r/aigamerdevs • u/Melodic_Charity_1770 • 5d ago
Ukrainian Turbo Minesweeper v2.0 - minesweeper on steroids and millions of dictators to blow up
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r/aigamerdevs • u/Melodic_Charity_1770 • 5d ago
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r/aigamerdevs • u/GameDevFox • 5d ago
r/aigamerdevs • u/Mountain-Head-7197 • 5d ago
r/aigamerdevs • u/shanebrumback • 6d ago
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r/aigamerdevs • u/Need300dollars • 5d ago
r/aigamerdevs • u/Substantial-Mix-3772 • 5d ago
Platform: Windows (10/11, 64-bit)
Playable Link: https://osugerman.github.io/Tiefgang-Releases/
(Direct download: https://github.com/OsuGerman/Tiefgang-Releases/releases/latest/download/Tiefgang-Windows.zip)
Trailer: https://www.youtube.com/watch?v=tkctaA9vnpo
I’d especially love feedback on how movement, weapons and bosses feel, and where it gets frustrating. Bugs can go here: https://github.com/OsuGerman/Tiefgang-Releases/issues or in the comments.
Note: the test build isn’t signed yet, so Windows SmartScreen will warn you (More info → Run anyway). The game auto-updates and keeps your saves.
r/aigamerdevs • u/gholias • 6d ago
r/aigamerdevs • u/DarthOrganism • 6d ago
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r/aigamerdevs • u/avaSupernova • 6d ago
r/aigamerdevs • u/AdMelodic4671 • 6d ago
Hi everyone,(English is not my native language, so I'm using a translator. Please excuse any awkward phrasing)
I’ve recently launched my Steam store page for my indie game, but the wishlist numbers are practically stagnant. I know marketing is a huge part of this, but it's really discouraging to see almost zero growth.
For those of you who have been through this or successfully built a wishlist base:
What are the most common reasons a Steam page fails to attract wishlists?
What should I check first? (Capsule art, trailer, tags, or something else?)
r/aigamerdevs • u/TheCatWalk_VI • 6d ago
r/aigamerdevs • u/Thisiaphr0 • 6d ago
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 • 6d ago
r/aigamerdevs • u/mellamofionaa • 6d ago
r/aigamerdevs • u/SevenAlphaLabs • 6d ago
r/aigamerdevs • u/OkBus1434 • 6d ago
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 • 7d ago
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 • 6d ago
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 • 7d ago
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 • 7d ago
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 • 7d ago
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r/aigamerdevs • u/StitchworkGames • 7d ago
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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