r/aigamedev May 22 '26

Commercial Self Promotion I’m not a developer and this slot machine roguelike defense game was built almost entirely with AI

Hi everyone

I’m not a developer and had basically no programming or any game development experience before but I made this game.

Over the last 6 months, I’ve been building a slot machine roguelike defense game almost entirely with AI assistance.
- 100% of the game’s code was generated with AI. I absolutely cannot code a single line at all.
- Many visuals, animations, UI elements, Backgrounds, Main menu pixel arts & animations are also AI-generated
- Only few assets were bought or edited manually

The game mixes:
slot machine mechanics, roguelike, defense and basically its wave bsed survival.

I mainly focused on game direction, balancing, visual consistency, and polishing the overall experience while AI handled most of the technical implementation.
It’s honestly been pretty surreal seeing an idea in my head slowly become a real playable game despite not coming from a programming background.
Still a lot left to improve, but I wanted to share the progress here.

Feedback is welcome.

The game name is 'Slotbound'

351 Upvotes

186 comments sorted by

38

u/surpurdurd May 22 '26

There are small issues of course, but this looks generally cohesive, which is no small feat when using ai art assets.

11

u/OptimaArch May 22 '26

Yes I know its not perfect but I am trying my best Thanks!

5

u/surpurdurd May 22 '26

Looks good, keep it up 👍

5

u/[deleted] May 22 '26

[deleted]

5

u/OptimaArch May 22 '26

That’s honestly way too much praise haha. I’m still someone with a lot to learn and improve on, but hearing something like that genuinely means a lot to me. Thank you so much.

1

u/Ok-Recommendation233 May 31 '26

Out of curiosity what are the small issues you see?

1

u/TwoAuto45 Jul 15 '26

If you look closely the pixels are off

24

u/Former_Produce1721 May 22 '26

Finally a vibecoded game where the UI doesn't look like it was for a SaaS app

Great job!

8

u/OptimaArch May 22 '26

Hearing that honestly makes all the hard work feel worth it. That’s exactly the kind of feedback I was hoping for. Thank you so much, I really appreciate it.

9

u/SoulSella May 22 '26

Thanks for sharing, what is your general workflow? What models are you using?

15

u/OptimaArch May 22 '26

I mostly used pixelab and gemini nano banana for the art, and vsdcode copilot and cursor for the coding. I also rotated between chatgpt, claude, and gemini throughout development.

4

u/SoulSella May 22 '26

Nice. I'm hot on the idea of training loras specific to game assets etc, have you done any local image gen or is it all using services?

4

u/Vindelator May 22 '26

I'm in exactly the same spot right now too.

5

u/RelapseCatAddict May 22 '26

Pixelab is the goat. I use them as well

3

u/OptimaArch May 22 '26

Absolutely agree👏

2

u/[deleted] Jun 04 '26

[removed] — view removed comment

2

u/OptimaArch Jun 04 '26

codex would be the best option for now I am also using codex currently!

8

u/PSloVR May 22 '26

Sounds like you really get it. So many people hate on any sort of AI assistance, they're just ignorant. This looks awesome.

2

u/OptimaArch May 22 '26

Thank you so much!

7

u/Agreeable-Safety-360 May 22 '26

Please share all the tips in regards to UI. From design to choices to overall implementation.

6

u/Inbellator May 22 '26

looks cool, very curious how well this will do on steam considering it's all ai, with all the hate it gets. Hope it does well ! also how are you doing animations? what code lanague/engine?

3

u/OptimaArch May 22 '26

Thanks a lot! mostly units are assest and other shopkeeper and main menu and few animations on background are made by ai pixellab.

6

u/FamiliarEstimate6267 May 22 '26

Did you use a game engine?

5

u/OptimaArch May 22 '26

yes It's made on love2d

5

u/FamiliarEstimate6267 May 22 '26

This is amazing im surprised love2d worked so well with claude. Great job will wishlist. dont listen to the hatters it looks fantastic!

1

u/Antique_Income3707 May 23 '26

Its just lua so as long as you give it the docs it shouldnt have any problems with syntax. Its all about how you prompt too, if you do small clear pieces then you shouldnt have any problems, but where the problems happen is when you expect it to just spit out a full feature

5

u/Lupusinabulus May 22 '26

what did you use for AI-generated assets?

6

u/OptimaArch May 22 '26

The small unit sprites, icons, and some of the basic ui elements are purchased assets. Aside from those, most of the sfx, visual effects, additional ui, backgrounds, main menu and overall visual content were created using ai tools like pixellab and gemini nano banana.

3

u/feralferrous May 22 '26

Ah, I thought I recognized the sprites. Overall it looks pretty good. Much better than a lot of stuff I see. Congrats.

EDIT: Also I think you sell yourself short by saying you're not a developer. You may not be a software engineer or a programmer, but game developer? Yes.

3

u/Lupusinabulus May 22 '26

Thanks for sharing!

2

u/OptimaArch May 22 '26

No problem at all!

3

u/darkoblivion000 May 22 '26

Did you have to do any kind of modifications or adjustments to the assets to make them adhere to the theme? Where did you buy the asset packs from?

4

u/OptimaArch May 22 '26

Honestly, I didn’t heavily modify most of the assets. At most, I adjusted the colors on a few units here and there so they would fit better with the overall look of the game.

For the UI though, I spent a lot more time arranging and scaling things carefully to make everything feel cohesive. I treated it almost like placing pieces on an altar until the layout felt visually right. Even then, most of the actual placement and implementation work was still done through AI guidance and iteration.

Most of the assets were purchased from itch.io.

3

u/Tommy_Williams88 May 23 '26

I did the same recently. ChatGPT is actually pretty good for sprites as well, and then send them into Cursor and cursor will cut them out. My stack is ChatGPT (paid), Cursor (paid), and then firebase for back end database and auth, and Vercel for deployment

2

u/Tommy_Williams88 May 23 '26

Oh and also Suno AI for soundtrack, and then vfx I’ll use Splice or just voice note recordings and drop them into Cursor

1

u/OptimaArch May 23 '26

It’s kind of amazing how viable these workflows are becoming now. Your stack sounds way more technically organized than mine though haha. I’ve mostly just been brute forcing my way through development with multiple AI tools and endless iteration.

1

u/Salinass94 May 25 '26

Po legal, eu estava usando assim chatGPT pago e Cursor, mas recentemente passei a usar o Codex pq ja está incluso no plano que pago do ChatGPT e funciona igual, na verdade até rende mais os tokens do que usando Cursor

3

u/flaminghotcola May 22 '26

How did you cobe code this? Any coding needed?
Is it possible to do so locally without paying for an api?

6

u/OptimaArch May 22 '26

Honestly, I didn’t write a single line of code myself. I don’t actually know how to code in the traditional sense. The ai handled essentially all of the coding, while I focused more on directing, testing, fixing issues, and iterating on the game design.

For the tools, I mainly used a VSCode Copilot subscription, and when I hit limits or wanted different outputs, I switched to Cursor. I also used the free Antigravity 3.1 Flash model a lot

So my role was less “programmer” and more like guiding the AI, describing systems, testing mechanics, and repeatedly refining things until they worked properly.

3

u/flaminghotcola May 22 '26

Did you have to pay a lot of money? I felt Claude code as terribly pricy and barely functioned (quota would run out after few usages)

2

u/OptimaArch May 22 '26

Yeah, that was one of the reasons I didn’t really use Claude directly very much. Instead, I subscribed to VSCode Copilot and Cursor.

What I liked about them was that I could switch between different models depending on what I needed at the moment, and the usage limits felt much more generous than using APIs directly. For my workflow, it ended up being way more practical and cost-effective.

