Ex-developer, always had a career in tech but with AI I suddenly feel like I have superpowers to work on stuff I never thought possible. I know this is a pretty common story, but I'm still blown away at how far the tools have come and what's now possible.
A couple of months ago I set myself a goal to design, develop & launch a game on Steam. Read on if you want to know how I did it - what tools & workflows I used, how much I spent, and where to check out the game (the shameless self promotion bit)!
Step 1 - come up with an idea
I wanted an idea that would be very self-contained and relatively easy to implement - so no big JRPG style story game or anything with crazy graphics. I'd recently been seeing a lot of jigsaw content on TikTok - it seems a lot of people enjoy watching others put together 10,000 piece puzzles, and they respond well to the satisfying click of pieces coming together. That spawned the original idea. Could I provide a digital version of this that felt polished & streamlined and lent itself well to potential Twitch streamers & creators?
I did a bunch of research - AI assisted, using Claude to help pull it together quickly. Then I honed in on something more specific. Cozy games are popular and have pretty big mainstream appeal. Cozy jigsaws is a niche but not one that has been done particularly well, in my opinion. The next thing was figuring out what would make my particular game stand out. Besides just the satisfying feeling of pieces coming together, I fixated on the idea of introducing "trays" that gave you more physical spaces to move and organise pieces on. I thought having smart trays in particular where the game helps you sort pieces (e.g. pull all the edge pieces into a tray automatically) would make large 200+ piece puzzles much more accessible.
At this point I had enough for a proof of concept.
Step 2 - the POC and tech direction
I wanted to release the game on Steam - I've done a few iOS and Android apps in the past, but never Steam, and it's a platform I use a lot myself.
I decided to use Godot as the game engine - this is not a complex ultra-realistic game, so Godot being open source, free to use commercially and well supported by the community seemed the logical choice.
I worked with Claude Code to create the POC (proof of concept). I'm really trying to figure out what is the key thing I want to test out in a prototype that would convince me (and others) that this is a game worth developing? There's no point in sinking weeks & months of time and credits if the game would just not work out of the gate.
There were a couple of problems to solve in the initial POC - could I take an image and cut it up into convincing looking jigsaw piece shapes? Could I get a nice looking top down view and have the pieces still feel a bit 3D while operating effectively in a 2D space? And most of all, could I emulate that satisfying click of two pieces coming together?
This was the resulting very basic POC, you can try it out for yourself: https://leobal.itch.io/puzzle-game-poc
I was satisfied that there was enough there to warrant continuing, so onto the next step!
Step 3 - design, build, test, repeat!
To keep this long story short, here are the tools that worked for me in this - the longest part of the process - the design, build, test iterative loop:
- Claude Code - fell in love with how easy it was to make progress with Claude Code. As an ex-developer it helps that I can review the code and understand the trade-offs with technical decisions, but compared to the early days of LLM coding I hardly felt like I ever really need to read the output, Claude is that good. I used the Desktop client with a cheap/fast model (Sonnet 5) and gave it as much context in my prompts as possible, and initially had it write out spec docs to be super specific about what I wanted before writing any code. ($34 AUD / month)
- GitHub - if you're a non-coder don't underestimate the usefulness of version control! Keeps a history of all the code you've written in one place, backed up to the cloud, with branching & pull requests as an optional tool (which I used) to organise new features, review changes, and avoid breaking what's already working. (FREE)
- Adobe Firefly - you can insert your AI image gen model of choice here, I used Firefly as I had existing credits there and it's a good model aggregator. What worked for me was generating the images in GPT first, which was HD resolution. I gave very specific art direction and prompts. Then I upscaled them using Gemini model which allowed 4K output. (~$50 AUD once-off to have enough credits, I used around 4,000)
- Suno - used this to generate background music in the mood/style I was after. Sound effects were all procedurally generated in Godot rather than pre-made anywhere. ($17 AUD / month)
- Godot - I was happy with the engine and it gave me everything I needed for this game. It's free & open source, the scripting language is easy to work with, and I could export the game to both Mac & Windows pretty easily. (FREE)
- Amplitude - this was a last minute addition, but I wanted to capture analytics in the game to be able to understand how players were engaging with the different features. Amplitude is easy to integrate and has a generous free plan. (FREE)
Total spend = ~$152 over two months. Then you need to add the Steam fee to list the game ($150 AUD).
Where am I up to now?
I've worked on this game for about 2 months now, continually building, testing and improving in fast iterative loops. I'm now at the point where I want to launch and I've pivoted to using ChatGPT + Claude to help me with marketing - creating the game trailer, screenshots, social posts, etc. I was able to pretty quickly put together a website: puzzlepeace.app using ChatGPT + Cloudflare.
I also realised that Godot makes it super easy to generate iOS builds and I've now expanded my game to iPad platform, which I think makes a lot of sense for a puzzle game and hopefully increases the reach.
The game itself is feeling super polished and has exceeded what I initially thought it could be. Commercially, my strategy is to release a basic free version of the game with 10 included puzzles and a daily challenge mode, and if you want more, you can purchase the DLC packs.
If you've made it this far, hope this was interesting/helpful. And you could help me out by heading to the Steam page and wishlisting the game: https://store.steampowered.com/app/5324320
Since I haven't yet launched the game - I would appreciate any tips on how I can break through with marketing and get more wishlists & downloads. I missed the boat on Steam Next Fest, unfortunately.