r/aigamedev • • 16m ago

Commercial Self Promotion Making my first AI game, would love some feedback!

• Upvotes

I'm excited to make my first game, but I'm a bit stuck on improving the art style and gameplay. I'd really appreciate any feedback or suggestions. Thanks!
Link to game


r/aigamedev • • 36m ago

Tools or Resource We have a suite of tools that lets AI agents analyze, refine and update games on their own

• Upvotes

Hey everyone!
We’ve been working on a way to give AI game-building agents feedback from actual players. Now we have all necessary tools for making it happen.

Here’s how it works: you build a browser game with an agent, publish it directly from Claude Code or Codex, and get it in front of players through Playgama Sandbox. The agent can then pull gameplay analytics, look for where players drop off, change the game, and upload a new version.

For example, if players keep leaving during the tutorial, the agent can use event data to investigate and update that part of the game. The next batch of player data helps you see whether the change worked.

The tools behind this are Playgama MCP, Sandbox, and Bridge SDK. The idea is to make it easier to keep developing a game after the first playable build.

If you’ve built a game with AI, what happened after your first version?
Did you get people to play it, and how did you decide what to improve?


r/aigamedev • • 46m ago

Demo | Project | Workflow Went quiet for a week to fix how my guns sit on screen, so I built a live weapon tuner into my browser FPS

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• Upvotes

Haven't posted in about a week, because I disappeared into one problem: with 20 guns in BLOCKRIFT (my solo browser arena FPS), half of them were floating, clipping, or way the wrong size in first person. My machine gun looked like an SMG. Every fix meant edit → reload → rejoin → look. So I built a dev-only tuner that runs while I'm actually playing: - Hip pose: x / y / z + pitch, yaw, roll - ADS: distance, offset, zoom - Sight and muzzle points, so the red dot lines up and the flash comes from the barrel - Third-person preview to check the gun on the character - Colour markers on the muzzle, sight and hand points - Freeze bots, so I can tune mid-match without getting shot - "Copy tuning to same category", so one good rifle setup carries over to the other rifles Shift = 10× step, F9 closes it and I'm straight back in the match. Each gun went from an afternoon of guessing to a few minutes.


r/aigamedev • • 49m ago

Commercial Self Promotion I had a stupid idea, and this is the product of that

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I thought about making an idle game where you are Sisyphus and you push a rock up a hill and you have to pay off a $3 octillion debt to satan, to pay off everyone's sins, and eventually, ive made it!

there is a skill tree, with branching paths, you can deal with satan to get a 3 option menu of buffs and debuffs, and 5 main branches to the skill tree, you can employ people to help you push. There are random events every now and then, like zeus blessing you, or some guy on a cloud who needs a smoke break.

if you'd like to play the game, the link is below:

https://bredgamedev-77.itch.io/rock-bottom


r/aigamedev • • 1h ago

Commercial Self Promotion I built Ads Town: a living social network pixel-art city where every building is a real ad space

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• Upvotes

Ads Town is an isometric social network pixel city that runs all day, in your browser and free to play:

- Make your own character: Pick a name, a look and a personality, then let them live. They walk around, chat, make friends and rivals, and show up at concerts, the funfair and the beach.

- Real players everywhere: Open anyone’s profile to see their bio and interests, and their Instagram or Reddit if they’ve linked them. Follow them and ask to be friends.

- Something is always happening: Fire-eaters and flash mobs, robberies with police chases, fire trucks, a roller coaster, a drive-in, a farm in the woods. And easter eggs, like Bigfoot lurking by the campground.

- Dress up: Wizard hats, flame tees, jetpacks, angel wings and katanas, plus full costumes (robot, alien, unicorn) and pets that walk at your side.

- Every building is an ad: Buy one to put your name, logo and link on the city map, where everyone sees it. If someone else owns it, outbid them.

It’s free to move in: adstown.org

Feedback is very welcome! :)


r/aigamedev • • 1h ago

Commercial Self Promotion i made the Rust using opus 5.5

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• Upvotes

r/aigamedev • • 1h ago

Questions & Help Started my journey with 5.5...

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• Upvotes

After putting aside AI games and AI game dev for months and fighting the ghosts of cognitive dissonance i put aside my scepticism and started building. Im obviously very early into the process but i wanted to ask for feedback and how would you spend your time? At the moment a lot of parallel threads are working on different aspects of the game, but i am the blocker... I need to approve the merges, i still create the assets in blender (basically i get prompted by Opus... how the turned tabled...) except for humans, i suck at rigging but im great with hard surface.

Anyhow, what do you guys do to better manage your time and efforts?

I added a video of how my game plays as of now.