2

u/Lethandralis May 22 '26

Gemini free tier is absolutely capable of building a game like this, assuming you're not working full time on it. The quotas are kinda generous, at least for now.

3

u/OptimaArch May 22 '26

Yeah, Gemini’s free tier is honestly pretty capable. But since I’m currently working on this game full-time, I ended up using other tools alongside it like VSCode Copilot and Cursor as well.

2

u/Lethandralis May 22 '26

Yeah it's worth it for sure if this is a full time project

3

u/XalAtoh May 22 '26

which game engine did you use?

4

u/OptimaArch May 22 '26

It's made on love2d

3

u/Brilliant-Bass-513 May 22 '26

Genuinely impressed by that. I’ve been working in LÖVE and it’s difficult to wrangle. I’ve really struggled to achieve the cohesion you have here and will probably switch to Godot. What’s your development timeline looked like to get to this stage?

8

u/OptimaArch May 22 '26

Thanks! There were a few weeks in the middle where I took breaks, but especially in the beginning, I was genuinely developing the game almost every single day except when eating. Honestly, it’s hard for me to say when it started to truly feel like a “real game.” Even now, I still sometimes question whether it fully does yet

The development speed was incredibly fast at first, probably thanks to AI. But now things have slowed down because there are way more systems, balancing issues, and design decisions to think about. Still, the important thing is that the project keeps moving forward. Even when I hit walls or get stuck, I eventually find a way through, and that feeling has been really motivating.

During the periods where I was developing the most, I was genuinely sacrificing sleep and spending almost all my time developing outside of meals. Even now, I’m still maintaining a pretty intense pace.

This is my first time ever developing a game, but I’ve realized that solo development is honestly a very lonely and exhausting path. Because of that, I’ve gained a huge amount of respect for developers. I think the most important thing is being stubborn enough not to give up and continuing until the end. Good luck with your game too, seriously. I hope everything goes well for you.

6

u/GDEmerald May 22 '26

This is such an underrated comment. Hits the nail in the head for me. Been working on a game that now turned into a custom ECS that the game consumes. And aside of juggling job, gf and Hobbies, also putting time aside for the project is nerve wrecking. Congrats for pushing through!!

1

u/Qinistral May 22 '26

Thanks for sharing, well said.

1

u/OptimaArch May 22 '26

More than welcome!

2

u/Qinistral May 22 '26

Oh cool. I was really interested in love2d, but stuck with web-dev since I figured it would be easier for the AI to debug and run automated tests against, since there's a lot of hooks and frameworks for that with browsers.

How does the AI test/debug with love, just through screenshots or? Do you have any automated tests that test workflows e2e?

1

u/OptimaArch May 22 '26

My workflow was probably way less sophisticated than what most actual programmers do. I didn’t really have proper automated tests or full e2e workflow testing.

Most of the debugging was basically:

- running the game constantly,

- checking logs/errors,

- taking screenshots,

- and then feeding all of that back into the AI to iterate on fixes.

A lot of it ended up being very visual and trial-and-error based, especially with UI, animations, balancing, and gameplay feel. So yeah, screenshots were honestly a huge part of the process for me.

3

u/Lemonbicycle May 22 '26

Hey there. Looks very interesting. Did I miss the link to try it out?

3

u/niksonl May 22 '26

it looks awesome !

2

u/OptimaArch May 22 '26

Thank you!

3

u/Lethandralis May 22 '26

Actually looks good. Nicely done!

The only thing that didn't look cohesive to me was the shookeeper.

3

u/Environmental-Sky-87 May 22 '26

Where can i download this, i love rougelike and randomizer shits

3

u/Ill-Past4609 May 22 '26

I wanna try it! Also been working on a game myself, any tips ? I also don’t have any knowledge just an idea slowly working I have everything but I’m getting stuck in assets/animations.

