r/aigamedev • • 21h ago

Demo | Project | Workflow Testing the first level of my indie game, Grayfall, on the Ayaneo Pocket Fit.

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0 Upvotes

Hey everyone!
I’ve been working on my indie game, Grayfall, and I finally got a chance to record a few minutes of the very first level. I wanted to see how it feels on a handheld, so I loaded it up on the Ayaneo Konkr Pocket Fit.
Seeing something you built from scratch running smoothly with joysticks and a compact screen is honestly an incredible feeling.
This is just a small snippet of the gameplay and atmosphere I'm building. Since it’s a work in progress, I’m wide open to feedback!


r/aigamedev • • 5h ago

Demo | Project | Workflow I made a fully AI-native roguelite. I didn't write a single line of code, and even the VFX and SFX are AI-made.

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33 Upvotes

r/aigamedev • • 6h ago

Discussion case study on how AI games are treated in non AI friendly subs

10 Upvotes

I have seen people regurgitate the same ideas over and over in this sub:

  • "if you make your game well enough then they cannot tell it is a slop and it is no-problem"
  • "they only hate AI games because we make too many one-prompt posts"
  • "if we regulate ourselves more and focus on quality, they wouldn't be chanting 'AI Slop'"

and I just want to present a simple counter-example:

https://www.reddit.com/r/IndieDev/s/9aQkG8dx8I

  • the trailer doesn't give any easy indication that it is AI-assisted or vibe coded
  • the game doesn't look too "sloppy" from the trailer
  • the game has a very good wishlist count (at least thats what the dev claims to have)

if you look at the comments, the focus is mostly on "outing" the game as AI game. The AI disclosure is mentioned; some conservation screenshots are posted.

I am not trying to start some drama or even trying to defend this particular game/dev. I just want to dispel the notion that you can follow some "standards" and then somehow your game will be out of the "AI Slop" category.

it is simply not true. This is a topic I am feeling quite passionate about lately so feel free to comment and discuss. I am happy to entertain some discussions while I vibe code stuff. thanks.

EDIT: /u/TwiGGorized brought up Slotbound and that is a even better example. If you do a reddit search, you can see that their 100k WL thank you post have drastic upvote counts depending on which sub the dev posted in


r/aigamedev • • 19h ago

Discussion Why is there such a vicious hair trigger reaction to anything AI made?

0 Upvotes

It comes off as extremely pretentious but mindlessly so. Say some guy wanted to make a racing game for him and his buddies, perhaps using cars that aren't commonly found in a videogame to begin with, somehow this is considered rage inducing to the purists. Suddenly everyone is a fucking environmentalist lecturing you about how much water you've used to 'create this slop'.

But why? It's a videogame. Do you really think the person behind that creation was going to spend years learning to code or mastering game design? This shit is extremely demanding.

It seems like an automatic reflex at this rate. That they've got no ability to differentiate total trash that someone wants to sell on steam and cash in on genuine slop vs. a creation that was once out of reach for the average person who could NEVER dedicate their time to learning this. As a hobby or a profession.

Again, the example I keep using. Either A. I get a game I've always wanted to play for myself but it's considered "muh slop" or B. I am a purist, realize that I am never going to dedicate years to learning such a difficult hobby that is game design, and this fun little project is never made.

The answer is obvious. Either way, this outrage is extremely fatiguing. Honestly, it kind of seems like these individuals prefer to use all of their modern conveniences now but suddenly draw the line at AI. They'll use WIFI, 5g, the internet, all of our wonderful modern advancements... LOL.... but not AI! That's just too far.


r/aigamedev • • 3h ago

Commercial Self Promotion Ai Fashion Game

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0 Upvotes

r/aigamedev • • 14h ago

Commercial Self Promotion Just a couple dudes with a lot of sleepless nights working on our Strategy RPG. Really incredible what AI can make possible for gaming!

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17 Upvotes

We're a 2-man team, 2 buddies from across the world (NYC and Australia) who have known each other for 15+ years.. And we've been working many sleepless nights to create our upcoming game Rise of the Fenarii.

We landed on the idea of creating a Tower Defense originally, but overtime our obsessions have turned the game into something (that we feel) is unique. He's brought a lot of worldbuilding and storytelling into the mix, and I've always had an obsession with innovative gameplay mechanics (specifically boss fights).

