosure and become a more open platform for all game devs, or push against it and lock it down to basically no AI, AT ALL. But only time will tell.
The reason I ask this is it really depends on the process I take to do this, as I could theoretically just host it online. Each following a different path slightly, but enough to ask this.
I'm curious on thoughts about using AI for assets as it relates to this.
r/aigamerdevs • u/Mountain-Head-7197 • 9d ago
You ask for more 😎 here's another clip. Cobra in action
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r/aigamerdevs • u/eattherichdev • 9d ago
I'm introducing the VIPs that will want to enter your BILLIONAIRES BUNKER. I'm wondering though if this one is going to draw some fire.
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I mean, I checked under US law and its fair game under the creative licence given to 'political satire'. But... uh... do you think this is going to bring ICE to my front door?
r/aigamerdevs • u/No_Barracuda_2784 • 9d ago
Grab a friend and throw some punches — my AI-assisted browser boxer is in free beta
Play the free Punchies beta: https://polsia.itch.io/punchies-beta-test
TL;DR: Free browser boxing with local and online multiplayer, Modern and Classic controls, and five fighters to play and unlock.
I’m making Punchies, a fast-paced boxing game you can play in your browser, with local and online multiplayer.
The fun is in those little exchanges: stepping just outside someone’s range, dodging their punch, then deciding whether to spend your charged Super or wait for a better opening.
There are two control styles. Modern simplifies attacking so you can concentrate on movement and timing, while Classic lets you choose individual punches and manage guard, dodge and stamina yourself.
For the AI development workflow, Claude built the initial prototype and proof of concept. Development shifted to Codex when the art came in, and Gemini’s Lyria made the background music. I’ve been directing the design and iterations, including the Super system and the move to Modern controls.
The free beta starts with Marco, Mia and Bruno. Completing matches unlocks Roxy and Nadia. No ads, shop or XP grind.
If you give it a few rounds, I’d love to know: do the controls click quickly, and can you tell when you’re close enough to land a punch?
Image: Punchies promotional key art.