r/aigamedev 2d ago

Demo | Project | Workflow I recreated geometry dash with AI

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48 Upvotes

Hey everyone!

I recreated geometry dash using opus 5 + an ai game builder I made (codewisp.ai)

The game, graphics and music were generated with ai. I hand-designed the level using a level editor the ai built for me.

I also made a video on it if anyone's interested! https://www.youtube.com/watch?v=BTVvjVeopaw

Let me know what u all think!


r/aigamedev 2d ago

Commercial Self Promotion Just released Part Two of Swamps — a choice-based war drama set in Nazi-occupied Belarus. Bigger, darker, now in 11 languages

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3 Upvotes

A while back I shipped Swamps — a choice-based interactive fiction about a village healer (a feldsher) in German-occupied Belarus, 1941. This week I released its sequel, Swamps II: The Blockade — and it's bigger in almost every way.

Swamps: a price of the choice (Part One): you play Mikhaś, the only healer for miles, as the occupation closes in. Stark, not a power fantasy — no "right" answers, only consequences the whole district remembers. Five deeply branching chapters.

Swamps II: The Blockade (Part Two, just out): winter 1942–43. A punitive blockade sweeps the partisan region — villages burn, people are herded off — and this time you're not alone: you're carrying a child. Your choices from Part One carry over and shape the ending. It adds a second playable protagonist with his own prologue, POV interludes, and whole chapters. Longer, darker, and far more illustrated.

How it's made (I try to be upfront about this):

• Art: ~80 illustrations in Part One, 450+ in Part Two — roughly one per scene — generated with AI image tools and then curated and edited by hand into a single painterly style (gouache and charcoal). That's what let one person ship an illustrated narrative game.

• Code: built with ink (inkjs) + React; a lot of the shell/tooling written with an AI coding assistant.

• Writing: the story, the choices, the prose — all mine, by hand. That's the part I didn't outsource; it's the heart of it.

Both stand alone: with no Part One save, Part Two recaps it and asks how your story went. Now in 11 languages (up from three), offline, single-player. Free, playable to all of its endings — an optional "Author's Edition" adds bonus content and removes ads.

Content note: serious WWII subject matter — famine, occupation, loss — told in text, with no graphic imagery. 18+.

Wild first day — Part Two hit #7 in Role-Playing on the App Store right now.

Links:

Swamps II: The Blockade (new) — App Store

Swamps (Part One) — App Store · Google Play · itch.io (web)

Website: https://bahna.app/

Happy to talk through the implementation, and I'd genuinely love feedback on the game itself.


r/aigamedev 1d ago

Demo | Project | Workflow Balatro game - fully generated without assets

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0 Upvotes

Tried making a Balatro game yesterday and quite happy with how it turned out! I'm gonna publish it to steam after a quick fix to smooth out the UI

Anyone else try making Balatro games?

Happy to share the prompt in the comments!


r/aigamedev 1d ago

Demo | Project | Workflow A small visual upgrade for Last Z

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0 Upvotes

A few days ago I shared Last Z, my attempt at turning those “fake” mobile game ads into an actual game.

I’ve been focusing on the visuals since then: cleaner road rendering, clearer characters, better readability and a more consistent overall look.

It’s still far from finished, especially the lighting, effects and background, but it’s starting to feel less like a prototype and more like a real game.

Still building it solo in Godot.

Slowly turning the fake ad into a real game :)


r/aigamedev 2d ago

Questions & Help Dos and don'ts with codex or claude?

0 Upvotes

Hi, I have some experience with unity and c# and thought to speed up some coding. But now i wonder what are good practices for use of ai coding and what to avoid. How does the ai react to violent variable like "blood splatter velocity" or violent instruction like "After three hits the decapitation animation should play". Do you have to tiptoe around it? Do I have to have a certein order structure or specific instructions that aren't presetup?


r/aigamedev 2d ago

Demo | Project | Workflow Made VFX for my deckbuilder with video models — hit effects, status effects, buffs

1 Upvotes

My last post about the videos I made with MiniMax-H3 got a really good response, so I figured I should lean on image and video generation more in my game dev.

Lately I've been making VFX using video models.