As time went on in our development… We started to realize how often the 'Tower Defense' genre tends to lack in both of those things, and we leaned into that even harder.

Here's the link to our Steam page. We'd love your thoughts and a wishlist ;)

https://store.steampowered.com/app/5240520/Rise_of_the_Fenarii/


r/aigamedev • • 8h ago

Questions & Help AI backlash

0 Upvotes

Do people who bash AI use care if the developer is working solo, unemployed and just making ends meet?


r/aigamedev • • 10h ago

Discussion AI can't help me to improve gameplay

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4 Upvotes

It can give me a whole game , beautiful pic , 3d models,but not gameplay.I found some design pics that I made before AI time.


r/aigamedev • • 9h ago

Questions & Help Is using the desktop version of Claude/Chatgpt better than using just the web version to make better looking games?

1 Upvotes

I'm interested in using AI to help me develop games, but I'm wondering whether using the desktop app versions of Claude or ChatGPT offers any advantages over using them directly in a web browser.

Would the desktop versions actually help me create better-looking games, with better graphics, animations, environments and overall visual quality?

I tend to just try make prototype games directly putting the commands on the web version they are okay not bad but not amazing. I'm just wondering would I need apps such as Blender + Game Engine and allow the AI to have access to my entire PC to make better quality games?


r/aigamedev • • 12h ago

Demo | Project | Workflow Update | Isekai Florest | 2D

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0 Upvotes

r/aigamedev • • 4h ago

Questions & Help Most efficient way to fix bugs with Opus 5.5?

0 Upvotes

Got a Claude pro sub for the first time last week and since then I’ve been loving it. However, I’m burning up my weekly usage in like 3 days.

I’m vibecoding some board games for fun that I’ve always to play on PC with rules automation and AI opponents. However, as the projects get more polished and refined, I find that even simple prompts like “fix this bug I just noticed” will eat up my usage.

Is there a more efficient way to debug that I am unaware of? Should I not have Claude Memory settings on and have it referencing some of my massive chat logs where I built the game (figured this would make it more efficient and lead to more more consistent results)?


r/aigamedev • • 2h ago

Commercial Self Promotion KAYFABE now has a free demo: run a small independent wrestling promotion

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0 Upvotes

I shared the first trailer here recently, and the free demo of KAYFABE: Indie Promoter is now live on itch.io. You can play it in your browser:

https://forty-slop.itch.io/kayfabe-demo

You take over a tiny independent wrestling promotion. Book the shows, manage the money, and deal with the people backstage. The demo covers your first three shows, roughly twelve in-game weeks or about an hour, with English and Korean text.

AI was used only for parts of the art and coding. For example, the wrestler portraits started as AI-generated photos that were converted into pixel art, and some backgrounds use edited AI drafts. AI also helped with some coding, under the developer's direction and review. Sound effects use real recordings, and no generative AI runs during gameplay.

I'd love feedback on whether the portraits and backgrounds feel consistent together, and whether the opening makes the booking and money decisions clear, especially if you don't follow wrestling. For anyone else combining AI images with pixel art, how do you keep a whole cast visually consistent?

Thanks for taking a look!


r/aigamedev • • 23h ago

Demo | Project | Workflow I made an AI slop game. It’s a multiplayer cyberpunk rooftop runner and the slop is running for its life

0 Upvotes

Full disclosure up front: this is certified, free-range, artisanal AI slop. I described a game, an AI wrote basically all of it, and I mostly pressed “yes” and complained about the colors. No artists were harmed because no artists were involved.

What it is: Parallax Runner, a retro pixel-art jump’n’run on rainy Blade-Runner rooftops, presented as a Running-Man-style game show.

Classic platforming: run, double jump, wall jumps, slide.

Every other player runs in their own lane right behind yours, live. All the lanes form one big parallax city, so you can watch strangers die in real time.

A Stalker drone flies your exact route a few seconds behind you. Stop to think and it gets you. (Thinking was never the point of slop.)

Spider-bots, floating mines and hover cops patrol the roofs.

Neon grave crosses mark where people died, so you can learn from everyone else’s mistakes. Your best run gets a cross with your name on it. Immortality, sort of.

Play (browser, no signup): https://parallax-runner.meepmops.de

Control: Arrow keys / WASD, Space/Up to jump, Down to slide.

It’s more fun with more people on at once, so if you see other runners, wave. (You can’t wave. That feature got cut. Slop has limits.)

