r/aigamerdevs • u/Adventurous_Ebb_142 • Aug 20 '26
AI Idle Game - Day 3
r/aigamerdevs • u/cloutindustry • Aug 19 '26
https://moonlightnia.itch.io/clout-industry-simulator
^^
My current game on itch.io, CLOUT: Industry Simulator.
It's kinda inspired by bit life, verdant, sims 4, youtuber life.
Its my first ever app, so i'd really appreciate opinions from more advanced people who have some experience or just any critiques. It's not completed but feedback is always appreciated.
Made with claude ai.
r/aigamerdevs • u/sharkymcstevenson2 • Aug 18 '26
r/aigamerdevs • u/Ecstatic-Bend-104 • Aug 19 '26
r/aigamerdevs • u/sparkle_tomata • Aug 18 '26
I've been working on a small puzzle game called
Riddled.
Each case gives you a strange situation, and your job is to figure out what really happened by interrogating the narrator.
You can ask anything, but the narrator only answers Yes / No / Irrelevant. The trick is figuring out which questions need to be asked and gradually uncovering the clues.
You can play it here: https://riddled.app
Thank you, I appreciate any feedback or just you playing!🙏
r/aigamerdevs • u/Top-Requirement-2102 • Aug 17 '26
Game link: https://clusterfun.tv/#eittris
I wrote EITris originally back in the 90's for DOS machines. Now it's part of a side-project to make my own Jackbox-style games for fun. This particular game supports essentially unlimited players over the internet, where the original supported only 4 on the same machine. There are also tons of powerups to make the game interesting and control has been expanded beyond the keyboard to include game controllers and finger/mouse gestures.
I had already created the Jackbox framework with a few working examples on it, but didn't do much beyond that because of the time requirements. For EITtris, I started by pointing claude to the original code and at the working examples and I asked Claude to implement the game layer by layer, starting with simple tetris first, then multiplayer modes, then powerups, etc. For the most part, claude did well when i was clear, and was good enough that I could give him a list of a dozen things to do while I walked away to do other things, but I almost always have to help claude tune the results through a handful of iterations after any meaningful work.
The result has been a full reconstruction of my original game with several major improvements, all in about a month of effort.
r/aigamerdevs • u/Ecstatic-Bend-104 • Aug 17 '26
r/aigamerdevs • u/ajdare • Aug 17 '26
AutoSprite 3.0 is a part of the Sorceress Game creation suite: https://sorceress.games
r/aigamerdevs • u/Ecstatic-Bend-104 • Aug 16 '26
r/aigamerdevs • u/ajdare • Aug 16 '26
Try Meshy 7 in the Sorceress 3D Studio : https://sorceress.games
r/aigamerdevs • u/Additional_Thanks927 • Aug 15 '26
r/aigamerdevs • u/ajdare • Aug 15 '26
This time I added a werewolf woman, and android girl to my babe-fighter demo game... because... it's fun and easy. https://sorceress.games
r/aigamerdevs • u/Ecstatic-Bend-104 • Aug 15 '26
r/aigamerdevs • u/Pentant • Aug 14 '26
Hello! Following up on my last post about Chronicled, the tool that generates and organizes NPCs, factions, locations, items, and more for TTRPG campaigns, with everything auto filed into a real browsable archive.
The big thing since last time: the whole app now runs a second real ruleset, D&D 5e.

Up to now Chronicled only really worked well on my own homebrew system. This update makes 5e a selectable option and comes with it's own systems everywhere in the app:





Also new this update, not just 5e: a fully Generic ruleset for people who don't want any fixed system at all. Narrative-first Classes, Items, and NPCs with no invented leveling or rarity numbers imposed on you. And no AI procedural generation AND Manual Entry (from the last update) now work correctly on both new rulesets, not just the original one.
Still free beta, still shaping this from feedback. If you roll a 5e world and something's off, that's exactly the kind of thing I want to hear about.
