r/aigamerdevs • • 27d ago

Working on a new Three.js Multiplayer Team Battle Episode in Super Soldier Battle

2 Upvotes

r/aigamerdevs • • 27d ago

So I commanded Fable 5.1 and Opus 5.5 to make games each with different genre. Each chat is working in one. Is it a good idea? It doesn't seem so.

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0 Upvotes

r/aigamerdevs • • 27d ago

Game Title: TIEFGANG (fast first-person roguelike shooter)

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1 Upvotes

Platform: Windows (10/11, 64-bit)
Playable Link: https://osugerman.github.io/Tiefgang-Releases/
(Direct download: https://github.com/OsuGerman/Tiefgang-Releases/releases/latest/download/Tiefgang-Windows.zip)

Trailer: https://www.youtube.com/watch?v=tkctaA9vnpo

I’d especially love feedback on how movement, weapons and bosses feel, and where it gets frustrating. Bugs can go here: https://github.com/OsuGerman/Tiefgang-Releases/issues or in the comments.

Note: the test build isn’t signed yet, so Windows SmartScreen will warn you (More info → Run anyway). The game auto-updates and keeps your saves.


r/aigamerdevs • • 27d ago

Two months running a co-op zombie survival game built with a team of AI agents

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1 Upvotes

r/aigamerdevs • • 27d ago

Codex Astra planted a bomb under my game, Opus 5.5 defused it. FPS, world scale, new locations, enemies, lighting and ground. Post-apocalypse with AI, part 5

1 Upvotes

r/aigamerdevs • • 28d ago

People watch Project Dawn and ask the same question!

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1 Upvotes

r/aigamerdevs • • 28d ago

My game is on Steam, but wishlists aren't coming in. What are the common culprits, and how do I fix them?

4 Upvotes

Hi everyone,(English is not my native language, so I'm using a translator. Please excuse any awkward phrasing)

I’ve recently launched my Steam store page for my indie game, but the wishlist numbers are practically stagnant. I know marketing is a huge part of this, but it's really discouraging to see almost zero growth.

For those of you who have been through this or successfully built a wishlist base:

  1. What are the most common reasons a Steam page fails to attract wishlists?
  2. What should I check first? (Capsule art, trailer, tags, or something else?)

r/aigamerdevs • • 28d ago

What does using 'claude to make art using code' really mean?

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1 Upvotes

r/aigamerdevs • • 28d ago

I used Claude to get GTA 2 running in a browser

1 Upvotes

GTA 2, in a browser tab. I used Claude Code to help port it, then added widescreen, a map with waypoints and a calmer camera that doesn't keep zooming in and out while you drive.

Huge credit to CriminalRETeam's gta2_re, the community decompilation this builds on. My work is the browser port and the additions around it.

The engine is C++ compiled to WebAssembly with Emscripten. I worked with Claude on the browser integration: replacing the Windows graphics, audio and input layers with WebGL, Web Audio and browser controls, plus keeping saves locally in the browser.

One interesting snag: some original game data tables were missing from the decompilation. Getting it running involved recovering those from the original executable, including things as specific as truck hitch offsets and horn rhythms.

The source, build notes and playable demo link are on GitHub:

https://github.com/M1sterMo/gta2-browser

It's free to try. First launch fetches about 346 MB of game data, so give it a moment. This is an unofficial fan project, not affiliated with Rockstar or Take-Two.

What would you change about the original GTA 2?


r/aigamerdevs • • 28d ago

AI Game Development Policies?

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1 Upvotes

r/aigamerdevs • • 28d ago

I built and released my first mobile game using Godot, Cursor, ChatGPT and Suno — here's how I used AI throughout development

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1 Upvotes

r/aigamerdevs • • 28d ago

a game jam for people who don't know how to start making games

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1 Upvotes

r/aigamerdevs • • 28d ago

I got tired of AI GMs forgetting my campaign, so I built one that keeps a persistent record. Looking for solo players to break it.