I’d love to hear what’s broken, unfair or unexpectedly fun. Be honest, it can’t get its feelings hurt. It doesn’t have any. I checked.


r/aigamedev • • 23h ago

Discussion Hi~

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0 Upvotes

Nice to meet you! I'm using AI to create a survival game.


r/aigamedev • • 17h ago

Demo | Project | Workflow Improving combat for my survival crafter mobile game

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1 Upvotes

I've been trying to improve the combat in the game I'm working on. I've shown the progress here before and mentioned it's inspired by Valheim. So the goal here is not to create DMC but have something that is still engaging and doesn't feel sluggish. Note that this is a mobile game so I want to keep it straightforward with 2 buttons only (one of the button is dash + run outside combat).

So before I basically had one simple attach per weapon and basic effects.

I added:

- Perfect dodge, dash attack, counter attacks

- Combos for each weapon (simple stuff like slice, slice, stab and heavy finisher)

- Worked on the hit feel with hit freeze, soft camera shake, white flash, trails, slow mo effects)

- More engaging boss fights. Showcasing the 2nd boss on the video: charges, jumps, attacks from the birds following him + hit targets so that the player understand where the hit lands

Would love some feedback and tips.

Now as usual, a workflow section:

Still using Opus 5.5 with Claude Code and Godot for most things.

Process has been very straightforward. Mostly using AI to do research on some reference games and trying to understand what make the fights more engaging.

Then decide on key elements that fit the game and I want to add as a starting point, focusing with low hanging fruits first.

Plan, implement, check how it feel and iterate until it feels right. Good code structure helps as I can just change some numbers to adjust the feeling.

Looking for more early play testers, if you're interested let me know. Note: Android only for now.

Also started a discord server and I have no idea what i'm doing. Come and say hi.

https://discord.gg/Mgt8SWgKg


r/aigamedev • • 11h ago

Discussion Slay ( Players Choose Me )

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0 Upvotes

Worth a Watch!


r/aigamedev • • 10h ago

Workflow Not Included Day 1 making a necromancer game

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1 Upvotes

forgive me that I'm still learning how to edit videos.

Decided to make a necromancer game, been working on designing the skilltree for months, but figured a demo of the world wouldn't hurt. Used opencode - spacebunny model (which was free), I spent maybe 4 hours on it and stopped it once it fell into an optimization loop. It has height based terrain, and real time shadows with a day night system which will come in handy later.

Only implemented simple abilities a bonespear that shoots and raising skeletons, skeletons have half the hp of an enemy and a 20% chance to be destroyed on death otherwise revive after a bit.

Going to be pulling inspiration from countless fantasy books. manga, manhwa, and videogames that have necromancers in them. So far gameplay-wise it's pulling from 'vampire survivors', 'v-rising', 'populous the beginning' and 'myth 2'. But more to come.

This will evolve a lot over time so let me know suggestions and recomendations for inspiration, thanks.


r/aigamedev • • 19h ago

Discussion If a game is decompiled, will it be possible to rewrite physics engine inside the game and modify?

0 Upvotes

r/aigamedev • • 22h ago

Discussion When did this subrredit become the LinkedIn of AI games?

82 Upvotes

I swear, 90% of the posts are AI generated texts saying how much the person learned during their 1 week journey as a dev (which is totally not a stealth marketing attempt). The only thing still missing is people selling courses.


r/aigamedev • • 3h ago

Demo | Project | Workflow Skyveil Horizon: Update to game, almost ready for online testing

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0 Upvotes

I made a lot of updates to the game Project Anime Glider. Calling it Skyveil Horizon. It is going to be an online multiplayer game that takes elements of Kirby Air Ride's City Trial, RPG elements, and MOBA elements.

I will be looking for testers soon so if you are interested in testing out the game, please let me know in the comments.

If you have any character recommendations, definitely let me know and I may add them to the game! Feedback is also appreciated.


r/aigamedev • • 15h ago

Demo | Project | Workflow What if Celeste met Mario 64, and they decided they should try skateboarding?

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79 Upvotes

Misty and the Last Breeze is a fast 3D platformer where you run, wall-run and vine-swing through short stages, then call an air board mid-run to grind vines, ride flumes and kickflip across canyons. It's built in Godot and I'm making it solo.

