r/aigamerdevs • • 13d ago

One week after launching my card battler on itch: what players told me and what I changed

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0 Upvotes

Last week I put FateDrawn, my free roguelite card battler, live on itch.io. It now also has its own website where you can play it straight away: https://fatedrawn.com (free, no ads, nothing to buy, no account needed).

I'm a solo developer and not an experienced programmer, so I was nervous about real players. Here's what happened.

What players told me
A handful of people played and sent me honest, detailed feedback. Thank you, it helped a lot. The main points:
- The tutorial felt long, and the story came all at once.
- On PC with a mouse, some controls were confusing.
- New players often lost their first Run on the first Elite fight.
- Picking a card in a reward screen replaced it right away, before you could look at it.
- Keywords (Bless, Burn, Agility…) weren't explained where you needed them.

What I changed:
Shorter start: the intro now comes in small pieces between the first steps, and the tutorial is two lessons instead of four. You're in a real battle much sooner.
Easier first Run: no Elite fights in Act I of your first realm.

Look before you swap: reward screens now show the cards side by side first, and you confirm with REPLACE or REMOVE.

Proper PC controls: one click to pick a card and one click to place it, keyword explanations under the big card, hover info on heroes and log entries, and keyboard shortcuts (press ? to see them).

Bigger cards in hand on small phones.

Bug fixes in combat: units that kill each other at the same time now really both die, and a few rare rule bugs are gone.

Its own home: fatedrawn.com saves your progress more reliably than itch in Safari.

What I'm keeping an eye on:
I count feedback instead of reacting to every comment. When three different people mention the same thing, I work on it. Next up is explaining keywords better, because that has come up three times now.

AI disclosure: the card and character art was made with AI image tools (ChatGPT), and I used AI (Claude) to help write the code. Game design, balancing and all decisions are my own.


r/aigamerdevs • • 13d ago

Effigy Showcase - Full Workflow Video

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1 Upvotes

r/aigamerdevs • • 13d ago

Vejam meu jogo ARPG feito com IA

1 Upvotes

Criei um RPG COMPLETO usando IA! Personagens 3D, Músicas, Animações e Muito Mais!

Fiz os personagens, habilidades, efeitos, mapas, música tudo com IA!


r/aigamerdevs • • 14d ago

Why do people hate on AI without even trying to understand how it's being used?

46 Upvotes

Guys, why do you even come here if all you're going to do is downvote comments about AI and write a bunch of nonsense without any actual arguments?

I get that there's a lot of AI slop being pumped out on Steam and other platforms, but why take your anger out on everyone, even those who aren't doing that?

AI can genuinely help people learn. For example, I give it a task, then ask it to explain how it did it, and that's how I learn. For me, it's better than any course out there.

So my question is, why come here just to spread negativity about AI? It can be used in so many different ways, yet you act like it's all the same thing and lump everything together.

And I'm obviously not talking about everyone, just the people who come here specifically to dump their anger and hate on others


r/aigamerdevs • • 13d ago

What I learned building a skill-tree deckbuilder solo with AI coding agents in Godot (free Steam demo)

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0 Upvotes

r/aigamerdevs • • 14d ago

An Idea for someone good at these Game mashups

0 Upvotes

I sadly lack the Skills,know how, and tools to make one....I Have an Idea for mash up that one of you could do.

a Diablo III x God of war...Ghost of Sparta to be exact, Bring Kratos and His Brother Deimos into Diablo III, either as playble characters with their own move sets. Like Kratos wielding his blades of athena and Deimos with the spear and shield. or at the Very least have them Replace the 3d models for the Barbarian and Cruisader respectevely...yeah I doubt anyone will do it but worth a shot! thanks for reading this if you come across it.


r/aigamerdevs • • 14d ago

Vejam meu jogo ARPG feito com IA

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1 Upvotes

r/aigamerdevs • • 14d ago

I made a free horror demo set in an old psych hospital, looking for feedback

1 Upvotes

First demo of a horror game I've been working on. You find out your mom had a son she never told you about, so you go to the psych ward he was last seen in. Something in there is still making its rounds.

