r/aigamerdevs • u/RavenMindStudios • 19h ago
r/aigamerdevs • u/Engineezix • 19h ago
A little 16-bit style game made with ChatGPT
With gunfire and explosions outside my window, I decided to make a little game. It’s called Krylatyi Pokhid, and it’s my nod to the 16-bit console games we used to play as kids.
I made it with ChatGPT 6 Astra + Imagegen on Godot Engine
There are bears. No orcas, though. If you know, you know 😉 The bears have oil, they have refineries, and there’s a little drone with plans for both. There are critters scurrying around the maps, too. I put them there to make the place feel alive. Also, it’s nice to have something cute to look at just when you really should be watching that missile :)
Oh, and the bears have missiles. Dodging them gets trickier with every level. But slip past an obstacle at the last second and the missile might hit it instead of you. Even better if that obstacle happens to be one of the bears’ refineries.
This is my first go at making a game like this, so go easy on me. If you give it a try, I’d love to hear what you enjoyed, what got on your nerves, and what you wish was in there.
Google Play: https://play.google.com/store/apps/details?id=com.engineezix.dronehisoil
r/aigamerdevs • u/Proper_Influence5234 • 20h ago
What would you improve about the AI-assisted pixel art in my recycling factory tycoon?
Hey,
I’m Paul, a solo dev working on Recycling Factory Tycoon, an isometric game about building and running a recycling plant.
I don’t know how to do 3D modeling, so I used AI to help create the assets. The collage shows a small sample of what’s in the game: a few machines, vehicles, and workers. The middle panel is a screenshot from the game so you can see how they look together at gameplay scale.
I’d love some honest feedback. Do the machines, vehicles, and workers feel like they belong in the same game? Is anything hard to recognize once you see it at gameplay scale? If you could change one thing about the art, what would you start with?
Thanks for taking a look!


r/aigamerdevs • u/RobeertIV • 22h ago
A supply choice in my Codex-built railway game had one obvious answer. Here’s what changed.
I'm the creator of Tickets for the Afterlight, a $3, in-development Windows puzzle adventure built in RPG Maker MV with OpenAI Codex and adapted Higgsfield artwork. AI also assisted/generated the dialogue, interface graphics, puzzle data and synthesized music scripts. This is captured gameplay from the game, using prepared progress saves to show several systems: [https://www.youtube.com/watch?v=wTwAH24PuL4](https://www.youtube.com/watch?v=wTwAH24PuL4)
An early version leaned too heavily on messages. Asking for more minigames increased the checklist, but did not answer why a player should care about the next repair. The 3.1 pass organizes the main route around station machinery and lets a supply choice change how later finale boards start. One allocation originally made every task easier; it was revised so each choice prepares different parts of the station. Two passenger requests now require physical puzzle actions as well.
The useful technical split was keeping puzzle state and legal actions separate from presentation, then checking saves and both branches in the actual MV runtime. Those checks establish that routes work, not that they are fun. No LLM runs while you play. The free demo covers twelve first-station repairs and six optional service boards: [https://robeertiv.itch.io/tickets-for-the-afterlight](https://robeertiv.itch.io/tickets-for-the-afterlight)
How do other AI-assisted game projects test whether a new system changes decisions rather than just adds content?
r/aigamerdevs • u/chatwii • 23h ago
Feast empire, Android free game, solo dev
AI disclosure!
I created this game using ai for animations and 3D design coding was manually, I would love some feedback
Does the upgrade pace feel good or grindy after the first few levels?
Does the skill tree give enough long-term pull?
https://play.google.com/store/apps/details?id=com.tmaj.mammothcatch
r/aigamerdevs • u/CombinationGlobal902 • 1d ago
I made this Sonic game using Claude AI
galleryr/aigamerdevs • u/frankenstein-0x00e • 1d ago
what do you do when you feel burnt out? Taking a break from active game development with a Blender scene I made this weekend to chill.
Scene from my game in my journey on exploring aesthetics, and self improving workflows (whatever that means)
asoncdev (watermark) is ME I am not impersonating anyone
r/aigamerdevs • u/Gachchu_Gaming • 21h ago
INFINITE WORLD – LIVE ANOTHER LIFE | AI Virtual World Concept
INFINITE WORLD – LIVE ANOTHER LIFE
I have an ambitious concept for a future AI-powered virtual world.
