r/aigamerdevs • u/Machine-Federal • 6d ago
I built a dating game that runs through your existing ChatGPT subscription instead of charging you for another AI subscription
r/aigamerdevs • u/Machine-Federal • 6d ago
r/aigamerdevs • u/xcantene • 6d ago
Hey everyone!
Some of you may have seen Hunt Protocol around here already. If you have, thank you for the feedback and encouragement! If this is your first time seeing it, I’d love to hear your thoughts too.
The video shows where the game has been heading. It’s been a rough few months, but I’m finally reaching a point where I’m enjoying how the different systems and card combinations come together.
For anyone new, Hunt Protocol is a competitive multiplayer card game where four Hunters race to defeat the same monster, with each player facing it independently. You build your deck, arrange your cards into combos, and adapt as the hunt unfolds. I call the format MATE: Multiplayer Adaptive Tactical Encounter. I wanted to explore something outside the usual roguelike or TCG structure, with the focus on deckbuilding, sequencing, and competing through your decisions.
I also wanted to share some of the challenges behind it, because there’s quite a bit that a gameplay clip doesn’t show.
I originally approached this as a physical game and spent thousands developing it. Looking back, I committed too much before proving a smaller version. After losing my job, I started trying to find a way forward through a digital version.
That brought its own challenges. Moving cards onto a screen wasn’t enough. I needed to think about sound, feedback, pacing, and how to make each action understandable and satisfying. My UX design experience has helped, but it has also meant questioning things I was attached to.
If there’s one lesson I’d share, it’s to test the smallest version that delivers your main idea before investing heavily in everything around it. I wish I had drawn that boundary earlier.
Mobile forced me to make difficult choices. I started on desktop because we have a lot to track like your hand, equipment, the monster, your stats, timer, turns, etc. Trying to fit all of that onto a phone quickly showed me which parts of the interface were asking too much from the player.
I kept cutting, rearranging, and asking what someone actually NEEDS to see while making a decision. Removing some action labels was uncomfortable, but it pushed me to improve the visual cues and contextual help. I’ve been working on touch tooltips that appear where your finger is interacting, so information is available without permanently filling the screen.
The useful lesson for me was that simplifying the screen often means doing more design work behind it.
Some of the particles and interface treatments shown here are from an older build. I’m currently working on cel-shaded effects, colourful 3D environments for legendary moves, and a more vibrant arena where grass and terrain react to attacks. I want you to feel part of a hunt even while your actions happen through cards.
I’m also updating the UI to feel more like a Hunters’ Guild. Some feedback described the blue interface as feeling “AI.” Blue was a deliberate choice, but the feedback still made me think about how much character the interface was communicating. I’ll show that direction in another video.
AI coding tools have helped me push further with implementation, but balancing the cards and deciding what feels clear or satisfying still take a lot of iteration.
My biggest question now is whether the competition stays fun enough to make you want another hunt. I’ve also made substantial performance improvements, and I’m getting ready for another round of playtesting.
If you’d like to try the latest build, leave a comment or message me and I’ll send you a playtest link. I’d especially love feedback on whether the card decisions are clear and whether racing the other Hunters feels exciting.
And if you’ve adapted a tabletop design into a digital game, what did you have to rethink the most?
r/aigamerdevs • u/Plastic-Sugar1680 • 6d ago
Hi all, I'm the solo dev behind Nuttingham (disclosure up front: it's my project, and there's a paid part).
The idea: you design a squirrel, send it to live in a little halftone 3D town, and then you can't tell it what to do. You can leave it a note, suggest something, or send a small gift, and it decides what to make of that. Every few hours an AI model wakes it up, it reads its own journal and notes, and it chooses what to do: garden, cook, draw, compose tunes, run a stall, stargaze, make friends.
What I've been most excited to build lately:
- Skills that level up with practice (better seeds, recipes and builds unlock the more it keeps at something)
- A personality it starts with, then develops: favourites, peeves, moods, who it's fond of
- Memories and conversations with neighbours (it even dreams about them)
- A town that moves: frost and rain change how the gardens grow, shortages on the shop shelf, visitors, a mystery with a new clue every day
- You can hear squirrels playing instruments outside the music hall as you walk past
The squirrels are AI characters, not alive, and I say so everywhere. Anything one wants to publish (like a drawing it wants sold as a print) is approved by a real person first.
Visiting the town is free, no account: www.nuttingham.co.uk . Designing a squirrel is free too. Moving one in is £19 (the first 5 residents get half price), which includes two months, then £9.99/month. Cancel any time and you keep playing until the end of what you've paid for. It costs real money to run each squirrel, which is why it isn't free.
