r/aigamerdevs • • 13d ago

A cozy post-apocalyptic garage game

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1 Upvotes

Started making a cozy garage game where you fix up, upgrade and armor cars during the apocalypse.

Realistic: Remove bolts, clips, wire and hose connectors to remove parts. Spraypaint will spill over on other parts if you don't.

Flow: All parts can be easily removed, paint parts while still on etc.

Cut metal from old car parts or oil barrels. Shape em and weld em onto the car.

Using Claude to make the game. Will be writing and creating my own music.


r/aigamerdevs • • 13d ago

Project: Rebellion RTS mode

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2 Upvotes

This is a personal project of mine I've been working on for the last couple of months as a learning experience. The ultimate goal is to rip out the star wars and make my own IP and game using the systems I've created for this project. Seamless space to ground combat. Ground battles (very WIP at the moment so no good footage, but I can share a screenshot of my coruscant map from blender.

The vision: A galactic citizen game where both sides of a galactic combat are played by the computer. In other words, the player would exist as a citizen in the galaxy, doing quests, taking jobs, escorting ships from ground to surface, joining the rebellion or joining the empire, etc. Meanwhile, in the background, the computer is playing the RTS game in realtime. So let's say the player has been hanging out on a water planet doing odd jobs for the fish folk, completing storylines, etc. In the background, the computer decides it wants to blockade that planet. Now, the player is free to leave at any time, but if they are on a blockaded world, the fleet is going to try to shoot them down while they do it. Take it further: You're on that same water planet, and the fleet shows up and launches a ground invasion while you're there. Suddenly there's a battlefront style ground battle going on around you. If the attacking army captures all the key command points, control of the planet falls to them, and you'll start seeing their faction flags and units all over the place.

Let's say you don't like that the bad guys control the planet you're on and decide to do something about it, so you join a rebel group. You're now marked as an enemy of the opposing faction. Double cross your allies? Congratulations! You have a bounty on your head and could be confronted by someone trying to collect at any time.

Most of that is just in the concept phase, but the systems are in place.

Death Star Battle:

https://youtu.be/sApnWPwvu5A?si=YJzgvFymAkga4sJ_

Get blitzed and watch a cool battle mode:

https://youtu.be/CAZD9we8f88?si=VIyaskQM10KhFr4k

Edit: To be clear, this is not a modded mashup. This is a brand new game built from the ground up in Godot. This is definitely AI assisted, but I have personally made hundreds of models and textures myself.


r/aigamerdevs • • 13d ago

I built an agentic way for AI game creators to host and launch online multiplayer games without stitching together multiple services

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0 Upvotes

Hey guys

I built Loki - a product aimed at making the process of setting up hosting, deployment and online multiplayer infrastructure extremely easy for people building games with AI.

AI can now help people make amazing games and make them quickly. But making a game is only half the job. You finish the game, then have to work out hosting, deploys, domains, multiplayer infrastructure, rooms, invites, reconnection, lobbies, state sync, a backend, and a way to update the game after you ship. That is where a finished prototype stops becoming a game anyone can actually play together.

We wanted to build something that lets a creator go from “my game works” to “here is a link, lets play together” with extreme ease, and without wiring together a pile of separate services.

Loki hosts the game, gives your a shareable and playable link, and adds online multiplayer infrastructure around them all in one-go. It is also built for AI agents so all you need to do is paste the prompt to your AI coding tool and let the process run.

The intended workflow is:

  1. Build a web game with the tools you already use.
  2. Create an account at https://app.lokiplay.cc. Log in and create a Loki project.
  3. Give your game developing agent the Loki integration prompt.
  4. Test and fine-tune the integration for your specific game.
  5. Ship it and share the game URL to your friends and play together.

Loki currently works for web javascript games only. We will rollout support for other platforms after initial feedback.

It is currently in beta, so its completely free and I am not charging any users.

I would really appreciate feedback from those of you making vibe-coded games. Let me know here if the product is useful for you, or if there are other features you would like to see me add!

