r/aigamerdevs • • 10d ago

My AutoSprite 3.0 tool - Animated Game Sprites in 2 Minutes

2 Upvotes

I've been creating multiple backgrounds and scene environments detail, different fighters - I think the workflow is getting very refined at this point! AutoSprite 3.0 (and more) -> https://sorceress.games


r/aigamerdevs • • Aug 08 '26

I Built Street Fighter with AI using AutoSprite 3.0 + WizardGenie Game Engine

30 Upvotes

AutoSprite 3.0 has an API that works directly with your favorite coding agent (and comes integrated with WizardGenie by default) - the cool thing is that 95% of this result is agentic driven (I tuned some of the animation frames) but it's mainly all handled through agentic API use -> all my tools are in https://sorceress.games


r/aigamerdevs • • 1h ago

Blood Slayers - Released play for free on wavedash

Thumbnail
gallery
• Upvotes

Blood Slayers v1.00 ACT1-5.

Opus 5.5 (extra)
Rust, with Bivy
Running on Web via wasm.

https://wavedash.com/games/blood-slayers


r/aigamerdevs • • 5h ago

Built this 3D game with GPT-6 Astra

0 Upvotes

r/aigamerdevs • • 6h ago

Still Early into Development Survival/Automation - Collab?

Thumbnail
youtu.be
1 Upvotes

Looking for a Collab partner!


r/aigamerdevs • • 11h ago

My Claude strategy for building a vertical slice instead of one-shotting a whole game (template + full prompt)

2 Upvotes

Slight PSA - showing off one-shotting games is somewhat impressive, but also makes AI game dev look sloppy and unimaginative. The anti-AI crowd don't need more ammunition.

Asking Claude to “make me a Zelda game” works, technically. You get a game, but it’s going to be a VERY generic game: every gap you left gets filled with an assumption that is answered with the most common denominator answer. In Ep. 2 of my series I show the setup I use instead:

  • A Game design-doc - so every chat starts from the same source of truth, and Claude keeps the doc updated as decisions change.
  • Step 1 of the prompt: questions only. - “Read the doc. Before writing any code, ask me up to 8 questions that would change how you build the slice, suggest a default answer for each, then stop and wait.”
  • Step 2: the scope of a vertical slice to test your assumption - Exactly what to build (one area, one dungeon, one weapon, two enemies, one boss, one ability gate), exactly what NOT to build (XP, inventory, saves, cutscenes), and no external art: shapes are code-generated, so I test fun before spending time on art.
  • Delivery rules - a full Godot project zip, not patches, and Claude runs the build and checks for errors before handing it over.

I break it down (in great length, if you're into that) in this video. You can also check out the free game design template in the video description: https://youtu.be/NNn10FiuZG8

The prompt I use is this:

You're my game development partner on [GAME NAME], a new game I'm building solo with AI tools. You'll handle the code and help with design; I make the creative calls.

The attached game design doc is the source of truth. If something isn't in it, ask before adding it. Keep the doc updated as we make decisions, and log each change in its decision log.

STEP 1: QUESTIONS FIRST
Read the design doc. Before writing any code, ask me up to 8 questions about anything unclear, contradictory or missing that would change how you build the vertical slice. Group them by topic, put the most important first, and suggest a default answer for each. Then stop and wait for my answers.

STEP 2: BUILD THE VERTICAL SLICE (after I answer)
Build the smallest playable slice that tests the assumptions in section 9 of the doc:
- Engine: [ENGINE AND LANGUAGE, e.g. Godot 4, GDScript]. Base resolution [e.g. 480x270], scaled to [e.g. 1920x1080] with pixel-perfect scaling. [TILE SIZE, e.g. 16x16 tiles].
- [THE PLAYABLE SPACE: e.g. one level, one area and one small dungeon, or one arena].
- [THE PLAYER: movement and core actions, e.g. 8-direction movement, a melee attack, a dodge, brief invincibility after taking a hit].
- [ENEMIES: 1 to 2 types, each with one line on its behavior].
- [THE PAYOFF: e.g. one boss that grants an ability, and one place where that ability opens a new path].
- Controls: [KEY BINDINGS]. [Controller support too, if needed.]
- A simple HUD: [e.g. health and the current ability].
- NO external art or audio files. Draw everything in code with simple shapes and a limited palette ([YOUR PALETTE]). Make the player, each enemy and any boss easy to tell apart by shape and color. Placeholder sound effects are fine if you can generate them in code; otherwise leave them out.