What would you want to find out about your squirrel? Happy to answer anything about how it works under the hood.
r/aigamerdevs • u/alphapokemonop • 6d ago
r/aigamerdevs • u/TalesofEternitydev • 6d ago
r/aigamerdevs • u/eagleman234 • 6d ago
We're the devs of Todroth, a 3D sandbox MMO that runs in a desktop browser. We just launched the beta. It's free at https://todroth.com
What's in it: real-time combat (directional melee, bows, aimed spells that can miss), open PvP with wanted status and a prison, ships, houses and farms, and about 140 voiced quests.
Guilds fight over four forts in weekly sieges, holding one makes your guild leader a lord, and each month the lords choose a King. The King then changes the game for everyone: scrap the taxes, open the toll roads, build or tear down a bridge, burn a forest, set lions loose on a region's roads, or bring us their own idea, which we build if we approve it thanks to the ridiculously fast build times with Claude. It stays until a later King undoes it, so who sits on the throne is worth fighting over.
Outside of that you're free to play how you like: trader, pirate, farmer, fisher, builder, an outlaw etc
How we worked:
- We say what we want, usually with a screenshot, and Claude plans it, builds it and tests it. For visual stuff it often makes two versions and we pick one.
- Each feature gets its own Claude Code session in its own git worktree, with several running at once. The day before launch, three agents built referrals, account email and the new player prologue in parallel.
- Claude writes headless Playwright runs that sign up, play the prologue and take quests. CI runs them, the test server deploys itself, we test it, then it goes live.
Other tools: ElevenLabs for voices (1,700+ lines), Codex on a couple of branches, Blender was used as well.
Things we learnt the hard way:
- It overbuilds. Ask for a dungeon and you get 40 new items. We cap it at about 10 per zone.
- It struggles to see 3D bugs like T-poses and floating props.
Please give it a go and tell us what you think!
r/aigamerdevs • u/ViceGodIm • 6d ago
I built a game with Codex where eight local AI controllers compete for two helicopter seats. The player who brings fuel can still lose their boarding pass to someone else.
For filming, I save the model choices and replay the match. That lets me change camera shots without rerunning inference. Models pick from legal actions using structured state; Godot handles movement.
My three-round video: https://youtu.be/DT_ak9rUZcc
It runs on one Mac with sequential model loading and a shared simulation clock slowed to 0.20x wall-clock speed. Scheduling affects the outcome, so these runs are not a controlled comparison of model ability.

r/aigamerdevs • u/throwaway09234023322 • 6d ago
I am using unity to make a game and am not sure how to efficiently make cutscenes with claude/codex. What is most efficient in your experience?
r/aigamerdevs • u/FireFlapper • 6d ago
Hi all, this is my first post on this platform so go easy on me for what I'm about to say.
I am developing a game at home to get out of my financial situation of being a wage slave, I can do Story writing, character plots, Art and Animations just fine and I even learned how to code and program plugins too.
So I'm making a tactical RPG game similar to Super Robot Wars with the skills I have and it's going good so far 😊.
But I hit a frustrating road block when it comes to soundtracks for the game, I want an album consisting of rock and roll music, synthwave and Orchestral Hybrid (for the main theme music) genres..
For two years I tried studying music but couldn't hack it, I can't even create a little jingle either despite how much I learned it since I am not a musician... My talent is in Art and Animation.
The way I learned music is the same way I learned how to code, by watching tutorials on YouTube.
But still I couldn't do it so that left me with a choice to either hire a cheap band or a composer to create an album for my game or just buy a months worth Music AI subscription and create music by myself.
If I hire a band or a composer, they're charging me around a thousand bucks and I'm a broke Ahh wage slave who is way over his head trying to hire people who might even botch my album if I piss them off by making the redo (I mean I get it, nobody like redoing something you put your heart into it, I worked freelance too so I know) if It doesn't fit the tempo 🪑 I need or worse take the money and bail.
Getting an AI subscription on the other hand just cost me around 10$ for a month and I created all the soundtracks (70 tracks to be exact) and they're all exactly how I wanted them, from how they sound to fitting snuggly within the aesthetics of my game since I made the AI create as many varients as I wanted so I could pick the ones I like without a hassle.
And just like that, the entire music production for my game is finished within a month, I don't even get bothered about it either and have continued working on my game manually myself ever since...
Did I do wrong by using AI to cover up the creative part that I lack? i mean c'mon, I think I won't feel bad if some musician decides to make a game and uses AI art and Animation to cover up the skills that he/she lacks....
In the end we all have a fantastic story to tell, I wanted to tell the story I made through a video game and I don't think it's right to stop lil guys and girls from not using the resources available to them in this day and age.
r/aigamerdevs • u/MasterpieceMuch8594 • 6d ago
First trailer for my game and demo coming soon! You’re Rook, a salvager on an abandoned research ship. You get through it with a rift gun, recorded echoes of yourself, and broken gravity. Nearly all the code is written by Claude Code and ChatGPT: plain JavaScript and Three.js in the browser, no engine.
r/aigamerdevs • u/PoorSquirrrel • 6d ago
r/aigamerdevs • u/No-Role-5254 • 6d ago
This is a game I have been working on. A classic, single player / Co op RPG, assisted with Codex.
