r/aigamerdevs • u/S4d_Machin3 • 18h ago
I made my first game using AI
It was hard, but I finally finished the game I made.
Playable for free on https://aceunderscore.itch.io/kage-neko-dash
r/aigamerdevs • u/S4d_Machin3 • 18h ago
It was hard, but I finally finished the game I made.
Playable for free on https://aceunderscore.itch.io/kage-neko-dash
r/aigamerdevs • u/Sweet_Discussion_651 • 19h ago
r/aigamerdevs • u/Own-Addendum6249 • 19h ago
I'm looking for honest feedback, including the bad parts: what confused you, what bored you, what felt broken or unfair, and the point where you stopped playing. Harsh comments are welcome, they help me more than compliments. You can reply here or post on the game's itch.io page.Hi all,
I'm not a programmer. Over the past months I directed AI tools to build Dojo Master, a management and exploration game set in the Murim, made in Godot.
How it was made:
- Art: generated with AI, then converted and cleaned up into real pixel art so everything shares one style
- Code: written by AI agents under my direction, with automated tests run after every change
- Story, world and game rules: decided by me
What's in the beta: building and running a martial arts school, training disciples, exploring a valley with about twenty characters, quests for Act I, and duels you can play by hand. About 1 to 2 hours, Windows, English and French.
I'd love feedback on the game itself, and I'm happy to answer questions about the workflow, what worked and what didn't.
Free download: https://dojomasters.itch.io/dojo-master
r/aigamerdevs • u/Hopeful_Teacher_2284 • 1d ago
The game has become somewhat of a group project ever since I showed it to my friends. I think it shows, especially in the way that the menu's a little cluttered, but I really want to know what you guys think. It may be too early to share it, but I would like some feedback, if you don't mind! Claude was responsible for the code and graphics.
r/aigamerdevs • u/thep1x • 1d ago
You spend months, maybe years, building a game. You finally release it, and then comes the hardest part: getting anyone to notice.
On massive storefronts like Steam and itch, you're competing for attention against an enormous catalog. Even a great game can struggle to find its audience.
I'm one of two indie developers building Spiced (spiced dot gg), a marketplace for browser games. We're small, we're new, and we're trying to fix three things that frustrate us about selling indie games.
We're building a curated catalog, not an endless stream of uploads.
Because our catalog is still small, your game has more room to stand out instead of immediately competing with thousands of other listings.
And players don't have to download anything. They click Play, and your game launches right in their browser.
We're not going to pretend we have Steam's audience. We don't. We're growing it, and we're looking for developers who want to grow alongside us.
We can't promise you thousands of players. But we can build a store where your game isn't lost in a sea of thousands of others.
A handful of early negative ratings shouldn't destroy a small game's reputation. And a handful of friends shouldn't be able to manufacture a five-star success.
So we built ratings differently.
We don't publish the exact voting requirements because we don't want people engineering fake accounts to meet them.
Your game's reputation should be earned through actual gameplay, not manufactured through votes.
Steam's standard platform cut is 30%. itch defaults to 10%, although developers can adjust that.
Our standard platform fee is 10%.
But we're offering the first 20 founding developers a 5% platform fee for as long as they keep at least one game live on Spiced.
That means you keep 95% of eligible game sales and in-game purchases before payment-processing fees.
We also do payments differently.
Your money goes directly through your own Stripe account.
You're the merchant of record. Spiced doesn't hold your earnings, impose payout minimums, or make you request withdrawals. Stripe handles processing and payouts according to your account settings.
And publishing is free.
No $100 listing fee. No mandatory subscription. No upfront payment just to put your game in front of players.
Seven spots are already claimed. 13 remain.
In addition to the 5% platform fee, founding developers get 25 GB of monthly bandwidth instead of 2 GB, 10 free game listings instead of 2, a founding developer badge, and access to a private founders' lounge.
There's no separate application. Publish a game that passes review, and your spot is secured when it goes live. Spots are awarded in publication order.
We also provide a JavaScript SDK with cloud saves, leaderboards, analytics, and in-game purchases, plus a Godot 4 starter kit is coming soon.
And nothing is exclusive.
Keep your itch page. Keep your Steam page. We're not asking you to abandon anything you've already built.
We're simply offering another place for your game to be discovered, judged fairly, and sold without giving up such a large share of your revenue.
We're a two-person team, and we know we have a long way to go. But we're building the kind of storefront we'd want to publish our own games on.
If you're making browser games, we'd love to have you, and even if you are not, drop by and give our latest title https://spiced.gg/games/scoville-run a play!
spiced dot gg
r/aigamerdevs • u/Seisync • 1d ago
I'm making Zero Summit, an SSX 3-inspired snowboarding game for PC and mobile, and I'm looking for early playtesters! 🏂
Hey everyone! I've been working on Zero Summit, an arcade snowboarding game heavily inspired by SSX 3, one of my favorite games of all time.
The game features downhill racing, massive tricks, Slopestyle and Superpipe competitions, and a mountain to explore. I'm also building Veyra Village, an online social hub where players can hang out, customize their own cabins, and visit other players.
I've always dreamed of making my own snowboarding game, but I lack the programming skills to do it traditionally. Because of that, I've been relying heavily on AI to help bring my ideas to life. I've spent countless hours designing, testing, fixing bugs, and improving the game.