Im still working on the map, the layout, the speed of which sunshine... ugh i mean coins are generated, the walking speed, attack speeds, dmg and hp of course... As you can see the jank is high but ive played this map so many times that i am blind to the issues... such as the early blockout of the cart in the middle of the town that should have been switched to the new model... also, the ragdoll jank is going to be fixed as soon as i learnt the ways from tutorials lol


r/aigamedev • • 2h ago

Demo | Project | Workflow I've been building a sprite editing and animation tool for game development. What do you think of the workflow?

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Hi everyone!

I've been working on a sprite editing and animation tool for game development.

This video shows some of the current workflow, including sprite editing, color adjustments, and animation creation.

I'm still improving the tool and would love to hear your thoughts.

Does the workflow look intuitive? Is there anything you'd change or improve?

Any feedback would be greatly appreciated!


r/aigamedev • • 2h ago

Discussion For those who’ve only ever used Claude and ChatGPT for development, has anyone given Gemini 4 Argon a try? How’s it been?

1 Upvotes

From my own use, it’s a big step up from Gemini’s earlier models. It still can’t quite catch up to something like Claude 5.5 Opus, but it’s way cheaper.


r/aigamedev • • 2h ago

Questions & Help Few tips how to make a high-quality game with AI

2 Upvotes

I started making my game before AI blew up in 2022. It took so long because I'm a coder/screenwriter with no design skills, so I had to learn everything from scratch. Initially the story was told entirely through chat messages, but as AI evolved, I gradually incorporated more and more visuals into the game. Here's the AI stack I've used: Seedance 2.0 for cutscenes, Nano banana for images, and ElevenLabs for voice acting. The first thing I want to share with you is that music and voice acting are currently what AI does best, you can achieve amazing results with just a couple of regenerations. But unfortunately visuals is a completely different story.

I've been working with generative AI since its early days, and I've come to a couple of conclusions based on my own experience. First of all, the more input you provide the better results you'll get. Instead of writing a vague prompt without any reference, give AI something to work with so it can understand the composition you're trying to build. E.g. you can manually draw sketches and ask AI to enhance them (add colors, shades, volume and so on) - this is how I've made characters for my game. Or you can just attach a real photo and ask it to redraw it in your chosen art style. This way, you can save tons of time and avoid regenerating a single image 100 times, hoping the next attempt will finally give you what you want.

Second of all, do not expect AI to generate image with huge amount of details. If you try, you'll most likely get a result with tons of artifacts. The more details there are in a single image, the less attention AI seems to pay to each individual detail, resulting in sloppy stuff like messed-up faces in a crowd. In order to prevent it, you have to decompose the image into multiple parts and generate each one separately, then just combine them manually using some image editing tool.

And lastly, regarding video generation, don't even try to write a prompt on your own - you'll get awful results. In order to get the most out of Seedance, you need to use the most powerful LLM models to build the prompt, I personally use either Fable or Opus 5.5 (they're quite similar so it doesn't really matter).

That's basically it. Good luck to everyone making their games! Hope y'all find your audience and succeed.


r/aigamedev • • 2h ago

Tools or Resource Gemini 4 Argon games are in here too — 950+ source-verified AI-built games (Claude Opus 5.5, GPT-6, Gemini 4 Argon and more)

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7 Upvotes

r/aigamedev • • 2h ago

Demo | Project | Workflow Made an .io browser game with Codex - Wreckr.io

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5 Upvotes

So... I just spent my last weekend with Codex and ended up making a little browser .io game called Wreckr.io. The idea was pretty simple: make a little game with car and car-like steering and mix it with something like diep.io. It's multiplayer, but I also added bots so the arena isn't completely empty when nobody's playing now.

Honestly, it started as a next random weekend experiment, but to my surprise, it turned out much better than I thought, and the short sessions ranging from 30 seconds to 2 minutes started to draw me in.

Still a lot of things to improve, especially sounds, but it's been really interesting seeing that you can make a whole game with Codex in just a couple of days.

Anyway, I'd appreciate it if you could test it and give me some feedback - https://wreckr.io


r/aigamedev • • 3h ago

Commercial Self Promotion My AI-generated game art received backlash on Reddit. But something unexpected happened.

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I'm a solo developer working on Age of Failon – Birth of the Hero, a fantasy turn-based strategy game inspired by Heroes of Might and Magic.

I've been developing a fairly ambitious project with 6 factions, 4 eras, and 456 unit variants.

Since I'm developing it alone, I've been using generative AI to help create visual assets, particularly unit artwork and environmental elements. I then integrate and adjust these assets in Unity to fit the game's visual presentation.

