r/aigamedev 20m ago

Discussion I was eviscerated for posting this in Play My Game

Enable HLS to view with audio, or disable this notification

Upvotes

Be honest with me, would you call this AI Slop?

I would explain what went into developing this, but I don't want to prejudice your answer.

The game is a colony sim with lane-defender combat for mobile. You can play it in browser at https://dashiellrenaud.com/abomination

Happy to send the iOS or Android version to anyone who wants it.


r/aigamedev 30m ago

Demo | Project | Workflow Brought strategy game's loading time from 60s to 10s

Upvotes

This might be a small brag compared to some of the cooler projects I see on this sub but I'd tried a lot of things to bring the load time down before and gpu prewarming, caching, chunking barely reduced it by a few seconds.
Then I asked claude (fable with some claude skills I'd built up over the last months from fiddling with the project) to take a look and plan how it'd approach it, split the implementation into reversible phases and the usual project management stuff.

But i didn't expect moving from a sequential building layout at game start to preallocating locations once the roads are laid out to boost the speed so much.

It's a handpainted map (with a few math tricks to make the hills look nicer) so no procedural logic.

But it got so fast that the loading screen animation suddenly didnt have time to finish.
Crazy stuff. I guess I need a new animation now.

New Loading time - 10s

Old Loading time (60s)


r/aigamedev 38m ago

Questions & Help What artstyle is AI best at making for games?

Upvotes

hello everybody, I'm working on a small game for fun, and I'm trying to figure out what artstyle I should go for.

I see people are saying that AI struggles with pixel art, so perhaps that art choice is a poor decision - what art style would you recommend? I'm very new and would love any kind of help


r/aigamedev 1h ago

Demo | Project | Workflow Creating a Game Character, rigging it and animating it using Codex on a Blender Fork

Enable HLS to view with audio, or disable this notification

Upvotes

Built a game character end to end using Codex on a Blender fork. Generation, rigging, and the walk animation were all done in one shot with fairly minimal prompts.

Didn't expect it to hold up as well as it did with that little direction. Posting it as a showcase more than anything.

Happy to answer questions about the setup.


r/aigamedev 1h ago

News Tycoon/ Simulator built entirely with Ai this is the epitamy of Ai power and good research ,I know NOTHING about developing and built this in just 3 months try it out

Thumbnail
constructionempire.co.za
Upvotes

Spent the past three months building this game because I’ve been bored at my current job and I wanted to learn coding and so I bought this game that is super colourful and fun and nothing too crazy just some simple old clicking buying and growing. DM personally if you want a promo code

Feel free to criticise and give harsh feedback ,obv I’m a developer to some extent so don’t be nice give me raw feedback here!


r/aigamedev 1h ago

Commercial Self Promotion Designing an AI director for a small territory strategy game: how much unfairness is still fun?

Post image
Upvotes

We made a small turn-based territory strategy game set on a map of the United States.

At first, the game looked like a fairly standard strategy loop: expand into territories, manage your position, and react to enemy attacks. But the hard part was never drawing the map or adding more regions. It was deciding how the opponent should behave.

If the enemy attacks on fixed rules, players learn the pattern too quickly. If it attacks too randomly, losses feel arbitrary. If it is too aggressive early on, new players get punished before they understand the game. If it is too passive, the map becomes a puzzle with no pressure.

So we treated the opponent as an AI director with constraints, rather than a fully scripted enemy.

After the player ends a turn, the director considers things like:

  • How far ahead the player is in territory control
  • How many troops the player has
  • The strength of the player's strongest territory
  • Whether an enemy is being boxed in
  • How far into the game the current turn is
  • Whether the player has already been targeted repeatedly

We also added protections against the AI feeling like it is bullying one target. Repeatedly attacking the same territory becomes less likely, and there is a short-term limit on continuously focusing pressure on the player. Early turns are more forgiving, while the AI becomes more willing to challenge a player who is clearly gaining momentum.

We used an Agent-assisted workflow to think through these ranges and failure cases. The useful part was not letting an Agent invent random numbers. It was using it to ask questions we would otherwise miss:

"Can the player understand why they lost?"
"Does the AI create pressure without removing meaningful choices?"
"At what point does adaptive difficulty stop feeling adaptive and start feeling unfair?"

The current version is still a small experiment, but it has made me think differently about strategy game AI. Maybe a good opponent is not one that always makes the strongest move. Maybe it is one that creates tension while leaving the player enough room to respond.