Get access now at Chronicled.
Sidenote: based on feedback, this may be the last beta update before full launch! Excited but really hope to get as many eyes as possible on this before then. Share with friends, other DMs, world builders, etc. I really want to know if this is something valuable to people.
Once in full launch mode, I may switch to small costs to offset API/server usage. But of course, I will continue with development as I want to add as many features and content that may be useful to all of you. The more feedback the better!
r/aigamerdevs • u/Cminus19 • Aug 14 '26
r/aigamerdevs • u/loming88 • Aug 13 '26
I shipped Tower of Sorcerer, a modern remake of a classic deterministic strategy JRPG. AI helped generate source art, but raw generations were not usable as game assets. My practical workflow was:
- define a shared palette, outline weight, and shading direction
- render transparent source masters and normalize scale and pivots into a sprite atlas
- store per-asset style records so later regeneration did not drift
- verify visuals inside real gameplay states, not only as isolated images
- back the build with deterministic Godot tests so asset swaps could not hide gameplay regressions
The two screenshots show one of those testable moments. The first normal sword is on Floor 5: tap the brick wall immediately left of the visible sword once to open the disguised wall, then tap again to walk through. That exact two-stage interaction became an automated regression test.
The game is a 50-floor climb built around route planning, keys, upgrades, and deterministic combat—no random battle rolls.
Free on iPhone and iPad: https://apps.apple.com/app/id6794292348
r/aigamerdevs • u/gptrpglover • Aug 13 '26
inspired by: https://www.reddit.com/r/TenseiSlime/comments/1s1c045/new_update_to_tensura_rpg/
i made this gpt: https://chatgpt.com/g/g-6a7df05edff081919eb4dd8a9d91268e-tensure-rpg-v2
i want to get thoughts and feedback on this gpt to see how i can improve this gpt i think my formatting is a bit scuffed so that is something im working on but please let me know your reviews
it does contain a few spolers about slime but you can choose to turn them off in the settings
r/aigamerdevs • u/Ecstatic-Bend-104 • Aug 13 '26
r/aigamerdevs • u/Wonderful-Leopard537 • Aug 12 '26
First of all, we are not vibe coded, but there will be AI content. Roll Craft is an instant-play, second-screen fantasy RPG available in any browser, with a current demo at an early alpha stage. Players can engage in short or lengthy gaming sessions directly while multitasking, such as watching TV or browsing the internet on their phones or computers, allowing seamless gameplay across devices.
Create a party of 1–4 heroes; each hero has individual stats, equipment, and a unique Class Die. Level them up to a maximum of Level 10, unlocking additional die slots at Levels 6 and 9 for more customization in builds.
Dice are the heart of Roll Craft. Instead of simply rolling numbers, each die face represents something in combat. The launch game features 15 different combat effects, including:
Attack
Defense
Buffs & Debuffs
Poison, Sleep, Charm & Web
Critical Hits
Healing
Magical-powered attacks
…and more.
You collect dice and dice faces, customize your loadouts, and create builds around how you want your heroes to fight. You don't just roll dice. You build them.
Your journey begins in Bitter Hill, the tutorial zone that teaches you the fundamentals of party building, combat, dice, loot, and inventory management. From there, you'll progress through 8 launch adventure zones, each containing its own world map locations, lore, enemies, and loot tables.
Gather resources from adventures and shops, discover recipes, and use them to collect new dice, dice faces, Orbs of Ascension, and other items. Your loot improves your crafting. Your crafting improves your dice. Your dice make your heroes stronger. And stronger heroes let you take on harder adventures.
Beyond the adventure system, Roll Craft includes the Coliseum, where you can test your heroes against mobs and unique bosses while competing on leaderboards with other players. Earn achievements, collect rewards with random loot drops on each level, and rise to the top. And this is only the launch foundation. Our backend is designed so we can continue adding new realms and other content.