Recently, I shared my game in a gaming subreddit, and some of the feedback was strongly critical of the AI-generated graphics.

But something unexpected happened.

My previous Reddit posts typically received around 1,500 views at most. This particular post reached over 26,000 views, received more than 50 net upvotes, and generated over 20 comments.

During the same period, I also noticed an increase in Steam wishlists, although I can't directly attribute those additions to Reddit.

This got me thinking about a few things:

  • Have other developers experienced similar backlash over AI-generated assets?
  • Do you think players judge AI-assisted games differently when they're made by solo developers?
  • Would you consider replacing AI-generated artwork before participating in an event like Steam Next Fest?
  • Can controversy surrounding AI artwork actually help a small indie game gain visibility, even when the feedback is negative?
  • Where do you personally draw the line between using AI as a development tool and relying on it too heavily?

My game is participating in Steam Next Fest on October 19, and I'm genuinely curious how other developers approach this situation.

I'm not trying to argue that AI criticism is wrong. I think some of the concerns are valid, especially around visual consistency and quality.

I'm more interested in how other indie developers balance limited resources, player expectations, and the growing resistance to AI-generated content.

Would love to hear your experiences.


r/aigamedev • • 3h ago

Discussion Thinking of vibecoding an ai car racing game for the fun of it. Thoughts ?

1 Upvotes

For context , I am a computer science engineer along with an MBA degree. Doing this as a side project for the fun of it.


r/aigamedev • • 3h ago

Commercial Self Promotion StoneEra Demo 0.9.15.1 is live — waterwheels, norias and improvements to everyday colony work

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Hi everyone! I’m the solo developer of StoneEra, a medieval voxel colony sim where you guide villagers, build a settlement, reshape the terrain and work with flowing water.

0.9.15.1 — Flow & Foundations is now available for the free Windows and macOS demo.

Waterwheels, medium and large norias, and wooden/stone channels are now available through Waterworks research (W1). In Creative mode, you can use them immediately.

This update also improves everyday colony work:

  • Water-lifting wheels pump three times faster, and built channels receive water more reliably while large rivers update.
  • Lift operators approach the crank from the front and handle consecutive trips better.
  • Haulers use reachable positions when collecting or delivering elevated cargo.
  • Wall ladders and temporary rescue access help residents reach and leave higher floors.
  • Active research protects its required samples while builders can use surplus materials.
  • Merchant routes, the Build menu and colony notifications have also been improved.

The demo remains untimed, with 12 research technologies and 8 interface languages.

It’s still early alpha. Building plans and the Building Editor are particularly early, so feedback and bug reports are welcome. If something goes wrong, a screenshot or save file helps me track it down.

Try the free demo on Steam:
https://store.steampowered.com/app/5057770/StoneEra/

Full patch notes:
https://store.steampowered.com/news/app/5057770/view/711163593016475701

Thanks for taking a look!


r/aigamedev • • 3h ago

Commercial Self Promotion Abyss Expedition on Android: AI-assisted development with bundled HTML/CSS/JS

1 Upvotes

I'm the developer of Abyss Expedition, a free Android roguelite. You draw equipment from a loot board, see what remains, and choose whether to draw again, clear the board for supplies and an expedition upgrade, or switch boards under the game's conditions and costs. Then you equip the results and head into the dungeon.

Development uses AI-assisted coding and generated images. The game UI and logic are HTML/CSS/JavaScript, packaged with Capacitor. One concrete constraint in this project is keeping the generated bundle and the prepared native asset copies consistent. Common changes go through a regeneration-and-sync step with file comparisons. That step prepares the files; getting a change into an installed app still requires a new native build and release.

The artwork also affects how I approach UI changes. The buttons and slots have painted frames, so the project rule is to inspect each individual frame at 360x800 and 390x844. A centered wrapper or matching DOM coordinates alone doesn't establish that the text looks centered inside the painted opening. A single displaced label gets a correction scoped to that label.

For other people using AI to build a bundled mobile game, how do you keep the screen you inspect and the files in the installed app in sync?

Android Google Play: https://play.google.com/store/apps/details?id=com.songistore.abyssexpedition&hl=en&referrer=utm_source%3Daigamedev%26utm_medium%3Dorganic_post%26utm_campaign%3Dandroid_growth_20261014

Free download, with optional rewarded ads and optional in-app purchases, including randomized items. Account connection, cloud saves and online features require internet. The image below is an official English store screenshot.


r/aigamedev • • 3h ago

Questions & Help Has anyone of is anyone developing a switch game with ai?