For people who build strategy games or game AI:

  1. Would you expose any of these AI rules to players, or keep them hidden?
  2. How do you test whether an adaptive opponent is challenging rather than simply unfair?
  3. What games do you think handle "director-style" strategy AI well?

r/aigamedev 3h ago

Discussion MCP is worse than no MCP (Godot)

7 Upvotes

I've been trying to use an AI loop to create a Godot game for a while now and I've consistently used the godot-ai MCP following some advice I found online. My Sol-medium usage was draining super fast every day and I thought that was just the way it was.

I then saw a post from someone who made a pretty good looking 3D game in Godot without using any MCP, so I thought I'd run some tests.

I generated a big detailed prompt to make a prototype game including instructions of exactly what to do. I then created two empty projects in Godot. For one of the projects, I installed the godot-ai MCP and told Codex (Sol Medium) to use the godot-mcp, and in the other there was no MCP installed and Codex just used Godot headless for everything.

The results surprised me.

The output for the godot-ai MCP project:

And the output for the non-MCP project:

The graphics and feel of the game were much better without the MCP. But here's the kicker, the non-MCP session costed 2% of my weekly $20 Plus subscription, but the MCP session cost 11%!

The non-MCP one was also done in 3 minutes, while the MCP-driven one took 27 minutes!

This is crazy, I assumed the godot-ai MCP would cost more but at least produce better results, I wasn't expected it to be worse, or the cost difference to be this much.

After this test I won't be using MCP's anymore. I think the models and Godot headless itself is good enough (better even) to function without it that it's not worth the overhead.

Anyone else had the same experience? I don't know if this is unique to Godot as it functions so well in headless mode or if there will be similar results for Unity or UDK.


r/aigamedev 5h ago

Demo | Project | Workflow Welcome Erfgooiers.. to my first game

Post image
0 Upvotes

r/aigamedev 5h ago

Demo | Project | Workflow Day 2 of Building HOBO LIFE SIM

Enable HLS to view with audio, or disable this notification

0 Upvotes

Building a fun life simulator game about being homeless.

Today I added:

• A fun little mini hobo that voices his feelings as you try to beg for money.

• Dumpster Diving to find items to sell for a profit. Sometimes there's poop in the dumpster, try to avoid that...

• A marketplace to sell your items. It's not much money but it's something.

• Rough draft of an inventory and viewing your player stats.

WIP - See you tomorrow!


r/aigamedev 6h ago

Demo | Project | Workflow AI-generated choose-your-own-adventure game in Python

2 Upvotes

I’ve been playing with a small pattern for making LLM apps feel more like actual apps, not just prompt wrappers.

This one is a Python/Flask choose-your-own-adventure game. You start a session with a genre and player name, then the model generates a scene plus three possible choices. When you pick one, the backend sends the story history back to the model and gets the next turn.

The part I care about most is the state handling:

the backend stores the game session

each turn has location, health, inventory, and status

the model is asked to return JSON, not just prose

the app can parse that JSON and keep the game moving

Code: https://github.com/team-telnyx/telnyx-code-examples/tree/main/adventure-game-python

It’s a toy game on purpose, but the pattern maps pretty well to training sims, guided support flows, onboarding tutorials, or anything interactive where the model generates the next step and the app keeps the rules.


r/aigamedev 6h ago

Discussion Anyone using text to 3D for faster prototyping or still mostly for early greybox work

2 Upvotes

Been testing text to 3D generation in early prototypes mainly to speed up greyboxing and quick asset blocking.

It helps a lot when I just need simple props fast instead of building everything manually in Blender at the start.

But once I try to push those assets further, the same problems show up. Cleanup is still needed, UVs are often messy, and most models need work before they are usable in engine.

Feels like it is good for getting ideas into the scene quickly, but not something I can rely on for production assets yet.

Wondering if others are using it beyond prototyping or if it is still mostly an early stage workflow tool.


r/aigamedev 8h ago

Community Event SLOP JAM 4 - No AI Slop allowed in GMTK Jam? No Problem - join Slop Jam this weekend

Thumbnail
itch.io
2 Upvotes

r/aigamedev 8h ago

Commercial Self Promotion Interested in networking, maybe doing bundles

2 Upvotes

Hey everyone, I'm here because we are all not allergic to the use of AI in game dev. And for that reason it makes sense to network here. I use AI when developing games, my Steam pages have disclosures, my itch page has disclosures, and AI is unpopular with many indie devs.

If ou might be interested in doing sale bundles on steam id love to chat about games and dev/marketing stuff.