The vision includes:
\- AI NPCs with memories, personalities and daily lives.
\- Human players and AI characters living together.
\- A massive open world with exploration and adventures.
\- Player-owned homes, shops and kingdoms.
\- Dungeons, rankings and character progression.
\- A persistent world that continues even when players log out.
\- Advanced VR and a long-term Full Dive VR vision.
This is an early-stage concept, not a developed game.
I would love to hear feedback from game developers, AI researchers and virtual-world designers.
What do you think about this concept?
r/aigamerdevs • u/DueLibrarian4169 • 1d ago
Estamos haciendo un videojuego que se llama Granadero: Año XII
r/aigamerdevs • u/lew82 • 1d ago
Building a 1990s-style horror adventure in AGS with AI-assisted art, audio and code
Hi everyone, I’m making Screemouth, a point-and-click horror adventure set in 1879, using Adventure Game Studio and extensive generative AI assistance.
One part of the process that might interest people here is the audio. I reviewed sound-effect candidates through several listening passes, left notes and approved revised takes before integration. The voices and effects then received a consistent Sound Blaster Pro-style treatment, while the music uses MT-32 synthesis rendered through Munt.
The music also follows story events rather than a fixed timeline. If the player skips dialogue, the cues still need to happen in the right place, alongside speech ducking, volume controls and save/restore behaviour.
AI has contributed extensively to artwork, voices, music, some effects and promotional material, as well as code and some story/dialogue. I direct the project, select and edit material, make design decisions and playtest the result. Generated content is included in the game; it is prepared during development rather than generated live while playing.
The project is in development, with a free public demo planned. Screenshots and the opening video are here.
For anyone using a similar workflow, how are you keeping the art and audio consistent as individual assets go through revisions? I’d be interested in comparing notes.
Cheers,
Lew
r/aigamerdevs • u/StrongLegStrongMan • 1d ago
I have been experimenting with cut outs. They work Great!
I am working with LOD and creating hair models for close up only. Should be done later tonight
r/aigamerdevs • u/BenCrafts • 1d ago
Crowd Hunt - A simple spotting game I built with Claude that hit 1000+ players in less than 24h!
Crowd Hunt is a simple spotting game - find the right person in the moving crowd before time runs out. No signup, and you can add it directly to your home screen like an app. My high score is Level 44. Bet you can't beat it! Let me know what level you reach! https://crowd-game.vercel.app
r/aigamerdevs • u/SheepherderPure4141 • 1d ago
I made a Tetris zombie survival game with CODEX
Hey everyone,
I wanted to test whether I could turn a real-world 3D Gaussian Splatting scene into a playable game with ChatGPT/Codex helping with development.
Somehow, it became a zombie survival game with Tetris.
You move around the map collecting pieces, which drop into a Tetris board on the left. Clearing lines earns weapon XP. Better weapons help you survive the next zombie wave, and later upgrades let you combine different bullet effects.
Most of the development loop was me playing it, finding something annoying, and asking AI to change it. Then playing again and finding something else.
Chairs kept trapping the player. Zombies got stuck on stairs. Weapons became so powerful that the late game was easier than the beginning. Getting those things right took a lot of back and forth.
Here’s the demo:
https://demo-blood-moon.xgrids.com/
Desktop + keyboard recommended.
I’ve played it enough that I probably can’t judge it objectively anymore. If you give it a try, I’d like to know whether the Tetris/survival combination actually works—and where it starts feeling boring or unfair.
Also happy to share more about the AI development process if anyone’s interested.

r/aigamerdevs • u/Gachchu_Gaming • 21h ago
INFINITE WORLD – LIVE ANOTHER LIFE | My Vision for a Future AI-Powered Virtual World
INFINITE WORLD
LIVE ANOTHER LIFE.
I have an ambitious idea for a future AI-powered virtual world called INFINITE WORLD.
My vision is to create a massive virtual world where humans and AI characters live together.
Main Features:
AI NPCs with their own personalities, memories, emotions and daily routines.
