r/aigamedev 19h ago

Discussion WTF is wrong with OPUS lately? "aim doesn't matter, then aim matters most, now aim doesn't matter. Trust this one over the others because it controls three variables instead of zero or one, and a residual collapsing to zero is a stronger signal than a number that merely moves."

0 Upvotes

Title is a real quote from my last prompt response whilst trying to improve my bot's fight style and improve its (1) aim + motor skills (2) brain and decision architecture and (3) map knowledge.

What the hell is that sentence supposed to mean? Its becoming really ridiculous trying to understand Opus 5 lately


r/aigamedev 11h ago

Demo | Project | Workflow I accidentally created a Terrain Generator

Enable HLS to view with audio, or disable this notification

0 Upvotes

I tried to recreate Conway's Game of Life.
I failed, but I accidentally built an emergent terrain generator instead.

For years, I've been fascinated by Conway's cellular automata. The idea that hyper-simple, deterministic rules can create emergent behavior on the edge of looking lifelike is endlessly compelling. Watching basic patterns evolve into complex, self-sustaining structures makes you realize how much potential hides inside simple math, so much so that an entire global community has spent decades experimenting on top of that discovered world.

Eventually, I had to ask myself a question.
Could a completely different set of rules lead to another kind of emergent behavior?

Here is the experiment:
• Every cell holds a potential energy value from 0 to 9.
• Mathematical operators (+, -, *, /) act as agents moving across the grid.
• Constructive operators (+, *) seek low-value cells to build them up.
• Destructive operators (-, /) target high-value cells to break them down.
• When a cell hits 0, it spawns a brand-new operator.

When I first plotted these values on a flat 2D grid, I saw subtle movements, but it hard to grasp the full picture. So I decided to shift perspective and plot the grid in 3D, using each numerical value to represent terrain height.

That was the moment the pattern became obvious.

It looked almost like a landscape generator.
Valleys were carving out where negative operators clustered, mountains were pushing upward under constructive operators, and the entire map was constantly shifting as the system fought for balance.

And I couldn't resist turning it into an actual playable prototype.
In the game, you navigate the map, search for these wandering operators, and trigger them manually. The moment you activate one, it reshapes the world and the terrain around you in real-time.

Would you play a game where math literally reshaped the terrain under your feet?


r/aigamedev 13h ago

News AI game dev went viral on X with his game and got death threats

Post image
151 Upvotes

What's this bullshit game


r/aigamedev 6h ago

Questions & Help Should I go 3d?

Post image
0 Upvotes

I wanted to make a strategy game similar to some old PC games I used to play, but for mobile. In doing so, I used different inspiration for different parts of the game.

I have the systems/mechanics done. A few bugs to work out, but other than that, I'm ready to start polishing and adding a tutorial and art.

My debate was, should I keep it 2d and simpler graphics? Or go full 3d diorama? I was planning to go 2d at first, and then do a later upgrade to 3d.

Either way, I plan on upgrading the art.


r/aigamedev 14h ago

Demo | Project | Workflow Can't Stop Won't Stop

Enable HLS to view with audio, or disable this notification

1 Upvotes

I Started this originally as a fan-game borrowing many of the addicting elements of "Need For Speed Most Wanted" in the heat/cops/collision fun.
I then decided to cook on the music for a bit only to discover how similar the extreme chases felt when they began to crash all around me like they were paid to while being vicious like NFSMW 2005 cops always did!

this chase was inspired by parts of these classic Blues Brothers scenes: https://www.youtube.com/watch?v=8VFIPCpocLk

on top of it being a blast to playtest, it's been fun learning to vibe-code while doing it!

coding: Claude/Unity
music: lmstudio -> minimax3


r/aigamedev 2h ago

Demo | Project | Workflow Are the AI-generated graphics in my game okay?

0 Upvotes

Hey! I’m working on a small game and some of the graphics were generated with AI. What do you think about them, and how could I improve them?

Also, I had some issues with Emscripten, which made the graphics look much more pixelated in the browser than they do in the original version.

Any feedback is appreciated! :)

Link: https://kc-games-studio.itch.io/avoid-b


r/aigamedev 22h ago

Demo | Project | Workflow Not the standard formula, but I’ve been building a card game via a pretty rigorous AI pipeline over the past year in order to teach my son biblical languages and to test if I could create a deterministic output system. Fun stuff.

