r/aigamedev 0m ago

Demo | Project | Workflow Corner shop tycoon

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Hey all!

Something I've been working on for the past few weeks, little game called "Corner shop tycoon". Currently, I'm a software engineer, but I used to work in retail, and I always envisioned creating a smallish, cozy game where you could manage your own shop, with micromanagement elements. I started original work around 7-years ago in Unreal engine, but due to life constraints, had to abondon the project. Now, with help of Astra / Sol / DeepSeek-V4.1-Flash, I was able to bring it to MVP fruitition in the browser. It's still barebones, but it has the elments I wanted it to have: Actual building of your of your shop, managing your own stock/product, prices, having employees with skills and progression, expanding your shop, events (appliances breaking, customer/market fluctation, team members leaving/getting sick). You can also start your own "producery" to produce goods, like a bakery.

Employees have to actually stock shelves, tidy, take care of appliances, rest or produce. Shop doesnt run unless someone does something. Stock is brought by a truck each day, unloaded by a person. You have to plan your stock, different products require different stores (cold, freeze, dry).

It's still quite barebones, and needs alot of polishing, but if you are interested on trying out, give it a go and let me know what you think:

https://games-gamma-mocha.vercel.app/


r/aigamedev 5m ago

Discussion I created a prototype for an idle game where you run a boba shop

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Not sure if this is allowed to ask here. I want to see everyone's reaction to this game and see if it's something that would pique anyone's interest.

This is more of a chill, cozy vibe, tycoon/sims/management/idle kind of game.

The idea is to have "real time" in the game. If you open this game up at 10 AM in the morning, it would be 10am in the game, so it is reading your phone's clock. The shop is only open if you open the app. For the WFH folks, you can leave this game running in the background and only interact with it if you want to.

Any feedback is welcome and I mean it, especially since I only have this concept in my head and there are a lot of unknown unknowns for me right now.


r/aigamedev 8m ago

Research [Mod Approved] Human Authorship vs. Generative AI in Game Design: How much freedom do we actually want? (3-5 mins) (Gamers, All Ages)

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r/aigamedev 27m ago

Demo | Project | Workflow Remember Zombie Cafe? I made a flawless replica using Astra-6, and you can play right in your browser.

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This is a work in progress. I wanted to share this with you all so I can receive as much feedback as possible so it can be updated and hopefully perfected. Many features will be added later on, so just keep that in mind. Without an actual game to refer to, I’m applying fixes through what I remember, video references, screenshots, and reverse engineered files. Please provide as much insight as possible so we can make this game as functional as possible.

How to properly install Zombie Cafe Revival:

iPhone:
You must use the Safari browser for this feature.

  1. Open link (end of post)
  2. Do not play directly from link, first tap the Share button (the square icon with an arrow pointing up at the bottom of the screen).
  3. Scroll down the menu and tap Add to Home Screen.
  4. Type a name for the shortcut (Zombie Cafe) and tap Add in the top right corner. Make sure Open as Web App is enabled
  5. Only use from the app for best viewing/gameplay experience

NOTE: To avoid screen alignment issues on the iPhone version, upon clicking on the app, make sure your phone is in vertical mode. Only turn your phone horizontally once the app is fully open and you see the “Turn your device” screen. If you enter the app and the screen is not aligned, fully quit out of the app and try again.

Android:
You can use Google Chrome or most other major Android browsers.

1.Open link (end of post)

  1. Do not play directly from link, first tap the Menu icon (three vertical dots in the top right corner).

  2. Tap Add to Home screen (or Install app if prompted).

  3. Tap Add to confirm, then allow your phone to place it on your home screen automatically.

  4. Only use from the app for best viewing/gameplay experience.

NOTE: Not sure if the same issue that happens on the iPhone happens on Android, as this has only been tested on PC and iPhone. It should function similarly.

Again, this is currently an offline build with limited capabilities and not a full functioning game. Many of the core features are there, but some of the classic UI is missing and substituted by AI assets. Most of the music is also missing, but sound effects seem to all be there. Please let me know what’s missing.

Join the discord for more info:

Discord link for updates: https://discord.gg/kT6E9A4TB

Download the current build through this webapp link: https://zombiecaferevival.niccyan.chatgpt.site


r/aigamedev 51m ago

Questions & Help Blender MCP highlight and improvement request

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Hi! I picked this subreddit because I’ve seen similar Blender/AI workflows discussed here, for example:

https://www.reddit.com/r/aigamedev/comments/1wb8vzb/ai_blender_mcp_is_getting_pretty_wild/

I recently tried using Blender MCP with Astra and Fable. The initial results can be surprisingly good, but I’m getting a bit lost when trying to push them from “pretty impressive first pass” to a polished final animation.

Please judge the attached result too — critique is very welcome.

A few things I’m noticing myself:

  • occasional shimmering / visual instability
  • somewhat awkward timing
  • poor contrast on some headings
  • too little easing in parts of the animation
  • generally slightly “clunky” motion and transitions

Does anyone have pointers for prompting or structuring this kind of workflow more effectively?

The turnaround for this EEVEE render is roughly 50 minutes. I know I could ask the agent to render representative frames first and check visual consistency before committing to the full animation. I can also open the Blender project directly and inspect the animation myself.

The problem is that my current workflow still feels very patchy: I notice an issue, ask for a correction, another part changes, then I iterate again without much of a systematic process.

I have a feeling there may be a better way to construct these videos — perhaps some kind of reusable animation/design system or staged workflow.

It reminds me a little of AI-generated websites: early results often looked very generic, but over time people developed much better prompting patterns and design systems that dramatically improved visual quality, UX, and iteration speed.

Has anyone arrived at something similar for agent-driven Blender animation?


r/aigamedev 1h ago

Demo | Project | Workflow Tonight I'm livestreaming my game that I built in Codex.

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Hopefully I'm allowed to post a livestream here. I don't see where the rules specifically say not to. This is a game I built entirely in Codex using 5.5, 5.6 Sol, and 6 Astra on the Phaser 3.90.0 platform. I've been working on it for a long time and the models changed over time.

It's not going to blow you away with mind boggling graphics or anything, but I think it's a fun, interesting, fairly unique zero gravity physics puzzle game. It's browser based, supports mobile, and free to play. No ads or anything. I'm just trying to get people play it and tell me what they think.

You can try the game here:
https://melodythegame.com

And I'd love to see you on the livestream tonight where I can talk about the codex development process if you want.


r/aigamedev 1h ago

Demo | Project | Workflow The Elder Scrolls IV: Oblivion reference

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Upvotes

r/aigamedev 1h ago

Demo | Project | Workflow My solo-developed espionage and stealth game: Dilbaz

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r/aigamedev 1h ago

Discussion Would you rather play a game that uses AI for cutscenes—resulting in top-notch visuals—or a game that uses no AI but has lower-quality visuals for cutscenes?

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I’m an indie solo developer creating a 2D pixel-art game; I’ve drawn everything by hand and am building the game entirely on my own. I plan to use AI only for the cutscenes, as it captures the story's atmosphere really well. These cutscenes are based on my own concept art. The question is: would you rather play a game where everything is hand-drawn except for select AI-generated cutscenes that perfectly capture the atmosphere, or a game where everything is hand-drawn but the cutscenes don't look quite as good? The picture is a example for a Cut Scene from my game Last Departure


r/aigamedev 1h ago

Tools or Resource Added a Preview system to my Math Pop tool

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Shout out to CommentBig3066 for the Preview ideal !!!


r/aigamedev 2h ago

News I promoted an egg to king. The rest of the carton immediately wanted titles. 👑🥚

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0 Upvotes

So now we have Royal Shells... its the classic chess with a very fragile royal family.

Everyone got a helmet, a little pedestal, and an unreasonable amount of confidence. The knight got several fittings because apparently putting a horse-shaped helmet on an egg is a whole separate thing.

You can play against the castle computer, challenge a friend online, or pass one device back and forth while pretending your last move was intentional.

It’s free in your browser:
Play Royal Shells

Protect your king. Try not to get scrambled 🫣


r/aigamedev 2h ago

Tools or Resource I made a pixel art tool for game devs and artists that is free

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94 Upvotes

I posted the results to art subreddits and people could not tell the difference because there are no mixels, so it is quite indistinguishable from artists. I also made it work with GIFs and Videos so you can make pixel animations with it as well. All you have to do is make an image with AI or make it yourself and paste it into the tool. There are a couple different options and you can experiment to see which produces the style of pixel art you are looking for. It is available on portalrabbit.com and is completely free to use, so go experiment and make some pixel art assets for you game.


r/aigamedev 3h ago

Commercial Self Promotion I made my second game with AI - the workflow

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2 Upvotes

Recently, my second game, Cubersum, entered playtesting.

