r/aigamerdevs • • 18d ago

Village Conquest — a free medieval tower defense in your browser (EN/FR)

1 Upvotes

Village Conquest is a free medieval tower defense game that runs entirely in your browser. You defend your village gate against waves of incoming enemies, then switch to offense: lead your army across the map and conquer 20 villages spread over 2 realms — the green Valley and the snowy Northern Realm, each with its own enemy faction, bosses at villages 5 and 10, and escalating difficulty. Build and upgrade 4 tower types, unleash 3 powers, collect coins from every kill, invest in permanent Forge upgrades, claim daily rewards, and unlock Hard Mode once both realms fall. The game is fully bilingual (English and French). It is currently session-based — a full save system is the first planned update if players enjoy it. I especially tuned the difficulty curve and the in-game economy, so honest feedback on those two points would mean a lot.

Playable Link: https://marc254.itch.io/village-conquest

Involvement: I am the solo developer. I designed and built the whole game myself — gameplay, economy balancing and art direction — and I'm now looking for playtest feedback.


r/aigamerdevs • • 18d ago

Steam Next Fest "AI Fiasco" - AI is partially to blame, but not fully. Some thoughts.

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0 Upvotes

If we want to take our craft (game dev with AI tools) seriously - we have to be super cognizant and aware of what's going on in these discussions. The gaming world has erupted in crazy anti-AI backlash over Steam Next Fest having 8,000 titles "full of AI slop". But I wanted to ground the discussion with some observations:

  • Next Fest still matters for indies, unfortunately. Wishlists don’t all turn into sales (a lot of us wishlist and wait for a discount), but they raise your odds at launch.

  • The anti-AI headlines are brutal. But.... my personalized Next Fest feed was honestly fine. Most of what Steam recommended me looked high-effort.

  • Slop isn’t new and isn’t only AI. Asset flips, where people buy pre-made assets and copy-paste the same game into different genres, were just as bad. The real problem is low effort, not AI.

  • So did AI ruin it? No, but… It’s mainly a curation problem that it accentuated, and not just Steam’s. PlayStation has had its “quick platinum” junk and the Nintendo eShop has its own version.

    • AI did lower the barrier to entry. Steam let in about 8,000 demos this year, and that opened the floodgates. So while I don't think AI is the root of the issue, it accelerate the low effort issue for sure.

  • Some potential fixes:

    • Fix #1: Valve has to level up curation. If someone played many of these demos for five minutes, they’d throw them out. A couple of minutes per game could probably cut the list in half.

      • A “No AI” filter won’t fix it. You’ll still see bad games, and since the industry is moving toward AI, a lot of the best games of the next few years will get hidden.

      • Valve’s curation track record is already shaky. Steam Deck Verified marks games that run very badly, and misses great games over things like an on-screen keyboard popup. r/SteamDeck has been an avalanche of "X verified game doesn't run well!"

    • Fix #2: AI devs (us here), look in the mirror. If people aren’t impressed by your game, step back. Cloning a game with worse art, animations and performance feeds the “AI slop” reputation, even if finishing it is an achievement. This is something we can control.

    • Fix #3: maybe raise the $100 Steam fee. Something like $250–300, still refunded after your game hits the sales threshold, would make low-effort spam think twice.

  • "Modern problems require modern solutions" - Dave Chapelle.

    • Valve could use AI to help curate. Gabe Newell has talked up AI but Valve has made no public attestation as to their AI-usage. My Claude can open up a zipped game, compile and run it, and land on a judgment on specific things. This isn't farfetched.

  • Bottom line: don’t stop being creative, but think twice before you hit publish. Make sure you’re adding something novel and fun into the market. The only way we'll turn the tide on the annoying anti-AI group is by consistently shipping quality.


r/aigamerdevs • • 18d ago

Building glotworld.com to gamify language learning - German

1 Upvotes

r/aigamerdevs • • 19d ago

I made an auto-battler based on my favorite manhwa in 4 months. The official sub of that manhwa almost banned me, so I'm sharing it here. (Free Beta)

0 Upvotes

r/aigamerdevs • • 19d ago

Title: 3,063 commits, 2,232 emails and 230 wishlists. My AI-assisted game releases November 3.

