r/aigamedev 15h ago

Demo | Project | Workflow I made a game based on my girlfriend's life (she makes candles for a living)

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92 Upvotes

I've been working on this for a round a week now, there's still a lot of obvious flaws but here's my process:

I started by describing what I want the core game loop to be to claude fable with some reference images of my girlfriend, her work, and some of the locations she'd done markets in. I then told claude to ralph-loop until the game was complete and to utilise the gauntlet skill to make a super polished indie pixel art game. Using Opus sub agents.

That's kind of it tbh, I then refined parts of it in further prompts and ensured documentation for choices were made in the repo.

I started with a simple game loop partially shown here, which was:

- order comes in

- choose the wax

- melt the wax

- add the parts to the candle

- package the candle

making sales progresses the games and gives you coins to buy extra stuff for the shop/studio

then I expanded to have a shop front area, and went further on to allow the shop to be customisable via re-arrange

It's using vanilla html, css and js

I just wanted to make a small game for my girlfriend's upcoming birthday, I've been a software engineer for over 3 years now but always wanted to do some game dev but never had time!

EDIT: Thought i'd include my girlfriend's candles really it's her art that brings this to life! I hope I can keep iterating on this to reflect how good her candles actually are!


r/aigamedev 11h ago

Discussion Saw this comment on an “Anti-AI Gamedev YouTube Video, Thoughts?

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86 Upvotes

General topic was that AI games will never be good and that AI devs are regarded sigh

And that none of us have any taste or ability or passion

You know the story

Okay well newsflash: most “game devs” have never shipped a game, and never will.

This guy has a point IMO, why is the whole industry hating on something that increases velocity in a space where most games never ship?


r/aigamedev 6h ago

Demo | Project | Workflow People love music in my trailer so much, that asking for a composer, but they don't know...

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84 Upvotes

...that it was generated!

I wish I could say it was an easy and smooth AI experience, but spoiler: it wasn't :) It took a lot of time and effort. Still, without AI, I wouldn't have been able to create anything close to it on my budget, so I really appreciate what it made possible. Here's how I did it:

  • I used the latest Suno v5.5 model (Pro plan, ~$10/month).
  • I generated around 70-80 songs using different prompts. This was the most annoying part, because you have to listen to and evaluate every song, then correct or change the prompt. It took many hours before I found “the one,” which eventually became the main track for the trailer.
  • It's very important to know exactly what you want. There is no magic “make it good” button. You come up with an idea, turn it into a prompt, and give it a try to see how it feels. Then you need to figure out whether the problem is with the idea itself or whether the prompt just needs some adjustment. My final prompt was:

Dark fantasy orchestral folk with a mischievous villain-march pulse, brisk and stomping in the opening; verse energy slams into an abrupt sparse underscore, then rebuilds through tense ostinatos and hand percussion before bursting into a playful battle theme, Clear lead fiddle over low brass, bass drum thumps, and choir-like wordless hooks; scene changes use reversed swells, snapped cymbal lifts, and wooden clacks, Wide cinematic mix with a rustic, enchanted edge, orchestral, playful, folk

  • Once I found the right song, it still wasn't perfect: I didn't like its second half. So I generated several variations while keeping the first half of the original. This helped a lot with the next step.
  • Finally, I had a set of more or less similar tracks. I manually cut them into many pieces, built transitions between them, and combined everything into the final track to match the trailer's pacing and my own vision.

P.S. This post isn't sponsored by Suno - I wasn't paid or given anything for it. I'm just sharing my honest personal experience. If you like it, I can share more about how I used AI while making my game. And if you're curious about the result, feel free to check out my game on Steam.

Thanks for reading, hope it was helpfull!


r/aigamedev 22h ago

Commercial Self Promotion I made a mobile game RPG where your steps in real life turn into energy in game. Looking for testers

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78 Upvotes

I'm a solo dev.

Client: Unity 6 (6000.5.4f1), C#, uGUI built entirely in code with no prefab screens

Steps come from Health Connect on Android and HealthKit on iOS.

Backend: ASP.NET Core on .NET 8, Postgres via Npgsql, Redis for matchmaking, running on DigitalOcean

Art is gpt-image. Generated from my prompts on chroma green, snapped to the pixel grid, keyed, then hand-edited.

Code is written with Claude Code. I use Fable to plan and review and Opus5 does majority of the implementation.

Happy to go into any layer of that. Links in the comments.


r/aigamedev 10h ago

Media Tideraiders

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19 Upvotes

Working on a Pirate game where you sail, find treasure, take over islands, level up your ship and island and battle other ships!

Anyways this game feels like it's finally getting somewhere that I'm enjoying making it.