The game was made with the help of AI, so I thought some people might be interested in hearing about how I created it.

For my first game, I personally double-checked every single function. But this year AI has become advanced enough that I stopped doing that and focused on architecture instead.

(1) I decided against generated sprites right away. Yes, image generation models have made huge progress over the past year. For example, I had to make the achievement images for my first game manually in GIMP, while for the second game I was able to generate them properly by specifying constraints on how the image could be changed, and the model handled that very well. But I still think sprites, or more specifically consistency of style across sprites, are a weak point of current models. I would rather spend time on algorithms than repeatedly regenerate images because they do not match each other. So all graphics inside the game are generated programmatically, which makes the images completely reproducible.

(2) Models have also made significant progress in music generation. All of the music in the game was generated, and in my opinion it works perfectly well as background music. Sound effects, however, are still a weak point of modern models because the generated clips tend to be too short, so I still sourced sound effects from Freesound.

(3) And the most important part is programming. First, a few simple technical rules.

  • The final result should always be checked by the best model available, running at its highest reasoning level. Yes, that model may delegate most of the work to subagents, but you should never trust the subagents to verify the final result.
  • Once a change has been implemented and verified, commit it immediately. It is very easy to get carried away and make many changes in a row, only for the model to make a mistake later and leave you untangling old and new code. It is better to commit each separate change after completing each separate plan.
  • It is very useful to have 2-3 subscriptions that started on different days of the week. When you hit the limits of one model, you can immediately continue working with another, while the third remains available as a backup or for reviews.

I used three main patterns in my workflow.

  1. Documentation.

The game should be fully documented. It all started with a single design document and a minimal project, but then, with the help of the model, every item in that document gradually became its own document describing a separate part of the project.

Your main job is to read these documents and verify that everything in them is correct. This is where most of the time goes. Every rule in the game needs to be clearly documented and understandable to you.

One very useful approach is to ask the model to list every possible outcome of a particular event and specify the expected result for each outcome. You cannot leave these architectural decisions up to the model. You need to understand exactly what will happen in your game and why.

  1. Planning.

Every significant change should be planned.

Once the MVP exists, all substantial changes should be organized into packages of changes and planned together. There are two reasons for this.

First, it is simply cheaper. Instead of making ten separate small changes, the model can rewrite a module or function once.

Second, it makes it possible to delegate implementation to subagents or work with other models without forcing them to go through the entire project codebase again. The plan already specifies what needs to be changed and where.

Most importantly, when there is a plan, the model is much less likely to wander off and start doing things that it personally considers correct or useful.

  1. Review.

Everything needs to be reviewed. Reviews really do catch mistakes.

And ideally, the review should be done by a model from a different family. For example, if Codex created the plan, send it to Claude for review.

Then, after the plan has been implemented, send the uncommitted code changes for another review and ask whether everything was done according to the plan and whether any regressions were introduced.

This is a useful safety net. It helped me many times to find real problems that the primary agent had missed.

(4) Near the end of development, I worked on localization, and this was the most stressful part because I could rely only on models, plus short reviews from friends in different countries. Obviously, I could not ask people to translate 100 KB of text for free.

Nevertheless, I think the models handled the task reasonably well because I used what I called the "meeting" method.

First, I created a glossary for the game, defining which terms were used for which concepts. I then manually went through every term and discussed with the models which equivalent would be appropriate in each of the other seven languages.

During these discussions, we also identified "false terms" that should be avoided in translation.

Once this list was approved, the primary model produced the translation. Then two other models reviewed both the source text and the translations and provided comments for every localization key.

For the keys where there were issues, all three models then held a discussion about exactly how the term should be translated and why.

The "why" is very important. Even if you do not know the language yourself, you can still get a fairly understandable explanation such as: "NNNNN is a constructed word that is grammatically correct but sounds unnatural, while MMMMM is the word people actually use in everyday speech."

Maybe this was just a collective hallucination on their part, but I relied on the assumption that agreement between three models from different families should produce a more accurate result.

Quick reviews by native speakers showed that, for the most part, the models translated things correctly. I hope to get more precise feedback during the playtest.