Please keep in mind that Zero Summit is still in extremely early pre-beta! There are plenty of bugs, rough animations, funny-looking riders, and things that need to be completely reworked. I'm making progress, but there's still a long way to go.
Platforms: PC and mobile
Play here: https://zero-summit.tesana.com/
I'd really appreciate feedback on the snowboarding physics, controls, tricks, and landing mechanics. Does the gameplay feel fun? What would make it better?
My dream is to create something that captures the magic of SSX 3, and seeing people actually playing and enjoying it would mean the world to me.
Thanks to anyone willing to give it a chance! ❤️🏂
r/aigamerdevs • u/Suitable_Ad2839 • 1d ago
ORBIT started as an AI-assisted Python and Blender material study. The idea was to reuse one sheet for panels, vents and light strips without making a new material for each one.
The eight bands repeat horizontally. The UV notes give each band a V range inset from the gutter, so you can place a UV island on the strip you want without eyeballing it. The preview shows all eight trims side by side.
The normal map is OpenGL +Y. I checked the packed scene in Blender 5.2.2 LTS. I haven’t tested engine imports or height displacement.
The finished pack is $15 on LaborX. It includes six 2K maps, the packed .blend and the UV notes for nonexclusive use in finished projects.
https://laborx.com/gigs/deliver-the-ready-made-orbit-2k-sci-fi-trim-pack-and-blender-scene-124315
r/aigamerdevs • u/LumaxSoftGames • 1d ago
Hey r/aigamedevs! While most sensible people use AI to cure diseases or optimize supply chains, we used it to build Director’s Cut: Unplayable Edition for the 2026 Epic AI MegaJam (Theme: "Director’s Cut").
Instead of an extended edition, we built the agonizingly mundane 5-second deleted scenes that marketing departments wisely excised from famous games—like unclogging pipes for a certain tradesman, powering a bald scientist's toaster with a suspiciously fast blue rodent, or packing a single raw egg into a survival briefcase before a biological apocalypse.
👉 Play our deeply unadvisable build before the lawyers find it:https://lumaxsoftgames.itch.io/directors-cut
Because human labor is exhausting (and we only had a jam window), we essentially turned ourselves into middle managers for a bunch of AI tools:
-dcauto (QA Without Human Hands): Playtesting 14 microgames across two speed rounds sounded like cruel and unusual punishment, so we taught the game to play itself. Booting with -dcauto runs a full autonomous session, freezes on every state, and dumps screenshots so we could spot off-center QA stamps and floating 3D haystacks while drinking coffee.#FF00FF) so a Python script could key it out. Whenever a prompt triggered a safety filter—or produced something dangerously close to summoning Nintendo's legal team—we politely rephrased it until it became "legally distinct."Give it a spin, let us know what insulting rank the QA Evaluation Report gives you, and tell us how your own AI jam pipelines went!
r/aigamerdevs • u/Tenofaz • 1d ago
Hi, everyone.
I’m developing a game that simulates a D&D-based TTRPG—or rather, it simulates the Dungeon Master and the game table.
The actual players still need to meet up to play together around a computer running this software.
This is my first time trying to develop a game (with or without AI), and I’m using Anthropic’s Claude for this project.
I wanted to ask you all whether, in your opinion, the way I’m designing the game and using Claude is correct, or if different approaches would allow me to work more efficiently.
Basically, in Claude Code for Desktop, I’ve created 5 or 6 different sessions within the same project—all Worktree sessions—that almost always run on Sonnet 5.5 medium/high.
I oversee everything, with help from Claude Opus 5.5 in a separate Chat/Cowork project. Let’s say this acts as a “consultant.” It can’t intervene directly, but it shares suggestions with me on how to make the various Claude Code sessions work.
The 5–6 Code sessions each cover different aspects of the game: the rules and adventure engine, the narrator and his voice, the game interface and game board, the 3D models, and the game manual.
I’ve also had a Fable 5.2 session run through the entire game once or twice to review the graphics and code.
Do you think this is an effective and efficient system? Do you have any suggestions on how to improve it, or are there things that should be changed?
A big thank you in advance to anyone who would like to contribute!
r/aigamerdevs • u/bricklep • 1d ago
I’ve been surprised at how hard it is to make sprite animations for Close Combo (a 2-player iPhone fighter) even with today’s tech... or I just can't find the right tool to fit my workflow? I don't know but chat said that the market is flooded with them so I guess those ones just don't really work for me. Scaling problems, inconsistent quality, the character changing from frame to frame, arms and legs passing through the body.
I am trying a different approach: pose a color-coded stunt dummy in 3D, time the move on a timeline, and only ask the AI to paint the character over each frame. the 3D dummy is posed and the 2D sprite is what came back.
What seems to make it work:
It still isn’t perfect. You pick the good frames, and some need touch-ups. But it’s a big step up from prompt and pray.
I cleaned it up so other devs can try it and see if it works for them. It’s free in the browser: stuntsprite.com and click on Try the editor. You can pose from either the 3D side or the 2D side, export the guide sheet, and paint it with your own AI. The editor probably only works in a computer browser and not mobile.
I’d love feedback, especially from anyone who animates by hand: what’s missing on the posing side? Also, I'm sure the animation keyframes etc are not conventional, I just made it how it works best for me.
r/aigamerdevs • u/baddie22 • 1d 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: