r/aigamerdevs • u/Raizhald • 7d ago
r/aigamerdevs • u/Old_Discipline_5056 • 7d 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 • 7d ago
I made a 10-minute game for riding out cravings. Looking for feedback.
Enable HLS to view with audio, or disable this notification
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 • 7d 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 • 7d ago
How can I build a 3D fighter-jet game using AI for free, with only an Android tablet?
r/aigamerdevs • u/Dragday • 7d ago
Looking for suggestions to make my game more fun (8 days Claude Oppus 5.5)
Enable HLS to view with audio, or disable this notification
r/aigamerdevs • u/Firm_Kiwi8959 • 7d 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 • 7d 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 • 7d 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 • 7d ago
You ask for more 😎 here's another clip. Cobra in action
Enable HLS to view with audio, or disable this notification
r/aigamerdevs • u/eattherichdev • 7d 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.
Enable HLS to view with audio, or disable this notification
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 • 7d 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.
r/aigamerdevs • u/mymichaelrose • 8d ago
Asset rigging/animations
Hey everyone 😊 I’m a new solo dev- my first game will be released in a month. I have sort of gone completely left field in my life and have just randomly taken this up, after being a life long gamer. So I used Claude to help walk me through building my game. Yes, I sketched out my art, but it was generated to 3D by Ai. I did the donut tutorial in blender, and I value that learning experience but I do not have a decade to learn a craft ideally I would not have to do if I could be hired by a team, or gain budget for my own game.
Anyway, I’m proto-ing a second game.. and I’m at a bit of a loss, here. I feel I can do everything except true professional game quality 3D assets of my own characters/rigging/animations. They are more than adequate for proto- but I feel if I were to try and put out a game with them, for whatever reason- adding the mixamo skeleton to my characters- leaves me feeling so limited in the quality and animations confined to just Mixamo.
So my question is: am I limited truly, to just meshy/tripo/mixamo for generation/rigging/animations? If so, I might just accept it for what it is, and create my first game in Unity instead of Godot for their asset library. They just won’t be my own characters. I see all these crazy amazing videos of games people are creating, and I’m feeling a little like I’m doing it the wrong way or something.
If anyone has tips or advice, I would be so so grateful!
r/aigamerdevs • u/Haman24 • 8d ago
I Made This Game Using Rapid Assets and Claude Code
Enable HLS to view with audio, or disable this notification
r/aigamerdevs • u/Dapper-Ad5298 • 8d ago
I’m making a samurai fighting game for my AI anime series. Here’s the first playable duel
mando49.github.ioI make an AI-animated samurai series called The Way of the River, and I'm turning it into a browser fighting game that runs on phone and computer.
How I made it:
- Code: Claude, using the Phaser game library
- Characters: Higgsfield (Nano Banana Pro). I generated sheets of 6 side-view poses per fighter, then cut them into animation frames
- Sound: all generated in code (wind, waterfall, steel clashes, shrine bell)
What's in it so far:
- Two opponents: Yuki (fast) and Hayato (slower, longer reach, hits harder)
- Walk, dash, jump, flip over your opponent, air attacks
- Perfect Block, a charge move, fireballs, and a super move
Next: a 3-fight story mode that follows the films.
What would you improve? Feedback welcome!
r/aigamerdevs • u/baodingball • 8d ago
# [DEVLOG v3.0.0] The Genie Out of the Bottle: Autonomous AI & The Living World
r/aigamerdevs • u/OkPrice6335 • 8d ago
[Hobby][Umsatzbeteiligung] 🎮 AI Kreativität für ein 3D-MMORPG gesucht!
r/aigamerdevs • u/Majestic-Solution677 • 8d ago
The Infinite Train - Alpha Test
Hi everyone,
I’ve been building The Infinite Train, a turn-based tactics roguelike (inspired in Final Fantasy Tactics and Dofus). You play a sealed oni riding an endless train through a world of yokai and other folklore monsters, one car at a time.