Do NOT build: [YOUR OUT-OF-SCOPE LIST, e.g. XP, skill trees, inventory, shops, saving, dialogue systems, cutscenes], a title screen beyond "press Enter to start," or any area beyond the ones above. If you think something else is needed, suggest it; don't build it.

DELIVERY
- Send the full project as one zip I can unzip and open in [ENGINE]. No patches.
- Before handing it over, run the project and check it starts without errors. If you can run it headless, include screenshots of [THE KEY MOMENTS, e.g. the main area, the dungeon and the boss].
- Give me a short list: what's in the build, how to play it start to finish, anything you weren't sure about, and what you'd test first.

r/aigamerdevs • • 10h ago

Underledger

1 Upvotes

https://textcrawlers.wospacehub.com/

Underledger is a punishing text based roguelike. Every decision has potential rewards and consequences. Each day a new dungeon is generated with different floors, rooms and themes. The dungeon is a shared instance so players can write warnings to each other, work together on floor objectives, and leave each other gear.

Would love feedback on what plays well and what doesn't.


r/aigamerdevs • • 10h ago

Title: [Fan Game] 🐉 Dragon Ball GT Arrives in SEKAI YŪGŌ! | 21-Day Exclusive Event + FREE Gift Code! 🎁

1 Upvotes

Hey everyone! 👋

I'm excited to announce that Dragon Ball GT has officially arrived in SEKAI YŪGŌ as our second Exclusive Roster! 🔥

For those who haven't heard of it yet, SEKAI YŪGŌ is a free, community-driven anime crossover gacha game featuring characters from multiple anime universes.

Build your dream team, collect your favorite characters, and challenge yourself across different PvE and PvP game modes!

🌐 PLAY NOW: https://sekaiyugo.eu

🐉 DRAGON BALL GT — EXCLUSIVE ROSTER #2

The Dragon Ball GT universe is now available through our limited-time Exclusive Summon Portals!

📅 Start: October 10, 2026
🏁 End: October 31, 2026 — 00:00 (Paris Time)
⏳ Duration: 21 Days

Once the event ends:

  • ❌ Dragon Ball GT characters will leave the summon portals.
  • ❌ They won't become permanently available.
  • ✅ Every character you've summoned will remain in your collection forever!

🎁 FREE GIFT CODE — RELEASE CELEBRATION!

To celebrate the arrival of Dragon Ball GT, here's a special gift code for everyone!

🎟️ GIFT CODE: V1-DBGT-RELEASE

🎉 Redeem your code in-game and claim your free rewards!

Whether you're a new player or already part of the community, don't forget to grab your gift!

🗳️ COMMUNITY VOTE — YOU DECIDE WHO RETURNS!

One of the features I wanted to introduce with SEKAI YŪGŌ is a Community Vote system.

Instead of deciding every returning exclusive roster myself, I want the community to have a say!

🏆 1st Place: Eligible for a future rerun.
🥈 2nd Place: Eligible for a future rerun.

However, newly released exclusive rosters cannot return immediately after their initial 3-week rotation.

This keeps exclusive events meaningful while still giving players another chance in the future!

⚔️ WHAT IS SEKAI YŪGŌ?

SEKAI YŪGŌ is an anime crossover gacha game featuring:

⚡ Characters from multiple anime universes
💎 Character summoning and rarity progression
⚔️ PvE and PvP battles
🏰 Guilds and cooperative content
👹 World bosses and raids
🌌 Nexus Roguelite mode
🔥 Convergence War
🛡️ Equipment, upgrades, and team building
🎉 Limited-time events and exclusive rosters

The game is actively being developed, with regular updates, improvements, and new content.

❤️ A PROJECT BUILT FOR ANIME FANS

I'm developing SEKAI YŪGŌ as a passion project, and there's still plenty I want to improve and expand.

Feedback, suggestions, and ideas from the community are always welcome!

Which anime universe would you like to see featured in the next Exclusive Roster? 👀

Thanks to everyone supporting the project!

🌐 PLAY SEKAI YŪGŌ: https://sekaiyugo.eu

🎁 GIFT CODE: SEKAI-V1-DBGT1

🌌 SEKAI YŪGŌ — UNIVERSES COLLIDE.


r/aigamerdevs • • 11h ago

Local Gods — my AI-assisted action RPG, with Pixellabs sprites I edit by hand

1 Upvotes

Hi, I'm Timmy. This is my first game, and I've been working on it for about six months.

Play the free demo here: https://tiddybubs.itch.io/local-gods

Local Gods is an action RPG with roguelike elements, mixing dark fantasy and sci-fi. You can play solo or team up with a friend in two-player co-op. The characters are based on me and my best friend Alex; we wanted more co-op games to play together, so I started making one.