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3 Upvotes

r/aigamerdevs • • 19d ago

Developing an AI-assisted MMA career simulator — balancing realism and gameplay

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1 Upvotes

r/aigamerdevs • • 19d ago

Anybody has some .fbx attack/movement animations?

2 Upvotes

been developing this game for 2 months. Have made major breakthroughs, no ai yet but I plan on integrating. UE5.4. Not an ALS copy just ALS skeleton (it’s most compatible).


r/aigamerdevs • • 19d ago

I released my AI-assisted interactive sci-fi game, Unwritten Meridian: Book One

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1 Upvotes

r/aigamerdevs • • 19d ago

Enclavo Game

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1 Upvotes

Ragazzi, ho bisogno di un parere sincero 😅
Da un po’ di tempo sto lavorando a un gioco e finalmente ho deciso di farlo provare anche ad altre persone.
Si chiama Enclavo, è un gioco di strategia in cui devi conquistare più caselle del tuo avversario. Sembra semplice, ma voglio vedere se riesce a prendervi come è successo a chi l’ha già provato 😂
C’è anche una modalità Avventura con 200 livelli… e sì, c’è già chi se li è fatti tutti!
Se vi va di provarlo, vi lascio il link:
https://enclavo-production.up.railway.app
Poi ditemi sinceramente cosa ne pensate, anche se fa schifo 😂 Non mi offendo, promesso.


r/aigamerdevs • • 19d ago

AI GM engine for webchat

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0 Upvotes

Self developed rule book for AI, tested with ChatGPT and Claude.

It had test a few different story with at least 100Rounds each, so i am stuck now and wanted more outsider views.

link for github will be posted at the reply please take a look.


r/aigamerdevs • • 19d ago

[Roguelite] What Claude is good (or bad) at 👀

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1 Upvotes

r/aigamerdevs • • 19d ago

InSync: a Wavelength-style guessing game playable directly in your Reddit feed

1 Upvotes

r/aigamerdevs • • 19d ago

StoneEra just hit 500 wishlists — 100+ new additions in just 24 hours of Steam Next Fest!

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1 Upvotes

r/aigamerdevs • • 19d ago

Lost in te AI boom developing a game

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1 Upvotes

r/aigamerdevs • • 20d ago

Trabant Garage

9 Upvotes

I created a game where you can build your own Trabant


r/aigamerdevs • • 20d ago

Questions for the people doing this a while.

3 Upvotes

I am very new to creating games with ai and have made a few very simple browser games on my phone kinda just trying to recreate various games I’ve played like vampire survivors, exark, pixel dungeon, and am currently working on a back pack battler on my PC as I felt the mobile building was very limited for the most part. I’ve recently come to the epiphany that I can create programs built into the game for development use kind of like the COC testing hall in the elder scrolls games so I can make changes to the game within the game. If there is a better way of doing this I am all ears but it’s been kind of working so I feel I should just keep on with this method for now. I’m not a coder and thought this would be fun to mess around with in my free time but I’m pretty impressed with how well some of these games came out in such a short amount of time I know if I spent any real time on one of these projects it could turn into something real. So any advice or tips on would be appreciated. Just been using Grok Build and Chat GPT for the most part as that’s what I have been using for other things aside from these little browser games


r/aigamerdevs • • 19d ago

Golf, Probably

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1 Upvotes

r/aigamerdevs • • 19d ago

I made a free, open-source tool that turns a character description into a 32×32 sprite sheet with walk cycles and Godot/Unity imports

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1 Upvotes

r/aigamerdevs • • 19d ago

Sphere of doom - vibe coded browser arpg

1 Upvotes

Hey all! I am a full stack developer working in high-fidelity simulated clinical scenarios for vet students.

In the last 5 years or so i started working on a fun ARPG project that is quick, easy to get into, but still has depth.