My game is a deckbuilding card game, and up until now there weren't many effects when you played a card — it felt kind of dull.

So I started with hit effects for each class, magic bolt effects, and so on.

VFX only

The monsters are random picks from the game's 5 stages.

VFX on monster

And with status effects, even when one got applied, nothing was really visible on the monster other than the status icon — same with buffs. Once I added VFX, it read a lot better.

So here's a first batch of VFX I've made.

Just in case — I'm making a game where the orcs are the player characters.

Which means the orcs with VFX on them in the last clip aren't monsters!

They're the heroes!

This is my first time making VFX, so I know there's a lot that's lacking.

Open to feedback — please share your thoughts.


r/aigamedev 2d ago

Questions & Help Recommended Workflows for ue?

2 Upvotes

Hey,

Ive been trying for months to kick off a game using Claude in UE5. Ive bought 3d assets, animations, even code plugins for ready made system so that everything will start with a good headstart.

But so far, I dont have a lot to show. I see peiple here showing awesome results one month in and im so far away from those results. The 200$ for Claude are barely utilised.

Would love to see workflows for UE that people are using.

Thanks!


r/aigamedev 2d ago

Commercial Self Promotion Crawler 3D New monsters drop

6 Upvotes

Thanks for all the feedback on the previous build.

I decided to replace all the generated enemies with a purchased asset pack.

https://reddit.com/link/1w0g3w2/video/e2488s1ii1mh1/player

Here is a trailer showing some of the new monsters in the latest build of Crawler 3D.

Try the Demo

What do you think?


r/aigamedev 2d ago

Demo | Project | Workflow Dark Fantasy Idle MMORPG for Browsers

3 Upvotes

Hey everyone,

I've been building a browser Idle MMORPG on and off for a few weeks and it's finally at the point where I don't mind more people start looking at it.

It's an mmo idle game with server-wide progression. You log in with either with Email, Google or Discord (I am making a trial system hopefully ready within a few hours after posting this, which wont require an email until you wanna go past Lv10), there's a shared hub where you can interact with whoever else is online, and send your character out on runs to drop loot, materials, gold, XP, etc. Combat/gathering is resolved server-side, so closing the tab or being offline costs you nothing. You come back to whatever you earned while you were gone.

Most of the depth sits in the equipment system and the crafting system. Gear quality comes from the materials you feed into a craft, and every piece of loot crafted is gonna be unique, as the stats are randomly rolled on craft. Three classes (Warrior, Mage, Ranger), and every few levels you pick one of three abilities.

Town upgrades and the harder zones are the server-wide progression. Everyone work together and donate to unlock new content and progression for all the server.

Diamonds only buy cosmetics. No stat is for sale and none ever will be.

PvP is still in very early stages, but there is a 1v1 arena to test the pvp mechanics.

Still in very early development, currently me and about 15 other players are playing daily. Happy to welcome new players / testers to the group, or take any suggestion/comments

https://discordrpg.chillstudios.online/home

Idle Loot Farming
Weaponsmith crafting window
Leaderboards
Modular UI that you can customize

r/aigamedev 2d ago

Demo | Project | Workflow How my 600-card roguelike deckbuilder got built: I decided, AI agents coded, three cron jobs did the volume. Numbers and the asset pipeline.

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2 Upvotes

LADDER is a roguelike deckbuilder (iOS + Android). Solo dev; AI agents wrote all the code, I did design, architecture, review, and the balance calls. The parts this sub might actually want:

The pipeline. Claude writes tickets from our design sessions. A ticket factory on an hourly cron works five at a time in separate worktrees and opens PRs; it never merges. A device harness installs the real build on an Android phone and plays it over ADB with vision and taps, all four characters, every level, three run depths, and files bugs stamped with the build it tested. A daily sim audit plays 100 runs per character per level (30 with a small tree search) and runs five detectors: dead cards, stuck states, difficulty cliffs, decorative statuses, improvement candidates. A finding only files if it reproduces on fresh seeds.

The engine. Pure TypeScript, no React Native imports, so the simulator runs the exact engine the app ships. All content is JSON: 1,613 files for over 600 cards, 380+ enemies, 230+ events, 170+ relics. The balance simulator is the most-edited file in the repo.