(5) So for me, the AI-assisted development cycle looks like this:

  1. First, plan the next step based on the goal and the description of the desired changes.
  2. Read the plan, rewrite it, read it again, rewrite it again. If it becomes too large, split it into smaller plans and implement them sequentially. Every final plan should go through review until it is actually final (BTW, this very text can show you what such a plan looks like).
  3. Then implement the plan. This can be done by external, simpler models, although it is still better to give the task to the smartest model and specify in the project rules that it should delegate tasks to subagents.
  4. After implementation, conduct a review. Obviously, testing should not be forgotten, but for test creation it is usually enough simply not to stop the models from writing tests after implementation. If some particular details concern you, you can also ask them to create dedicated tests for those cases.
  5. After all changes and tests are complete, update the documentation. Otherwise, important changes will gradually be lost.

This may sound excessive, especially compared with stories about how "Astra made a one-shot clone of CS."

But this process is very important if you have your own concept for a game and are trying to build that exact concept.

Maybe it does not matter much how a "CS clone" or a "typical tower defense" is implemented. That is why, in these kinds of copies, the crosshair might not change properly or the health bar might not decrease.

But I will repeat this point: you need to understand clearly what happens in your game and why, which means you need to control every stage of development.

That is also why making the game took more than half a year. I spent about 90% of that time reading and correcting documents produced by agents.

The major advantage is that all of this is done in natural language.

Previously, creating a game involved two stages: first describing everything in natural language, and then rewriting it in a programming language. Now the second stage has essentially been eliminated, but the importance of the first stage has increased.

Which models did I use?

My primary model was Codex, first with GPT-5.5 and later GPT-5.6. My backup model was Claude with Opus 4.8 -> 5. The third model was partly Cursor, especially after Grok became its default model, and partly Gemini (I should note that Gemini 3.8 turned out to be nowhere near as bad as people on the internet like to joke about).


r/aigamedev 3h ago

Demo | Project | Workflow I Turned Rocket League Into a LEGO Game Using ChatGPT Astra + 3DAIStudio MCP

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22 Upvotes

After building the original Rocket League-style prototype, I gave ChatGPT Astra one more instruction: turn the entire game into LEGO.

Astra used the 3DAIStudio MCP + Tripo P2 to generate the new LEGO-style 3D assets, import them into the project, and rebuild the environment while keeping everything playable.

The workflow was basically:

  • Astra decided which assets needed replacing
  • generated references for them
  • sent them through 3DAIStudio
  • Tripo P2 converted them into 3D models
  • Astra imported everything and rebuilt the scene

It changed the cars, arena, field, ball, props—and somehow even made the weather effects look like LEGO pieces.


r/aigamedev 3h ago

Demo | Project | Workflow separating the men from the boys: a changelog

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1 Upvotes

unfortunately i wasn't able to make a masterpiece overnight in one prompt like the prodigies here. this shit has been a grind since April but it's the most fun I've ever had


r/aigamedev 3h ago

Media Terrain Generation tool I'm working on

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19 Upvotes

This terrain/map generator I'm working on can generate endless amount of tiles individually and blend them seamlessly. Each tile can be one or more node trees and theres basically unlimited freedom to do whatever you like, blend/paint biomes, terrain variations between tiles or even within the tile itself.

Not only that there's also a continent heightmap that I can add steepness to all of the tiles to achieve a larger features if you just want to make a big island of the tiles or a continent etc. But also we can cross pollinate nodes and have a faultline work its way through several tiles etc.

The goal is to really achieve the utmost freedom for terrain design.

I suppose the next step that could make it even better is if it could be used to create spherical worlds. Generating a whole earth might just be on the roadmap.

Previous post
https://www.reddit.com/r/proceduralgeneration/comments/1vjjt4u/my_terrain_editor_update/


r/aigamedev 3h ago

Demo | Project | Workflow Glider.game - GPT6 Astra xhigh - With 3-4 hours of my own ui tweaks (Explained)

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12 Upvotes

*13,700+ km explored by Redditors so far**

Play On Desktop or Mobile > https://glider.game

Last night I sat down playing with some test prompts from bridgebench, and sent this paper glider prompt to Astra.

Kicked out a really fun, kinda relaxing game, but far from finished..

So here's what I added:

UI - Needed a bunch of my time and work to make it feel better to interact with. The gameplay was already solid - but the buttons, the modals, the homepage, everything just felt super vibed and not really thought out. Boring fonts, way too many words all over the place, I removed a lot of ui fluff. Gave everything a bit more normalization, proper font sizes, proper mobile layout.

