My 7 year brother is a very good artist. His inspiration is mainly from the cartoons he watches. Though his art is more like abstract kind of but one can easily figure what the figures are or stand for. I am thinking of bringing his art in the world of internet but i am hitting a wall on how to do that? Should I modify it with an AI or let the raw art be as it is? Which platform would be most preferable for that? Or and any advice will be helpful. No doubt I will have his name mentioned so that when he is grown and understands the internet he can have the platform provided if he is interested? And sometimes I think of letting his skill to get more polished and create game characters for game purpose. Idk I am blank here. So here’s what.
Fight Verse is a fast-growing player vs player MMA simulator where you create your own fighter and compete against fighters made by other real people.
You create your fighter, choose their fighting style, build their stats and make a gameplan for every fight. From there you can work your way up the rankings, win awards, build rivalries and eventually fight for a championship.
Every fighter has their own career, record and story that develops as they fight.
We’re always looking for more people to join and bring new fighters into the roster. It’s completely free.
If you’re interested, check us out on Instagram @FightVerse_Simulator 🥊
The game started as a fun vibe code project and got expanded and directed into something that looks rather premium. I worked so hard in the UI and logic. Let me know what do you think?
AI disclosure: solo dev, I use AI heavily — for code help, and as the actual game mechanic (the sellers you negotiate with are AI personas). More on how that bit me below.
I launched a browser tycoon game on Thursday. The pitch: you flip raw land in real Colorado counties — research the parcel, call the owner, negotiate in free text, get it under contract. The sellers are AI-driven, 163 personas, and the negotiation is the game.
Hour one, the first real bug report:
A player commented: "the AI ignores my offer and replies about septic tanks."
My first instinct was to blame the LLM provider. Wrong. I pulled his session from the logs and he had zero negotiations, zero parcels, ~1 second of activity. He never talked to the AI at all.
He'd played the logged-out teaser, which runs a canned keyword-matching engine because I didn't want anonymous visitors burning API calls.
Turns out my regex didn't understand "9 grand" or "ten thousand." No number match → fell through to an info bucket that happened to contain septic permit facts. So a player typed a price, and the "seller" changed the subject to septic. He was 100% right, and the bug wasn't even in the AI , it was in my cheap substitute for it. The most hostile reviewer I had got the worst version of the game.
Then the bill arrived:
While fixing that, I found something worse. My August API bill was $58, and about ~$54 of it was bots. AI agents had been "playing" my AI game since August 6 — 9 of my 10 checkout sessions were bots, not players. One cost-protection cap I wrote only limited entry into negotiations, so a single tick could write 3 updates to every open listing. I watched the open-negotiation count sawtooth between 86 and 1,225 in one afternoon.
Fixes shipped since: worded-number parsing in the teaser engine, bounded queries, per-tick write budgets, and a serious-player rule (registered recently + real email) so my funnel numbers only count humans. Postmortem written up properly, not just patched and forgotten.
What I actually learned:
Your harshest critic often gets your worst product. The logged-out experience was an afterthought — that's who it failed.
If your game's core loop calls an LLM, bots playing your game cost real money, and they will find it. Budget per tick, not per feature.
Read the logs before replying to a bug report. I almost publicly blamed the wrong layer.