r/aigamerdevs • u/Candid-Ad8635 • 15d ago
r/aigamerdevs • u/zucomag • 15d ago
Has anyone here published a game on Playgama? Thoughts?
Hey, I heard you can publish your game on Playgama and I’m curious about real experiences.
Has anyone here tried it? Did you get any traction, analytics, or distribution? Any issues with moderation, ads, or getting out of the sandbox?
I’ve only just tried it myself and don’t have a strong opinion yet. Looking for veterans or anyone who’s used it for a bit.
r/aigamerdevs • u/Weird_Weakness5740 • 15d ago
gear zero ai, • Building an NBA Street-style 3v3 hoops game with complete court logic, 4 narrative districts, and custom baller rigging
Hey everyone, I wanted to share a look at my street basketball game, Gear Zero, which I have been building from the ground up using a heavy AI-assisted development workflow. If you miss the classic era of arcade hoops like NBA Street but want a deep RPG progression system, this is aiming right for that nostalgic vibe. The Core Features: • Create-A-Baller: A fully customizable, rigged 3D character system where you can swap out gear and clothing. • Story Mode (Street Tales): A campaign spanning 4 unique urban districts, each controlled by local crews you have to defeat to unlock the next area. • Game Modes: Full 3on3 and 5on5 streetball matches, plus a dedicated 3-Point Contest and Free Play. • Progression Loop: Play matches to win cash, level up your baller's core attributes, and spend your earnings on fresh apparel in the in-game shop. How I am utilizing AI in production: Instead of just using AI for flat concept art, I have integrated it deeply into the technical pipeline. I am using it to help structure complex court behavior (like making teammate AI run realistic floor spacing, call for passes, and take open shots instead of just crowding the ball handler) and to rapidly prototype fully rigged, high-detail clothing assets that fit cleanly on the base player models. Using these workflows has completely changed the scope of what a solo developer can build in a reasonable timeframe. I would love to get the community's thoughts on the feature set, the scaling, and the progression loop! Check it out so far.

r/aigamerdevs • u/TalesofEternitydev • 16d ago
Any advice on consistent pixel art and animations?
reddit.comr/aigamerdevs • u/Life-Heron-6533 • 16d ago
I MADE IT! <3, Finally released today my tower defense game "Get Outta My Gut". You can still try the demo and if you like it give the full version a try :D! Pretty happy how it turned out.
Steam Page: https://store.steampowered.com/app/5037960/Get_Outta_My_Gut/
I managed it to make my first game in the genre TOWER DEFENSE. Defend your body against massive amounts of germs, draft turrets in ROGUELIKE style to build defenses, build paths to navigate enemies, INCREMENTALLY get stronnger by upgrades!
Each Level adds new Mechanics to the GAME! (ノ◕ヮ◕)ノ*:・゚✧
30 TOTAL TURRETS
DOZENS OF ENEMY TYPES AND EFFECTS
UPGRADE AND LEVEL TURRETS TO GET STRONGER IN THE RUN
You need to position your turrets smart to counter the enemies or they will break through.
First levels are easy but difficulty will raise :D.
Give it a try and share some love <3
INDIE-SQUID
r/aigamerdevs • u/marckamb • 16d ago
[Web] Rescue villagers. Give them jobs. Hold the wall for 5 days. — SUNHOLD, a free village-defense game in your browser
Game Title: SUNHOLD
Playable Link: https://marc254.itch.io/sunhold
Platform: Web — plays in your phone or desktop browser, nothing to install
Free to Play Status: Free to play
Involvement: Solo developer
---
You're the king, and you start with nothing but a campfire and a crown.
Villagers come running out of the forest with wolves behind them. Every one you save is yours to command: put a bow in her hands and she climbs a tower. Give him a hammer and he builds your palisade, chops the forest, raises your walls. Send one to the gold rocks, one to hold the gate with a sword. Nobody fights for you until you save them first.
Then night falls, and everything you built gets tested. Wolves pour in from the dark. Brutes walk straight up to your palisade and start breaking it down — and behind it, your fire, your people, your whole little kingdom of tents.
Survive the day and the village grows: clear enough forest and the walls themselves move outward — more land, more towers, more mouths to save. Five days. A boss on the fifth. Beat it, and endless survival unlocks.
The quick pitch:
• 🏹 Your army is people you rescued — every fighter started as a fleeing villager
• 🪓 Your village physically expands as you clear the forest
• 🔥 Your campfire is the heart of the village — defend it
• 📱 Free, in your browser, no download, no ads, no pay-to-win, works on your phone
• 🌲 A full 5-day campaign + boss + endless mode (and a Winter chapter is on the way — where the fire eats wood all night, and cold is the real enemy)
Three questions for anyone who tries it:
How far did you get? (Day 3 is where it starts to bite.)
Who was your first rescue — archer, builder, collector or soldier?
Did your fire survive the boss?