Here is my current flagship upcoming game on steam: https://store.steampowered.com/app/4880210/Hammered_Heroes/

Here is my itch page with some other demos and projects:

https://facewongames.itch.io/

Even if you don't have a game coming to steam and you just wanna chat AI and games I'm into it


r/aigamedev 8h ago

Tools or Resource Yet Another MCP/CLI for Godot

15 Upvotes

Hey,

Its just as the title says, another MCP/CLI I created for working with Godot 4.7+. I created it because like every developer with too much coffee, a AI friend, and a 5min thought...I figured I could do it better different. Given that there are so many of these type of tools all ready out, I figured I just keep it to myself and use it for my own games. However, with Unity releasing their Unity CLI project, and my project being similar to theirs in terms of how it was designed...and I figured a $10bn company cant be wrong all the time.

Anyway...I am working on getting it in the asset store/lib; need to design some proper branding for it... but you can check out the docs for it here
https://regiellis.github.io/godot-mcp-go/

FYI: This was/is not a "vibe coded" project, but Claude did ride shotgun. For context, I been writing code for a while.. been the game for 20+ years...still working as a DOT in a large law firm. Why does this matter...it doesn't to most of you, but for those it does matter to...there you go...also I am "dogfooding" in my first game as well

Comment if you got ?s


r/aigamedev 9h ago

Commercial Self Promotion Multiplayer fantasy novel played via EMAIL

Post image
0 Upvotes

For the last few months I've been building a fantasy novel you don't just read, you play — and it arrives one chapter at a time, in your inbox.

It's called Duskhaven. Here's how it works.

Every morning you get an email — a chapter written for your character alone. Where you are, what just happened, and the choice in front of you. You reply in plain English with what you do: bargain, investigate, betray, run, pick a lock, make a friend, start a fire. The next morning a new chapter arrives showing what your choice set loose on the world.

The part I'm proudest of is that it's multiplayer. Duskhaven is one city, and every player is a real person living in it at the same time. Your paths cross. The thief a few letters ahead of you is somebody's actual character — you can ally with them, undercut them, or hunt them for the same prize. Five powers pull at the city: the Crown, the Guild, the Temple, the Undercity, and the Free Blades.

I built this solo and it's early — rough in places, and I'm shipping fixes almost daily. It's free. If a novel that writes itself around a few dozen strangers' choices sounds like your kind of thing, the gate's open.


r/aigamedev 9h ago

Demo | Project | Workflow Fable built this prototype in a few hours.

Thumbnail
gallery
10 Upvotes

I've always wanted to play a colony sim that mixed RimWorld + Factorio + The Sims, but where the game could evolve organically like Spore—more or less in "stages." Kenshi actually defines this concept pretty well, to be honest, but I want something tailored to my own vision. Well, it's far off—very far off, to be honest—but it's still something. Pathfinding works reasonably well, and the building systems are functional, complete with furniture and some degree of progression. The game is still very rough around the edges; I'd like it to feature specific professions and workshops, like a blacksmith, etc. It also includes procedural dungeons, skills, and classes (all incomplete). I tried to make it keep going, but it reached a point where it was introducing bugs every time it touched anything, so I'm going to shelf it and try again on Fable 6. As for the assets, I opted for low poly due to the scale I'm aiming for.


r/aigamedev 11h ago

Demo | Project | Workflow HS Hierarchy: Demo now available

Enable HLS to view with audio, or disable this notification

11 Upvotes

Last week I posted here for the first time about the game I've been building using Fable 5 and Sol 5.6. I said I'd keep you posted, so here's the follow-up: I finally got it into a state where I'm comfortable putting a demo out into the world. It's up on itch HERE to try, and I also spun up a Discord HERE where I'm hoping to collect feedback on the demo and everything else as I keep pushing toward a full release. I'm still working on some performance enhancements, but should be a solid play state inside of the browser.

The demo is the tutorial plus a full week of in-game time. The tutorial gives you a quick tour of what everything is and how it all works, then turns you loose for a week, including the weekend. Depending on how fast you want to burn through the days, and how much you want to poke at everything, that's roughly 2 to 3 hours of play.

