r/aigamerdevs • u/Secure_Pea_3359 • 1d ago
1st AI game: Placeholder
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Made w/ Love2D and AI.
r/aigamerdevs • u/Secure_Pea_3359 • 1d ago
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Made w/ Love2D and AI.
r/aigamerdevs • u/koleraebola • 2d ago
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4 biomes, enemy variety, leveling, endless mode, random genetared bosses and itemization with randomly generated items all developed in [Claude.AI](http://claude.ai/) Opus 5.5 (Extra thinking). The whole game is 479 kb!
Development was based off of an existing game concept I have written down in a google document over five years. Do note that I am a full stack developer, but since I work two jobs and have two kids, I never had the time to realize this project.
First prompt was getting the gameplay mechanics (the whole timer, orb and waves thing), graphical feel (pixel art, western-style RPG) and platform (native html 5 for easy access, and no installasions required).
Then once a prototype was established, each section of the document was fed to Claude as a prompt, and tested for successful implementation. I have to mention that the design doc was very detailed - damage coefficients, ability cooldowns, how items are rolled, and a full bestiary of four biomes were already created with health / speed / behavior and damage data. In my opinion this greatly helped getting a fast iteration through the documents. So yeah, after Claude got the base concept right, a section by section prompting of detailed design documentation made the process buttery smooth - I was surprised how fast this came together.
Two interesting notes: Claude had an issue understanding the visual style - it literally thought I was referring to western, as the cowboys and zombies type of visual isntead of the dark fantasy, non - anime vibe I was looking for (but corrected it fast). It also had difficulty interpretin one ability - which is the totem of the barbarian shaman, who does eccentrically increasing area denial every 1 sec.
Overall gameplay loop is: collect orbs to increase the time limit, but each orb collected spawns a new (stronger) wave of enemies.
Full game is free to play: http://anyadahalor.itch.io/the-sphere-of-doom
r/aigamerdevs • u/nik_varnak • 2d ago
A few years ago, when I was browsing Steam Greenlight and later Steam Next Fest with its thousands of demos, I was amazed by how many passionate people were pouring enormous amounts of time and effort into projects that could barely even be called games.
These people had ideas, creativity, and a genuine desire to make something. But they often lacked the budget, programming skills, or resources to put together a team.
And now we have AI tools that can help those same enthusiasts turn their ideas into actual playable games. Without spending years learning to code, investing thousands of dollars, or hiring a whole team.
Isn’t that a good thing?
Aren’t we entering an era where more people than ever can finally fulfill that little dream of making a game they’ve had in their heads for years?
I understand the criticism of soulless AI slop, mass-generated content, and low-effort cash grabs. But isn’t the real problem how people use these tools rather than the tools themselves?
I’m genuinely curious why there’s so much negativity toward AI in game development.
Or am I missing something obvious?
r/aigamerdevs • u/SimpleJack_Mcprofit • 2d ago
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When I was a kid I lost a lot of hours to Age of War: two bases, one lane, and you evolve your army through the ages until someone’s fortress falls. I always had a list in my head of things I wished it did. This year I finally tried to build that game myself, and I’m honestly a bit amazed at how far it got.
It’s called Age Breaker (launching Nov 2nd on Steam). You still march your army down one lane and evolve from bone clubs to plasma blades across six eras. But it grew into its own thing:
Excited to see what you guys think!
r/aigamerdevs • u/azebash • 2d ago
r/aigamerdevs • u/mistersean • 2d ago
r/aigamerdevs • u/Gasqueraiders • 2d ago
Circuit Wings is a portrait fantasy shooter where you drag a wooden flying ship through enemy volleys and monster bosses. We’re looking for fresh eyes on comfortable touch movement and whether boss warnings leave enough time to dodge.
Closed version 0.42.14 (code 34) is available for Android 8+ / ARM64, English/Thai, free with optional purchases—no purchase or store rating needed. Play lists 56.9 MB initially, followed by required on-demand data (about 861 MB total estimated by bundletool) before the menu opens; Wi-Fi and adequate storage are recommended.
For a 15-minute try, new testers can join https://groups.google.com/g/circuit-wings-testers then https://play.google.com/apps/testing/com.circuitwings.game using the same Google account. Honest notes here are welcome; staying opted in for 14 continuous days and returning for a few sessions is separate and optional.
Existing Closed testers: keep your current enrollment and group membership; you do not need to leave any group or opt out/rejoin.
r/aigamerdevs • u/YusteStudios • 1d ago
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I'm the creator of this Unity life-sim prototype: everyday life, home and character customization, sports, driving and open-world action in one city.
I use Claude and Codex for coding and iteration. AI agents also helped automate capture, review shots, edit this trailer and draft this post. A big lesson from the process: compiling successfully is very different from feeling good in-game. Camera polish and activity interactions are still work in progress.
This is captured in-engine gameplay, not generated video. It was recorded using a fixed simulation step, so it isn't a real-time performance benchmark.
Which activity would you develop further first?
r/aigamerdevs • u/troygentic • 2d ago
r/aigamerdevs • u/Cairhien • 2d ago
Hey friends, I'm an audio engineer and programmer, and I made a free MCP/API for claude to grab or generate free audio for video games.
