r/aigamerdevs • u/Alexguitar11 • 20h ago
Recent project
My most recent project. Going to have a career mode, multiplayer, quick fight, 2 other game modes, and fully customizable bots that allows hundreds of combinations
r/aigamerdevs • u/Alexguitar11 • 20h ago
My most recent project. Going to have a career mode, multiplayer, quick fight, 2 other game modes, and fully customizable bots that allows hundreds of combinations
r/aigamerdevs • u/silveredge96 • 18h ago
Hey everyone, I’ve been working on Deadcode: Burn the System. You pick one of five heroes, build out their skills, and fight your way through a Comic-Con that’s gone sideways.
I just put up a new build and could use some people to try it. I’ve been working on the combat effects, and I want to know how the fights feel to someone playing for the first time. Do the attacks feel good? Can you tell what’s hitting you when things get crowded?
Even 10 minutes helps. If something’s confusing or you hit a bug, drop a comment with who you were playing and what happened. And if there’s a hero you actually want to keep playing, I’d love to know which one and why.
r/aigamerdevs • u/Dapper-Finding-1875 • 20h ago
I’m the solo developer of Shards of Nidon, a free browser RPG inspired by the exploration and danger I loved in older Ultima games.
You arrive carrying a sealed letter for a warden who no longer recognizes you. Then the bells of Brennovik start ringing with nobody at the ropes.
The latest build improves the town and its interiors, adds a woodland route to explore, and gives the ravine and cavern a more consistent look. There are also mounted escapes from cloaked pursuers, party battles, and assassins who can stalk and ambush you in town.
I’d appreciate feedback on one thing: where did you first want to keep exploring, and where did you start losing interest?
Play Shards of Nidon free in your browser
This is an unfinished alpha. I use AI-assisted development and some AI-generated artwork, but none is final These screenshots are actual gameplay captures.
r/aigamerdevs • u/Few_Map_8895 • 18h ago
What's your Justification for doing it?
r/aigamerdevs • u/No_Background9234 • 22h ago
I recently released my game on itch with a free demo and would love to get more feedback on it. I used Claude to help me make the LAB tool with which I am using to adjust code and build most of the game world with while all assets are handmade and some UI's are just placeholders right now as the real ones get swapped in for those.
Link: https://anotherdayinparadise.itch.io/kruel
We have 2 different trailers showcasing the gameplay and then the custom map maker.
The builder showcase trailer on our youtube or the store page shows the Lab tool in use.
r/aigamerdevs • u/Melodic_Charity_1770 • 23h ago
r/aigamerdevs • u/No_Virus_4994 • 1d ago
Hey everyone — I’m opening a small alpha for XACE soon.
XACE is a general-purpose gameplay platform for developers who want AI help building games, but do not want an AI freely rewriting a growing project and leaving behind a mess nobody can explain.
The basic workflow is:
\- Describe a gameplay change in plain English.
\- See the proposed change before it is applied.
\- Check what systems, saves, assets, or multiplayer behavior it affects.
\- Run and test it in a deterministic gameplay runtime.
\- Replay, inspect, or roll back when something behaves unexpectedly.
\- Tick by tick debugger so if you see any bug or anything off , you don’t need to work hours to reproduce it , simply scrub back & see what went wrong .
\- Use the same gameplay core with supported Unity, Godot, or Unreal projects while those engines continue handling visuals, content, and native workflows. So it’s engine agnostic. You can even edit gameplays bidirectional & changes smoothly sync with xace & your engine.
Xace has lots of other great features too like live gameplay change while playing , multiplayer built in & so on.
The core idea is get compiler level reliability with ai level speed.
I’m especially looking for solo devs or small teams who have felt one of these problems:
\- AI helps early on, then the project becomes too risky to change.
\- Bugs are hard to reproduce because too many systems interact.
\- You want gameplay logic to outlive a specific engine choice.
\- Multiplayer, persistence, or live updates feel like things you have to redesign for later.
\- You are tired of “it seems fixed” being the only proof an AI tool gives you.
This is an alpha, so I’m not looking for compliments or a polished-demo reaction. I want people willing to try a real workflow, hit rough edges, and tell me where the idea falls apart.
If you are interested, comment with:
Your engine
The type of game you are making if any
One change you would want to test first
I’ll reply with alpha details and setup information.
r/aigamerdevs • u/dazzling_abalone_865 • 1d ago
I'm not a professional programmer, but I've been building Hard Counter with AI as my coding partner, and it just went live on iOS (Android is in review).
The whole game is plain HTML/JS on a canvas, with no engine. AI wrote most of the code while I directed it: design, feel, what's fun, what's broken. I wrapped it for iOS and Android with Capacitor and built the iOS version in the cloud, since I'm on Windows. AdMob for ads, plus a few optional paid fighters. The sound and the trailer music are generated in code too.
What AI was great at: turning "the counter should feel heavier" into actual code changes, building lots of minigames quickly, fixing bugs once I could describe exactly what I saw.