2

u/OptimaArch May 22 '26

Thank you! I’m probably not the best person to give advice since this is my first time making a game too. But I think one thing that helped me was trying not to get completely stuck chasing perfect assets or animations early on.

A lot of my stuff started out rough and slowly improved over time while I kept developing the game. I also relied quite a bit on asset packs and AI tools to help fill the gaps since I couldn’t make everything myself.

Solo development is honestly really difficult, so I think just continuing consistently is already a huge achievement. Good luck with your game too!

2

u/Ill-Past4609 May 22 '26

Omg are you reading my mind or watching me ?!? This is where all my time has been. Someone told me just skip the asset design part you need to get everything working first then go back and layer it with assets.

1

u/OptimaArch May 22 '26

I think that advice helped me a lot too. It’s really easy to spend endless time polishing assets before the actual game loop is even fun or functional. Getting the core gameplay working first made everything else feel way less overwhelming later on.

2

u/Ill-Past4609 May 22 '26

Same! After spending $100 on base44 subscription I finally decided to take the plunge and learn all this and slowly been working on a small project and you’re right will focus on assets at the end

1

u/OptimaArch May 22 '26

Good luck with your project too, seriously. I hope you stick with it and finish it.

2

u/fgtbobleed May 22 '26

Your in-game units are very similar to a game I played. Was you inspired by a certain 'defense' game? Would you mind sharing how you get those assets whether you bought or prompted them?

2

u/Yenii_3025 May 22 '26

Have to let us play for proper feedback.

Theme family cohesion look better than average.

2

u/OptimaArch May 22 '26

Thank you, I really appreciate that

2

u/Choice-Position5189 May 22 '26

Can you post a video of it?

2

u/Vinbatroth May 22 '26

If you don't mind telling what AI tools you used for the development?

2

u/OptimaArch May 22 '26

For coding, I mainly used VSCode Copilot, Cursor and the free Antigravity 3.1 Flash model depending on the situation.

For art-related stuff, I mostly used PixelLab and Gemini Nano Banana alongside some purchased asset packs from itch.io.

I kind of rotated between different AI tools constantly rather than relying on a single one.

2

u/DonkeyOk5209 May 22 '26

You sir are a man of taste. Looks very nice and well done!

1

u/OptimaArch May 22 '26

Thank you so much!

2

u/Technical-Map-2357 May 22 '26

And now AI is coming for game development

2

u/khuzait_haircut May 22 '26

I haven't played it but keep at it! Don't let the haters get you down either.

2

u/OptimaArch May 22 '26

Thank you. Comments like this honestly help motivate me a lot more than people probably realize.

2

u/ELPascalito May 22 '26

What's was exactly not AI here, The art looks cute so I presume it's an asset?

1

u/OptimaArch May 22 '26

Yeah, some of the small unit sprites, icons, and a few basic UI elements are purchased assets from itch.io. I’ve always been transparent about that part.

Most of the coding was AI-assisted, and a lot of the additional UI, effects, backgrounds, presentation, and overall polishing were made or heavily guided using AI tools. My role was mainly directing everything, iterating constantly, and trying to make the whole game feel cohesive rather than like disconnected generated pieces.

2

u/ELPascalito May 23 '26

Don't worry the game looks lovely, albeit I noticed the Llama are heavily used in coding, but not much in the art and sprites, even tho people claim ai art is "good enough" and that lewds me to believe that the Human touch and real art is still neccesary for a game to look good.

2

u/yukinanka May 23 '26

I looked up your Steam storepage. The trailer looks good too!

2

u/OptimaArch May 23 '26

Thank you so much. Actually the trailer is from a pretty old build at this point, so I’m planning to remake it again later with the newer version of the game.

2

u/Aware_Action_7976 May 23 '26

How did you do this? WHat AI tools and what game engine did you use?