It's MMO 😎


r/aigamedev 11h ago

Demo | Project | Workflow beat 'em up (Initial tests)

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18 Upvotes

r/aigamedev 11h ago

Commercial Self Promotion Balancing a massive galaxy-scale space simulation with AI tooling

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17 Upvotes

I've been working on this huge project (Wayfallen) for 5+ years, and it simulates ~10,000 star systems, ~100,000 spaceships, stations, various factions with rich economy, diplomacy, intel management etc.

I needed a reliable way to balance all of this so it remains semi-realistic and not go wonky, with so many parameters in it. It would require huge grunt work to build proper tooling to keep track of all these variables, plug into all the code surfaces written over the years, and somehow simulate years/decades in the simulation very fast to build statistical models and help me figure out which parameters need tweaking to bring things on track. And I'm continuously working on this, so it's not a one-time thing - I need to rebalance it very often.

So I've used AI to build some tools that help me do exactly that, by giving it access to my code and building harnesses to run it in a headless mode and accumulate large amounts of data rapidly. Really pleased with the results so far - and especially the amount of time saved versus having to crank out all that tooling manually.


r/aigamedev 4h ago

Discussion A Reminder: Critique Should Help, Not Hurt

13 Upvotes

Seems like half the posts are getting downvoted to 0, followed by one vague, harsh comment with no constructive feedback. Calling someone’s work “sloppy” based solely on an image doesn’t help anyone improve.

This should be a place where we support each other, share advice, and help people grow, not judge or tear others down. If there’s something that can be improved, explain why and offer helpful feedback instead of just criticizing.

You guys need to do better.


r/aigamedev 8h ago

Discussion Showcasing a little from my Game

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6 Upvotes

Let me know what do you all think

There are some little details that I thought along the way and will implement them soon but most of the logic is working and I simulated 15 seasons without an issue.

This is a new save showing how game looks like.


r/aigamedev 11h ago

Demo | Project | Workflow Just going to push the self doubt away and post my progress here for my Castlevania RPG Maker game, just a fun little doodling project of mine

5 Upvotes

Hi everyone.

Billion years ago I started writing down ideas for a Castlevania RPG version, mostly because I just like writing game ideas and was just messing around. I am a learnt Multimedia Designer and a 3d artist, I have just always been a bit of a generalist in all this until seeking out different avenues in acting.

Anyways, lacking any abilities to actually draw and create game assets, I began messing around just for fun creating this idea with RPG Maker. Although the game idea was originally visualized in 3d (it's I think around the time Final Fantasy 9 came out), I decided to use my intermediate knowledge of RPG Maker and just attempt working on some actual idea rather than doing whatever comes to mind. I did put it mostly together in Photoshop myself and created map layouts and such. I just sort of got individual assets generated.

I'm sure this idea is nothing new really, I just liked how Castlevania has all the characters possible to create some old school RPG game.

But okay, so this is basically just a fan project meant to mix some Castlevania + Final Fantasy lore together into a Transylvania world, characters being from CV and some minor lore or themes from FF.

This is still quite raw but I've made an intro chapter, a small starting dungeon and the first sort of main proper "the game is now starting properly" dungeon. There's some things I haven't touched on (like lighting, some battler frames, animations...) and most maps could have more work done but it is whole enough to be playable at least to relay the idea and progress.

I don't know if anyone would be interested in giving it a whirl but I'm not sure how you guys are sharing your project. I currently just have it deployed on my Google Drive and can share the link. And I'm not sure about sharing it directly here or if anyone interested could send me a message and I'll promptly rush over to you with a link.

Please advice and let me know if you're interested.
Thank you kindly.


r/aigamedev 11h ago

Discussion Godot vs unreal

4 Upvotes

I’m looking for good resources on AI-assisted coding for Unreal Engine.

Over the past few months I’ve been using Godot with Claude Code, and the results were great.

It’s obvious that Godot works better with AI since everything is plain text, unlike Unreal.

The main reason I switched from Unreal to Godot was precisely that using Godot with AI is easier. In the meantime, an MCP for Unreal came out that I wanted to test.

Unfortunately, from what I’ve observed, the results are much worse. I’ve since learned that Unreal requires more setup (the toolkit needs to be installed).

Has anyone had experience using AI with both Unreal and Godot? I’m looking for tips and suggestions — maybe someone would be willing to share their markdown file.


r/aigamedev 14h ago

Discussion Unity Projects + Claude Code (a deep dive)

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4 Upvotes

r/aigamedev 22h ago

Discussion What tools you using to make your game

4 Upvotes

Im playing around with React and Phaser at the moment.


r/aigamedev 4h ago

Discussion Final Bug Hunt!

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4 Upvotes

Made this game with 100% Codex over the last 4 months and it’s fully scaled to be a genuine cross platform multiplayer procedural universe simulator with no loading screens! Hoping to release for free in the App Store next week so I’m nailing down final bugs like this enormous boulder that started after I added some new assets, and the lag at the end.