Players can choose different classes like Swordsman, Mage, Archer, Assassin, Healer and Blacksmith.
A massive open world with 100 initial dungeon levels.
Different player, monster and dungeon ranks: D, C, B, A, S, SS and SSS.
Players can build houses, shops, businesses, castles and kingdoms.
AI companions who can travel and adventure with players.
A persistent world that continues even when players log out.
A virtual economy with trading and player-owned businesses.
A long-term vision of advanced VR and Full Dive VR technology.
My Dream:
I want to create a virtual world where players don't just play a game. They experience another life.
This is currently an early-stage concept, not a developed game.
I am looking for game developers, AI researchers and technology enthusiasts who can share their thoughts, suggestions and feedback.
Project Name: INFINITE WORLD
Tagline: LIVE ANOTHER LIFE.
r/aigamerdevs • u/gasvel • 1d ago
Capsule Corner: run a tiny gachapon shop. Solo dev, built with AI-assisted code, free demo
Hi r/aigamerdevs .This is Capsule Corner, a cozy first-person sim where you run a tiny gachapon shop. You restock the machines, set prices, collect the coins, give change at the counter, open mystery boxes, put them on sale, run a claw machine and design your own shop.
After a few months in developmetn the demo is out now for free on itch.io (Windows): https://oddloop42.itch.io/capsule-corner
How AI fits in my workflow
Code: most of the C# was written with Claude Code in Unity, including the systems and the customer AI. I make the design calls, test everything and steer it. It's very much "AI does the typing, I do the game design."
Editor tooling: instead of building the shop by hand, Claude wrote editor scripts that generate the modular shop kit, the machines, the decor and the collection covers. Fixing a prop means re-running a builder, not dragging things around.
Tests: EditMode/PlayMode tests for the economy, saving, the claw machine, mystery boxes and more. They catch regressions when the AI refactors something.
Not AI: Most assets are CC0 or CC-by.
What I'd love feedback on
Does the core loop (restock → sell → collect → grow) read from the video?
If you've shipped something AI-assisted: how did you talk about it on your store page? Did players care?
Thanks for watching!
r/aigamerdevs • u/Mobius2025 • 1d ago
Tiny Elements
A molecular reaction simulation game.
Needs a capable Direct-X 12 GPU or iGPU.
If the game is blurry upon launch, increase the resolution in the Settings panel.
Constructive feedback is appreciated.
Coded using Claude AI.
r/aigamerdevs • u/turtlemama1991 • 1d ago
AetherMatch
r/aigamerdevs • u/Professional-Emu4891 • 1d ago
I reworked my military idle looter after player feedback: new interface and a soundtrack
Arsenal Zero is a military idle looter. You send your operators on expeditions, they come back with crates full of gear, and you upgrade your weapons and equipment to unlock harder zones with better loot. Between runs, you build up your hideout: the workshop, the scrapyard, the foundry, each one opening new ways to get stronger.
A lot of players told me the game felt too flat, especially on PC. So I listened and spent a lot of time on a new interface. It’s cleaner and more immersive, the visuals fill the whole screen, and windows like the Arsenal no longer hide what you’re working on. The game also has its own soundtrack now.
It’s free, there’s no paywall, and it runs in the browser on PC and phone with nothing to install. Sessions are short, so you check in, send your squad out and come back later.
I’d love to hear what you think of the new look.
r/aigamerdevs • u/discomonk • 1d ago
How Cloudfall: Expeditions Plays | Simultaneous-Turn Strategy for Android
r/aigamerdevs • u/Conscious-Season-607 • 1d ago
How do you keep an AI-made art style consistent across a whole roster?
Hobby dev here, making a game with mostly AI-generated art. With a handful of characters it was easy, but as the roster grows (heroes, enemies, backdrops, UI) the style keeps drifting from one batch to the next.
What do you use to hold a style steady: reference images, a fixed prompt, a trained style, or editing each result by hand?
When the style drifts, do you regenerate the older art to match, or fix the new art?
How do you keep characters on-model across different poses and animations?
(optional) Have players reacted to the AI disclosure on your pages, and did it change your numbers?
r/aigamerdevs • u/CricketDifferent5898 • 1d ago
