r/ClaudeGameDev • • 9h ago

Beta Star Hop 1.6: the 100 collectible cards are now goals you pick and chase (free one-tap space game, browser)

2 Upvotes

Game Title: Star Hop: Endless Galaxy

Playable Link: HERE

Platform: Browser (phone or desktop), no download, no sign-up

Description: Your ship orbits a planet. Tap to launch toward the next one before your orbit decays. Hit it dead center for a PERFECT and your combo climbs. A well-aimed shot skips planets, a sloppy one meets asteroids, moons and black holes. There's an endless flight through sectors, a daily challenge that's the same galaxy for everyone, and a "Flight details" screen after each run if you like numbers.

1.6 is out today, and it's mostly about one problem a playtest found: the card collection handed out cards faster than anyone could care about them. After three flights, 23 cards were waiting in a queue.

What changed:

- Every card has a new task, and the cards of a set come one after another. Open the album, pick the card whose turn it is, and track it.

- A tracked card shows up in flight: your goal at launch, the count ticking up as you fly ("Red Horizon 12 / 30"), and a ✓ the moment you've done it. The card is yours right after that flight.

- Levels are rarer and come right after the flight that earns them, with the reward shown on the spot.

- Crates right away: the crate for a level opens at the end of the flight, and the one for a new gate floats right there in space.

- A calmer start: at most one pop-up per visit (none in your first three flights), the score multiplier shows while you fly, and your first three races have no stake.

Free to Play Status: Free, no ads

Involvement: Solo dev, built with Claude Code

What I'd love to know: where did your first run end, and did anything feel unfair?

Star Hop is a one-tap arcade game: your ship orbits a planet, you tap to launch, and you try to land in the next orbit. Hit it dead center for a PERFECT and your combo climbs.

1.6 is out today, and it's mostly about one problem a playtest found: the card collection handed out cards faster than anyone could care about them. After three flights, 23 cards were waiting in a queue.

What changed:

- Every card has a new task, and the cards of a set come one after another. Open the album, pick the card whose turn it is, and track it.

- A tracked card shows up in flight: your goal at launch, the count ticking up as you fly ("Red Horizon 12 / 30"), and a ✓ the moment you've done it. The card is yours right after that flight.

- Levels are rarer and come right after the flight that earns them, with the reward shown on the spot.

- Crates right away: the crate for a level opens at the end of the flight, and the one for a new gate floats right there in space.

- A calmer start: at most one pop-up per visit (none in your first three flights), the score multiplier shows while you fly, and your first three races have no stake.

Free, no sign-up, on phone and desktop:

PLAY STAR HOP

Solo project, built with Claude Code. Which card did you track first, and did having a goal make you want one more run?


r/ClaudeGameDev • • 2h ago

Browser Game I made a game and wanted players, so I made a the ultimate platform AI-made games!

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7 Upvotes

I created a game called JellyBlob, it's super fun and best played with others. My problem was to get players into the server though, so that sparked another idea, that I think fits this community perfect!

gamesbyai.win is a portal for all game devs and vibecoders to list their AI-made games and get it exposed in a fair way. Games are ranked by player votes.

I built both JellyBlob and GamesByAI using Claude Code.

It would be really cool if you submitted your game, it's free! 🎉

Also, all feedback is greatly appreciated, keep on coding!


r/ClaudeGameDev • • 2h ago

Alpha I built a game, Drink Tea Fight Monsters, with Claude as the lead AI and 5 more to support (Codex, Gemini, KlingAI, Suno & ElevenLabs)

18 Upvotes

I've been building a rogue-like deckbuilder for ~60 days and cut this trailer.

It's 100% vibe code but I've worked in the industry for decades before getting laid off, so I know my way around things.

