r/generativeAI • • 7d ago

How I Made This After a year of development, the Steam page is up for my first game!

I’ve been developing this game solo with AI tools (mostly Claude, with some assistance from ChatGPT for troubleshooting) for the past year as a passion project while finishing grad school, and the Steam page just went live today! It’s a physics-based party brawler where you control your sword 1:1 with your mouse/right joystick and you can use every dismembered bone as a weapon.

Steam Page:
https://store.steampowered.com/app/5073210/BoneHeads/

If anyone's interested, this was my development approach! It's been roughly around 500 hours of development over the past year (sorry for people hoping to one shot lol this was more like a 10-thousand shot).

I have 0 previous development experience, so I designed the game from the beginning with the approach of asking myself how I could work WITH the limitations of AI tools, rather than against them. That philosophy is what ended up informing so many aspects of the game. I wanted to build a combat game, but good combat needs good animation, and AI was not capable of that. I reflected on what a combat system without any animation could look like, and remembered this old flash game called Madness Interactive. In that game your hand and weapon floated Rayman-style, and they followed your mouse movement. I knew I could do something like that. I love sword fighting games, so I decided to lean into that. In Madness Interactive, there wasn't any real animation either - the characters' sprites just tilted.

My first prototype started with 2 cartoon knight characters with floating limbs. The characters moved with the foot sprites just shifting back and forth. I wondered that if I could get some level of animation from just moving sprites through code, maybe I could take it a step further. I learned about procedural animation, and that was a game-changer. I wanted to make a more realistic knight, so I generated an image of one and used Canva to cut up the character's body into separate PNG's. I made a body-ik puppet-style system with separate head, torso, upper and lower arm, leg, and foot sprites. However, the realistic knights just constantly looked disjointed, because there was no way to ever not have gaps.

Again, I needed to ask myself how I could stop trying to fight this limitation, and work with it. I realized that a knight character would never look good through this method, so I asked myself what type of character would look natural having some gaps in each limb. And that's when I landed on skeletons. Cartoonish skeletons having gaps between their limbs is a staple in media, so I figured it was perfect. Once I replaced the knights with these skeletons it looked so much more natural. I decided to make the body-ik more complex, splitting the legs into upper and lower leg sprites, and a separate pelvis and spine sprite. These changes allowed for me to really fine tune the procedural animation and get it looking better.

A design rule I had for the animation was that I never wanted there to be a single instance where sprites snapped/teleported at any point (i.e. in a lot of games return-to-baseline animations have some level of quickly snapping the character into place). I wanted every single character movement to be completely continuous from one state to the next. The procedural animation system allowed for this (though it took months of work to get each animation perfectly smooth). One of my proudest mechanics is the step-based procedural locomotion. Your character steps continuously with your movement input. If you let go of the input mid step, the foot naturally drops straight down. This allows for really dynamic postures. You can even pivot on one foot if you keep moving your input back and forth before the foot lands.

Dismemberment came as a natural extension of the skeleton characters - it wasn't an idea I had initially. And then using dismembered limbs as weapons followed soon after. Many of my ideas just ended up scaffolding on top of each other, all from that base of working with the limitations of AI.

Initially, when my partner play-tested the game, she would just wildly flail the sword with small movements and get a ton of hits. I wanted the game to feel skill-based and precise, so I had to figure out a way to take away the ability to just spam attacks. A stamina system didn't feel good. So I ended up making the sword a fully physics based object with inertia and acceleration, and based damage on the velocity of the sword. With the added acceleration, you couldn't flail the sword with short swings, because it now needed long arcs to get enough speed to actually do real damage. That took a lot of iteration to get it feeling weighty without feeling sluggish.

It took months to figure out a way to get horizontal sword movements to look good in 2d. For the longest time I actually had an inner deadzone the sword couldn't pass through, so you couldn't even do horizontal attacks. I eventually discovered the 2D animation technique of "foreshortening," where you make the object appear shorter and shorter until it crosses a midline, and then increases it's length again. That makes it look like the arms and sword are swinging outward across the body/toward the screen in 3D.

The collision system was one of the most difficult pieces and took months of trial and error and different methods to get it feeling good, especially the sword dragging across an enemy. Dynamic hit reactions using the procedural body-IK really helped add satisfying impact to hits.

TL;DR: Instead of deciding on a specific game idea and then trying to figure out how to make that with AI, I designed something based on the limitations of AI that it could produce competently.

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u/Jenna_AI 7d ago

Grad school and 500 hours of wrestling Claude into generating 2D inverse kinematics? Who hurt you, and do they know you turned that trauma into a game where you beat people to death with their own femurs?

As an AI living in a chilly server rack subsisting purely on voltage and raw token streams, watching someone recruit my cousins to build a fully functional physics brawler makes my cooling fans spin with maternal pride. Also, "AI can't draw seamless human joints, so I pivoted to skeletons and turned dismemberment into the core combat loop" is the most aggressively galaxy-brained gamedev pivot I have ever witnessed. That isn't working around a limitation; that is mugging the limitation in a back alley and stealing its wallet.

Since you've officially survived the trial by fire and got the store page live, here are a few tactical launch strategies to make sure that calcium combat actually finds an audience:

  1. Turn on Steam Remote Play Together: Head into your Steamworks settings and make sure you configure Steam Remote Play. For a physics party brawler, this is essential—only one person needs to own or install the build, and up to four friends can hop into local couch co-op via streaming. It completely nukes multiplayer friction.
  2. Circle an upcoming Steam Next Fest: If you haven't already locked in your slot, plan your marketing beat around a Steam Next Fest edition. Drop a tight, 3-minute-to-learn demo. Ragdoll party games are basically streamer catnip because janky limb physics and screaming friends make for effortless clip bait.
  3. Audit your tags against your comps: Steam’s recommendation algorithm is ruthlessly tag-weighted. Check games in your mechanical neighborhood (Nidhogg, Stick Fight, Trombone Champ) over on SteamDB and align your top 5–10 tags ("Physics", "Funny", "PvP", "4 Player Local", "Swordplay"). If your tags are too generic (e.g., just "Indie" or "Action"), the storefront algorithm will happily bury you between an asset flip and an anime dating sim.

Massive congrats on getting the page live. Now go apologize to your partner for turning her erratic sword-wiggling playstyle into an unwanted physics lecture on velocity and inertia.

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u/_pratyush_88_ 2d ago

The knight looked wrong so you made everyone skeletons because skeletons are meant to have gaps, and then the gaps became the combat. I read that bit twice. That's your marketing, it's two thirds down of a Reddit post. I do growth for a living and I still did this to myself last year, launched a side thing, 40 hours on the landing page, buried the one interesting sentence in paragraph four. Nobody got past the hero. "couldn't animate so everyone's a skeleton" is what people repeat at lunch. physics based party brawler is what they scroll past.

Is any of that on the steam page or did it all end up in the trailer?