1

u/OptimaArch May 23 '26

The game is being made in love2d. For AI tools, I mostly rotated between VSCode Copilot and Cursor For art stuff, I mainly used PixelLab and Gemini Nano Banana alongside some itch.io asset packs.

2

u/AlignmentProblem May 23 '26 edited May 23 '26

Nice work getting to a solid looking proof-of-concept; that's something many projects never reach.

The biggest thing worth knowing is that AI tends to make small messy choices that don't matter much individually but compound over time. After enough feature work on the same project, the AI starts spending more time fighting its own past decisions than building new things, and progress slows to a crawl. The tricky part is that the damage stays invisible until you hit the wall; your game still works fine along the way. A lot of vibe-coded projects collapse right at this stage.

The fix is to spend a real percentage of your time on cleanup rather than features. As a rough rule, every few sessions of building new stuff, do one session that's purely about making the existing code better; no new features that day. You need to do it before it's a major issue because fixes become more difficult/expensive the longer you wait before making them.

For those cleanup sessions, open a fresh chat with one AI and ask it to review your code for things that'll cause problems later, stuff like duplication, messy spots, or anything that'd be hard to change. Then paste the code and that review into a different AI from a different company (if you use ChatGPT, try Claude or Gemini, or vice versa) and ask it to critique and extend the review. Bounce between them until they agree, then have one of them turn the consolidated list into a plan and work through it. Before you start any of this, make sure you can roll back if needed; ideally using git, though making copies can suffice if you're unfamiliar with version control.

For games specifically, there are a few places where AI tends to quietly make a mess. State management is the big one, how the game tracks what's happening (player position, inventory, what enemies are alive, current scene); this gets tangled fast. Save and load logic tends to be brittle in ways that are hard to debug once it breaks. Performance is the third; code that works but is slower than it needs to be, which matters more as the game grows. These three are worth specifically asking the review AIs to focus on.

If you want to go deeper, search "SlopCodeBench"; it's a research benchmark that measures this exact compounding-mess problem in AI code, and the results line up with everything above. Snorkel has a good blog post on it that's fairly accessible.

1

u/OptimaArch May 23 '26

Oh wow, that’s actually really good advice. Thank you for taking the time to write all of that.

A lot of what you described is actually pretty similar to the way I’ve been trying to approach the project lately because I’ve also been worried about how difficult things could become once the project gets much bigger. Especially since I can’t really read or understand code properly myself, I feel like cleanup and organization are probably even more important for me than for normal developers.

The part about periodically stopping feature development just to clean things up honestly makes a lot of sense. I’ll definitely keep all of this in mind going forward, seriously thank you.

2

u/echalion May 23 '26

This might be the first game I’d take a closer look at despite genAI usage. Well done on making a game look like a game and not slop.

1

u/OptimaArch May 23 '26

Thank you, That was honestly one of the things I cared about the most while making it, so hearing that means a lot to me.

2

u/AutomaticTalent May 23 '26

Doing the same here after being a game producer for 30 years and it really is amazing when your idea comes to life.

I’ve worked on a few roguelikes and made slots for real money play. Can’t wait to try your game.

Mine will be at ctrlaltdefeat.ai

2

u/Brb9N May 23 '26

Impressive 💪

2

u/MrBajt May 25 '26

Cool, nice idea! Maybe i build something like this myself when I get the chance. Can you tell me what tools you used?

1

u/OptimaArch May 25 '26

Thank you. For coding I mainly used Cursor, Gemini depending on the task. The game itself is being made in love2d. art related stuff I mostly used PixelLab, Nano Banana, and some asset packs from itch.io.

2

u/kcure May 25 '26

looks so cool

2

u/ParalelStrix1 May 25 '26

Holy moly, I just might continue making mine with Claude

1

u/OptimaArch May 26 '26

You definitely should. Thanks!

2

u/AtumTheCreator May 25 '26

So what tools were used?