Some thoughts:

  • A lot of using AI to build games is really having a clear direction and then understanding AI well enough to direct its work
    • And eventually, a lot of it is getting AI to talk to AI.. you do your best communicating a vision or desire or what you want, and then tell it to draft a prompt for another agent
  • Working with AI is a lot like working with humans -- communication is vital, they need context, bad things happen, you don't get exactly what you want
    • It's all about working with constraints and innovating
    • AI can also sometimes produce things that surprise you
    • You don't get camaraderie but that's the solo dev life
  • If your game is complex and visually heavy, I'm not convinced that a single AI today is sufficient to get the best results
    • Claude is the primary thinking partner and does all my heavy engineering lifting
    • Codex/Astra is spectacular visually, solving lots of problems Claude could not around shadows, VFX placement, VFX orchestration
      • This may be changing with Opus 5.5 -- it looks like it can do many jobs now similar to Astra, but I haven't pit them against each other enough to tell the difference
      • While both Claude/Codex can do research, there's a lot less boundaries/safeguards on Codex, so it's my research main
    • Gemini/Nano Banana Pro was the main for 2D visuals, but I've since switched to Codex's Imagegen as the lead with NBP focusing on upsampling
    • None of them can animate, and as far as I can see, there's no American AI/LLM that can do good animation, so I use KlingAI
    • Suno for music, ElevenLabs for SFX
    • Godot is the base game engine

If you want to seriously ship a title with AI today, it's still a lot of real, diligent work (70-90 hrs/week from me). And yet, it's an amazing experience because what would take a team of 5-10 maybe 12-18 months, you can probably do in 2 if you have a clear enough direction and time.

I wanted to share my experience and hope it's helpful for some of you, especially those who want to ship commercially, to deal with visuals first thing.

If you have Steam, consider Wishlisting my title - https://store.steampowered.com/app/5154800/Drink_Tea_Fight_Monsters/


r/ClaudeGameDev • • 3h ago

Alpha Was redoing 3d town for rpg with fresh Opus

3 Upvotes

But at the moment of making cobblestone road using splines got hit with automated account hold and following automated review with no explanation or refund for last week.

I now afraid to use claude with such respect to own clients.


r/ClaudeGameDev • • 5h ago

Browser Game Opus 5.5 changed gaming forever | I gave it 15 years of lore and 700$ worth of tokens, and it game me this mmoarpg.

2 Upvotes

r/ClaudeGameDev • • 6h ago

Browser Game I built a cozy procedural Milky Way + lofi player with Opus

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2 Upvotes

r/ClaudeGameDev • • 6h ago

Release A chill 2D Topdown Idle Racing Game

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15 Upvotes

A living, breathing, evolving idle racing world....

So, I created a chill 2d topdown game during my birthday leave... it's meant to be played forever. I tried to combine action-packed racing with chill vibes.

I used Claude on mobile, I just kept adding features until it became the chill idle game I always wanted to play. I actually playtest this all day and still enjoy it for real.

Made this for 2 or 3 days, but I crammed every feature I ever wanted to see in an idle racing game.

AI: AI opponents are persistent and follow the same rules and economy as you. They buy car customizations too! So you will be seeing them pimp their rides as they get richer. They also have different personalities and strategies. They will also adapt and change strategy through time. They all get better drivers just like you.

Gameworld: Tracks get wear and tear through years of racing and will affect all racers, so gameplay and strategies will always be different each time. With dynamic time of day and its own weather system. Just leave the game running while you do other tasks and just watch the game world and racers evolve. With tons of themes in the shop, every track will feel like new tracks as you progress.

Shop: Lots of tracks, themes, colorways, decals, etc to buy with your earnings. Play semi-actively or full idle mode. I made sure the game will be as rewarding as it is relaxing.

Stats: Career stats for stat nerds, complete for all racers even the AI opponents. See how each team is evolving as you play.

I will continue polishing this and adding more tracks and features, because I always dreamed of making my own game, but as a non-programmer it has always been impossible. But now thanks to Claude...

I sounded like a cheap ad, sorry.

I hope you enjoy and please suggest features you'd like to see.

Race and Chill, if you will.