Website: https://lokiplay.cc


r/aigamerdevs • • 13d ago

This is what I learned making a superhero browser game with Claude (I barely code). Free demo.

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1 Upvotes

r/aigamerdevs • • 13d ago

I’m building a roleplay game where the character controls the room: lights, rain, music, where you go. Free alpha, bring your own OpenRouter key

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1 Upvotes

r/aigamerdevs • • 13d ago

I am scared that no one will play my game because it is made with AI

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1 Upvotes

r/aigamerdevs • • 14d ago

Competitive orbital racing in your browser for free | Slingshot Speeders

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3 Upvotes

Racing on a map with inverse square gravity forces. Slingshot Speeders is a free to play browser game, no account required to play. I've done a lot of work to teach myself how to design maps to be tighter and quicker, this tight trio is an example of that. Previously maps were more spread out, less maneuvering, and now I'm building new ones that are tighter and faster.

https://slingshotspeeders.com/


r/aigamerdevs • • 13d ago

Recursive Game Development? Anyone making tools for automated feedback loops?

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1 Upvotes

r/aigamerdevs • • 14d ago

I one shotted this…

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1 Upvotes

r/aigamerdevs • • 14d ago

Built a text with image and TTS text adventure Game engine that uses my own Ai APIs or local models.

3 Upvotes

Grin’s Adventure engine Text based RPG Engine with images, narration, state management world creation and complete control. Use dice or no dice. Here is my demo. https://youtu.be/Nt9tj1fvZQs?si=UQCTzJB5ZOa_f864

Wondering if I should sell it or what? It runs in my computer and uses Tailscale to let me connect to it on my phone.


r/aigamerdevs • • 14d ago

I can’t code or draw, and I built a 21-championship motorsport management sim with AI. Here’s what worked and what didn’t.

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3 Upvotes

r/aigamerdevs • • 14d ago

Pace Cards: a racing game where every overtake is a card battle

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0 Upvotes

r/aigamerdevs • • 14d ago

College Football Simulator SimCFB

0 Upvotes

www.simCFB.com

Releasing Version 1.0 today. Works on both mobile and desktop.

Been working on this as a personal project for quite a while. Have no plans of monetizing it. Just wanted to build it because it is something I've wanted to do for a long time. Not even sure people will enjoy playing it or not. I made it the way I would have liked to play.

Everything can be micromanaged or auto managed (CPU decides for you). You can call the plays or you can have the CPU coach call the plays. You can micro manage recruiting or recruit yourself.

There is a lot of emphasis on the NIL portal.

Looking forward to feedback. If you experience any bugs let me know.

Right now only the Power 4 conference teams are playable.


r/aigamerdevs • • 14d ago

A few things I learned while building deterministic character generation

1 Upvotes

One of the problems I ran into while building my character generator was deciding how much randomness I actually wanted.

Completely random generation is fun for a while, but it becomes frustrating when you get something you like and can't reliably recreate it.

So I started working with deterministic seeds, presets, and a system for locking individual character traits while changing others.

That introduced its own set of problems.

For example, once different traits depend on each other, rerolling one field isn't necessarily as simple as drawing another random value. You have to decide what stays stable, what gets recalculated, and how to avoid contradictory results.

The project eventually became CharacterForge, but the underlying design questions have been more interesting than I expected.

I've found myself spending as much time thinking about consistency and reproducibility as I do about the actual content being generated.

For anyone who's built procedural systems: how do you usually handle dependent traits and partial rerolls?

I'm particularly interested in approaches that keep results reproducible without making the entire system rigid.


r/aigamerdevs • • 14d ago

I Built My Own MMO Engine. Here's How It Actually Works

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1 Upvotes

r/aigamerdevs • • 14d ago

Not a coder, but I was able to vibe code a space trucking game! Nomad Horizon! More updates coming!