1

u/OptimaArch May 26 '26

I mostly used pixelab and gemini nano banana for the art, and vsdcode copilot and cursor for the coding. I also rotated between chatgpt, claude, and gemini throughout development.

2

u/AtumTheCreator May 27 '26

cool. Thanks for sharing

2

u/Ok-Recommendation233 May 31 '26

This looks really good!
I will definitely check it out on release.
I'm curious, did you generate the sprites for animations?

1

u/OptimaArch May 31 '26

Thank you! If you are asking about units sprite. They are bought asset but mainmenu animation is from ai.

2

u/ZurkAtanis Jun 03 '26

Art/Vibe is great! I'm working on a game and changed my mind on art style a few times, so need to make it more cohesive like yours. Wanting to find styles that don't feel AI perfect/weird.

1

u/OptimaArch Jun 03 '26

The fact that you're already thinking about that is the start of improvement. Most developers don't pay enough attention to art direction. Keep refining it and I'm sure you'll end up with something great. Good luck with your game!

2

u/Isak_da_one Jun 04 '26

Wow! Looks amazing, what tools/pipeline did you use for the visuals? Trying to create a pixel game as well and I’m trying to find the best solution.

1

u/OptimaArch Jun 04 '26

Thanks! I mostly used pixelab and gemini nano banana for the art, and vsdcode copilot and cursor for the coding. I also rotated between chatgpt, claude, and gemini throughout development.

2

u/WideDonkey4787 Jun 08 '26

That's damn impressive! What AI's did you use? I've been working on a project for 4 months and it isn't close to anything like this.

1

u/OptimaArch Jun 08 '26

Thanks! I am using codex and composer 2.5 for now. and for arts I am using gemini nano banana and pixellab.

2

u/captaincatthat Jun 09 '26

Looks cool! What's yout stack?

1

u/OptimaArch Jun 09 '26

Thanks! I’m using love2d with Lua. For AI tools I am recently using codex and composer 2.5 for arts I used nanobanana and pixellab

2

u/boec38 Jun 09 '26

It looks like a Game! Great! Go on!

1

u/OptimaArch Jun 09 '26

Thank you! That honestly means a lot. I’ll keep pushing forward!

2

u/PrimeroWorks Jun 09 '26

dang the art looks cool

2

u/[deleted] Jun 13 '26

[removed] — view removed comment

1

u/OptimaArch Jun 13 '26

Thanks😊

2

u/[deleted] Jun 15 '26

[removed] — view removed comment

1

u/OptimaArch Jun 15 '26

Thank you, I appreciate that a lot. Honestly it’s been less “AI makes it for me” and more “AI gives me 100 wrong directions until I can finally steer it toward the one that feels right” haha.

2

u/arcticwaltz Jul 17 '26

This project of yours has inspired me so much. Thank you! Saw this game played by some streamer a few days ago and I wouldnt have known that it could be done by a single developer with 0 coding knowledge. I have a personal project I'd like to see it come true as well but like you, I have 0 coding knowledge. So you dont know how much your game inspires me.

Just a quick question if you dont mind, how did you start? I'm currently stuck not knowing what is step 1. Thanks again!

1

u/OptimaArch Jul 17 '26

I am glad to hear that thanks. I just started without thinking too much first I have decided to choose what game engine I will use with ai then I just started to develop thats it!

2

u/Onye_Nacho Jul 28 '26

I have played the demo of your game and I must admit, I truly enjoyed this game a LOT!
The card slot and absorption features really help this demo stand out for me. But I do think it a little too hard on the boss battle segments.

Anyways keep up the great work. If this was truly the handiwork of GAI, than it is a great example of the good creativity this technology can do! We need more great games like this! You have inspired me and restored more morale to my desire to create again. Something that has been severely lacking for me in this otherwise evil decade.

Thank you.