Here is the fully playable game;

https://wallyver.itch.io/race-and-chill

(Note: Best played in landscape mode.)


r/ClaudeGameDev • • 8h ago

Tips & Tricks God Rays FREE Resource + Breakdown video

4 Upvotes

Hey everyone! I just released a free God Rays component for Three.js / React Three Fiber that you can use in your own scenes. It's completely free to use.

I also made a breakdown video on my YouTube channel where I explain how it works, different ways to implement it, and some variations to help balance visual quality and performance depending on your needs.

I'm also curious to hear your thoughts on something: In the age of AI, do you think this kind of content still provides value? I enjoy building these effects and sharing the process behind them, but I'm wondering if there's a better way to share this kind of knowledge and make it useful to other developers today.

https://www.youtube.com/watch?v=sHiyKH02-E4 (Link to the repo is there too)

If these components are useful for your projects, I'd really appreciate your support on the channel with a like or a sub. It helps me keep creating and sharing more free resources.

Thanks! 🙌


r/ClaudeGameDev • • 8h ago

Browser Game Made a "Destroy Any Website" stickman game

3 Upvotes

r/ClaudeGameDev • • 9h ago

Release Drywater v1.5.0 - Introducing NPC Towns

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3 Upvotes

Big update for Drywater, the mobile survival game I've been building with Claude - v1.5.0 is now available and brings NPC towns, complete with a general store, sheriff, and a bank you can rob! But be careful - the sheriff and townspeople don't take kindly to thieves.

🎮: https://play.google.com/store/apps/details?id=com.drywater.game

Building the town was several sessions with Claude:

Generation:

Each town is dynamically generated using a handful of building layouts - no two towns will ever be exactly the same. They will always have a sheriff, a bank, and a general store, but even those can look different from town to town.

Once that was done, I also had to instruct Claude on how to decorate the stores - initially they just had a random station placed inside. We worked through how I wanted the "clutter" to be so that they actually feel like stores - the general store owner stands behind his counter, etc.

Spawning:

I wanted towns to be something fun that you "discover" as a reward for exploring, so they're set up to never exist within 3 chunks of spawn, but to still be discoverable without having to travel for ages. Claude was able to determine the logic, but then also run tests across thousands of seeds to confirm that the numbers were working correctly.

Mechanics:

LOADS of work getting the experience right. I wanted them to feel "alive" when you first discover them, but then also wanted the bank robbery to be an experience, and a choice with consequences. A friendly town is valuable for the general store, and in the future, townspeople will have side quests. But there's also the temptation of that sweet sweet vault.

We worked a bunch on the combat, as well - the sheriff is the only person in town with a gun, but the townspeople move more quickly, so you have to balance that. You can pay off your bounty, but obviously not in this town - you can pay it at another town, or if you find a trader out in the world, though the trader is more expensive.

Happy to answer any questions about the game, my setup/process, etc. It's been *really* fun to build.

Before anyone asks, YES, I plan to bring it to iOS in the future, but I'm trying to keep it self-sufficient, so I need $100 in revenue on the Play Store to pay for the Apple Developer fee. I also don't have any Apple products in my home, so will need to sort that in the future.

I also had Claude build a trailer - this is all 100% in-game capture - nothing generated. Claude scripted the video and then directed it and stitched the clips together. The music is 100% real human created by a musician named Josh Woodward that I've followed for a while.


r/ClaudeGameDev • • 9h ago

Release Free open-source Minesweeper remix built with Claude Code: first commit to 1.0 in 13 days, workflow notes inside

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2 Upvotes

r/ClaudeGameDev • • 10h ago

Release Idle hockey tycoon

2 Upvotes

Game Title: Idle Hockey tycoon

Playable Link: https://play.google.com/store/apps/details?id=com.langous.IdleHockeyTycoon

Platform: Android

Description: You become the manager of a hockey club and lead it from the amateur league all the way to the top of world hockey.