There's a good amount of the cool stuff packed in already. In the demo you can:

  • Ride the bus to and from school
  • Go to class (or don't) but if you skip too many days of school, avoid the police or get arrested for truancy
  • Train up and make the soccer team for the Friday night big game
  • Check out what's playing at the movie theater
  • Grab some ice cream, or work a shift at The Scoop
  • Buy and ride a skateboard or bike around town from Kickflip (Skatepark not finished yet)
  • Play in the back room card game on the bad side of town
  • Level up various skills to unlock crafting of new items
  • Throw a house party, and maybe get arrested at said house party
  • Rip some packs of Cryptid Clash (Pokemon like trading card game)
  • Shop the mall and hit the arcade with 3 playable arcade machines
  • Attempt some of the 60 quests currently in game
  • Generally get into some trouble if that's your thing

I'd genuinely love feedback on what clicks, what's confusing, what breaks. That's the whole point of getting it in front of people now. There is a pretty extensive in game Wiki if you get stuck, but if you'd like you are free to DM me here or message me in the Discord.

Jump in, break the demo, and tell me what you think!


r/aigamedev 12h ago

Demo | Project | Workflow Cradleward - Idle, Mobile First, Space Trading (pre-alpha)

3 Upvotes

I'm in the prototype stage of making a game that I would want to play. I love space games, but between the family and full time job, I can't make the committment to the games I love like Eve Online, Elite Dangerous, X4 Foundations, so I'm making my own damn game, with hookers, and blow. (but not really)

The premise is a slow paced, async interaction world that is idle / mobile friendly. Space ships, gate camps, trading, mining, building in a player driven universe is the end goal.

This is not that, this is a prototype, playtesting pacing, functionality, "how does it feel?", turning the knobs as I build out features in my spare time.

I'd like to share this project, get some feedback, input, collaboration. What works, what doesn't? Right now it's just a static web site, runs on your machine, no servers (which means no moving your save to a new browser).

Let me know what you think.

https://alpha.cradleward.com


r/aigamedev 12h ago

Demo | Project | Workflow AI-modernized MUD, Darkwind!

Thumbnail
gallery
33 Upvotes

Not sure how many of you have heard of a MUD, but MUDs are just text-based MMOs that started over 30 years ago!

My MUD, Darkwind, started as a traditional MUD back in 1992, but I never really stopped building it.

Today it’s still a text-based multiplayer RPG, but the systems underneath it have evolved far beyond what most people probably picture when they hear “MUD.”

Here, I have 30+ years worth of lovingly hand-written text of room descriptions, items, weapons, armor, monsters, bosses... so much cool stuff, and I use AI to generate the images of those things! It's been incredible to see this world come to life!

It has persistent characters and housing, extensive crafting and professions, custom combat systems, evolving fantasy and cyberpunk progression, dynamic world mechanics, large explorable regions, and regular content releases.

Some recent additions include:

  • Forestry and finite harvestable timber resources
  • Carpentry, furniture, construction materials, and housing upgrades
  • Three independent moons with persistent real-time cycles
  • Moongates affected by moonlight and rare eclipse conditions
  • A cybernetic Cortex progression system with firmware abilities, heat management, targeting, and combat resources
  • Persistent homesteads and player-built progression
  • Reworked dungeon crafting with deterministic rewards and pity protection

All of these mature, deep game mechanics running in a modern web client, accessible commands and interfaces, active development, frequent releases, and a small but dedicated community. We currently reach around 20 players online at peak and roughly 40 regularly active players.

I'm attaching a few screenshots so you can see what I'm talking about!

That’s enough to make the world feel alive, but I’d love to grow it further.

I'd love your feedback! Thoughts, ideas, and of course I'd love for you to come explore it.

Darkwind: https://play.darkwind.ai


r/aigamedev 12h ago

Demo | Project | Workflow Level Editor progress + Baked lightmaps for my custom AI-assisted game engine

Enable HLS to view with audio, or disable this notification

77 Upvotes

I've got a "Face Carve" tool, which allows me to make doorways in seconds, and with clean edge loop topology. The overall UX has also been massively improved. Yes, I'm using Quake textures for testing, lol.


r/aigamedev 12h ago

Commercial Self Promotion Three Browser Games Inspired By My Favorites

3 Upvotes

Hey, I'm akg123/agardner26. For fun in my spare time I built three small browser games, each one inspired by games I've loved. I used Claude AI to help build them, while I took care of design and playtesting. The art is a combination of one instance of my original animation art for a title screen and Claude-generated SVG vector art for icons, etc. Each game is free, runs right in your browser, phone or desktop (phone is usually my preference), needs no account, and saves locally. They are mainly text-based, though Star Voyager and CrownGM have more visual elements.

