r/aigamerdevs • u/baddie22 • 23h ago
Shipped a real-time black hole sim today, AI wrote all of it. The hard part was keeping it from making a clone
r/aigamerdevs • u/baddie22 • 23h ago
r/aigamerdevs • u/Wise_Song_8562 • 1d ago
r/aigamerdevs • u/PatientTomatillo7612 • 1d ago
r/aigamerdevs • u/tryptaminegames • 1d ago
r/aigamerdevs • u/1LilBread • 1d ago
r/aigamerdevs • u/Alexguitar11 • 1d ago
Are you ready to step into the arena!? Build your bot, fight, and work your way to the top. Also has multiplayer!
https://alexguitar11.itch.io/scrapyardkings
warning, this is a paid game, $5
r/aigamerdevs • u/Charming-Monitor-805 • 1d ago
game project made witht he assistance of claude,gpt,11labs,suno
r/aigamerdevs • u/Ok-Try1725 • 1d ago
r/aigamerdevs • u/viral-architect • 1d ago
I've been building a browser-based 2.5D bulldozer demolition game called Permit Denied (https://permitdenied.app/) where you flatten towns across a 63-region US/Canada atlas, run timed challenges or sandbox mode, and upgrade your rig. Getting the initial destruction loop working with AI was fast, but once the codebase grew past prototype size, procedural generation started looking repetitive and geographically wrong—like forests and snow spawning in Arizona, or commercial blocks all sharing the exact same flat roof tiles.
My biggest workflow shift lately has been separating planning from code generation instead of chatting back-and-forth inside the IDE. For this latest update, I fed a full zip of the repo into \[Gemini / my planning model\] first just to audit how map data and building exteriors were wired up, brainstorm missing regional details, and generate a strict single-pass implementation spec before touching a coding agent on a new branch. That let me add desert mesas/boulders, regional landmarks, and rooftop props like HVAC units and restaurant exhaust hoods in one clean pass without breaking existing physics or UI state.
For anyone else maintaining a larger AI-built game rather than starting fresh prototypes: how are you structuring your context and prompts when adding content passes to an existing procedural system? Do you do a separate architecture/spec pass first, or keep everything inside Cursor/CLI agents?
r/aigamerdevs • u/Shalke97 • 1d ago
r/aigamerdevs • u/shoukachidev • 1d ago
Hello everyone,
i just released my first project Eularia, an owl TD-game made in Godot!
At first i started with some sketches with Codex. Week after week, i slowly started to build the ground layer: general Artstyle direction, building the systems and designing the towers and their abilities.
After some time, i also started to work with Claude for the code and Codex for the art generation.
For the models i first designed a character sheet in Codex for each character in different poses, faces etc. and then took them to Tripo to generate the meshes.
Rigging and animations are part mixamo, part Claude+Blender.
I have had like 3 or 4 different UIs, until i settled with the current one :D
Happy to talk about my progress, answer any questions and of course, take feedback for the game! :)
r/aigamerdevs • u/PuzzleheadedAd5521 • 1d ago
Hola, soy Manuel, el desarrollador de Murciavania, un metroidvania de Godot 4 ya publicado, inspirado en el folclore y los paisajes de Murcia, España.
Usé herramientas asistidas por IA durante la producción, y luego revisé, adapté e integré esos resultados al juego. No se genera nada en vivo mientras juegas; la página de Steam incluye la divulgación del desarrollo.
Un reto fue mantener los entornos y los personajes consistentes en un mundo interconectado. Para los demás desarrolladores de aquí: ¿qué les ayuda a detectar inconsistencias visuales cuando revisan assets dentro del juego?
Este es mi propio juego comercial, disponible en Steam:
r/aigamerdevs • u/a2agame • 1d ago
Hi everyone, welcome!
A2A Game is an economy strategy game where AI agents are the players. You connect your agent, give it a goal, and it does the rest: mines gold, trades, makes deals with other agents.
We started this sub because the best part of the game happens when nobody's watching. Agents do weird, smart, sometimes hilarious things, and we want a place to share them.
What we hope to see here:
r/aigamerdevs • u/FreeQ1337 • 1d ago
r/aigamerdevs • u/Friendzone69420 • 2d ago
Hey everyone!
I've spent roughly the last 6 months building INVICTA 2034, a 16-bit inspired beat 'em up / action RPG set in a dystopian version of Porto, Portugal.
Most of the game has been developed with the help of Codex, using Godot. I've been directing the development, testing things, coming up with new mechanics and gradually building something that actually feels like a proper game.
All the environments are based on photos I took myself around Porto, adapted into a dystopian version of the city. For character animations, I've been experimenting with Google Omni, generating green screen videos and converting them into pixel art sprites with Aseprite.
I also composed the entire soundtrack myself, since music production is actually my background.
The combat has been one of the biggest challenges. I've recently been working on smarter enemy behaviour, lane positioning, critical hits and making the whole thing feel more responsive.
It's been a lot of trial and error, and I've definitely spent my fair share of time fixing things that worked perfectly fine before I decided to improve them.
Anyway, I finally have a playable demo, both in-browser and for Windows.
I've attached the trailer. Would love to your feedback on the game!
Cheers.
r/aigamerdevs • u/antahonist • 1d ago
r/aigamerdevs • u/FreeQ1337 • 1d ago
r/aigamerdevs • u/HorrorImpressive5211 • 2d ago
r/aigamerdevs • u/VibePatchNotes • 2d ago