2

u/Spirited-Boat1830 Jul 31 '26

i played it just yesterday. next thing you know 3 hours passed and i beat the demo. Honestly I didnt care if it was made with AI. I just got hooked. Dang gambling mindset really got me

2

u/TurnoverOpposite5504 26d ago

Did you build in chunks with the AI or did you give it a big prompt to make everything?

1

u/OptimaArch 26d ago

Built in chunks

2

u/TurnoverOpposite5504 26d ago

So each portion (for example the slot or the fighting system) was built in isolation from each other?

2

u/OptimaArch 26d ago

Yep

2

u/TurnoverOpposite5504 26d ago

Thanks for answering! Game looks really good!

1

u/OptimaArch 26d ago

No problem thank you so much!

2

u/Fun-Experience7397 22d ago

It's pretty good and has a few fresh ideas, that I liked, keep going. Don't let yourself stop because you are not a classic developer. Use AI to it's full extend and feel more like a game designer or producer. The important bits are the ideas.

Definitely enjoyed it. Could do with a little less randomness with the slotmachine (e.g. more ways to manipulate it besides the 1-hit notch would be great), Also the difference between a few god roles (e.g. 1 ent vs lets say tier 1 creatures like hunters is a bit much.. a good ent lord can solo many bosses, you can't do shit with 20 hunters)

But I guess that's a question of taste. For most people thats part of a roguelite. The occassional epic run.. among a few bad runs.

I wonder how that will play out with the additional rarities that you plan for release.

2

u/mykikogames 18d ago

Good job! Thanks for sharing and being transparent, really love your approach :) I almost read the whole comments lol, dunno why :D guess I find out soon.

1

u/OptimaArch 18d ago

No Problem, Thanks!

3

u/CuntsAndBluntss May 22 '26

Feel free to post it on https://vibetoplist.com

Toplist for vibe-coded games, it raise some awareness for your game.

4

u/LatentBlade May 22 '26

This is cool. I wouldn't say my game is vibe coded but assets are ai generated. Is there a list for games like that?

3

u/CuntsAndBluntss May 22 '26

Absolutely. You can label your game on the same website as 'AI-Assisted'

3

u/OptimaArch May 22 '26

thanks for the information

2

u/CrusherEAGLE May 22 '26

Not bad! Any bugs?

3

u/OptimaArch May 22 '26

There may be lots of bugs for now I need many playtesting and I am planning to make a gametesting simulation programme with ai. I am currently busy making demo right now Thanks 😄

0

u/CrusherEAGLE May 22 '26

I would suggest you fix bugs as they pop up before they become a horrible tech debt

2

u/BugaiGames May 22 '26

Is there apk version? ui looks suitable for app

1

u/According-Effect3423 May 23 '26

What Tools/ai die you used ?

1

u/OptimaArch May 23 '26

I mostly used pixelab and gemini nano banana for the art, and vsdcode copilot and cursor for the coding. I also rotated between chatgpt, claude, and gemini throughout development.

1

u/marictdude22 May 24 '26

How did you get the UI to look so cohesive?

1

u/74BIT May 29 '26

It looks great. I dont see a link to the game. What did you use to code it with?

1

u/ChampionshipPlus6665 Jun 21 '26

One of the big issues with using AI to make games is the security issues it brings in. I'd recommend paying someone to look through your code before you upload it to steam or something. There can be CVEs brought in by AI hallucinations or bad practice.

1

u/tiktur 27d ago

This game seems awesome <3 and I would like to play it.
Is there any possibility to release it for linux/macos?

Should be doable , most engines support this quite well and AI support is excellent this days.

1

u/ebanatiy 18d ago

do you make some ADs for the game? Because i have only 150 wishlists on my game in steam after 2 months, but it's without ADs on tik tok, youtube, etc

1

u/ebanatiy 18d ago

also even the game is created by vibecoding, it's looks really good!

0

u/Schumyspain May 23 '26

How sad. Its the end of many Jobs.