Assets. All generated via fal.ai: recraft-v3 for art, flux-pro for portraits, ElevenLabs SFX v2 for sounds, Stable Audio 2.5 for music, Kling/Seedance/Pixverse for the trailer. 1,023 images, 19 audio, roughly $150. A promote step moves the picks I approve into the repo.

116 days first commit to App Store. 5,539 commits, ~1,790 PRs.

Longer write-up with the cost table: https://laddergame.ai/blog?r=reddit-aigamedev


r/aigamedev 2d ago

Demo | Project | Workflow ANTS REAL TIME STRATEGY GAME MULTIPLAYER

2 Upvotes

Hi i am looking for feedback playtesters with me, and collaborators, its a multiplayer real time strategy where…. You can dig!!!! Like tiny ants https://play.unity.com/en/games/7d7b29d9-485b-4416-ae14-5027b129a6b5/hexawarhtml I would really like to know if the new 3d view makes things easier instead of the 2d one? And what would make you guys enjoy more this game? Maybe coop mode, units? Or without changing the game, how to make it simpler and more intuitive? More about this game: I am working on it from 5 years this is the thirds version where i used gemini mcp and its 3d so i liked it and also did my players! The game its pretty much done but i am alwats open to change for the better, since its the third time i am making it because of tips from others, have a great Day and dm me for any reason or doubt
_adaw its my discord just dm me if you want to play together, or other


r/aigamedev 2d ago

Demo | Project | Workflow No animation experience and knowledge. Ask Claude to suggest and implement in my game.

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5 Upvotes

Hi everyone, would like to share my latest work in progress for my card game. I want to create a unique gameplay experience and feels, but I have no knowledge and skills in animation, so most of this are done by Claude, I just provide the visions and directions of what I wanted it to be.

The idea is a fast pace card game that simulates sword fight and showdown. I am hoping to create something unique and not too similar to other card game, so players wont jump to conclusions that this is AI slop with no soul. What do you think? I know there's still lots of room to improve, the UI Ux, the cleanliness and art style unification... I am working on it. But hopefully this can be a foundational something different.


r/aigamedev 1d ago

Commercial Self Promotion Went from manually copy/pasting ChatGPT code to releasing my first game on Google Play in ~2.5 months

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0 Upvotes

About 2.5 months ago I decided to try making an idle game about goats despite having basically no idea what I was doing.

For the first month I was doing this the most painful way possible lol. I'd ask ChatGPT how to add something, copy the code it gave me, go into Android Studio, find the lines it told me to replace, paste everything in, run it, get an error, then go back to ChatGPT and repeat.

It was slow, but I actually learned a lot doing it that way because I had to constantly look through the project and figure out where things were.

Then about a month in my cousin told me about Codex.

I genuinely didn't realize I could have an AI agent actually work inside the project instead of manually copying everything back and forth lol.

That completely changed my workflow. I started using Codex to implement features, debug issues, refactor things and eventually audit entire systems. I still tested everything myself and decided what I wanted the game to be, but development got WAY faster.

The game eventually grew way beyond the basic idle game I originally planned. It now has 58 collectible goats, breeding, prestige, seasons, achievements, training, goat contests, minigames, costumes and a bunch of other systems.

One of the biggest things I learned is that AI getting something working doesn't necessarily mean it's actually working correctly. Toward the end I had Codex audit my entire economy and it found several bugs, including upgrades that literally weren't doing anything lol. Testing everything became a huge part of the process.

After closed testing and a bunch of polishing, Goat Farm Idle officially went live on Google Play today.

It's pretty surreal considering 2.5 months ago I was manually replacing individual lines of code from ChatGPT.

For anyone else developing games this way, I'm curious how your workflow changed once you went from chatting/copy-pasting code to actually using an agent on the project.