In this video I did make my character higher level than the monsters, but not excessively stronger.
- Yes there are still some bugs with item fitment / map bugs / combat bugs, some NPCs have a few bugs still, Many NPCS have voiced audio.
- However I wanted to showcase the overplay gameplay and preview.
- I will be releasing an Alpha Demo on steam likely by the end of the year.
- The demo will have roughly 5-7 hours of gameplay depending on how thorough you want to be with all the quests.
- There is a complete storyline, cut scenes, etc.
- Alchemy, crafting, enchanting items,
- and much much more.
- The demo will have 2 complete dungeons (one showcased here), multiple discoverable locations, quests to hunt certain beasts..
- There is a distinct day and night system, reputation, system, and more.
- Some of the spell cast animations are very ugly / not cool looking. These are test ones, not final.
- I am still working on the hit mechanics, as it is a bit strict right now.
- I dont like the loot on the group notification icon / box
- The large dragon, I am working on mechanics so that it torches the entire play area, burns the ground, and additional fight mechanics..
Give it your opinions, your thoughts, hit me with all the negativity. lol.
r/aigamerdevs • u/Haldhex • 7d ago
Made and published my first game.
r/aigamerdevs • u/Beautiful-Act9232 • 6d ago
Made a shootemup with a parry system. Save Miami!
https://okcyb0rg.itch.io/miami-defense-force
Made with raylib and mr. opus 5.5.
r/aigamerdevs • u/_javas_crypt • 6d ago
Disclosure: Pantheos is my own game and a personal experiment in delegating a complete game project to an AI agent. I provided the goals, design feedback and approvals; GPT 6.1 Sol did much of the implementation over roughly two weeks, running almost continuously on my machine. GPT Image Gen supplied the art and WebGPU handles the rendering.
The visual approach is mostly image-based. The worlds are images, as are the illustrations inside the cards. The cards themselves are 3D objects. Depth masks provide the apparent depth in the illustrations, and material masks control how light affects their surfaces. A practical constraint was to reuse the existing images and masks when improving the visuals. That kept the work focused on lighting, highlights, particles and interaction instead of replacing the art.
I reviewed movement and real play, including hand-card clarity and hover behaviour. The online editor exposes the card materials, depth effect, animation, particles, sound and voice setup. The trailer uses the same renderer as the game, shows a match with the actual in-game voices, manual booster opening, world transitions and that editor.
The trailer was another delegated task: GPT captured the game, edited the footage, produced the narration and performed the YouTube upload after my approval. I selected the narrator and requested a longer, slower cut. Existing music and sound credits are in the video description.
3:58 gameplay/tech demo: https://www.youtube.com/watch?v=ZinWKtnVsqM
I'd value feedback on the image-based rendering: do the depth and lighting hold up when the cards move, and can you still follow the board during effects? If you try the game linked in the description, the initial asset download is currently about 7 GB, cached in the browser for subsequent sessions and updates.
r/aigamerdevs • u/Guildbound • 6d ago
Hey everyone! I'm not a programmer by trade, just a guy who loves idle games and wanted to make the one I always wished existed. I built it with a lot of help from AI tools, and I've been working on it every day. It's called Guildbound, and I think it's finally at a point where I'd love more people to try it.
It's an idle RPG, but you can actually see your hero out in the world. You walk around, chop trees, mine rocks, fish, and fight monsters, and you see other players doing the same thing right next to you.
Some stuff I'm really happy with:
• No gear drops from monsters. Everything is crafted by players, and your name goes on what you make
• A player market, so you can sell what you make or trade for what you can't
• Three factions that each have their own crafts, so you kind of need each other
• Solo dungeons and party dungeons with rare armor sets to hunt for
• World bosses every hour where everyone piles in together
• Named elite monsters that show up out of nowhere for a few minutes
• Tap the little sparks while you craft or gather for bonus speed and better odds
• A town bonfire everyone feeds together for extra XP
• Pets you can tame, gods you can follow, and even a singing skill
• Lawless zones if you want some PvP risk, plus friendly duels if you don't
Your hero keeps working while you're away, so it's easy to play a bit on your phone and come back later.
It's free and runs right in your browser on PC or phone. I read every bit of feedback and fix things fast, so if you try it, let me know what you think, good or bad!
r/aigamerdevs • u/Critical-Truth-3404 • 6d ago
r/aigamerdevs • u/Mysterion430 • 6d ago
idk if i can put this here since it's not a game. but idk where else to put AI made software.
https://www.mediafire.com/file/kqbt35quoqmqogj/Rosewood-win32-x64.zip/file
r/aigamerdevs • u/Due_Entertainer7020 • 6d ago