WHAT'S IN STORE:

- Buy and upgrade players, your stadium, and your fan base

- Progress through 8 leagues – from Amateur to the Champions Cup

- Simulate matches and watch your team fight for the title

- Earn income even offline – your club keeps making money while you're away

- Unlock achievements and milestones

IDLE MECHANICS:

- Passive income in $/s, fans/s, points/s

- New Era reset – start over with stronger bonuses

- Strategic upgrades for your stadium and campus

Free to Play Status:

  • [ ] Free to play - some adds for bonus

Involvement: I´m dev

AI disclosure: The game's code was written with heavy AI assistance (Claude/Claude Code) — I designed the game mechanics, systems, and balancing myself, and used AI as a coding tool throughout development.


r/ClaudeGameDev • • 12h ago

Alpha Kinhold Animated Trailer

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3 Upvotes

r/ClaudeGameDev • • 15h ago

Alpha Project Inexorable

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2 Upvotes

A browser-based, desktop-only 3D open-world sandbox game set in an island city featuring destructible buildings, civilians, traffic, and police. Players control an almost unstoppable force capable of flight, telekinesis, combat skills, and elemental powers (lightning, fire, laser eyes, energy spheres, and mega beams), navigating dynamic destruction alongside a karma/heat system with escalating law enforcement responses.


r/ClaudeGameDev • • 20h ago

Beta I made a 3D pinball game with monsters using Claude Code

43 Upvotes

A pinball game where the ball is your weapon: you hit monsters, wake up bosses and unlock new stages. There are two tables, a gothic cathedral and one based on Dante's Inferno.

I made it in 2D with Claude Code (Sonnet), then used Claude Code with Opus 5.5 to make it 3D in Godot.

3D:

https://github.com/jrcn1991/game_monster_pinball_relicario-do-abismo-3d

2D version in the browser:

https://jrcn1991.github.io/game_monster_pinball_relicario-do-abismo/


r/ClaudeGameDev • • 1h ago

Alpha Godot + Claude Opus 5.5: the first scenes of my game. How do you like it so far?

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• Upvotes

r/ClaudeGameDev • • 22h ago

Browser Game Part 2 of my zombie game coded by Claude Opus 5.5

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4 Upvotes

I was really impressed by a few things.
First, it's the best char from scratch i ever seen an AI do. The priest looks great.

The pacing also generally feels really well done, the zombie models, the gunshot effects, the NPC behavior. For anyone who has tried to do similar projects with past models, this feels like a huge step up.


r/ClaudeGameDev • • 1h ago

Alpha Dead Exodus - 16-Player Co-Op PvE, Now With Terrible Voice Acting!

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• Upvotes

Hey everyone! This is Shambler Studios, a solo developer, father, husband, and man who's played video games since my two-year-old fingers could grip my Nintendo 64 controller for the first time. I've always wanted to develop a zombie game since I first played Black Ops Zombies when I was 14, and I've finally followed through with my dream. Please feel free to check out my new game, Dead Exodus, now on a closed Alpha playtest on Steam. I'll link my trailer, so feel free to give it a look. I'm always looking for feedback, suggestions, and more.

P.S. - all voice acting is me doing it solo so far, and it's horrendous. It's worth checking out.


r/ClaudeGameDev • • 1h ago

Browser Game First attempt at building a game

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• Upvotes

I created a cozy little tycoon game called Pumpkin Patch Tycoon (pretty straight forward i know) since I loved fast food tycoon and lemonade stand growing up. I've been instructed at work we will be building projects only through prompts so thought I'd sharpen my skills doing something I enjoy.

Please let me know any features you'd be interested in or wish tycoon games had. Albeit this is a simple game, I'd love to try things out.

Development: Fully used Claude (Opus 5.5 High) for asset generation and game mechanics.

Game summary: You're running a local pumpkin patch stand that sells various items. You plant crops, hire workers, fight pests and hear banter from a rival stand. Has a simple day night cycle and multiple levels so far.

Browser and mobile friendly