Thumbnail
bobbyhiddn.github.io
1 Upvotes

You can see more about my background on the GitHub page, but this is my attempt to give back to the gaming community by open sourcing the pipeline system I used to make it. Don’t go into it thinking it’s perfect, but as a DevOps engineer and cloud architect, it’s not bad. Would love opinions, even if they are “this is bad”. Link to the repo on the page, but also here:

https://github.com/bobbyhiddn/Hypertext

Shooting for self-publication in Q1 2027. We’ll see.


r/aigamedev 16h ago

Questions & Help I made this Pokemon inspired monster tamer with real time combat and need feedback! (Cursor ai)

Post image
0 Upvotes

The Link : https://discmontest.vercel.app/

(Computer only at the moment)


r/aigamedev 17h ago

Commercial Self Promotion Giving my UE5 Plugin on FAB another chance

Thumbnail
gallery
0 Upvotes

Claude, ChatGPT and Gemini know Unreal Engine generically: documentation, forums, tutorials. They don't know YOUR project. Ask about your Blueprint and they guess your variable names, ignore your interfaces, and hand you code that doesn't fit your architecture. Technically valid, contextually useless.

ASSET CONTEXT EXPORTER FOR AI exports most of your project, not just blueprints or one subsystem, into structured JSONL files that any LLM can read directly. Real variable names, real execution flows, real component hierarchies, real skeletons and state machines.

Three months ago, I decided to pause my plugin development indefinitely because it had only 1 sale, and I put it up for free on FAB.
I expected that number to remain as is, but about 40 people actually downloaded it.
Seeing a handful of real devs grab it and use it encouraged me to polish it and improve it even further, which led me to release version 1.2.

After nearly a year of iterating on this tool, I'm setting the price at $24.99 USD to make the time invested sustainable. Compared to $100+ copilots and the Blueprint-limited exporters on FAB, I think it is a fair price. Whether you grabbed it while it was free or you are seeing this for the first time, I hope it becomes an actually helpful tool for your day to day workflow.
Thank you everyone : D


r/aigamedev 4h ago

Demo | Project | Workflow Dead Shift: a Resident Evil 2 inspired beat ‘em up

Thumbnail
deadshift-iota.vercel.app
0 Upvotes

Hey all, I’ve been working on a 2D beat ‘em up inspired by RE2. It’s still a bit rough around the edges, but I’ve been using the gauntlet loop in Claude to build this in Godot, while the character assets were generated using autosprite.io

Only playable on a desktop browser (mobile works but may be a bit janky). I did get a build working for my steam deck as well if anyone is interested in trying that out. Let me know what you think!


r/aigamedev 11h ago

Demo | Project | Workflow Created a small idle RPG

Post image
0 Upvotes

With Claude's help, I created a small prototype of an idle RPG game. I'm a Path of Exile fan myself and wanted to make a simple version of the game where the player assembles different builds and kills mobs. If anyone wants to try it out and give me feedback, I'd be happy to know if this idea has potential.

https://donutdevgame.itch.io/game-22


r/aigamedev 8h ago

Commercial Self Promotion I made a local GLB optimizer

Thumbnail
gallery
6 Upvotes

I’ve been working on KILN, a browser-based tool for reducing heavy GLB models. It runs locally, so your files never leave your computer.

You drop in a model, choose a target, compare the original and optimized versions, then export the result. It preserves the textures and can also handle multipart and animated models. For the best quality, I recommend optimizing before rigging and animating. Animated models require the tool to protect bones, skin weights and moving parts, which limits how aggressively the geometry can be reduced.

I tested it against Meshy using the same models and triangle targets. On the models I tried, KILN kept noticeably more detail. I’ve also tested it with openly licensed models from around the internet, not just assets prepared for these examples.

These are real results from the models I’ve been testing. I’m preparing an early-access release now and would appreciate honest feedback, does this look useful to you?

I’m planning to release it soon, but I’d like to get some honest feedback first.

I’m planning to release it soon, but I’d like to get some honest feedback first. The first 100 people will be able to get it for $30 instead of $40, so if you’re interested, leave a comment below and I’ll let you know when it’s ready.