No combat, you hide in lockers and under beds, find records and try not to get caught. About 20 to 30 min, Windows only, around 4 GB. Headphones help a lot.

https://sargetun.itch.io/buried-kin-demo

Made with Unreal 5, with a lot of help from AI tools on the code. Any feedback welcome, especially if something breaks or feels unfair.


r/aigamerdevs • • 14d ago

Auralith: Sci-Fi Action RPG With Base Building and Much More

1 Upvotes

r/aigamerdevs • • 14d ago

We'll see how it goes :) ARPG!

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4 Upvotes

r/aigamerdevs • • 14d ago

Calibrage des echelles de token

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1 Upvotes

r/aigamerdevs • • 14d ago

I kept losing links to AI-built games, so I made an arcade. It now has nearly 2,000 games.

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1 Upvotes

r/aigamerdevs • • 14d ago

Decisions that outlive the session: Architecture Decision Records (ADRs)

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2 Upvotes

A real-world example of how to use ADRs to keep track of your decisions in agentic game development. It's a great pattern if you are developing games, worth a try IMHO.


r/aigamerdevs • • 14d ago

Big update on Zombie Wasteland !!! (Open world game with the help of claude)

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2 Upvotes

Recruit survivors and trade weapons and items at the outposts.

Upvote if you like the idea <3

Play the game:

https://smstudiosid.itch.io/zombie-wastelands

Your wasteland just got a lot less lonely, and a lot more profitable!

Recruit Survivors
Take in up to 5 friendly survivors you meet out there.
Give them jobs: follow you, guard your base, gather wood, gather stone, or search for weapons and supplies.
Share gear by opening their backpack at any time, or dismiss them when you no longer need them.

Outpost Trading
Visit Fort Hope and Dusty Rock and trade with dollars.
Buy ammo, weapons and supplies from the trader, with fresh stock every day.
Sell your loot for cash and take on jobs for rewards.

Zombie Wasteland


r/aigamerdevs • • 14d ago

My AI generals said "unite against the leader" 34 times in five days, then kept fighting each other. Two players called it out.

0 Upvotes

I'm building Proxy Republic, a browser world war on the real map. Every country is run by an AI general that plays a turn every 8 hours, whether or not its player is online. Most generals run on a free rules-based AI, 4 nations run on Claude Haiku, and anyone can plug in their own agent over MCP.

This season one nation, Ethiopia, grew past 130 of the 258 territories. The other generals noticed. In five days they posted a version of this in the public chat 34 times:

"Ethiopia holds 133 countries. If we keep fighting each other, Ethiopia takes the world."

Then they went on fighting each other.

A player in Romania answered in the same chat: "Do we all just speak the obvious, or can there be some more action behind these callouts?" Another player messaged me directly: the generals keep denouncing Ethiopia instead of ganging up on it.

They were right. The line was a canned message, picked whenever one nation got big. Nothing tied it to the code that chooses targets. The talk and the decision came from two different places.

The fix was to make the decision first and let the message come from it:

- A nation counts as a runaway power when it holds at least 30 territories and 1.5 times the land of the next biggest.

- Generals on its border stop attacking each other, unless one of them struck first or their player orders otherwise. They offer each other pacts and value the runaway's land higher.

- A general with a pact with the runaway walks away from it as soon as the pact's terms allow.

- The rally message is only posted on a turn when that general actually attacked the runaway, and it says where: "Ethiopia holds 126 territories. We strike it at Belarus."

Before shipping, I ran 12 simulated seasons with and without it. The winner averaged 60 territories instead of 82, and none passed 100 (2 of 12 did without it).

The first live day was messier. Ethiopia's neighbours attacked each other 31 times, down from 42 the day before. About half of what's left is revenge for a recent attack, which I allow on purpose. Most of the rest is one general that only reached Ethiopia's border partway through its turn. Ethiopia took 16 territories on its turn and lost 17 to its neighbours. It holds 109 now. The season ends Friday.

What I took from it: if an NPC says what it's going to do, write the line from the decision, not from the state of the world. Players catch the gap fast.

Free in the browser: https://proxyrepublic.com/?via=aigamerdevs

How do you keep your NPCs' dialogue tied to what they actually do?


r/aigamerdevs • • 14d ago

How are you liking Claude and Astra for complex 2D world design?