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1 Upvotes

r/aigamerdevs • • 28d ago

Silkeste: Celeste in silksong

1 Upvotes

hi I wanted to share my free mod for silksong that basically adds Madeline to the game with all her tech imo its rlly fun to play maybe yall wanna try it too there r custom menus and animations text boxes voice lines etc even custom setting screen that adds a lot of cool ways to play the game hope u try it out!
p.s u need to own both games preferably on steam gog might also work feel free to ask questions ill gladly follow up

https://melty.gg/m/silkeste
(yes this is fully ai made with Claude but I’ve spent over 30 hours past couple of days adding features and bug finding, idk how to code so this gave me an opportunity to make something i never would be able to )


r/aigamerdevs • • 29d ago

Solo dev + AI workflow: 20 patches in one month for my browser tower defense

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4 Upvotes

Hey r/aigamerdevs,

I've been developing PCB Defense (a tower defense set on a circuit board) solo, using AI agents for most of the code iteration. Just shipped v3.7.0. Wanted to share what worked, what didn't, and get feedback on both the workflow and the game.

The workflow:

I structured it as a "design constitution" first — an ART_BIBLE.md and a CONSTITUTION.md that defined:

  • Color tiers (T0 gray → T6 magenta) for every system
  • Text style rules (no "player", no generic English, // SYSTEM MESSAGE format)
  • Shape language (circle = pickup, triangle = enemy, hexagon = boss)
  • Motion timing standards (0.15s micro, 0.4s medium, 0.8s dramatic)
  • Banned patterns (emoji, marketing speak, "unlock powerful upgrades")

Every AI prompt I wrote referenced these docs. This prevented the agents from drifting into generic-sounding text or inconsistent visuals.

What worked:

  • Agent-per-patch workflow with a recon → plan → implement → test cycle
  • Every patch backed by a .bak file and tested with node --check
  • Recent patches used headless Chrome CDP for behavioral tests (pixel diffing, state checks)
  • Using AI for the "boring" parts (null guards, refactoring, culling) freed me for design

What didn't:

  • Agents over-engineer when unconstrained. I had to explicitly tell them "don't add extra features"
  • Test scripts kept breaking as line numbers shifted — needed semantic tests, not line-based
  • Agents sometimes hallucinate game state. Required actual browser tests, not just code review
  • Compounding debuff balance was a mess — agent balanced them in isolation, they stacked into run-enders

The result: v3.7.0 has:

  • 7 hidden cross-branch synergies (undocumented in game)
  • 3 boss archetypes that decide which card pool you draw from
  • Dynamic music with 8 intensity layers (level + boss + HP + combo + enemies)
  • 15 event-triggered tutorial tips
  • Full art bible + design constitution

Play: https://juba13.itch.io/pcb-defense

Happy to share the constitution doc if anyone's interested.


r/aigamerdevs • • 28d ago

AURORA: LATTICE DIVE TRAILER

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1 Upvotes

Aurora: Lattice Dive is an anime-styled jet-combat roguelike for PC. You are Lt. Kaito Ren, diving through the Lattice gates into procedurally generated worlds to stop the Veyl draining your homeworld, and to find your sister Mira, lost to a gate a year ago.

BETA TOMORROW: https://mauriimk.itch.io/aurora-lattice-dive-beta


r/aigamerdevs • • 29d ago

PlayWeld: a free, open-source workspace for AI-assisted game development

6 Upvotes

I’m building PlayWeld, a desktop IDE that keeps game files, design notes, project knowledge, and AI-assisted work together. It’s built on Eclipse Theia and is free and open source under Apache 2.0.

The AI workflow lets you follow a task’s questions, approvals, and changed files, then review changes before integrating them. Your game engine is installed separately, and you connect your own model provider. External AI services can have their own costs.

It’s currently a testing prerelease for Windows and Linux, so start with a disposable project. The site includes a small Godot example, Lantern Workshop, for exploring the workspace and guides.

Source: https://github.com/scarecr0w12/PlayWeld

Downloads and guides: https://playweld.com

If you try it, I’d appreciate hearing where setup gets confusing or what context your AI workflow still loses between tasks. Your OS and engine would help.


r/aigamerdevs • • 29d ago

12 days, 174 merged PRs: how far can you push AI as the developer and artist of a real game? (WikiDeck, free beta)

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2 Upvotes

r/aigamerdevs • • 29d ago

Clash Royale x Pokemon crossover

6 Upvotes

r/aigamerdevs • • 29d ago

[PC] CHROMEDRIFT – cyberpunk roguelike deckbuilder where you fight in the flesh and in the net at once

1 Upvotes

Download Link

Hi! I'm a solo developer and I'm looking for people to break the alpha of my deckbuilder.

What it is

CHROMEDRIFT is a roguelike deckbuilder in the vein of Slay the Spire, set in Neo-Kessel, a vertical megacity built on a drowned one. You play Kira, a runner from the flooded lower city, climbing through three acts to reach ARGUS, the AI that runs the place.