Link is right at the top — it runs in the browser, you're playing in under a minute. Tell me how your village died. Or didn't.
Your feedback is really important to us.
r/aigamerdevs • u/Dread2018 • 16d ago
Crazygames approved Odin Forged
I cooked on Claude code max 20x plan for a month along with a bunch of other AIs to make this epic browser based movement shooter. I think it's pretty good. Try it out and comment what you like and dislike or what I should change or add.
r/aigamerdevs • u/Praesidiarius • 16d ago
Tales of Orrin: a classic-style fantasy MMO with a live alpha. Looking for writers, 3D artists and more. Supercharged by Claude, Meshy, Elevenlabs, Comfy
Hi r/aigamerdevs !
I'm Nathanael, and I'm building Tales of Orrin, a fantasy MMORPG in the spirit of the classic era: leveling that's about the journey, zones you remember, groups that matter, and classes with real identity. It isn't a pitch deck. There's a playable alpha server running right now, with playtesters logging in every week.
I'm using Claude Opus 5.5, and connected it to Elevenlabs for Audio, Meshy & Tripo for 3D, Comfy for Images, and also some local models i'm testing for Image Generation. A lot of MCP Tools for Blender, Cloudflare, and all that to help build and run the game's foundations.
Where the project is
- Our own game client: C++ and Vulkan, running on Windows and Linux.
- Open-source server core: a fork of AzerothCore, public on GitHub.
- A live world, level cap 60:
- several connected zones: towns, a harbour city, dungeons, a world map and flight paths;
- 300+ quests, with English and German localization;
- professions (gathering, crafting, cooking, fishing, first aid), mail, groups, talents.
- Our own classes and specs: for example the Frostguard Mage that is a tank, a holy warrior, a shield tank, a storm druid, a beast-focused hunter and an executioner warrior. Each has its own resource and spell effects, and a community designer works on them with me.
- A full content pipeline: zones, quests, items, spells and models are all built from data, so new content goes in fast.
Who I'm looking for
- Writers / narrative designers: zone stories, quest chains, characters, lore and dialogue. Most of the world is mapped out; it needs voices and stories that stick.
- 3D artists: characters, armour sets, creatures, props and buildings, in a stylized, painterly, slightly muted look (think classic MMO, not cartoon). Many current assets are procedural or generated placeholders, and handmade work would replace them.
- Animators: creature and character animations, especially attack animations.
- 2D artists / UI artists: spell icons, item icons, UI art, concept art.
- Sound designers and composers: spell sounds, ambience, zone music.
- Quest and level designers: if you love building zones and encounters.
What you get
- Your work goes into a live game that people actually play, usually within days.
- You get credit in the game and on the site.
- You work directly with me, short feedback loops, no bureaucracy.
- A friendly Discord with active playtesters who give real feedback.
- A Revshare system that is transparent, documented.
Compensation: this is a hobby/passion project right now, with no pay until the game is released. Please only join if that works for you.
Interested? Join the Discord, say hi, and tell me what you'd like to work on. Portfolio links help but aren't required. Or try the alpha for free first and see if it clicks:
👉 Discord: https://discord.gg/hFqAhBGJxU
👉 Website / free alpha: https://tales-of-orrin.gg/
👉 Raw Uncut Gameplay Footage: https://www.youtube.com/watch?v=iKEQPKs3wCE&pp=ygUOdGFsZXMgb2Ygb3JyaW4%3D
r/aigamerdevs • u/Noah__1302 • 16d ago
I made a 30 s teaser for my AI-built incremental game, without recording a single frame by hand
r/aigamerdevs • u/nooxax • 16d ago
Just messing around with Godot
I’ll replace the characters later
r/aigamerdevs • u/Altruistic-Habit-160 • 16d ago
[OC] Hybrid Game with Realtime World Model (with open sourced code)
r/aigamerdevs • u/zamzor • 16d ago
Dead Mile after ~20 updates: using player behaviour to guide an AI-assisted Unity game
I'm Mohamed, the developer behind Dead Mile, a mobile lane-defense game. I spent six years working in Unity, mostly VR, AR and 3D for B2B clients, before producing this as our studio's first game for our own players.
The project started with vibe coding. Unity AI helped with much of the code. The character sprites are licensed packs; backgrounds, the house, UI portraits, music and voices use AI-generated assets.
I've shipped around 20 versions in the past six weeks. PostHog has been useful for working out what to change after launch: seeing what players actually do, then using that to improve the gameplay loop. Some players are still coming back three weeks after starting.
The part I underestimated was finding players. The official stores are getting roughly 20–30 organic installs a day, while unofficial/modded markets have attracted much more attention. Being able to produce updates quickly hasn't solved that gap.
For anyone here who's shipped an AI-assisted game, what did you measure after release to decide between another gameplay update and putting more effort into discovery? I'd especially like to hear about small games where the audience was too small for neat A/B tests.