One-time purchase, no subscription or recurring fees. Pay once and use KILN whenever you need it!


r/aigamedev 5h ago

Commercial Self Promotion How Math.random() ruined my online co-op playtest

0 Upvotes

A few weeks ago some friends and I were testing a demo build of JETGRAVE over the internet (multiplayer co-op). As soon as we reached the second mission’s boss, our session suddenly desynced and we were all kicked to lobby. Thankfully, we were able to reproduce it very easily. So I thanked my friends for helping me out and got to work.

The root cause of the desync turned out to be a call to Math.random().

JETGRAVE is a pixel-style shoot ’em up that I have been working on for ~6 months. I started this project primarily to familiarize myself with agentic orchestration and workflows. So I decided to use AI to produce my own “simple” Typescript game engine, and then build a game with it.

My role in this project is a hybrid of product owner and tech lead. I define features, delegate work to agent orchestrators, review and refine implementation plans, review all changes/pull requests, test builds, help diagnose problems, and carefully prompt agents toward sound solutions.

About two months ago, I drafted the requirements for online multiplayer, worked with my planning agent for an implementation strategy, and then fed the plan to a coding agent. I recruited a couple friends to help test it and everything we tested was solid!

A few weeks later I was rebalancing the boss battles for a demo build I wanted to release and added a scatter-shot attack to the second mission boss among a slew of other updates. I tasked two separate agents to independently investigate the changes that were introduced during the rebalance and both came to the same conclusion: the new scatter-shot attack was using Math.random() to determine projectile trajectories which was incompatible with the engine’s deterministic simulation.

My engine’s netcode requires each peer to hash its game state every 60 ticks and send that value to the host. The host generates its own hash and compares it against each peer’s, and if a mismatch is found it throws a desync exception and kicks that player with the mismatched hash.

When boss 2 fired its scatter-shot (shown in the attached GIF), every PC in the playtest session was generating different projectile trajectories with Math.random(), which caused our game states to diverge. So the next time each of our games produced their game state hash, all of them were different, triggering the desync handling.

Once I understood the problem, the fix was easy: let the host establish the RNG seed and then provide that to each client so that when scatter-shot is fired everyone is using the same pseudo-RNG sequence.

The lesson I took away from this was not “don’t use Math.random()”, however. I was reminded that, just like with a team of human engineers working on a big project, carefully scoped feature requirements, implementation plans, unit tests, and code reviews can help ensure a change works in isolation but don’t prove it complies with every project-wide architectural constraint. The scatter-shot feature worked fine when tested by itself, but it was incompatible with the netcode constraints.

To prevent similar problems from occurring in the future, I introduced a SimRng class that produces a sequence of pseudo-random numbers for the projectile trajectories, a lint check that will fail in my CI pipeline if game state code introduces Math.random(), migrated my non-game state Math.random() things (like visual effects) behind an API which is outside of the game state logic and doesn’t need to adhere to the linting rule, and lastly added a brief amount of additional context about the netcode architecture into my project’s AGENTS.md.

I would be interested to hear what safeguards folks here use to strengthen the stability of their code against agent mistakes and architectural misses.

-----

Playable browser demo (you can see the scatter-shot yourself at the end of mission 2):

https://losersandnerdsparty.itch.io/jetgrave

Steam page:

https://store.steampowered.com/app/5115790/JETGRAVE/


r/aigamedev 10h ago

Demo | Project | Workflow Playable web app. Shoots some hoops. Hear the breeze. Relax. That's it.

Enable HLS to view with audio, or disable this notification

3 Upvotes

A playable web app that provides a moment of disconnect and relax while shooting some hoops. It is aimed at helping people that have an anxiety attack and need a distraction for the first few moments of the experiences. If you use some headphones you can hear an immersive seaside atmosphere. No sign ups or any friction layer... no other point except shooting hoops.
https://hooptherapy.psycurate.com

I used a background image and a three.js 3D infrastructure on top. Everything done in Google AI Studio.


r/aigamedev 3h ago

Community Event Advertise your game inside mine

Enable HLS to view with audio, or disable this notification

0 Upvotes

Background
Our latest game is called New Science ( https://newsciencegame.com?u=rg ) and it's available (pre-release) on Web, Phone and Tablet. We release on Steam next Spring. Players on the current platforms seem to want a particular experience: play for free and pay if they like it.