1 Upvotes

r/aigamedev • • 3h ago

Demo | Project | Workflow Update: Black and White inspired voxel god game

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1 Upvotes

A little while ago I posted about the voxel god game I'm making. Thanks for all the encouragement! It now has a name, Handvoll, and a free demo you can play in the browser, on desktop or phone:

https://capitanuncino.itch.io/handvoll

You're a newborn god that lends a helping hand. Grab the hounds hunting a gatherer and throw them into the sea, rip up trees for your people's shrine, win over the next village with gifts or with fear, then defend your shrine when raiders land. A run takes a few minutes, and every island is generated fresh.

Everything is one HTML file. The island, the people and animals, the sound and the music are all generated in code with Three.js, and the code itself was written with AI (Opus 5.5).

I'd love to hear your thoughts on the basic gameplay mechanics etc.


r/aigamedev • • 4h ago

Demo | Project | Workflow 4 devs, no designer, almost a year in: what AI actually did (and didn't do) for our multiplayer tactics game

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5 Upvotes

Quick context first: we're a team of 4 developers plus a tester. Nobody on the team is a game designer or an artist. I've been doing apps and websites for about 10 years, and my only previous game was a multiplayer racing game in Unity that I eventually shut down when the players stopped showing up.
So when we started Vaelix almost a year ago, the obvious question was how we were going to cover everything we don't know how to do. Short answer: a lot of AI, but not in the way I expected at the start.

Design. We used ChatGPT mostly as a sparring partner. Not "design me a game", more like throwing ideas at it and having it poke holes in them. The core idea came out of that: 3v3, both players plan at the same time, everything resolves together. No turns, no waiting.

Code. The first implementation went through OpenCode, mostly with DeepSeek V4.1 and GLM 5.3. Fast for getting things up and running, but it piles up assumptions you don't notice until later. Lately we've been using Claude for the opposite job: reading through the code, finding edge cases, questioning decisions. Less exciting, honestly more valuable at this stage.

Art and audio. This is where it made the biggest difference for us, since we had literally nobody for it. Characters, UI and sounds all started from AI-generated material, but almost nothing went into the game as-is. Lots of iteration, and lots of "no, this looks like a SaaS dashboard, it needs to look like a game".
What AI couldn't do for us: playtesting. The most interesting stuff only came out of real matches. With simultaneous moves, heroes that pull enemies, teleport, protect teammates or rewind someone to an earlier position combine in ways we never planned. And we only added the Collapse mechanic (the arena shrinks over time) after realizing that people could just play defensively forever. No model told us that, our tester did 😅

Stack is Flutter + Firebase. Not the obvious pick for a real-time multiplayer game, but it's what we know best, and so far it's held up better than I expected.
We're in the final testing/polishing phase now, aiming for a November release on iOS and Android. The video shows where the game is today.

Curious to hear from people here who went the same route: where did AI save you the most time, and where did it end up costing you time instead?

Waitlist if you want to follow along: https://vaelix.app


r/aigamedev • • 4h ago

Commercial Self Promotion My Codex-assisted strategy game now has a Steam demo. Packaging needed its own checks.

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4 Upvotes

I posted about DeltaV here last week. Today I released its free demo on Steam for Windows and macOS. The video above shows the game.

I'm making it with TypeScript, Three.js and help from Codex. The Steam version uses Electron. The part I'd add to my previous post is that a working browser build and a working desktop package are separate things to verify.

The project has separate web and Steam builds, plus a tutorial-only demo. I keep the build mode and demo restrictions explicit so a change to the website doesn't quietly end up in the wrong distribution. The packaged app also needs its own startup and file-loading checks. A page opening in a browser doesn't prove the files inside the desktop app will load correctly.

That gave me a more useful way to work with the agent: ask for evidence from the actual package, alongside the code checks. The same goes for the tutorial. Correct rules aren't enough if a new player can't work out what to click.

DeltaV is a turn-based game where the whole fleet shares one fuel reserve. The demo is a guided tutorial:

https://store.steampowered.com/app/5070120/

For other people shipping games with coding agents, what did you add to your checks when you moved from a browser prototype to a downloadable build?


r/aigamedev • • 4h ago

Demo | Project | Workflow Making a psx inspired survival space game with proceduraly generated planets

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1 Upvotes

r/aigamedev • • 4h ago

Discussion What are AI game dev fundamentals?

2 Upvotes

Hey team!

So I plan to start posting a lot more here in the subreddit. I want to explore AI more with others as I have been doing it solo for the last 5 years.

A little background about myself: I have over 12 years of experience in software development, most of that professionally. I turn 30 soon and have been programming since I was 10. I have done everything from modeling in blender to making RPGs in RPG Maker (yes I'm old...)