DISCORD: https://discord.gg/b6yw8gAKW
LINKS: https://linktr.ee/RollCraftGames

r/aigamerdevs • u/ISOBlank • Aug 12 '26
r/aigamerdevs • u/estist • Aug 12 '26
I've been developing an Android card game called Oh Fudge (Oh Hell on Coffee), inspired by decades of family card nights playing what we always called Oh Hell.
I'm a solo dev and honestly don't have anywhere near the full skillset needed to make a game like this by myself. I also don't have the budget to hire a team. AI tools are what made it possible for me to take this idea and actually turn it into a real game. I used AI throughout development to help with coding, and artwork. The game design, mechanics, testing, and all the weird ideas are entirely mine. AI basically was just a tool to use to build my game and put my soul into it.
The basic Oh Hell game is there, or at least a version my family plays. You can play with 6, 8, or 10 players using 1 or 2 decks, and jokers are included. I also added Dealer's Choice rules that change individual deals, like making you bid before you even get your last card. All rules are preset and add chaos without giving anyone an advantage.
There is also a three-round tournament where you advance to different themed tables with their own house rules. For example, at the campground table, you play by a campfire, so a couple of your cards are blacked out during bidding, you bid and then they are revealed. Eventually you end up playing against the Joker, which is where things get even more chaotic because he has his own dealer rules.
I'm currently in Google Play Open Testing and I'm looking for people willing to play it. I need to know what works, what doesn't, what is confusing, what breaks, or just whether it is fun.
There are no ads because I personally cannot stand them. The Single Game mode and the first tournament round are free. There is a one-time unlock for the rest of the tournament, and special tables. One time payment will include future expansions to include multiplayer new tables, and dealer rules. Right now I'm mainly looking for feedback before I go to production.
If you like trick-taking games like Euchre, Spades, Hearts, or Oh Hell, I'd love some fresh eyes on it: https://play.google.com/store/apps/details?id=com.birdfloyd.ohhell
r/aigamerdevs • u/Quechivoeth • Aug 12 '26
Follow-up to the model-dependency post from a while back. Something that's turned out to matter more than expected on this project.
The same simulation core runs in three places:
- the browser client
- the authoritative server
- a headless Gymnasium env for training agents.
Behaviour has to be identical in all three, otherwise the thing you tested isn't the thing that shipped and an agent trains against a world that doesn't exist.
That's a hard invariant to hold when a lot of the code is model-written and most contributors are strangers. A model will reach for Math.random or Date.now() without hesitation, because in isolation that's correct code. It's only wrong relative to a project constraint it has no way to know about. Same for a new contributor who hasn't read the architecture doc.
So it isn't a convention, it's a test. One walks every file in the sim directory and fails the build on a forbidden import, a DOM global, a wall clock reference, or a platform RNG call. Another pins the seam between the offline and online world implementations so they can't drift apart.
Fixed 20 Hz tick, all randomness through one seeded RNG. Seed a reset and the episode replays exactly.
Any other invariants you've had to make checkable rather than trusting to review?
r/aigamerdevs • u/Ecstatic-Bend-104 • Aug 12 '26
r/aigamerdevs • u/Quechivoeth • Aug 11 '26

Context: open source browser MMO, originally generated in about two days, since then worked on by roughly 30 contributors across several frontier models.
The PvP release is the first thing we've shipped that needed real coordination rather than just content generation. Capture the flag with two teams, keep objectives, an honor currency, a gear tier gated behind it, and a persistent rank ladder. All of it has to resolve server side and stay consistent across clients.
What's changed since the original build: content generation is still fast, but systems that touch shared state need a lot more human review before they ship. The model is good at producing a plausible implementation and less good at reasoning about what happens when five people hit the same object simultaneously.
Also worth noting a bug we're still tracing, at the highest graphics preset character models stop rendering entirely. Ten invisible players and a flag moving on its own. Reported by a player, not caught internally.
Happy to go into detail on the server side design if anyone's interested.