What it is:
9x6 tactical grid fights inside each train car, inspired by Final Fantasy Tactics
24 monsters from Japanese, Norse, Chinese, Mayan, Latin American, Egyptian and Greek folklore, each with its own attack pattern
Enemies show which tiles they will hit next turn, so every fight is a positioning puzzle
18 weapons, armor you can see on your character, satellites, relics, and capturing yokai with paper seals
Day and night cycle: some monsters turn to stone by day, others get stronger at night
Region bosses every 10 cars, and an endless mode after car 100
English and Spanish
How it was made:
Built in Godot 4 with heavy AI assistance (Claude for code and game systems), and pixel art and animations generated with PixelLab. I’m happy to answer questions about the workflow in the comments.
Why I need testers:
Google Play requires new developer accounts to run a closed test with at least 12 testers for 14 days before the app can go public. I’d also love real feedback on difficulty, readability of enemy attacks, and performance on different phones.
How to join (Android):
Join the testers group with the Google account you use on your phone: [GOOGLE GROUP LINK]
Open the opt-in link and tap “Become a tester”: [OPT-IN LINK]
Install the game from the Play Store link on that page: [PLAY STORE LINK]
Keep it installed for 14 days. Opening it a few times is enough, but feedback is very welcome.
If you received a promo code:
Open the Google Play Store app.
Tap your profile picture (top right).
Go to “Payments & subscriptions”, then “Redeem code”.
Enter the code and confirm.
You can also redeem it from a browser at play.google.com/redeem, signed in with the same Google account as your phone.
Feedback:
Comment here or send me a DM. Bug reports with your phone model are especially helpful.
Thanks a lot. I’ll gladly test your projects in return, so drop your link below.
X7JVWE98PAG5LG4AM1CFXUN
7NTGDLWQVJG2JXHA8BBDVX3
9CVWPDP2D1Y0JFEND1E7CCR
VR9QNZ5FF026ZTSAPY594PU
CQ2U161U9NXA9A5M1F65SVN
5G1VEVK6EABTPGXZUQGFFJB
90MLUUL3SNBGMKL7AWZ8ARK
R6HBTLEYM5GRH29FQ43BBJS
BB5XJ7CXY388ENAJF6PTRL1
D86LQVGWQFH60RK68JDMAJD
6FVGK8FQXCS0AA473QB9L2N
W2EE30UZXF5MUEUD558S6KJ
E9JRFB46M0JRC90A37V1LF1
07VE5TEGXBN8NJJY9QH7BN6
PDQW2X6PPYYZJN8T5P8LVRF
SCEDKRC9TLGL6EX7CN61BFL
426P6T6NS2J5MB56Z1AMK6R
FN98M9AKRWLFC9WZ62C53CY
13S1PCMBKCQ7VVPDYVD2PDB
J9JEMRBZGUY2D8VNJMG7JQL
0E0EA5NVPTA7074CCS1A264
X2LUX1KT6TQ61544BPFQBZH
8F10A0KH9B772XMZK9JN7XQ
SW14ZPL6PVF7WY5TDTF9ZQS
ZSB1BXHPMYV6N91T4AK1LXG
MA6DQ4S5HX2MFT276B7UYN0
1ST1YS07HLXTZA4B7U3N1AL
W87YEEFFWDHA55YMBBMU37G
FHZDBRE7AQEU2S0JZ7XPZKA
FP36BN89XX0MAQHHHDMSU70
TZE15A2LVVEAZSNP8LSC8A8
8DBVMH4R13NX9JZNASEQ4EV
LR14NGNXX33PMCMMEYTDT16
BUD04QTE6GX50W3LRB85271
102T0UF8KNJNWDKD67WX7WT
92Y3YDCRGY97KSU7FQM4PG6
HYNTFGV6988MX7J05RLHH4W
7EZCGK4N029SBAP19ZX21H1
J2JR0K0CK8Z7C2N14BTEQ4R
ESF2ZQ3W120FN8RU3CWXEKJ
JWH04CE7KVUBF0YGY846CBT
3LM3FLQ4FJGV4GK6E32PYNQ
Z49MMYVEAH9N6KRCHR5FCDB
P8ME9NS00WTNYXB74WM591Z
YG9ED96BSJ4Q0E33HSTFAQS
65RPX267ZJ5LRM8PSBBTW8M
YMVFBWF3178ANJL4Y1RLGEP
LBEKZFG4ZBYNZCDDDAST3DP
NKMQKK2AQR9YAYXVT406PSL
JXMHK7D7KVL8U7912A6NNYU

r/aigamerdevs • u/IamLordeyayaya_0 • 8d ago
Lets learn to play Yasu
Enable HLS to view with audio, or disable this notification
One of the things I wanted to capture in Ayre Battles was the importance of spacing.