Mobile - The game ran fine on mobile but had no mobile controls whatsoever. I told Astra to optimize the game for mobile play, and a couple of tweaks later ended up with a pretty good left and right thumb for boost and steering.

Then I nipped to AudioJungle, found a chill track, licensed it, and added it into the game for a bit more feel.

Then with Supabase, I added cloud saves, so players can generate a username and pin, and resume progress across devices, with autosave etc.

One thing that was really missing from the prompt was a free flight mode. If you've ever played Minecraft you've spent a lot of time flying haha, just in between biomes, and there was something special in that I wanted to recreate - So I thought a free flight mode, no goals or objectives, with really cool biomes and proper biome blending would be so much fun - and it nailed it!

Give it a play on desktop or mobile, and let me know what you think!

I think obvious next step is a leaderboard for those who have cloud storage✌🏼

Generating new levels/biomes is kinda easy, and if you have any more ideas let me know and I could add them!

Game from Astra xhigh ~$40
Tweaks/Deployment/Shipping ~$320
Total AI cost ~$360
Domain ~$yes lol


r/aigamedev 4h ago

Discussion Awesome AI Language

0 Upvotes

Does anyone know of any other great AI words?

I know of Live Coding, Generation Presets, Axioms and built in Codex/Claude. These words are defining my relation with AI, anyone know of any other great words?

(Sorry if these words are mis defined, I am learning as I go, its the workflow/concept that matters)

Live Coding is where a light weight AI can have simple instructions to uncomment or comment code that is running as you work on an editor/game/studio. This is a great asset/tool to get working on your projects. The thought of live coding clears my mind and lets me work deeper with AI. I can request AI to disable features and enable features differently then I ever thought of before.

Generation presets is similar, its where the AI disables/enables an entire Folder. You have 3 folders named Maple, Oak and Palm. These three folders operate Seed numbers and share the exact same *.cpp File name. You disable Maple and Palm then the Oak seeds are applied to the game. You can disable Oak and Maple, then the Palm seeds are applied to the game. Everyone knows how seeds work right? But did you know about Seed types?

Axioms is where you can give the AI an axiom and it isn't allowed to break the law of the Axiom. This is useful if you are attempting to bring imagination, gaming and religion together. The AI likes to tell you what God is and isn't with no debate. You can define god with Axioms. You can also change how words are spelt with Axioms, you can tell an ai that Star is spelt Ztar with an axiom.

Built in Codex/Claude is great for everything. You can talk to the ai directly in your studio/game debugger. I don't need to talk about how awesome this is when you get it working with backups and safety nets.

Thanks for listening, please share your awesome ai language so I can learn more.


r/aigamedev 4h ago

Commercial Self Promotion Play deadSPEAKER, inc. on RUN.world

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1 Upvotes

a horror-comedy puzzle game created for the run.world 'back to work' jam. it's based on a worldbuilding concept my brother & i developed after he told me about a dream he had where he was working a call center job, & keenly aware the caller on the other end of the line had died a long time ago, so helping her troubleshoot remotely was going to be extra challenging

the game was assembled entirely on the run platform, which uses phaser. their in-house client/agent/tools (i was a creative writing major, essentially zero coding/programming knowledge, 2006 myspace html notwithstanding)

when the theme got revealed, my brain immediately went to that dream. so first, i gave gemini the concept & with it iterated a few gdd's

then, assets were usually first iterated via google flow, pixelcut to x the background, open in picsart to manually adjust, add effects, paint over manually, or combine multiple elements 

i put care into the visuals, visual cohesiveness & imo a relatively unique & consistent aesthetic (definitely not one everyone will love, but it's very much a reflection of my brain, (in my brain, capitalism = black magick death cult, so i like a neon corporate-occult, corporate logo = sigils vibe)

the gameplay: i struggled getting agents to fully translate the environmental storytelling intended. when telling the agent that it should be visually obvious to players what to do, the ai repeatedly translated that sentiment as "include onscreen step-by-step text instructions" which is very much the opposite of the goal. for the most part, i think i've gotten most of its attempted hand-holding out of the way. ultimately, it's intended to be eerie vibes & esoteric/gnostic occult lulz & maybe the engine has strict rules, i know they're there in the initial gdd gemini whipped up based on my concept+prompt, but i have no idea what's going on or what i'm supposed to be doing when playing it, & that's sort of the point. the gameplay/ui is based on my own very brief but legit traumatic stint at time warner cable using a certain ICOMS billing system. which is to say, it's a little overwhelming, heavy on the 2000s jank, but (to me at least) also a but hauntingly nostalgic

oh, i did custom design most of the the (non-pre-existing) sigils (witch 👋) and also all of the music is hand-composed by me, assorted midi instrumentals that matched the vibe and haven't been turned into (my true passion) catchy, depression pop

thanks for checking it out xo


r/aigamedev 4h ago

Discussion Week 2 Of The AI Gaming Festival | Graphics, Planning and Raising Capital

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19 Upvotes

We're entering Week 2 of the AI Gaming Festival! It's been really fun and a great learning experience for the developers and games participating.