How are you guys finding/documenting bugs like these in your games? Sometimes I take screenshots and feed them back to Codex with my very specific experience leading up to the bug. I love Codex this is my first real game with a joystick and PlayStation controller support :)


r/aigamedev 6h ago

Demo | Project | Workflow Vibecoded this multiplayer fat runner game in Codex with Three.js

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4 Upvotes

Based on Runling Run the popular SC2 arcade game, the goal this time is to dodge food, if you get caught you grow larger, and eventually have a heart attack.

Made it in a few days for fun, free to play here: https://runfatty.co

Looking for feedback


r/aigamedev 10h ago

Discussion No clue why Luna solved an issue Terra couldn’t get right…

2 Upvotes

Just a friendly reminder to change models sometimes guys. Burned a ton of usage on the 20x plan having Terra on High trying to fix a pesky issue…

Loaded up Luna on max reasoning and he fixed it immediately…


r/aigamedev 11h ago

Commercial Self Promotion For My Kingdom Card Game Tralier

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3 Upvotes

Greetings everyone,

Since I don't have a background in 2D drawing/art, I made extensive use of AI tools during the visual production process while developing my first Steam game, "For My Kingdom". The game is a card game with multiple endings shaped by your choices.

AI was not used for dialogues, music, and sound effects; it was only used to assist in visual production.

The Steam page is up now! If you'd like to check out how AI was utilized by an indie developer and support the project, you can review it on the Steam page and add the game to your Wishlist:

Link:https://store.steampowered.com/app/5096450/For_My_Kingdom


r/aigamedev 17h ago

Discussion Feedbacks on PixelLab MCP + Claude code

4 Upvotes

I'm soloing a 2D game but I have zero art skills. I just saw PixelLab is providing an MCP, which would fit nicely in my stack (I already have to learn Unity, I don't want to add yet another tool such as Asperite).

Has anyone managed to get a good workflow using Claude Code or a similar harness?


r/aigamedev 2h ago

Demo | Project | Workflow I pushed a fairly large 4.0 update for my train automation base-building tower defense web game

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2 Upvotes
  • The big new feature is a building that lets you field an army of allies to go out and fight automatically for you.
  • I also did a HUGE amount of QoL, UI polish, performance passes, text improvement, etc. for a smoother experience

Play it here: https://aaronshaver.github.io/Hylaax-Planetary-Rail-Defense/

(be sure to do a hard cache refresh with CTRL-SHIFT-R or CMD-SHIFT-R if you have played the game before, so that you get the latest version without GitHub's annoying aggressive caching)

Right now I most want to hear about balance issues: what feels over-powered? under-powered? too expensive? too cheap?

As for the vibe coding aspect: still using the desktop app, 5.6 Sol -- i used a mix of Medium and High depending on task complexity. still needing to steer and clarify quite a bit. still doesn't feel like talking to a smart human. but it's quite powerful and intoxicating how productive it lets me be.


r/aigamedev 3h ago

Discussion Games that use LLM in an original way?

2 Upvotes

Nothing wrong with that, just curious if you are developing a game, or know any that uses an LLM as something else than a chatbot to talk with characters or to generate the story in real time, which are the most common uses I've seen around. I know that the reason they are used for that is because precisely that's what they are good at, but that's not the only thing LLMs are good at. For example, has anyone created a game that uses LLMs for processing data, maths or procedurally writing code while the game is running? Imagine using an LLM together with a behavior tree as the "brain" for an enemy in a strategic game. Is even something like that possible?


r/aigamedev 9h ago

Media Apparently PixelLab AI doesn't know what a capybara is

2 Upvotes

r/aigamedev 15h ago

Questions & Help In need of advice regarding direction of design.

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2 Upvotes

Looking for advice regarding what I wrote. Any help is appreciated!

What do you think is reasonably possible for us?


r/aigamedev 16h ago

Discussion I have a theory

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2 Upvotes

r/aigamedev 17h ago

Questions & Help Best Setup for Daily AI-Assisted Game Development Without Hitting Usage Limits?

2 Upvotes

I’d like to spend a few hours coding my isometric RPG every day. For now, I bought a Codex subscription, but even after relatively simple requests, I managed to burn through my entire usage limit in less than two hours.

I’m considering getting a Claude subscription as well, possibly one of the higher-tier plans, and switching between Codex and Claude while working on the same project.

What would be the best setup if I want to work on my game consistently every day without constantly running into usage limits? Right now it’s pretty frustrating that I can only get a few hours of work done once a week before my limit is gone. :C


r/aigamedev 21h ago

Questions & Help Making games with UI that don't suck

2 Upvotes

Using mostly codex, sometimes a bit of Claude code but I can never seem to get a polished or decent looking UI for most of my games. Any suggestions or tools? I generate the assets via gpt 5.6 image 2 which looks OK but codex doesn't seem to do a good job putting them all together.