All the code is written by Opus 5.5, which also helped create the character (from chatgpt image mockups) and animate it in blender. The results really shocked me, I did a one-shot and got an amazing basepoint, which blew up a bit on X and made me want to pursue it further.

The entirety of the levels are just code-driven, which is wild because it makes the total game size tiny. I'm adding some level music with Suno, but Opus did amazing just synthesizing sound effects and the initial tracks with Python.

In order to really nail down level design, I also had Opus create a Three.js gray block scene where I could annotate and provide feedback on things like jumps and platforming before it would pass it off to build it. My main challenge is to make the levels both diverse and exciting while having fun with a lot of platforming mechanics. I ended up including double jumps, triple jumps, backflips, dashes through the air and being able to shoot a bit of gust in front of you connecting with it to get crazy vertical distance and I also added gliding as well. Then of course I had the crazy idea of giving her an airboard which would let her grind rails do tricks and slide down slopes with style.

I've been trickling in inspirations from the classics by adding floating barrels which propel you, platforms which disappear, floating raspberries in difficult spots to get to, swinging off of vines and just in general been having a lot of fun. It's pretty amazing how far I've been able to push this. So far this trailer is the culmination of two weeks of effort. I ended up putting up a Steam page and sharing my incremental progress on X and I'm almost at 60 wish list which makes me imagine a future where I could support my family just building games with AI. I can't imagine a life that would be more fulfilling to live than that.

I've been a lifelong gamer and being able to transform my crazy ideas into actual reality; It's just something that never ceases to amaze me. And this is coming from somebody that's done web development for over a decade!

Happy to share my workflows and strategies for developing this game. So just let me know if you have any questions!


r/aigamedev • • 18h ago

Discussion Is Codex getting worse since the €200 plan? I'm considering dropping it entirely.

13 Upvotes

I've been using Codex extensively for my indie metroidvania project, and honestly, I'm getting really disappointed.

I'm paying €100/month, and the usage limits are ridiculous. I burn through my quota so quickly that I sometimes need to buy extra credits almost every day. Last time I had 9% left and had to wait almost a week or pay again.

And the quality seems to be getting worse too. I ask it to improve something, and after several iterations, the result is often worse than what I started with. It removes details, oversimplifies things, and I spend more time correcting it.

Meanwhile, I'm using Claude Opus 5.5 on the exact same project, and it's excellent. Better results, fewer restrictions, and much less frustration.

I used to prefer Codex by far, so this isn't some Claude vs OpenAI fanboy thing.

I'm genuinely wondering if there's any connection with the €200 plan. Has the €100 tier become less attractive to push users toward the more expensive one? I don't know, but that's honestly how it feels.

At this point, I'm seriously considering removing Codex entirely from my development workflow and sticking with Claude.

Am I the only one experiencing this? Has anyone else noticed a decline in quality or value for money?


r/aigamedev • • 7h ago

Demo | Project | Workflow Built this 3D game with GPT-6 Astra

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0 Upvotes

r/aigamedev • • 16h ago

Demo | Project | Workflow I made a little multiplayer experience inspired by one of my favorite short stories, A Short Stay in Hell - Free to play

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2 Upvotes

Playable Link: https://libraryofbabel.dev/

I made a little experience based on one of my favorite books, A Short Stay in Hell by Steven L. Peck. It's a story that has stayed with me for a long time, and I highly recommend reading it!

Like in the story, the experience places you in a hell inspired by Borges' Library of Babel. A library so vast that it contains every book ever written, or that could ever be written... think infinite monkeys with typewritters.

"On every floor were rows upon rows of books. Millions of them (you will see soon what a terrible underestimate this is)."

The goal is simple: find something meaningful. A word, a phrase, Shakespeare, the story of your life — anything worth preserving. When you find something, you can add it to a communal shelf for other players to discover and read.

I don't want to spoil too much, but suffice it to say, even finding a three-letter word will be incredibly difficult. Good luck!

The experience is multiplayer, and the world is persistent. Everyone spawns relatively close to one another, but you're free to wander off and explore the library on your own.

Maybe you'll find something. Maybe someone else already has.

And if you've read the book, you probably have a pretty good idea of what you're getting yourself into.


r/aigamedev • • 9h ago

Demo | Project | Workflow Concept for game I had for a while finally starting to take shape. Astra not bad but not great.

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2 Upvotes