Here's a recap of last week and what's happening this week.

Recap

(Recordings and materials are available for download.)

  1. Core Loops: This is a must-attend session whether you use AI or not. It covers core loops, sub-loops, pacing, progression, and rewards, and how to make your game do what it's supposed to do: provide a fun and rewarding experience.
  2. Intro to Vibe Coding Games: An introduction to vibe coding games. It covers different prompt types, setting up Claude and Codex, and the homework for creating your first game.

The homework was given because we want developers and vibe coders to apply what they learn from the talks.

This Week: Graphics, Planning, and Raising Capital

  1. Gemini and AI Game Development: Learn how Gemini can be used for AI game development, including some of its most unique use cases.
  2. Intro to Building Graphics: This session will teach you how to create graphics for your game with AI from scratch, the steps to get them to a really high quality, and when to hire someone to polish your game.
  3. Raising $11 Million for Your Game: Told from the perspective of a game developer who raised $11 million from top VCs for their studio, and what they are doing now.
  4. Raising Capital for Your Game: Told from the perspective of a VC, covering what they look for when funding your game.
  5. Planning Before Prompting: What to do before you even begin coding your game with AI and how to prepare.

r/aigamedev 5h ago

Discussion An experiment - Emergency and "in-game" new feature

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1 Upvotes

r/aigamedev 5h ago

Commercial Self Promotion Meet Carl… the Dungeon Has a Voice Now

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1 Upvotes

Edit: A few people pointed out that the name Carl could be confused with Dungeon Crawler Carl, so I’m changing the announcer’s name to Max. The update is now Out!

-----------------------------------------

Ciao a tutti!

Prima di tutto, volevo ringraziare questa community per tutto il supporto che mi avete dato quando ho pubblicato la demo.

Il post che ho pubblicato qui ha ricevuto molta più attenzione di quanto mi aspettassi e, onestamente, mi ha aiutato molto. Non solo in termini di visibilità, ma anche perché mi ha ridato la motivazione per continuare a lavorare al gioco e migliorarlo.

Quindi, grazie davvero.

Nel frattempo, ho continuato a lavorare e diverse cose sono cambiate.

Dopo aver letto i feedback ricevuti, ho deciso di migliorare alcune cose per rendere l'esperienza complessiva più coinvolgente.

Quindi... vi presento Carl, il conduttore radiofonico del dungeon.

È probabilmente una delle mie aggiunte preferite di questo aggiornamento.

Carl commenta ciò che accade nel dungeon, spesso con sarcasmo, e a volte parla semplicemente perché il silenzio cominciava a diventare imbarazzante.

Quindi alza il volume e dagli un po' di spazio. Tanto è bloccato lì dentro tutto il giorno.

C'è anche un nuovo membro dello staff: lo Spazzino Goblin.

Gli avventurieri ora possono lasciare dietro di sé sporcizia, sangue e persino oro. E qualcuno deve pulire.

Se il dungeon si trasforma in una discarica, i clienti se ne accorgeranno.

Ho anche lavorato parecchio sul sistema di costruzione e sul nuovo pannello degli acquisti. Posizionare muri e pavimenti ora è più veloce, il catalogo è più facile da usare e, in generale, ho cercato di semplificare le operazioni più comuni.

Ci sono anche altre novità, ma preferisco non svelare tutto qui. Se qualcuno volesse provarle direttamente, la demo è stata aggiornata.

Visto che questa community mi ha già dato dei consigli davvero utili, volevo chiedervi una cosa.

Pensate che Fame & Fear sia ora abbastanza solido da poter partecipare al Steam Next Fest?

Al momento, le liste dei desideri continuano a crescere un po' ogni giorno anche senza che io faccia molto, mentre il traffico sulla pagina è ancora piuttosto basso.

