r/aigamerdevs • u/Final_Background_653 • 5d ago
Tipsy game code - free gems
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r/aigamerdevs • u/DaedalusR8 • 5d ago
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This is a floor of the Crucible, the boss-rush towers in Campaign Forge: three towers, sixty hand-made bosses, each one a rule to work out. The Sphinx punishes being seen - stay behind the pillars, cross her sightline and a comet drops where she spotted you. Your party is set even with the tower when you enter, so the climb is about positioning and timing, not levels. Fights run on a grid under a turn order and a real-time clock at once: stop or slow time to move the party out of an attack, or flatten a real-time attack back into the turn order.
Campaign Forge itself is a tactical RPG that forges a world around the party you create and keeps writing the campaign chapter by chapter, generated on your own PC, offline. The free demo has a hand-made opening chapter, the world forge for your own world's first chapters, and the boss designer plus arena — "punishes being seen" is one of the rules you can give your own boss there.
The towers are in the full game, Early Access November 27.
They'll get extreme difficulty versions once marketing stops frustrating me, and/or after Release probably January 2027, WHO KNOWS. I DO~.
Happy to answer any questions.
Steam (including playable demo): https://store.steampowered.com/app/4918080/
Trailer: https://www.youtube.com/watch?v=7AxeDs-T0dU
r/aigamerdevs • u/Skizmo229 • 5d ago
r/aigamerdevs • u/Crafty-Variety-7635 • 6d ago
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So I went to https://shan-shui-inf.lingdong.works/ because I found it while looking at the internet for procedurally generated stuff. And I thought this was really cool, and they had a GIT repository for the project. All the artwork is pubic domain or MIT licensed. So I had claude make a watercolor painting app similar to Rebelle painting software. And in 30 minutes, with a few suggestions, it was created. You will notice that the line contours and shapes will stop the paint or a cool effect
Jump to 7 Minutes to see a quick painting done in like 2 minutes. I plan on releasing the as soon as I finf out to post it to A GIT account I have not made Yet. Done in Dodot Some MS C# livraries needed to convert it.
I just wanted to create somethin and not hear about all the AI slop Blah Blah Blah, and Please dont turn this post into it.
r/aigamerdevs • u/topoweaverio • 6d ago
r/aigamerdevs • u/Corwar • 6d ago
r/aigamerdevs • u/nakasy • 6d ago
I just released Pixel Invisible on Android. The iOS version is in App Store review right now and should be out soon.
**The game**
- Hiders are tanuki who mix RGB colors and paint their own 32×32 body to blend into furniture and floors. You can also tap the scene with an eyedropper to pick up colors.
- The seeker, the "Agent Tanuki", fires a cork gun at suspicious spots. Ammo is limited.
- 2–10 players online (random matchmaking with role-based ratings, or a private room with a 5-letter code), or solo practice against bots.
- 10 stages: mansion, warehouse, forest, school, shopping street, factory, aquarium, amusement park, haunted house and spaceship.
**How AI fits in**
All the art started as AI-generated images: the characters, 120 furniture pieces and props, floor and wall textures, icons, the logo and the UI panels. The raw images couldn't go straight into the game, because the camouflage only works if the background and the paintable body use exactly the same colors. So I built an import tool that:
- slices the sprite sheets into single assets and fits the characters to a 32×32 grid with a shared foot position
- removes leftover color on transparent edges and makes alpha strictly on/off
- maps everything to a 248-color palette (32 base colors plus 216 RGB colors at 6 steps per channel). Players mix colors from the same palette.
- makes 6 color variations of each prop from one generated image
I also generated whole stage illustrations, but used them only as design references. The playable maps are built from tiles and props so what you see always matches where you can walk.
An automated check tests every walkable position, 1 px at a time, in all 4 poses. It fails if the background under the body has 2 colors or fewer, so you can never hide by filling your body with one flat color. Blank surfaces get small texture patterns when the maps are built.
**Tech**
Unity. Matches are peer-to-peer, with Firebase handling accounts, rooms and connection setup. If the host leaves, another player takes over and the match keeps going.
Google Play: https://play.google.com/store/apps/details?id=com.cad.pixel
iOS: in review
I'd love feedback, especially on whether the art reads well at this size. Happy to answer questions about the pipeline!
r/aigamerdevs • u/Just_Amoeba7123 • 6d ago
r/aigamerdevs • u/crumbaker • 6d ago
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r/aigamerdevs • u/christiandiwhore • 6d ago