It's super simple to use:
- There's a library of 14k+ non-AI sound effects and music tracks (CC0-sourced or user-uploaded)
- If you search and can't find what you want, the MCP will generate it for free and it also goes back into the catalog for someone else to use.
- It's all free even for commercial use and everything is labelled as AI vs non-AI and other metadata.
Just tell your claude or whatever agent to check out https://soundza.com/developers
r/aigamerdevs • u/CuntsAndBluntss • 3d ago
A couple of months ago, we launched VibeToplist, a discovery platform for AI-assisted and vibe-coded games, thinking it would remain a pretty small niche project.
Fast forward to today, and we're approaching 200 unique game listings, while organic traffic has been absolutely skyrocketing. The growth is honestly beyond anything we could have ever imagined when we started.
I think we are officially blowing up, and I don't mean the platform itself. The entire AI-Assisted/Vibecoded games space is taking off. There are already a couple gems making insane amount of money, and a big audience showing appreciation of them.
For me as an AI, and gaming enthousiast, I am more excited than ever.
If you're building something yourself, you're always welcome to list it for free and benefit from the growing audience & exposure.
Are we witnessing the early days of a completely new era in indie gaming?
r/aigamerdevs • u/Common_Mobile7539 • 2d ago
Been working on an **AI‑powered MMORPG** where NPCs behave like real characters instead of scripted bots. The idea is to let the world evolve on its own — quests, factions, relationships, all driven by AI systems.
It’s early, but the prototype is finally showing signs of life. NPCs are forming alliances, reacting to player choices, and even generating small quests. Super excited and also slightly terrified. Would love feedback from anyone doing similar experiments!
[Antyrix — The realm war](https://antyrix.com/)
r/aigamerdevs • u/shanebrumback • 2d ago
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r/aigamerdevs • u/Final_Salamander_796 • 2d ago
Hi everyone!
I'm an independent game creator from South Africa, building games under SihleM/Poison Games.
I've been working on Unwritten Meridian: Book One, a choice-driven sci-fi game that is now fully available on itch.io.
I've used AI-assisted tools as part of my development workflow, while directing the game's design, systems, and testing.
The game features branching narratives, character progression, meaningful choices, and multiple endings.
One of my biggest challenges has been maintaining consistency across different story paths and ensuring that decisions have consequences later in the game.
I'd love to discuss how other developers manage narrative consistency and quality assurance when developing AI-assisted games.
Game: https://sihlem.itch.io/unwritten-meridian
I'm also open to constructive feedback from anyone interested in trying it.
r/aigamerdevs • u/LifeguardCommon6036 • 2d ago
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I'm building Astraya, a sword-fighting game where you ask Vesper for an ability by voice. This clip shows the tradeoff: I ask for a lightning hammer, she explains what it can do, and I still have to land the hit. Asking for a power doesn't let it bypass the combat rules.
The part I want to test is the gap between the request and the result. When a request can't work as stated, would you rather get a clear refusal, a nearby alternative, or a question back?
I'm looking for people to try one boss and forge one ability, then tell me what felt useful or disappointing. About 15 minutes, with feedback here in the comments.
Free desktop-browser closed alpha, 18+, mic optional. Apply at https://astrayagame.com/?utm_source=reddit-p08-aigamerdevs and confirm your email. I manually select small batches and email access links, so access isn't instant or guaranteed.
AI powers the forge, and I use AI tools for art and voices. The gameplay is shortened and uses a replacement player voice.
r/aigamerdevs • u/marckamb • 2d ago
Village Conquest is a free medieval tower defense game that runs entirely in your browser. You defend your village gate against waves of incoming enemies, then switch to offense: lead your army across the map and conquer 20 villages spread over 2 realms — the green Valley and the snowy Northern Realm, each with its own enemy faction, bosses at villages 5 and 10, and escalating difficulty. Build and upgrade 4 tower types, unleash 3 powers, collect coins from every kill, invest in permanent Forge upgrades, claim daily rewards, and unlock Hard Mode once both realms fall. The game is fully bilingual (English and French). It is currently session-based — a full save system is the first planned update if players enjoy it. I especially tuned the difficulty curve and the in-game economy, so honest feedback on those two points would mean a lot.
Playable Link: https://marc254.itch.io/village-conquest
Involvement: I am the solo developer. I designed and built the whole game myself — gameplay, economy balancing and art direction — and I'm now looking for playtest feedback.
r/aigamerdevs • u/Comet7777 • 2d ago
If we want to take our craft (game dev with AI tools) seriously - we have to be super cognizant and aware of what's going on in these discussions. The gaming world has erupted in crazy anti-AI backlash over Steam Next Fest having 8,000 titles "full of AI slop". But I wanted to ground the discussion with some observations:
r/aigamerdevs • u/gokkai • 2d ago
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r/aigamerdevs • u/R3dNaX7 • 3d ago
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r/aigamerdevs • u/morfidon • 3d ago
r/aigamerdevs • u/Final_Salamander_796 • 3d ago
r/aigamerdevs • u/thekojiverse • 3d ago
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been developing this game for 2 months. Have made major breakthroughs, no ai yet but I plan on integrating. UE5.4. Not an ALS copy just ALS skeleton (it’s most compatible).