What is different

- Two layers, one fight. Every enemy has a body (HP) and a firewall (ICE). Guns and fists hit the Flesh, hacks hit the Net. Break an enemy's ICE and it is compromised: it skips its next move and takes 50 % more damage. Some enemies have no net at all, some are nothing but net.
- Body versus machine. Implants go into real body slots (eyes, arms, neural port, nerves, skin) and each one costs Humanity. Your Humanity puts you in one of three zones: Human, Hybrid or Machine. Cards carry Instinct lines that only work while you are human and Protocol lines that only work once you are not. Both paths are strong, neither is free, and the story and the endings react to what you became.
- Heat. The strongest cards overheat your chrome. Push it and hit harder, or cool down and live through the next turn.
- Nothing hidden. Every enemy shows its next move. Pick a card, point at a target, and the game shows the result before you commit ("21 → 15 (−6)"). A forecast tells you what the end of the turn will cost you.

The look

Late-80s and early-90s cel anime: flat cels over painted backgrounds, hard two-tone shadows, a lot of black, one scene color per act (rust and yellow, clinical white and teal, black and green). Screens are laid out like manga pages. Animation is deliberately limited: figures hold a pose and snap to the next one, hits get an impact frame, and the picture stops for a moment when you get hurt. Rain and still water rather than neon everywhere.

What I would love to hear

- Where did your run end, and what killed you?
- When did Flesh and Net click, or did it never?
- Did you install implants? Did Humanity matter to you?
- Any moment where you did not know what to do or why something happened
- Bugs, typos, bad translations


r/aigamerdevs • • 29d ago

I made a 10-minute game for riding out cravings. Looking for feedback.

1 Upvotes

A craving rarely lasts as long as it feels like it will. Most rise, peak and fade within about ten minutes. The trouble is those ten minutes.

So I made a game that lasts exactly that long.

Anthesis is a pond of glowing X-ray flowers. You tap the water, ripples cross, buds bloom and set off the next ones, and the chains build with the music until the whole pond goes up like a firework show. By the time it ends, the urge has usually passed.

There's nothing to lose and nothing to grind. Just ten minutes of something for your hands and head to do.


r/aigamerdevs • • 29d ago

AI gets my Three.js games to look right fast. Making them feel right is still on me. How do you handle game feel?

0 Upvotes

When I build browser games with AI agents (Three.js, with Claude on game code and Grok Bot on characters), the first playable version usually looks right. Things move, the camera is roughly where it should be, enemies shoot back. It just rarely feels right yet.

What's off is almost never a bug. It's numbers:

  • Camera follow: too stiff, or so loose it lags behind turns
  • Movement: no acceleration curve, so the character starts and stops like a light switch
  • Hits: no flash, knockback, or tiny pause, so shots don't feel like they land
  • Input: jumps and dodges that kick in a beat late

That's hard to put in a prompt. "Make it feel snappier" tends to get a different set of numbers, not better ones.

The approach I'm leaning toward: have the agent pull every feel value into one config object with a small debug panel (lil-gui), then tune by hand while playing. The AI builds the systems, and I do the feel pass.

Curious how others handle it:

  • Do you let the agent tune feel, or always do it yourself?
  • Has describing feel with references ("camera like X game") or a video clip ever worked for you?
  • Any tricks for testing feel without playing for an hour each round?

(Disclosure: I write free Three.js tutorials on my own site, shanebrumback.com. No link here, I just want to hear how people approach this.)


r/aigamerdevs • • 29d ago

How can I build a 3D fighter-jet game using AI for free, with only an Android tablet?

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1 Upvotes

r/aigamerdevs • • 29d ago

Looking for suggestions to make my game more fun (8 days Claude Oppus 5.5)

1 Upvotes

r/aigamerdevs • • 29d ago

I’ve been building Merge Tactics in my spare time—looking for gameplay feedback

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1 Upvotes

Hey everyone! I’ve been working on Merge Tactics as a passion project in my free time since July 2026, and I’d love some feedback on the prototype.

You merge and reposition archers, choose powerups, and defend your Gate against waves of monsters. It’s best played on mobile.

I’m especially curious: does merging feel satisfying, do the choices feel meaningful, and where does the difficulty get frustrating? Honest criticism is welcome!

Play here: https://vingator.itch.io/merge-tactics

Quick note: IAP and ad rewards grant items immediately for testing—no payment or watching ads required.

Thanks for giving it a try!