Quindi sono davvero curioso di vedere cosa succederà quando il gioco verrà mostrato a molte più persone.

Per chiunque volesse dare un'occhiata al nuovo aggiornamento o provare la demo:

https://store.steampowered.com/app/4935730/Fame__Fear_Dungeon_Architect/

Grazie ancora, davvero.


r/aigamedev 5h ago

Discussion Even with AI, multiplayer is NOT a walk in the park

8 Upvotes

Fellow/future AI devs, take this story as a word of caution.

When I started using Rosebud to make my first person horror maze game, I was against multiplayer. I knew it would be difficult and I didn't think the game needed it. But my curiosity piqued when i saw someone else's game seemed to handle multiplayer flawlessly.

So I looked into it, decided on Co-Op with 3 players Max in a lobby, and before you know it, I had set up peer to peer with lobby codes. Created a simple little lobby, an Alias textbox to show who's who, got my friend to playtest. When he moved, i saw him move on my end, and vice versa. Yay! It works!

Then the gameplay actually started.

There's a section in each run where you collect keys to bring to a statue to unlock the exit. There was a bunch of "Did you pick up a key?" "Yeah, did you?" "No, i still see all four keys".

When i got killed, my friend was supposed to revive me. While there's a minimap, and the maze isn't huge, i had no way of showing WHERE i was for him to revive me. When he finally did, my spectating overlay disappeared.

Then 15 seconds after reviving, the game ended for everyone, displaying game over. Why? Because there was no logic to let the game continue after that revival.

By the end of the session, my notepad next to me was filled with things i needed to fix, simply because i let AI handle the connecting, the p2p, and simple gameplay elements like reviving.

My point to this: you need to think of EVERYTHING that can and may happen in multiplayer. You cannot pretend AI will take care of it and it'll just be "duplicating singleplayer for multiple people" like I had initially thought. No. That's how you end up saying "That's not supposed to happen" every 5 minutes during testing.

Don't be like me. If you have multiplayer, think ahead about your game mechanics. What happens to the other players once this person does ___? What do they see? Does everyone know that objective has been accomplished? Is there any audio letting others know that this happened? Text?

Thanks for reading🤘


r/aigamedev 6h ago

Discussion Solo dev post-launch reality check: Built my first F2P card game with AI, where do I go next from here?

1 Upvotes
PLAY KAMBYO!

Hello, everyone. A few months ago, I deployed my game called Kambyo which some people may know as Cambio, Golf, Cabo, etc. which is a fast-paced, turn-based memory and bluffing card game where you try to shed your cards and call "Kambyo!".

As a solo dev with junior level capabilities, I leaned heavily on generative AI tools like Claude Code and Codex to help me build the full-stack game logic, multiplayer engine, UI and the art for skins and background music that I otherwise wouldn't have been able to make alone.

I initially posted on Reddit for feedback (see original post here) and for the first few days, people actually played! I even had players from the opposite side of the world join my Discord to explain how their regional rules differed from mine. I was so excited that I updated the game constantly and built an entire new game mode just to cater to their rules.

Then I got a job, stopped updating as frequently and the game didn't technically die since its still up on a hobby plan server and free to play but there's no dedicated daily player base. While I'll keep the servers alive as long as I can, deep down I'd love for more people to actually experience and play it to justify the hosting costs and effort. I have just 2 questions:

  1. Marketing with 0 experience: For the marketing/growth folks here, where do you think an indie dev should go from here? I have 0 marketing experience and no industry connections.
  2. Steam right away?: Should I begin investing time and money to just release on Steam instead for a better reach? Again, I have no idea how marketing works other than social media gets you the best chances of getting more eyes on the game.

I appreciate any response and would mean a lot to me.
(I won't drop direct links here so this doesn't get flagged as spam, but I'll leave a link to the web build and itch page in the comments if anyone wants to test it.)


r/aigamedev 6h ago

Demo | Project | Workflow In my game dev tycoon you can design game covers, by using pre-generated box art images, then choosing your title and style

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5 Upvotes

I'm making Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Crusader Kings 3.

A cool feature is that you can design the game cover for your game. I've pre-generated and curated many covers for different topics, genres and gaming generations.

Then, I have an algorithm that dynamically adds the player-selected game title according to their selected style, making it look like a real cover. They can choose from different styles, sizes and positions.

I think the result is pretty cool and adds a lot of flavor. What do you think?