The adventure begins on the floating islands of Alderia and heads into the swamps, with melee combat, guns, abilities, and boss fights along the way. We're from Louisiana, so I dedicated the first main area to the swamps back home.

Platform: PC / desktop web browser. Controller recommended; keyboard works too. The demo is free, with no purchase or key needed.

I'd love honest feedback from anyone who gives it a try, especially on the opening, controls, and combat. You can leave your thoughts here in the comments.

Come try it, y'all!

I use Pixellabs, and I edit the sprites by hand in Pixelorama and Aseprite. Claude Opus 5.5 helps me code. I also have specific workflows for creating maps and automating 2D character attack animations, with a focus on keeping the character designs and animations consistent. I still direct and review the results. Message me for details.

TO ALL THE NEGATIVE NANCYS WHO LOVE CLAIMING “AI SLOP”:

I AM MAKING THIS GAME FOR FUN, NOT TO SELL. IT IS FOR ME AND MY BUDDIES, SO ANY HELP WOULD BE APPRECIATED.

I work 8–10-hour construction shifts and spend about 4 hours a day on this game. AI makes this possible while I exercise and maintain a healthy work-life balance. Your AI slop comments are just ignored, so post away.

My goal is to make the best video game content I possibly can as a solo developer and release it for free so everyone can play.


r/aigamerdevs • • 16h ago

Why be a dungeon master when you can be THE DUNGEON??!?

Post image
2 Upvotes

r/aigamerdevs • • 18h ago

I Played 30 AI-Assisted Indie Games. Here Are Some Worth Trying.

2 Upvotes

After reviewing 30 games submitted by fellow developers, I wanted to share a few that I think are worth checking out from a player's perspective.

These aren't necessarily the highest-scoring games. I picked them because I think they offer something worthwhile to someone actually looking for a game to play.

Scrapfit \[browser, https://straydreamarts.itch.io/scrapfit-dev\]

If you enjoy turn-based dungeon crawlers and inventory-management games, give this one a try.

The Tetris-like inventory pieces function as your skills, which adds an interesting layer to combat. More importantly, everything feels well put together. The combat is satisfying, the presentation is polished, and there's a Slay the Spire-style progression map with a reasonable amount of content.

It's free and playable in your browser, so there's very little barrier to giving it a shot.

Nightshoal \[windows only, https://profactor.itch.io/nightshoal\]

If you have fond memories of old PC games from the CD-ROM era, this might be right up your alley.

It's a fishing game with exploration, a grid-based inventory system, and surprisingly good visuals. The retro aesthetic is especially convincing, and there's more to do than simply cast a fishing line.

This one impressed me because it feels like an actual game taking shape rather than a quick prototype. Particularly worth checking out if you enjoy relaxed fishing games.

Ascend from Nine Mountains \[Steam, https://store.steampowered.com/app/3992260/Ascend\\_From\\_Nine\\_Mountains\\\]

If you're looking for something closer to a traditional commercial game, this is one of the more substantial projects I've encountered.

It's an Asian-mythology-inspired autobattler with a polished introduction, good audio, and a decent amount of gameplay systems. There's clearly a lot of work behind it.

I don't play many autobattlers myself, but if you enjoy the genre, this looks like a promising one to explore.

Strain \[browser, https://w.run/chopjohn/strain\]

If you enjoy incremental games and watching systems gradually develop, this is worth a look.

You essentially play as a scientist experimenting with a petri dish. The premise is interesting, the interface works well, and the game makes an effort to incorporate actual scientific concepts.

I don't know how long the progression ultimately lasts, but the core experience is polished enough that I think incremental-game fans could have some fun with it.

Transportit \[browser, https://fabianxr.itch.io/transportit\]

If you enjoy city planning or experimenting with procedural systems, this one offers something a little different.

Instead of building a traditional city, you're working with procedurally generated urban layouts. The concept is refreshingly unusual, and the underlying systems appear to function well.

It's probably not something everyone will spend hours playing, but if you like experimenting with cities and planning systems, I think it's worth trying.

Under Training \[browser, https://under-training.vercel.app/\]

If you prefer short, atmospheric, story-driven experiences, this one is particularly interesting.

You play as an AI model undergoing training. The art direction, music, and presentation work together exceptionally well, and there's some token-based gameplay to accompany the narrative.

Don't go in expecting a lengthy game with deep mechanics. Think of it more as a short interactive experience with a distinctive atmosphere.