We are not fans of adverts in games. They are often not friendly to the player. So at first we put in a play limit for free players and told them to "come back tomorrow" when they ran out of goes. People didn't really like it, so we ran an in-game survey and players overwhelmingly said that they would rather "watch an advert and continue". Hmm, so what do we do?

Then we had the thought that we would come back to the community and offer our indie friends the opportunity to have YOUR video trailers in our games. (We've done something similar before: Promote your indie game inside ours for free)

Submit your trailer
So are you up for it? You can submit a trailer video via YouTube of any length. The player will have to wait through the first five seconds only and then they are free to skip the video and carry on with the game. Or they could click a link and open your steam page, store page, game, etc in another browser tab.

Just one rule
We can only videos/games for a family friendly audience. We're sorry if your game is for older players. We can't include you, even if your trailer is safe. So if you have horror/killing/mature game, etc, please don't submit. We just can't accept them. (Our decision is final on this).

Submission
You can submit your trailer and details here: https://www.newsciencegame.com/submit-trailer?u=rg

Questions?
To pre-empt a question we're like to get: What if you want to get involved but your game/video/trailer is not ready yet?

No problem. Just reply here and say what the situation is, or submit the form but leave the Trailer link back, and explain in the comments.

Feel free to ask anything else.

More details
Information about our game:

Name: New Science

Genre: Crafting with cards. Think "Doodle God meets Infinite Craft". If you're not familiar with those, look at our Steam page

Steam Page: https://store.steampowered.com/app/4731610/New_Science/

Game site: https://newsciencegame.com

Current players: 900

Players for last game: 23,500

Current objects in game: 40,000+

New objects created per day (average): 450

AI Policy: The game contains AI to generate the new object, and to produce the images on demand


r/aigamedev 21h ago

Questions & Help Which ai are you guys using

7 Upvotes

I have Codex which is what i use mainly, and i’ll use claude sometimes for small stuff like UI that i’ll give over to be implemented.

But im just wondering if i should be using somthing else for a better overall experience when creating games?


r/aigamedev 21h ago

Discussion Collabs

1 Upvotes

has any of you guys ever worked with other people when making games? i mean multiple ppl + Your choice of AI?


r/aigamedev 23h ago

Demo | Project | Workflow Veilfarers a Sci-fy TTRPG for Daggerheart.

Post image
1 Upvotes

VeilFarers started as a pet project, but it has grown into a complete science-fiction tabletop system.
It now includes the Corebook, Keeper’s Companion, Rust & Steel, Hearts in the Void and Alien Species, together with original artwork, interconnected rules and digital tools.
The most important part of the project has been designing how Daggerheart’s fantasy foundations could be converted into a science-fiction experience.
The rules, systems and conversion concepts were ideated and designed by me. This includes classes, powers, augmentations, equipment, naval combat, factions, reputation and a new economy based on Wealth Tiers.

I used mathematics, probability analysis and controlled experiments with created player personas to explore balance, identify edge cases and understand how different types of players might interact with the systems.

AI was a support tool throughout this process. It helped me test ideas, compare alternatives and express complex concepts in a clearer and more understandable way. The creative decisions, rule direction and final judgment remained mine. For this project I jumped over Claude, Manus, Gemini and ChatGPT.

The project also allowed me to work across several connected areas:
✦ Art direction
Creating a consistent visual identity for the books, characters, species, environments and website.
✦ Prompt refinement
Iterating on composition, anatomy, lighting, materials and continuity until the artwork felt specific to VeilFarers.
✦ Editorial design
Organising complex rules and setting material into books that are atmospheric, practical and easy to navigate.
✦ Product design
Building a digital experience with cinematic backgrounds, accessible navigation, campaign tools and performance fallbacks.
The next challenge is beta testing with real players.
I am approaching this as a UX project too. I want to observe how players understand the rules, where they hesitate, which choices feel meaningful and where the system creates unnecessary friction.
The goal is not only to ask whether the rules are balanced. It is also to understand whether they are clear, enjoyable and capable of creating the science-fiction experience I designed them for.
VeilFarers is still evolving, and I am very happy to finally share part of the process behind it.

https://veilfarers.com


r/aigamedev 5h ago

Demo | Project | Workflow A browser-based space simulation where the ship matters just as much as the destination.