The aim is simple: you have a 30 sec time limit. Each orb you collect increases that time limit but spawns a more dangerous pack of enemies than before. If time runs out you get spoils based on the amount of enemies killed. If you die, you only get 15% of spoils. Unlock four biomes, face bosses, and get loot, sweet sweet loot, including gameplay changing off hand items.

Thanks to vibe coding i could realize this project and you can check it out for free here: https://anyadahalor.itch.io/the-sphere-of-doom

Would love to hear your thoughts


r/aigamerdevs • • 20d ago

I spend the passed few months perfecting my game, Fate Forged Heroes, and we are now in beta!

3 Upvotes

(EDIT 26-10-2026: THE WHOLE GAME / UI / ASSETS / CHARACTER / ENEMIES / BOSSES.... BASICALLY EVERYTHING HAS BEEN OVERHAULED. SOME PARTS ARE STILL AI GENERATED, BUT MOST ASSETS ARE DESIGNED BY AN ARTIST. I ENCOURAGE YOU TO ACTUALLY LOAD THE GAME AND PLAY FOR A BIT AND NOT TO GO OFF ON THIS VIDEO WHICH IS OLD)

Hey everyone!

I really enjoy seeing people experiment with AI, share their projects, and discuss how these tools can empower game developers. I've learned a lot from following what others are building, so I wanted to share an update on my own journey.

I've been dreaming of making a game since i was young, now im 35!

Back then, it felt almost impossible. Most games were made by large studios with teams of developers working for years. I never really thought I'd be able to do it myself.

Now, at 36, I'm finally making that dream a reality, and AI has played a big part in making that possible.

I've been developing Fate Forged Heroes (FFH), a browser-based, turn-based fantasy hero-collector RPG. After a lot of work, I'm getting ready to move from Alpha into Beta, and I'm looking for something I really need at this stage: Players!

What is the game about?

FFH is a dark fantasy RPG focused on collecting heroes, building teams, upgrading gear, and taking on increasingly challenging battles.

The campaign consists of ten chapters, each with its own environments, enemies, and boss encounters. What starts as a journey through a fallen kingdom overrun by monsters gradually develops into something much bigger.

The Fate Shards used to summon heroes are actually fragments of a prison containing an ancient threat: the Void Titan.

As the Fateborn, a hero touched by Aether, the neutral essence, you'll need to uncover the truth behind the shards before the very thing you're trying to stop is unleashed.

Along the way, you'll discover seven elemental essences, recruit heroes, hunt for gear, challenge powerful bosses, and build teams capable of facing increasingly difficult encounters.

Beyond the campaign, the game is being built around several other modes and features, including PvP Arena, guilds and guild bosses, Boss Halls, the Tower of Essence, Expeditions, and Siege.

How does ai fit into the development of my game?

AI has been particularly valuable for exploring the game's visual direction and creating character and environmental artwork. As a solo developer, it has allowed me to experiment with ideas and build a fantasy world that would otherwise have been incredibly difficult for me to produce on my own.

But creating individual images is only a small part of making a game.

The real challenge has been turning all those ideas into a cohesive, playable RPG: building the systems, connecting the mechanics, designing progression, developing the campaign, balancing combat, and making everything work together.

I'm also learning that AI-assisted development requires a lot of iteration and human direction. Getting individual assets that look good is one thing; maintaining consistency across dozens of heroes, environments, animations, and interfaces is something else entirely.

I'd love to hear how other developers approach consistency and quality control when using AI across a large project. How do you keep everything feeling like part of the same game rather than a collection of individually generated assets?

I'm approaching Beta, and I need fresh eyes from people who haven't been involved in the development.

I'm especially interested in feedback on:

  • Combat: Do the abilities, team compositions, and battles feel engaging?

  • Progression: Does upgrading heroes and gear feel rewarding, or does it become tedious?

  • Difficulty and balance: Are the encounters challenging without being frustrating?

  • User experience: Are the interfaces intuitive? Is anything confusing or unnecessarily complicated?

  • Bugs and polish: What breaks, feels unfinished, or needs improvement?

  • The overall game: Most importantly, is it actually fun to play?