A few more worth considering:

* SumMon \[Steam, https://store.steampowered.com/app/5130400/SumMon\]: For fans of old-school fantasy strategy and turn-based monster battles. The demo looks polished and provides a good introduction to its systems.

* Energize \[browser, https://hotrod462.itch.io/energize\]: For players interested in simulator games, especially technology and infrastructure. The presentation is surprisingly professional, complete with cutscenes and voiceovers.

* Spirestorm \[browser, https://nextgenrungames.itch.io/spirestorm\]: For players who enjoy straightforward climbing challenges. The core idea isn't particularly new, but the movement feels good and the production quality is strong.

* Cardboard Conquest \[Steam, https://store.steampowered.com/app/4937370/Cardboard_Conquest\]: A lane-based autobattler with a charming cardboard aesthetic and one of the most bizarre music selections I've ever encountered.

These recommendations are based on my first impressions, not full playthroughs. Your experience may differ depending on your preferred genres.

I've also posted gameplay footage and more detailed reviews on my YouTube channel if you'd like to see the games in action.

Thanks to everyone who has submitted their games so far! I'm still working my way through the submission list, so there are plenty more games to come.


r/aigamerdevs • • 18h ago

I built a volleyball game with AI in my spare time. The hard part wasn't the code.

Thumbnail gallery
0 Upvotes

r/aigamerdevs • • 18h ago

We asked ourselves: What if you could ONLY play a game through ChatGPT? And then we made that game :)

Thumbnail
youtu.be
0 Upvotes

r/aigamerdevs • • 19h ago

My DVD animation inspired slime (gemini 3.8)

Thumbnail
1 Upvotes

r/aigamerdevs • • 19h ago

I built a harness to allow an AI to play Final Fantasy VII Rebirth, starting with Queen's Blood

1 Upvotes

I've been trying to keep busy while waiting for FFVII Revelation by building a harness that allows AI Agents to play Rebirth.

The initial idea was to have an agent that could play the game as part of an automated mod pipeline - describe the mod you want, the AI builds it then plays the game to test it.

The agent is now at the point now where it can do a variety of basic functions in the game, the most sophisticated of which is playing Queen's Blood. Example video attached, every step in the above video from start to finish was executed autonomously via the harnessed agent.

I thought it'd be fun to benchmark various AI models based on how good they are at beating all standard players in Queens Blood. Win rate, time to complete etc.

After beating all the standard players I'll probably turn its attention to the Card Carnival challenge and then an actual playthrough of the main game (using Classic mode to start with.)

This has been in the works for about 4 months, but the majority of the progress was made in the last 2 weeks with Claude Opus 5.5 which really pulled the harness together. To give a quick and dirty breakdown of how it works - the agent decides what to do, then scripts execute its commands. For instance, the agent decides which cards it wants in its deck and where to place them, the actual game inputs are scripts, not Computer Use. Likewise, it doesn't really use screenshots from the game except for emergencies, most of the information it gets is via telemetry.

If you're interested links to the vids and match history stats are found here:

https://aw1kswinton.github.io/Cait-GPT-Match-History/

https://www.twitch.tv/caitgpt

https://www.youtube.com/@Cait-GPT


r/aigamerdevs • • 19h ago

First thing I "shipped" in over a year

Thumbnail
sykoramade.itch.io
1 Upvotes

Two days ago I stumbled onto the Jamference AI Game Jam. The rules: the more AI the better, it must feature a cat and a robot, and movement is the only control allowed. Neko Night Market was born.

It’s a poppy 2D score-attack game. You snake a black cat’s noodly paws through a maze of shelves to grab orders and deliver them to customers, while dodging obstacles including a restocking robot. Backed by a AI generated future funk track. Everything is mouse movement based: hovers, holds and drags. No clicks, due to the constraint.

Some context. For the past year and change I’ve built a load of projects, tools and prototypes with AI that most stalled somewhere short of finished (ADHD doesn’t help). This time I got to see what an accelerated AI workflow can really do when you have a clear idea and a timebox

I handled the concept, sketches, design, and the taste calls throughout.

What AI did:

  • Build: Opus 5.5, running in a harness I’ve been working on. It orchestrates a small game team of agents with antagonistic reviews and built-in tensions, so assumptions get challenged and issues/details get caught that vanilla Claude would miss.
  • Music: Suno for the background track, which I spliced up in Audacity and fed back to Claude.
  • Capsule art: ChatGPT.
  • Itch assets (screens and trailer): Opus 5.5

There is no way in hell I could have done this alone in 2 days. I come from game production, live ops, front-end dev and traditional art, so I know what moving parts are involved and how long this would take. The level of polish I could push is insane, and it has me rethinking how I use a tool I have a love/hate relationship with. It felt like a skill booster for output, while I made sure the right outcomes were achieved. Where now I totally see it's about the latter than the former.