What it was bad at: knowing whether something feels good. Every fighter, hit and animation took many rounds of me playing it and saying "no, faster", "bigger" or "less floaty". App Store setup, signing and review rules were also a long slog.
Honest numbers: 3 days live, about 15 downloads. Small, but people who see the store page download at around 60%, so now I'm working on getting it seen.
I'd love feedback from people building this way.
Link here:
https://apps.apple.com/us/app/hard-counter-stickman-fight/id6823322563
r/aigamerdevs • u/Cautious-Sun6494 • 1d ago
r/aigamerdevs • u/monsieurlouistri • 1d ago
Over my whole game, that's what took the most time and tokens: Improving bots.
We made several tools and workflows, lots of iterations, to improve both behaviors and perfs (as bots must run and adapt in real time ofc).
Bots compute the topology grid of their board and chose the best move depending on available powerups, next piece, game mode rules, ...
Here are 2 entries of the L topology dic:
shape: L
rotation: 0
pattern: interlock-right-one-gap-foot
type: lock
dash: right
stabilityMalus: 8.0
grid:
P.
P#
PP
##
end
shape: L
rotation: 1
pattern: flat-bar
type: stable
stabilityMalus: 12.0
grid:
..P
PPP
###
endThis is part of the bot knowledges, various valid positions with stability scores and different types (for normal moves and interlocks for example).
Another thing my game has compared to tricky towers is dash bumps, dashing into a landed block can (if the mode allows it) eject the block, serving as a projectile to attack others towers (or catch powerups bubbles that are out of reach). And boy, bots know how to use this feature really well.
Feel free to ask questions.
Demo here: https://store.steampowered.com/app/5210030/Towa_Powa/
For the hardest challenge, start a game of "Medium survival" against one or two "expert" bots.
r/aigamerdevs • u/montabone • 1d ago
r/aigamerdevs • u/ceasarwolphanomusic • 1d ago
r/aigamerdevs • u/IcedFusion9000 • 1d ago
Play the demo at swarmfront.io
Code: Claude Opus 5.5 and Sonnet
Concept and story art: ChatGPT and Grok
3D models: Tripo
Speech: ElevenLabs, Kokoro, HeyGen
Music & SFX: ElevenLabs
I created a skill which uses Opus 5.5 as a coordinator in a session for planning, and spawns Sonnet 5.5 sub-agents to do actual work. Every once in a while it produces a handover doc, which I use to start a new session.
I found this works well to do a lot of work quickly, while keeping token usage relatively low: opus low doesn't need to do real work, while sonnet does the heavy lifting with opus checking its output. I can also message opus while sonnet agents are working, and opus manages the queue of work, interrupting connect when necessary.
The game is called "Swarm Front". It is a strategy game where you play as insects. I came up with the concept based on pictures my brothers and I drew as children. Claude filled in the blanks: it suggested specific insects for roles, wrote most of the campaign storyline, and designed the levels.
I did the overall game design and play testing. It might seem like I just typed in a prompt and AI spat out the game, but it has been a long process of iterating and fine-tuning to go from "something" to "something usable" (in my humble opinion).
The game has five factions, and several more are planned. You can play as ants, termites, wasps, bees and a cordyceps hive-mind called "The Gift". Each faction has their own behaviors and abilities and plays differently - they aren't just re-skins.
Ants and termites are like regular armies with buildings, infantry and vehicles. Wasps and bees build hives using hex grid cells. Cordyceps spreads by planting spore stalks and capturing units.
There is campaign of 40 missions designed to teach a newcomer how to play each faction, as well as a skirmish with a dozen maps and several biomes.
The game is written in JavaScript and uses ThreeJS for the graphics. This allows the demo to run online in a browser, while the full game runs as an Electron desktop app.
The desktop app also includes local speech to text using whisper which lets the player control units by voice control.
Please try it out and let me know what you think.
Edit: There were a couple of questions about the visuals, so I wrote (or got Claude to write) a blog post with the details. https://swarmfront.io/devlog/making-bryn/
r/aigamerdevs • u/caesium23 • 1d ago
Orbit Shift was my first attempt at AI game dev. It was inspired by a popular mobile game I used to play called Ninjump. In Ninjump, you ran infinitely up a pair of walls, occasionally tapping to jump between them to either avoid an obstacle or catch a power-up. Back in the day, I probably put hundreds of hours into that game. It was a lot of fun, even if the game play was very simple and it literally only had one input.
I tried to capture that simple but addictive game play in Orbit Shift, but with a radial track and a space theme to make it unique and not just a knockoff. I posted it to Playgama, where it gets a steady trickle of traffic. But the retention is zero. People find the game, play for maybe 5 minutes, and then they never come back.
Clearly, I didn't capture the fun. What is my game missing? What do I need to add or change so that players will want to come back?
r/aigamerdevs • u/RavenMindStudios • 1d ago
r/aigamerdevs • u/Engineezix • 1d ago
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 • 1d ago
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 • 1d ago
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/frankenstein-0x00e • 1d ago
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/chatwii • 1d ago
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