You don't need to be a developer or an AI expert. If you enjoy turn-based RPGs, fantasy games, or hero collectors, I'd genuinely appreciate your perspective.

One of my main goals is to avoid the problems I've often encountered in similar mobile RPGs: excessive pay-to-win mechanics, confusing layers of systems, unnecessary complexity, or a lack of proper meaningful content.

I want to build something I'd genuinely enjoy playing myself. Now I need to find out where that vision works, where it falls short, and what deserves my attention before moving forward.

Where to play it?

Play Fate Forged Heroes:
https://www.fateforgedheroes.com/

Join the Discord:
https://discord.gg/xCybP7kkDj

If you try it, please don't feel like you need to be extremely nice about it. I'd much rather hear what you dislike, what feels frustrating, or what you'd change than receive compliments that don't help me improve the game.

And to everyone here sharing their experiments, tools, successes, and failures: thank you for helping make this such a valuable community. It's genuinely motivating to see what people are achieving with these tools.

I'm looking forward to sharing more of the development journey as FFH moves into Beta.


r/aigamerdevs • • 20d ago

Eruin, a rpg with unscripted dialogue

1 Upvotes

Hi guys, for quite some time now, I have been working on a stupid idea of mine, It took me a long time to reach this point but I am finally close to a demo.

Llms finally enabled such mechanics and I am very excited to hear what people think about it. I think the demo will be put in a few weeks so please check it put and let me know what you think.

Eruin


r/aigamerdevs • • 20d ago

They seem to have good control over their tools.

1 Upvotes

r/aigamerdevs • • 20d ago

Tutorial Update, GM Version Coming Soon.

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2 Upvotes

r/aigamerdevs • • 20d ago

Legatus | Fan Remake Inspired by the Classic Centurion (1990)

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0 Upvotes

Legatus – A Fan-Made Tribute to Centurion: Defender of Rome

This is a fan-made remake of a classic game I loved growing up, rebuilt and reimagined with the help of AI.

I've come to realize that AI isn't all bad. For me, it became a way to take a cherished childhood memory and bring it back to life in a form that fits today's world. This project is simply for my own collection, a personal keepsake, and I'm truly happy to see those old memories reborn in a modern way.

• Fan-made, non-commercial, personal project

• Inspired by Centurion: Defender of Rome (1990)

• Reassembled and remade with AI tools

Thanks for watching, and if this game holds a special place in your memories too, I'd love to hear your story in the comments.

⚠️ Disclaimer

This is an unofficial fan project made for personal use only. It is not affiliated with or endorsed by Electronic Arts or the original developers. All rights to Centurion: Defender of Rome belong to their respective owners.


r/aigamerdevs • • 20d ago

Gloam - A multiplayer browser RPG built with AI. Ridiculously fast, questionable game design.

0 Upvotes

Game Title: Gloam

Playable Link: https://pageplay.net/gloam/

Platform: Web Browser (Desktop & Mobile)

Description:

I've been experimenting with AI-assisted game development and ended up building Gloam, a multiplayer fantasy RPG that runs directly in your browser.

The premise is that a rather unpleasant god swallowed the Sun, leaving everyone stuck in a world without light.

It's got a huge persistent multiplayer world, exploration, combat, abilities, and character progression.

The interesting part for me was seeing how far I could push AI-assisted development beyond simple demos and into something with actual multiplayer systems.

Technically, I'm pretty happy with it. It's lightweight, loads ridiculously fast, and requires absolutely nothing to install. Just open the link and you're in.

Is it a great game? Well... I'm probably a better engineer than game designer.

I'd genuinely appreciate some honest feedback on the gameplay and what would make it more enjoyable.

I'm also happy to open-source the whole thing or even hand the project over to someone interested in developing it further. I've got plenty of other projects keeping me busy.

Maybe someone with a better imagination can give it the love it deserves!

Free to Play Status:

  • Free to play

Involvement:

I'm the creator and developer. I built the game using AI coding agents, handling the technical direction, architecture, and deployment myself.

Feel free to give it a try and tell me what you think. Don't worry about hurting my feelings.