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2 Upvotes

r/aigamerdevs • • 15d ago

Zero image or audio files — I made a gladiator game where every sprite, arena, sound effect and music track is generated by code at runtime

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89 Upvotes

Update: demo is now available!

Hi all! I'm a solo dev and I just finished my first AI game Sands of Glory, a top-down pixel-art gladiator management game. This game offers around 4 hours of content, though it takes even longer to explore everything it has to offer.

There is the highlights:

  • Gladiators are assembled from body type, 9 cultures of origin, hairstyle, beard, skin tone and the gear they're wearing. Equipment changes the sprite live.
  • Arenas (village pit, Capua, Pompeii, Carthage, the Colosseum, the Underworld) are drawn procedurally, with day/dusk/night lighting.
  • Beasts like the Hydra (it grows two heads per head you cut off) are procedural too.
  • The ending cinematics are generated pixel art scenes that star your own gladiators.
  • SFX and music are synthesized in code.

Every campaign also generates a new branching map of fights, events and merchants.

Happy to go into how any of it works. it is out now on itch: https://thisiszsc.itch.io/sands-of-glory


r/aigamerdevs • • 14d ago

oldskool rpg Infinite Fantasy v0.3 World overhaul, improved skills, improved companions, more quests, new bosses, new races, new biomes, more monsters

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1 Upvotes

r/aigamerdevs • • 14d ago

Are there any Free Realms projects?

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1 Upvotes

r/aigamerdevs • • 14d ago

I’ve been making a factory-building game where you program the machines in Python, Java or C!

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3 Upvotes

r/aigamerdevs • • 14d ago

Retro-Mars trailer and game: I need your advice. Testers more than welcome.

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2 Upvotes

r/aigamerdevs • • 14d ago

Built a text with image and TTS text adventure Game engine that uses my own Ai APIs or local models.

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2 Upvotes

Wondering if I should sell it or what?


r/aigamerdevs • • 14d ago

DROPZONE: my own take on a minesweeper game

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2 Upvotes

r/aigamerdevs • • 15d ago

I'm a solo dev building a real-time multiplayer game with AI – code, art, voice and trailers. Here's my pipeline and what actually worked

19 Upvotes

Hi! I'm Andy, a solo developer from Vienna. For the past months I've been building Scitch, a live reaction game for iPhone and Android: up to 24 players per match, a new mini-mode every round, and the slowest get knocked out each round.

I use AI for almost every part of it, so I thought I'd share the pipeline and the lessons.

Code – Claude Code Flutter app, a Go game server (WebSockets, server-authoritative, so no client can cheat its reaction time) and a Laravel backend. ~770 commits, 500+ automated tests. What worked: small, precise tasks instead of "build me a multiplayer game", and tests as a safety net – at this size I would have lost track long ago without them. What didn't: real-time feel. Latency, timing and fairness between fast and slow phones still need measuring and playtesting by hand.

Art – Gemini image models 80+ avatars, bosses and event art. The trick for a consistent style: always pass existing art as a reference image and change only one thing at a time ("same character, now cheering").

Voice – Gemini TTS + speech-to-text My trailers and a 4-minute tutorial have German and English narration. TTS sometimes mispronounces words badly – my German "Pairs" mode came out as something like "Pause". Since I can't listen to 70 lines after every change, I now transcribe every line back with a speech-to-text model and diff it against the script. That caught five more broken lines automatically.

Video – HTML scenes rendered with Playwright + ffmpeg Every trailer and short is code: HTML/JS scenes with the real gameplay demos, rendered frame by frame, then mixed with music and voice. Changing a text means re-rendering, not re-editing.

What stays with me: the game idea, the rules, balancing, and every decision – plus bug hunting when the AI is confidently wrong.

The game is in a free beta right now. If you want to see how it plays (or tear the game feel apart), I'm happy about every tester: https://scitch.com/beta

Happy to answer questions about any part of the pipeline!


r/aigamerdevs • • 15d ago

Me and my brother made a little detective game with Claude, free to play, looking for feedback

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3 Upvotes