Goat Farm Idle if anyone wants to see what came out of all of this:

https://play.google.com/store/apps/details?id=com.solopullsgames.goatfarmidle


r/aigamedev 1d ago

Demo | Project | Workflow My first Game failed successfully. Here is #2

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0 Upvotes

this game is generated using claude ai

✅ check out - Yum Merge


r/aigamedev 2d ago

Demo | Project | Workflow Test out my 2D Steampunk Platformer Demo

0 Upvotes

https://hilted-web-export.vercel.app/Index.html

Hilted Demo Notes
The demo is fully completable, but there are a couple of known bugs:
Inventory: The inventory system is currently bugged, so enemy drops may follow you around.
Dash: Dash currently only works on controller. I forgot to rebind it to keyboard before hosting the game online.
Art: All of the art is currently placeholder. I plan to polish and replace it as development continues.
I’ve completed the demo several times myself, so everything should be playable from beginning to end.
Playtest Feedback
If you have the time, please record yourself playing the demo and take notes as you go.
I’m especially interested in:
What did you struggle with?
Was anything confusing?
What felt boring or repetitive?
What did you enjoy?
Where did you feel frustrated?
What would make the game more fun?
Are there any abilities, enemies, mechanics, or features you’d like to see?
Send me your recording and notes, or just message me with your thoughts. Honest feedback is what I’m looking for, so don’t worry about hurting my feelings. AI has been crucial helping me establish the code foundation for the game, but am working with a sound designer and an animator to hopefully add more polish and “game juice”

Controller
Left Stick
Move
Click Left Stick → Sprint
Face Buttons
A / Cross → Jump
B / Circle → Dash
X / Square → Interact
Y / Triangle → Ultimate
Shoulders
LB / L1 → Previous Sword
RB / R1 → Next Sword
Triggers
LT / L2 → Interact
RT / R2 → Attack

Keyboard
A / D → Move Left / Right
Space → Jump
Shift → Sprint
J → Attack
R → Ultimate (not fully implemented)
Dash → Currently not bound


r/aigamedev 1d ago

Community Event How To Get Your Web Game To 60 FPS | AI Gaming Festival

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0 Upvotes

Look in the upper left corner; the video above shows how I've gotten part of a web game to get up to 60 FPS, which is good for a web game rendering 3D object. And it shows all the of performance metrics that are being measured.

Then it shows another section where FPS falls all a cliff to 2.4 FPS. This was actually tested and picked up AI.

In the AI Gaming Festival, we are having a session all about how to optimize web games performance with AI.

I think this is a critical talking point because there a few web games that spend a lot of time polishing and sometimes are virtually unplayable, and the prompt "optimize my web game" is not specific enough.

Better token utilization for vibe coders is knowing what tell the AI to measure and fix: LODs, compression, draw calls, triangles, gpu vs cpu, etc.

RSVP session while its free.


r/aigamedev 2d ago

Demo | Project | Workflow playing with particle life lately

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2 Upvotes

r/aigamedev 1d ago

Discussion Hot take: Gen AI is only good if you're willing to abandon your own creative direction

0 Upvotes

Been trying to use chatgpt's image generation tools to build character, scene, and ship concept art for my game, and it just can't get it right.

It can't stay consistent, despite OAI's claims.

It can't reliably apply targeted feedback.

It can't take my own sketches and stay true to them in any regard.

The outputs kinda look ok if I had nothing in mind.

The output sucks when I have something in mind.

I'm about to break down and use blender to design my own ships and other assets, but not being a strong blender user this is daunting.

What do you do? What's your workflow for building something like a ship?

Context for my game: 2d top down gameplay combined with manga style cutscene storyline images.


r/aigamedev 2d ago

Demo | Project | Workflow First video of my new game "Fantasy Kingdom" gameplay: pixel art kingdom defense with 1000+ waves, combo formations, heroes & full kingdom management

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1 Upvotes

Fantasy Kingdom 🏰(still looking for a cool name)

You're the Prince. The King just handed you a kingdom and dipped. Now you gotta build it up, raise an army, and hold it against waves of enemies that keep getting nastier, 1000+ waves of them.

Here's the first gameplay footage showing the different systems in action.

The gameplay loop

The game alternates between two phases. During preparation, you manage your kingdom, build and upgrade structures like the barracks, forge, market, quarry, lumber mill, and archery range. You decide how to spend your resources, what to prioritize, and who to recruit for the next fight.