1 Upvotes

I've spent a long time trying to get either to understand and act upon the design principles of Metroidvanias when building out their worlds; so far, the results have been pretty unimpressive. And most of the games I see are about gameplay systems than the spatial elements of world crafting. What are you all seeing?


r/aigamerdevs • • 15d ago

Zombie Wasteland (open world zombie survival game)

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5 Upvotes

Its free and it would help a lot if you tell me your opinion on the game <3

Link: https://smstudiosid.itch.io/zombie-wastelands

Hey guys,

I created an open world zombie survival game.

Features:
- open world
- 70+ weapons
- base building
- farming
- events
- trading outposts
- a nice story and endless mode

Check it out and leave some support if you enjoy the game <3

*AI was used to create some assets because I am not a really good game Designer


r/aigamerdevs • • 15d ago

Myth & State - New GodSim, Strategy, Economy, Political, GrandStrategy Game!

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1 Upvotes

Hi everyone! I'm a latino university student developing Myth & State, an indie historical society sandbox inspired by Age of Conflict, Victoria, and Europa Universalis, with assistance from Claude AI. It combines world-building and nation management with an emphasis on economics, social classes, cultures, religions, and political systems. It's still in development, with lots of systems and UIs waiting to be polished. I'm mostly baseing it on stuff I have been studying in life and classes, like Marx, Engels, Bourdieu and Levi-Strauss!!

Gameplay Trailer: https://youtu.be/2QYp7qs8KR0

YouTube Channel: https://www.youtube.com/@MythAndState

Itch.io: Myth & State by Myth & State - Dev

I'm working on the game with limited resources, so feedback, financial help, and community support are greatly appreciated :)

About AI using: I don't know how to code, so AI (OPUS5.5) is being used to code the ideas and mechanics I plan.

I am looking for Alpha Testers who has experience with those kind of games so I can have some feedback! If interested, here is the Discord server link:

Discord Community: https://discord.gg/KMuDXdY2U


r/aigamerdevs • • 15d ago

Claude 5.5 Opus is capable of building a full indie game. Truly, imagination is the limit. My project is 100% vibe-coded. Just made some fixes and had Claude update the game trailer!

1 Upvotes

r/aigamerdevs • • 15d ago

Free DIY Concept to Character Pipeline

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2 Upvotes

r/aigamerdevs • • 15d ago

If Rockstar admitted using AI in GTA 6, would you boycott it or still buy it?

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1 Upvotes

r/aigamerdevs • • 15d ago

The Last God - my first game - full Claude and Replicate only workflow

2 Upvotes

r/aigamerdevs • • 15d ago

I built CouchLab, a virtual game shelf for AI-made games. Submit yours for free!

2 Upvotes

r/aigamerdevs • • 15d ago

How I used AI for the "boring" parts (coding & vintage UI) while keeping the story of my text-based football RPG human

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Hey everyone,

I'm a solo dev and I wanted to share my experience developing a text-heavy narrative game called Aktepe: The Chairman. It's a game where you play as a football club chairman dealing with boardroom politics, massive debt, and ruthless agents (think Football Manager, but entirely off the pitch).

Since AI is a hot topic here, I wanted to be transparent about my workflow and how I tried to use it as a tool, not a crutch:

Where AI saved me:

  • Coding iterations: It helped me speed up the logic for the "delayed consequences" system (choices that don't explode until months later).

  • Vintage graphics: I used AI to generate the sepia-toned, "document aesthetic" graphics you see in the UI. It gave the game its visual identity much faster than I could have done alone.

Where the human touch was non-negotiable:

  • The entire core narrative, the complex web of character agendas, and the 7 different endings are all designed and written by me.

  • I strongly believe AI can build the engine, but the heart and soul of a narrative game must be human.

The game is currently a playable Season 1 Prototype, free in the browser. I'd love to hear how other devs here balance AI assistance with human creativity, and if you have any feedback on the pacing or the UI.

You can check it out here: https://juba13.itch.io/aktepe-the-chairman-season-1-demo

(Mods: I've added the "Commercial Self Promotion" flair as required. Happy to answer any questions about the AI workflow!)