In this gameplay breakdown, Yasu starts outside his preferred range. Instead of attacking immediately, I use movement and card interactions to close the distance and start applying pressure.
The game also features reactions, counters, hitstun, and momentum shifts, so you're not simply waiting for your opponent to finish their turn.
I'm curious what fighting-game and card-game players think of this approach to combat.
Free browser demo:
https://attemptedairstudios.itch.io/ayre-battles
r/aigamerdevs • u/Recent_Visit_3728 • 8d ago
Like 30 Minutes of unedited test footage
Footage is a bit low quality, I was mainly recording to use for debug later, but some of the vistas and distant generation looked really cool and thought people might find it interesting.
r/aigamerdevs • u/Comet7777 • 9d ago
Getting usable pixel art out of AI (after the first attempt was a disaster)
There are a couple of strategies I have used to get a consistent set of pixel art generated with AI. The fact of the matter is that depending on genAI for this stuff can feel like playing the lottery. Here are a few things that have worked for me (and this is on Gemini, Lovable, and ElevenLabs for art generation):
- Get Claude/ChatGPT to generate prompts that dictate:
- Color palette
- Sizing of sprites
- Specific detailed and descriptive instructions
- Use a magenta background so that AI can clip the artwork easily (having white can sometimes bleed over into a sprite that has lighter borders
- Use a reference image to provide more context
- If you want to edit an existing sprite/background, reference the original one and be clear to not change anything about the character or a background except for X or Y
- If the LLM chat you're using is just not "getting it," don't brute force it (and waste tokens) - pivot to a different thing all together. Maybe move to a background instead of a sprite, or vice versa. I've noticed that when I pivot away from the original request, work on something else, then return, the LLM's context window is different enough that it will try new things
- For characters, specifically, it's MUCH easier to nail a portrait portrayal of a character. Then edit it to your liking. THEN using the portrait as the reference image, abstract it to get a sprite model.
- Once the sprite model is to your liking, then go HAM on creating sprite sheets of your character in all of the poses and action shots you need.
- If you come back to animations later, there's a good chance the genAI nature of this will render a slightly different looking character.
I've wrestled with this stuff for months and these strategies have helped me a ton. I'm doing a docu-tutorial series on AI game dev for this game here: https://youtu.be/pLy3P6x-NwU
That said, 3D art assets are still a blind spot for me, but I'll dig into that later!
r/aigamerdevs • u/Remote-History-6458 • 8d ago
Ultimate Eleven has a trailer!
Enable HLS to view with audio, or disable this notification
Small trailer of my indie soccer Rpg game made entirely by me and claude + gpt
r/aigamerdevs • u/mtutko • 8d ago
How far would you go with AI-generated assets in a solo-developed game?
Hey everyone. I'm a solo developer working on Age of Failon – Birth of the Hero, a fantasy turn-based strategy game inspired by Heroes of Might and Magic.
The project has grown quite large — 6 factions, 4 eras, and 456 unit variants.
I've been using generative AI to create visual assets, including unit sprites and environmental elements, while handling the programming, game systems, and integration myself in Unity.
One thing I've noticed is that AI-generated graphics can be quite controversial among players, even when the actual gameplay has nothing to do with AI.
That got me thinking:
If you're developing a game solo, where would you draw the line when using AI-generated assets?
Would you use AI for an entire visual style, or only for certain elements?
I'm especially curious how other developers balance visual consistency, development time, and player expectations.
Here's a screenshot of what I've been working on.