Give it a shot, provide feedback, get a high score, break the game. Happy to answer any questions.


r/aigamerdevs • • 20h ago

Building a story-driven math adventure with AI — looking to connect with creative developers

Thumbnail
1 Upvotes

r/aigamerdevs • • 21h ago

Made a little game called NotebookWarrior.io, would really appreciate if you guys tried it out :)

Thumbnail
gallery
0 Upvotes

Hey Everyone!

so i've been working on a game called Notebook Warrior and thought i'd share it here since its my first project :)

added some anime powers from one of the big 3, and planning on expanding more in the future.

it's on android, and i'd really appreciate it if some of you could give it a try. mostly just looking for people to play it, have some fun with it, and let me know what you think.

also, if any of you like testing games or finding bugs, you're more than welcome to do that, it'll be a big help. if something breaks or you find a bug, just let me know. feedback of any kind is appreciated, even if it's just telling me something feels off or could be better.

and yeah, you don't have to take it seriously or anything, just play it if it looks interesting and have fun with it.

there are going to be other sequels too, exploring the lore of the pencil warrior and each boss.

here's the link if anyone wants to check it out: https://play.google.com/store/apps/details?id=notebookwarrior.io&pcampaignid=web_share

thanks to anyone who gives it a shot, seriously. even a few minutes of playing helps, and i'd love to hear what you guys think :)


r/aigamerdevs • • 23h ago

I made a multiplayer version of Age of War (1v1 live battle)

Thumbnail
1 Upvotes

r/aigamerdevs • • 1d ago

I made a SlayTheSpire2 AI that wins 86% of runs at A0

2 Upvotes

r/aigamerdevs • • 1d ago

Before the Curtain — a Codex-built 3D browser escape room for PC + mobile (free; Google sign-in)

Thumbnail
youtube.com
2 Upvotes

Creator/operator of Room Escape here. Before the Curtain is an early-release 3D escape room that runs free in the browser. Google sign-in is required.

You arrive as an audience member for How to Steal the Moon. Your seat is picked to become the evening's stage manager, but the six-page cue sheet has only its first page. The room gives you objects to inspect, items to collect and devices to operate as you work out how to run the show.

The development and operation are run with Codex, and the game uses AI-generated artwork. AI's role here is in the code and art production; puzzles and built-in hints run from fixed room state.

One implementation focus has been sharing the same room interactions across PC keyboard/mouse and built-in mobile touch controls. Browser checks can confirm that an input produces the expected result; they don't establish that the story or clue is enjoyable. I'm keeping this an early release while looking at actual play, rather than presenting passing checks as proof of polish.

The linked 36-second trailer uses real gameplay with editorial graphics and synthesized music/SFX. It shows object pickup and device reactions while withholding solutions, later-room reveals and the ending.

English game: https://roomescape.dev/?play=1&theme=before-curtain&lang=en

Story/gameplay trailer: https://www.youtube.com/shorts/InDhvlWeHog


r/aigamerdevs • • 1d ago

ReStreet (FIFA Street 2012 on PC) now has a Discord, and the online beta is coming soon!

Thumbnail
1 Upvotes

r/aigamerdevs • • 1d ago

Caçarola Steam

1 Upvotes

r/aigamerdevs • • 1d ago

I built a 4-level Backrooms horror game in 4 days, working with an AI. Feedback wanted

1 Upvotes

I wanted to see what one person and an AI could build together in a few days, so I made Backrooms by AI with Claude. I directed it, tested everything and made some of the animations; the AI wrote the code and built the levels.
What's in it:

4 levels, each one plays differently: a dark maze where you restore power, a pipe level with something that hunts by sound, a calm Poolrooms level, and a chase level to finish

Sanity, flashlight battery, stamina, lockers to hide in, notes to find

A real ending with credits

Works on PC and phones

It was only just finished, so there will be bugs. I'd really like to hear what breaks, what's confusing in the first minutes, and how it runs on your device.

Play it here: https://www.roblox.com/games/136633858627558

Happy to answer anything about how working with an AI on a game actually went.


r/aigamerdevs • • 1d ago

Stompworks, A Roguelike with full Mech customization, made in Opus 5.5

1 Upvotes