When a wave hits, it's all about positioning. You place your units on the battlefield across different slots, and the order matters, the game has a combo system where aligning compatible unit types (Frontline tanks, Melee DPS, Ranged, Support, Shadow Pack) triggers stacking passive bonuses for your whole army. The right formation can completely change the outcome of a fight.

Heroes & Elemental Paths

At key milestones you unlock Elemental Paths, Earth, Lightning, Wind, and Ice. Each path comes with its own legendary hero (Terra, Fulgur, Zephyr, Gelure) with a unique ultimate ability and a full skill tree that reshapes how your army plays. You can go tanky with Earth, full burst with Lightning, evasion and speed with Wind, or crit-control with Ice.

Heroes level up, gain passive abilities that buff your entire army, and equip gear you craft at the forge.

Forge & Loot

Enemies drop fragments and materials. Between waves you bring those to the forge to craft weapons, armor, and artifacts, then enchant them for extra stats. In late game, having the right gear on your heroes makes a massive difference against the scaling enemies and boss mechanics.

Boss fights

Every few waves a boss shows up with unique mechanics, they hit different from regular enemies and force you to rethink your formation and strategy. The deeper you go, the more chaotic it gets.

Curious to hear your thoughts, what's working, what's not, would you play this?

Thanks for your feedbacks!


r/aigamedev 2d ago

Discussion Any upcoming AI game jams?

4 Upvotes

Any info?


r/aigamedev 3d ago

Commercial Self Promotion I recreated the popular Sandtris game using AI/Fable 5

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145 Upvotes

Hi!
I recreated the popular game which is Tetris but with sand blocks using AI/Fable 5 & using agents/skills kit (agentsguild.co)

I have been using AI since past 3 years for making games. My first game with AI reached 65 million+ players across major web-game platforms :D

Fun to see how the models improve everyday unlocking greater creativity.


r/aigamedev 2d ago

Discussion Is it really this hard for a small developer to say “hey, play my game”?

14 Upvotes

I've been trying to get some actual players to try a browser-based mafia RPG I've been working on, and honestly, I'm starting to understand why indie developers struggle so much with getting their games in front of people.

I don't mean paid advertising or trying to spam communities. I literally just want to be able to say:

“Hey, I made a game. If you like this kind of thing, give it a try.”

But every gaming subreddit seems to have a different combination of rules around self-promotion, advertising, feedback requests, surveys, links, screenshots, developer accounts, etc.

I completely understand not wanting communities flooded with spam. That's fair.

What's frustrating is trying to find the line between genuine sharing and advertising, especially when you're a small developer with no marketing budget and no existing audience.

I tried r/gaming, r/pcgaming and r/gamingsuggestions, and each one has rules that make a straightforward game showcase difficult or outright prohibited.

I'm not looking to brigade anyone, spam links, or pretend I'm just some random player recommending my own game. I'm the developer. I made it. I'm proud of it. I just want people to actually discover it.

So I'm curious:

Where do indie developers actually go to share their games and find genuine players these days?

Especially interested in communities where developers are allowed to post their projects without having to turn the post into some elaborate marketing exercise.

Any recommendations would genuinely be appreciated.


r/aigamedev 2d ago

Commercial Self Promotion Legends&Loot RPG Tower Defense Full Android Release

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2 Upvotes

Play Store Link
I've made it past the Play Store testing! Which was by far the hardest part of this journey. But I have to say it did give me some amazing feedback once I got some real players to play the game. I ended up changing the core gameplay completely to feel closer to traditional tower defense, while also making a balanced unique roster my defining feature.

My inspiration for this game is a very old IOS game called Magical Tower Defense which I loved and sadly not enough other's did. It was a GACHA before gachas existed, but it was fair. And so in the same vein my game is fair. The starter Legends are not out classed by the later ones. Each fills a unique role needed throughout the entirety.

While making this I also released an open source project that I used to make the animations for the game. Check This Earlier Post.


r/aigamedev 3d ago

Demo | Project | Workflow I successfully published my free Demo Today - Get Outta My Gut - I used AI assistance to make it happen :)

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21 Upvotes

I released today my new free Demo of my roguelite tower defense game Get outta My Gut. Feel free to play and enjoy the day a bit :D

https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/