Rafters (the newest one) - A single-player basketball career sim inspired by Hardwood Legacy (another recent AI game) and Basketball GM (the goat), folding in the deeper features from each. You're one player, from your choice of college to the day you hang it up. My main focus was tuning the simulation to mirror real basketball statistics, so the box scores and career arcs come out realistic.

CrownGM (the first one I made) - an original mashup of the stats-driven storytelling of Basketball GM (the best web sim ever made) with the dynastic drama of Crusader Kings 3 and an attempt at a reactive world inspired by Kenshi. Steer a dynasty through the generations in a fantasy world you create and shape, dealing with succession, rebellions, wars, magic, and dragons. Also inspired by all the fantasy books I've read, so you may find some character names you recognize :P. I tried and am still trying to have most of the events be written by me, I'd say it's at about 50% written by me versus generated by Claude 'in my voice.'

Star Voyager - a space-captain sim in the tradition of Space Trader, the original Elite, and Dark Nova, a game I played a ton as a kid. Explore the galaxy, smuggle or trade honest, fight pirates, and make credits. The ships are original SVG based on my own designs and art, and the title-screen animation is one I actually made on Procreate back in 2022 that finally found a home here.

Rafters is the newest, so it'll have the most bugs, but I've genuinely enjoyed playing all three and I hope you do too. Thanks for taking a look. Bug reports, thoughts, anything else, all welcome.

https://akg123games.pages.dev


r/aigamedev 14h ago

Demo | Project | Workflow Nuns with Guns Update

Thumbnail
gallery
7 Upvotes

Hi all

I posted here awhile back about the game I was developing with AI called Nuns with Guns a bullet heaven where you must protect a church from the demons of hell.

While each nun has a different gun and you can swap between nuns, you also have special abilities called prayers where you can resurrect the dead to help you fight, get a momentary Sanctuary from the horde (as seen in image 3), call for a holy water flood from the baptismal font and more.

https://store.steampowered.com/app/4841200/Nuns_With_Guns/

My own thoughts and the general consensus here was that the assets were poor and a bit too ai looking. I've struggled since then to come up with better 2d assets that give off a more 3d effect and were more readable in general so a few weeks ago I decided to switch it up and try the game in 3d. The screenshots are below and its very early days but I'm liking the directions it's headed in so just wanted some feedback. I've mainly been focusing on the in game visuals and gameplay so the upgrade screen, HUD and such are just placeholders.

I don't currently have a video of the game play but it's playing pretty well except the game can be laggy at very high numbers of demons on screen, and the crawling demons animations as only their back legs move which looks quite funny. The steam page hasnt even been updated yet but I will look to do it over the weekend.

For anyone interested in my workflow it's just been a mixture of myself (very basic knowledge) and codex for the coding, assets were made with meshy or just shapes and textures. The game is in three.js.

Looking forward to your thoughts


r/aigamedev 15h ago

Discussion Anyone else notice how r/gameenginedevs gets super unreasonably offended by AI?

Thumbnail
0 Upvotes

r/aigamedev 17h ago

Demo | Project | Workflow Fantasy RPG for mobile driven by real world activity

Enable HLS to view with audio, or disable this notification

3 Upvotes

Heya, I used to be an avid gamer but life happens and time is spent for other things. Thirst is still there so I am making a mobile game which respects your time and rewards you for living well.

Art style is inspired by Black Desert Online, Elder Scrolls Online etc. instead of pixel or cutesy graphics.

Instead of being like Pokemon Go where you need to check your phone while walking, Stridera lets you focus on being present in real time and reap the rewards of your activity later.

It converts calories burned IRL into energy which you use to explore and eventually restore a spiritually hollow world.

I am attaching a video of the world map and first playable biome Verdant Reach.

Game is nearing “vertical slice” play test.

Curious to hear your thoughts on game concept. Do you prefer Pokemon Go style - looking at the phone while outside or something like this?

Thanks in advance for your responses.

AI is used for coding help and image generation.


r/aigamedev 17h ago

Demo | Project | Workflow got online multiplayer working in my weird cat game!!

Enable HLS to view with audio, or disable this notification

30 Upvotes

Made this weird little cat fighting game over the weekend and now it's kinda an obsession? But made two big updates in the patch just now. Name change! Cat Game 6 is now

And got online multiplayer WORKING. As some of you know that can be tricky! I learned alot too while working with opus on netcode and latency and host 'owning' certain aspects of the game. The back and forth with making the friend codes shorter (originally, they were like a paragraph or two of letters and numbers ha.

So yeah, this little project is something I might update more and package up for Steam.

Right now, you can play it itch.io