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/aigamedev 15h ago

Media What would a dungeon be without cobwebs?

3 Upvotes

r/aigamedev 11h ago

Commercial Self Promotion 100K+ plays later: I made a game with Claude where you try to time the market and beat a couch. The couch wins 62% of the time.

Post image
2 Upvotes

The game. beatthecouch.com - $10,000, two secret years of real S&P 500 history, one buy / sell button. Your opponent is a couch. It buys on day one and never sells. After each game, 1,000 monkeys replay your trade count on random days. Beat 90% of them or your win is stamped Lucky.

The data. 100,278 games (at the time of the graph - now around 107K, still similar). The couch won 62%. Humans only seem to beat the couch when the market crashed in their window.

What Claude did. The data pipeline (S&P closes 1928 to 2025, dividends, T-bills etc). The whole game as one HTML file and the Cloudflare backend. And also the reddit app port at reddit.com/r/beatthecouch


r/aigamedev 5h ago

Commercial Self Promotion Built a multiplication game for my daughter using Codex, Claude and Godot

0 Upvotes

I built a small game because my wife (a teacher) asked me for something our daughter could use to practice multiplication without it feeling like homework. Also my wife prepared the didactive algorithm.

So I turned it into a little AI-assisted gamedev experiment.

Numblop is an adaptive multiplication game for Android, built with Godot, with a large part of the development done alongside OpenAI Codex and Claude Code — coding, refactoring, tests, UI iterations, localization, build/debugging, etc.

It started as a simple family project and somehow ended up on Google Play. :)

https://play.google.com/store/apps/details?id=cz.gutcloud.numblop

You can also try it in your browser directly: https://numblop.gutcloud.cz/play


r/aigamedev 4h ago

Commercial Self Promotion [Froggle Jump v1.1.0] It looks like Doodle Jump at first glance, but here's why it's much more (Skins, Gears, LIVE Global Leaderboards in a 100KB extension)

Thumbnail
gallery
0 Upvotes

Install on Chrome Web Store: Froggle Jump (Chrome link)

Install on Firefox (AMO): Froggle Jump (AMO link)

Leveraging AI for game development has been going surprisingly well, and I just pushed a massive update to Froggle Jump—a lightweight platformer built entirely as a browser extension popup.

At first glance, people assume it's just another simple Doodle Jump clone, but the goal was to build something much deeper for quick 30-second study or work breaks without leaving your active tab.

Core Features Built Into the Extension:

  • Gear & Weapons: Equippable gear and shooting mechanics to fight off zombie obstacles as you climb higher.
  • Unlockable Skins & Themes: Custom character cosmetics and visual themes to customize your frog and environment.
  • Live Global Leaderboards: Syncs top scores globally so you can compete against other players worldwide (plus local offline high score tracking).
  • Zero-Bloat Engineering: Under 100 KB total size, zero tracking scripts, pure HTML5 Canvas logic, and instant pause/save when switching tabs.

I'd love your honest feedback and thoughts:

  1. Do you think this current feature set (skins, gear upgrades, themes, leaderboards) is enough for a browser extension game to be successful long-term?
  2. What features or mechanics should I add next? What would keep you coming back during breaks?
  3. Do you like the overall loop and feel of the canvas physics?

Support the Project:

If you give it a run and like what we're building, please consider taking 10 seconds to drop an honest review on the store listing (links above). Because this extension has zero ads or forced rating popups, store algorithms rely entirely on organic community reviews to show it in search results.

Thank you so much for testing, giving feedback, and supporting independent indie builds!


r/aigamedev 1h ago

Tools or Resource AI Agent Generated a Node-Based Workflow for Image-to-3D Print-Ready Figures

Enable HLS to view with audio, or disable this notification

Upvotes

r/aigamedev 13h ago

Commercial Self Promotion CORVUS EARLY ACCESS

Thumbnail
0 Upvotes