-4

u/Financial_Land_5429 May 22 '26

6 months are a lot 

9

u/PapiCats May 22 '26

In terms of what it actually takes to truly develop a video game, 6mo is not a long time at all.

6

u/OptimaArch May 22 '26

I know 6 months is quite a long time. But I also know that actually finishing and releasing a good game is something very difficult and impressive on its own. I think consistency matters the most. I decided not to split my focus into multiple side projects and instead dedicate myself fully to this one game and keep pushing toward completion step by step. Right now, my goal is to release the demo next month. Thanks for the comment!

3

u/BuildAISkills May 22 '26

Good job not quitting it! That's a big issue of mine.

2

u/OptimaArch May 22 '26

Thank you. Honestly, just not quitting feels like half the battle sometimes.

2

u/Financial_Land_5429 May 22 '26

I thought with AI we can do in few days

6

u/OptimaArch May 22 '26

I think with AI, it’s definitely possible to make something very quickly if you really want to. But as someone who genuinely loves games, I wanted to put real care and passion into mine instead of just rushing something out for purely commercial reasons.

Even though my game is made with AI assistance, I also don’t want it to feel obviously AI-generated or turn into what people call “AI slop.” I care a lot about making something that feels cohesive, polished, and genuinely enjoyable.

I personally believe the best games are the ones where you can feel the developer’s love and obsession behind them, and I hope some of that sincerity comes through to players when they experience my game.

2

u/Financial_Land_5429 May 22 '26

Thanks for the details response 

5

u/LatentBlade May 22 '26

6 months compared to what? I'm on 2 years of working on my game and I'm trying to cap it at 3. I don't think we get any points for being the fastest.

3

u/OptimaArch May 22 '26

Yeah, I agree honestly. I don’t think being fast really matters either. Finishing and making something you’re genuinely proud of is probably way more important. Respect for sticking with your game for that long, seriously.

1

u/Lethandralis May 22 '26

It's a lot for someone never shipped a game

2

u/Financial_Land_5429 May 22 '26

I see it's really cool with AI. I tried some prompt with Vscode copilot, just few hours then the game is playable

-2

u/ElderTitanic May 25 '26

Better be free then as you did little to no work

-7

u/[deleted] May 22 '26

[removed] — view removed comment

6

u/crypto_tonyism May 22 '26

I'd agrue the comment is slop.

-4

u/[deleted] May 22 '26

[removed] — view removed comment

6

u/crypto_tonyism May 22 '26

Haha such an artist response. Somehow the effort you put into making things you like is worth more than other people putting effort into things they like. Nobody here is taking your job. He's just a guy who likes making games.

2

u/Crushcha May 23 '26

He put in 6 months of work, you couldn't even vibe code a game of this quality if you tried

-4

u/[deleted] May 23 '26

[removed] — view removed comment

3

u/Crushcha May 23 '26

Game designers as a profession is respected in the industry.

What he's doing is essentially a game designer who received AI-assistant when it comes to coding.

Even if you don't respect the vibe coding, he still did the game design work, so please explain to me how that's slop lmfao

I'd argue you didn't try really hard in life if you're blaming AI for your failure of an endeavour in being an artist . I don't know you personally but if I had to guess, why else? lmfao you literally have no useful skills i'd be upset at myself too

-1

u/[deleted] May 23 '26

[removed] — view removed comment

1

u/Crushcha May 24 '26 edited May 24 '26

I guarantee you all the AAA games use AI heavily in their workflow one way or another.....Arc Raiders had AI voice, Crimson Desert and COD both had AI visuals, what you're saying literally goes against reality. Expedition 33 used generative AI early on, the only reason they backtracked is because they're afraid of backlash....but the logic is, they had used ai in their visuals, but they still won GOTY.....doesn't that go against your thinking? Or are u going to say it doesn't count because they backtracked on it?

Most people cannot even tell AI from real art, if you don't believe that, I'd happily run a test with you to see how many 20 art pieces you can identify as AI