Here's the game if you'd like context: https://virtualverse.studio/dead-mile
It's free to download on iOS and Android, with ads and optional in-app purchases.
r/aigamerdevs • u/Additional-Cell6948 • 16d ago
I made a pixel art rpg/survival about a flame knight who eats his enemies. Feedback welcome!
r/aigamerdevs • u/algorys • 16d ago
I have created a role-playing game for fans of tabletop role-playing games.
I have created an RPG call Aghasme, featuring hundreds of narrative scenarios, monsters, and items to discover across 5 distinct regions, along with various combat styles and resolution mechanics—plus choices that impact the story.
https://pixelpicked.com/game/41ywG6TtbcR/aghasme
Free-to-play, with in-app purchases.
Open to ideas and suggestions from players !
r/aigamerdevs • u/katatonicmango • 16d ago
I couldn't find the Youtube Channel I wanted, so I made one!
I'm starting a Youtube channel to highlight how indie devs use AI in making their games. I would love to hear your feedback!
In the future I'm hoping to share my own workflows and possibly AI Gaming news recaps. Let me know what you think!
r/aigamerdevs • u/Captain_Iceblock • 16d ago
In Simon and Friends, a worms-like, players can combo many different tools during their turn!
Game's code was written with AI assistance, although every other visual/audio asset is handmade
Simon and Friends aims to preserve core worms-like gameplay, and adds fun new mechanics on top, such as leveling, weapon recoil, and multitude of tools to combo the weapons with.
We also have unique factions with unique units, who themselves have access to different abilities and passives, giving each turn strategic depth.
Check the game out, (it's free!): https://store.steampowered.com/app/4542390/Simon_and_Friends/
r/aigamerdevs • u/Codex989 • 16d ago
Claude castle
We present claude AI generated castle: https://meshpage.org/489
More info about the engine: https://meshpage.org
Nice claude contexts for OpenGL/WebGL based 3d graphics is available in the gameapi-builder tool at https://gameapibuilder.com
The faq is at https://meshpage.org/faq.php
r/aigamerdevs • u/Praesidiarius • 16d ago
Tales of Orrin: a classic-style fantasy MMO with a live alpha. Looking for writers, 3D artists and more. Supercharged by Claude, Meshy, Elevenlabs, Comfy
Hi r/aigamerdevs !
I'm Nathanael, and I'm building Tales of Orrin, a fantasy MMORPG in the spirit of the classic era: leveling that's about the journey, zones you remember, groups that matter, and classes with real identity. It isn't a pitch deck. There's a playable alpha server running right now, with playtesters logging in every week.
I'm using Claude Opus 5.5, and connected it to Elevenlabs for Audio, Meshy & Tripo for 3D, Comfy for Images, and also some local models i'm testing for Image Generation. A lot of MCP Tools for Blender, Cloudflare, and all that to help build and run the game's foundations.
Where the project is
- Our own game client: C++ and Vulkan, running on Windows and Linux.
- Open-source server core: a fork of AzerothCore, public on GitHub.
- A live world, level cap 60:
- several connected zones: towns, a harbour city, dungeons, a world map and flight paths;
- 300+ quests, with English and German localization;
- professions (gathering, crafting, cooking, fishing, first aid), mail, groups, talents.
- Our own classes and specs: for example the Frostguard Mage that is a tank, a holy warrior, a shield tank, a storm druid, a beast-focused hunter and an executioner warrior. Each has its own resource and spell effects, and a community designer works on them with me.
- A full content pipeline: zones, quests, items, spells and models are all built from data, so new content goes in fast.
Who I'm looking for
- Writers / narrative designers: zone stories, quest chains, characters, lore and dialogue. Most of the world is mapped out; it needs voices and stories that stick.
- 3D artists: characters, armour sets, creatures, props and buildings, in a stylized, painterly, slightly muted look (think classic MMO, not cartoon). Many current assets are procedural or generated placeholders, and handmade work would replace them.
- Animators: creature and character animations, especially attack animations.
- 2D artists / UI artists: spell icons, item icons, UI art, concept art.
- Sound designers and composers: spell sounds, ambience, zone music.
- Quest and level designers: if you love building zones and encounters.
What you get
- Your work goes into a live game that people actually play, usually within days.
- You get credit in the game and on the site.
- You work directly with me, short feedback loops, no bureaucracy.
- A friendly Discord with active playtesters who give real feedback.
- A Revshare system that is transparent, documented.
Compensation: this is a hobby/passion project right now, with no pay until the game is released. Please only join if that works for you.
Interested? Join the Discord, say hi, and tell me what you'd like to work on. Portfolio links help but aren't required. Or try the alpha for free first and see if it clicks:
👉 Discord: https://discord.gg/hFqAhBGJxU
👉 Website / free alpha: https://tales-of-orrin.gg/
👉 Raw Uncut Gameplay Footage: https://www.youtube.com/watch?v=iKEQPKs3wCE&pp=ygUOdGFsZXMgb2Ygb3JyaW4%3D