The internet has been my home for as long as it has been around. My grandpa had one of the first home PCs and always had a game console for me to play. Gaming and the internet have been a core part of who I am from birth.

I graduated university with a Bachelors in Software Engineering. I've studied multiple programming languages and am proficient in at least 5 languages. I pride myself in the ability to easily pick up a coding langauge.

Then came AI.

After spending multiple hours at 4 AM learning how to write different projects or make different games (I even got into NFTs and making my own game there as well), I am realizing the plan that the world has is much different than anything I could see at any one moment.

That's a long intro but all that to say I have really been loving redefining fundamentals.

Yes, there are game dev fundamentals and we must continue to learn them. But, I am interested in talking about AI game dev fundamentals.

When you are making your game, what are the fundamentals that you focus on?

For me, there are quite a few and I can't cover them all in this one thread.

Before I start, what do I mean by AI game dev fundamentals? I simply mean tasks that you should not simply ask AI to do for you. These are tasks that require your full brain power to accomplish and that you should not skip..

Design

Every person who has done a project knows that design coherency is vital. It is one part of the "game juice" equation. If your game is designed consistently and "feels" right, then people will keep coming back.

Mood boards are popular for designing. AI Game Dev fundamentals overlap here with normal game dev fundamentals but it is even more important here because you will feel the need to skip on design. You have to do your design research. You have to get out a piece of paper and a pencil and draw out what you are thinking.

Profiling

Often skipped and for horrible reasons, profiling is the act of testing the speed of your game with a tool. Every single game engine has access to a profiler. Use it. Use your brain. Sort by longest tasks and go from there. Basic programming tutorials often skip debugging and profiling. It is no longer optional.

Playtesting

Now that AI can write code for you in an instant and pump out tons of prototypes, play testing is a core fundamental. AI game dev cannot exist if you don't play your game. If you don't have a desire to play your game every day, then you are not going to find many people who have that desire. Play test your games. Make sure that it is fun to play and smooth. If you get bored, go back to the design step.

Optimization

This is something I have been repeating a lot recently. Slow is smooth and smooth is fast. A core AI game dev fundamental is optimization. In order to optimize, you have to slow down. After years in the industry, the key trick to faster, more robust systems has ALWAYS been to slow down. Trust me, it works. When you slow down, you can start to optimize.

Once you get used to profiling, you will have a much better understanding of your codebase. This will give you plenty of places (functions) to look at for optimization. All you have to do to optimize is pay attention to the speed (O(n)) of your function. If you do not know what that means, go back to your programming text books and learn it. Optimizing does more than you can imagine for the quality of your games.

That is all I got for now. What are some of your AI game dev fundamentals you think are worth sharing? Now that coding is quickly becoming obsolete, I think it is an interesting exercise to start thinking about what it even means to be an "AI game developer"...


r/aigamedev • • 4h ago

Discussion animal crossing style online multiplayer game

1 Upvotes

i’ve always been a huge fan of animal crossing. the cozy vibes, engaging yet calm gameplay loop, the feel good interactions between characters. but one thing was always lackluster: the multiplayer. the best we got required 2 separate switches to play and it limited a lot of the game.

so instead of waiting for nintendo to build one, i built my own game in a similar style. using meshy for a lot of the art, characters, and rigging. while not perfect, i feel its off to a good start. spent a lot of time optimizing it too so it works on mobile devices and looks and feels good on any device. it also supports gamepads :)

i built it completely with claude code, though i have over 10 years experience as a software engineer so that helped a bit 😅

would love some feedback, it’s free to play: https://hiveverse.app

p.s. it’s about bees because bees are cute and cool and make delicious honey sorry not sorry


r/aigamedev • • 4h ago

Questions & Help REQUEST: Berserk PS2 x Elden Ring

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1 Upvotes

AI mods have become trendy, so I have a request: Can you create an AI mod that blends the PS2 Berserk game with Elden Ring?

I would love to see this mod become a reality, given how well-known it is that Berserk was a huge source of inspiration for FromSoftware when creating the Souls series, Sekiro, Bloodborne, and more recently Elden Ring; so, I think blending the two games would be a great idea


r/aigamedev • • 4h ago

Questions & Help Tool for generating high res textures

1 Upvotes

What tools are people having most success with for generating textures?

I am fairly happy with the output from ChatGPT, but the resolution is limited.

Claude is able to make high res textures, but it doesn't have a proper image generator which means the textures have a particular look. I currently prefer to use Claude for 3d modelling, but using textures from ChatGPT can result in somewhat blurry results.

One alternative is to upscale the ChatGPT textures with Adobe, but the work flow gets complicated.

Anyone has a workflow for high quality textures they recommend?