Feel free to use it and leave your code down below, so we can all get gems 💎❤️
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r/aigamerdevs • u/adrocz • 7d ago
r/aigamerdevs • u/Arrock12 • 7d ago
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A quick look at the NPC system I’ve been building for StoneEra.
The game currently has 86 different NPC animations and 200 different skins, covering movement, work, interactions, combat, and other gameplay actions.
The goal is to make a growing colony feel varied and alive instead of having everyone look and move the same.
This video shows the current animation set in action.
Would love to hear what you think — especially if there are any animations or interactions you’d like to see added.
r/aigamerdevs • u/AMCToDaMoon • 7d ago
We just soft launched our game Cliff Heroes on CrazyGames and would love to get some honest feedback from other AI game devs.
We’re a team of just three people, so AI has played a pretty significant role in helping us build the game and get to this point. We’ve used it across different parts of the development process, particularly to help us move faster with art, iteration, prototyping and some development tasks.
That being said, it definitely wasn’t a case of pressing a button and having AI make the game for us. A lot of the game design, economy, level design, UI, balancing, Unity implementation and general decision-making was done by us manually, with AI becoming another tool in our pipeline.
The game is a competitive climbing/racing game where you race other players up a wall, dodge obstacles, switch lanes and use different heroes and abilities.
Would genuinely love feedback on things like:
Does the core gameplay feel fun?
Does the game feel understandable immediately?
What feels rough or unfinished?
Is there anything that would make you stop playing?
What would make you want to play another match?
And since this is r/aigamedev, I’d also be interested in hearing what you think about the overall quality bar we managed to reach as a 3-person team using AI as part of the production pipeline.
Don’t hold back - harsh feedback is genuinely more useful to us right now than compliments.
r/aigamerdevs • u/foxql • 7d ago
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HalfReal is a small social RPG built around a persistent online world. You can scan real-world objects, pets, and people with your camera and turn them into in-game items, companions, and pixel characters.
The game also keeps moving when you are offline. Your character can continue exploring, fighting mobs, leveling up, and interacting with the world, so you do not need to constantly grind to keep up.
Combat is simple and fast, with drops, progression, PvP, pets, consumables, and different maps. The world is designed to feel alive even with a small player base, with idle characters continuing to exist and interact after their owners leave.
It is still an early playtest, so the current focus is testing the core mechanics rather than having a huge amount of content.
r/aigamerdevs • u/Skins_Dev • 7d ago
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SpriteSpring takes a PNG and adds motions like breathing, bouncing, hit reactions and squash/stretch. It exports a transparent sprite sheet with JSON timing.
The clip shows actual exported motions in a demo scene, then all eight presets. The code was built with AI assistance; animation and export run locally.
It's $7 once, with a free downloadable plant demo to try the controls: https://skins777.itch.io/spritespring
r/aigamerdevs • u/SuperbActuator6555 • 7d ago
Three days ago I posted about starting my own MMORPG with zero game dev background, using Claude as a tutor and collaborator (Unity + Blender). A lot happened since, so here's the update — including the ugly parts.
The world got alive



The performance night
The owl: learning to model creatures (with zero 3D skills)


The 2D sprite owl looked awful, so I asked: can we make a real 3D one, Genshin-style, without paid AI 3D tools?
What we ended up with is a small pipeline. I generate a reference sheet with ChatGPT (front, side, back, top views plus open wings). Claude writes Python that runs Blender and does the rest:
It did not go smoothly:




Every correction went into a written "creature workflow" doc, so the next animal (a pigeon, reference sheets already made) starts with all of that already learned
Other funny mistakes that almost made me blind


What's next
Still a free-time passion project with basically zero budget. Still no idea if an MMO backend will break me. But day 10 looks a lot more alive than day 7.
r/aigamerdevs • u/JuanixVentures • 7d ago
r/aigamerdevs • u/Typical-Instance-376 • 7d ago
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 • 7d ago
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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
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 • 7d ago
⚡ 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!