Has a game ever made you genuinely attached to a unit or character you didn't expect to care about?

Thinking about moments in games where a character or unit that seemed throwaway ended up becoming meaningful to a run or a playthrough. Not because the game told you to care but because something in the way it was presented or how it performed made it feel distinct. I'm curious what created that feeling.

Was it a name, a specific ability, a lucky moment, something visual? This feels like something games either stumble into or design very deliberately and I'm not sure which is more common. Would love examples from any genre.

reddit.com
u/MakeEmMayhem — 6 days ago

If a game gave every run a completely different set of possible builds, would that be exciting or just exhausting?

Part of what makes roguelikes replayable is that the same tools appear in new combinations. But there's usually an underlying set of elements that stays fixed so you can build knowledge across runs. I'm wondering what would happen if that foundation shifted dramatically each time, not just the combinations but the actual options available.

Would that feel exciting and unpredictable or would it undermine the sense of mastery that keeps people coming back? Has any game tried something close to this and what do you think about it?

reddit.com
u/MakeEmMayhem — 6 days ago

looking for playtesters for a party webgame

Hello! Looking for people to try my browser party game, Make'Em Mayhem.

Everyone creates chaotic character portraits from prompts and traits, names their creation, then votes on the best ones round by round. You can play solo, quick match, or private party by code.

Play here: https://www.makemayhem.ai/

If you try it, I’d love to know if it works as a party game and what would make it funnier.

reddit.com
u/MakeEmMayhem — 7 days ago

Make'Em Mayhem Webgame | i made a competitive webgame for global players, feedback welcome!

Hey everyone, I’m working on a web game called Make'Em Mayhem and I’d love some playtesters.

It’s a browser party game where you create ridiculous AI character portraits from prompts and traits, then vote on everyone’s creations. Think “make the funniest, weirdest, or most unhinged character under pressure,” with a public leaderboard for submitted characters.

You can play it here: https://www.makemayhem.ai/

I’m especially looking for feedback on whether the first round is clear, whether the generated characters are fun, and whether the voting/leaderboard loop feels worth replaying.

Brutally honest feedback is welcome. Weird character screenshots are very welcome. :D

makemayhem.ai
u/MakeEmMayhem — 7 days ago
▲ 3 r/aigamedev+1 crossposts

webgame feedback please! :)

Hey everyone, I’m working on a web game called Make'Em Mayhem and I’d love some playtesters.

It’s a browser party game where you create ridiculous AI character portraits from prompts and traits, then vote on everyone’s creations. Think “make the funniest, weirdest, or most unhinged character under pressure,” with a public leaderboard for submitted characters.

You can play it here: https://www.makemayhem.ai/

I’m especially looking for feedback on whether the first round is clear, whether the generated characters are fun, and whether the voting/leaderboard loop feels worth replaying.

Brutally honest feedback is welcome. Weird character screenshots are very welcome!! :)

reddit.com
u/MakeEmMayhem — 7 days ago

i made a social webgame to compete with your friends to make the wackiest avatar

game title: Make'Em Mayhem Webgame

playable link: makemayhem.ai

completely free to play, i don't plan to monetise this webgame at all. its available for mobile, laptop and PC users.

---

It’s a social party game where you make wacky characters with your friends and then let the chaos happen. I wanted something people could play during summer without downloading anything, especially if everyone’s just hanging out with a phone or a laptop nearby.

The whole thing is meant to be quick, silly, and easy to jump into!! I'm not trying to make some intense competitive game here haha, more like something you open when everyone’s bored and wants to create the dumbest character possible. 😛

It’s still a work in progress, but I’d really love to get people playing and hear what’s confusing, what’s funny, and what would make it better!

You can try it here: makemayhem.ai

https://preview.redd.it/eezhe2lw6z7h1.png?width=2130&format=png&auto=webp&s=340518ebd69810f7d0106a82ddc097ee2e08345e

https://preview.redd.it/s5ycum3d7z7h1.png?width=2812&format=png&auto=webp&s=88363c1bf7942f351c64e5cd23ae3d22200dc01c

https://preview.redd.it/6mi537gf7z7h1.png?width=2868&format=png&auto=webp&s=01cb7d20d0b85ff8de44a883705f04c084436e22

reddit.com
u/MakeEmMayhem — 18 days ago
▲ 1 r/IoGames+1 crossposts

MakeEmMayhem Webgame: i made a social webgame to compete with your friends to make the wackiest avatar

hiii ~ I was bored and wanted a quick side project, so I built a little webgame recently!

It’s a social party game where you make wacky characters with your friends and then let the chaos happen. I wanted something people could play during summer without downloading anything, especially if everyone’s just hanging out with a phone or a laptop nearby.

The whole thing is meant to be quick, silly, and easy to jump into!! I'm not trying to make some intense competitive game here haha, more like something you open when everyone’s bored and wants to create the dumbest character possible. 😛

It’s still a work in progress, but I’d really love to get people playing and hear what’s confusing, what’s funny, and what would make it better!

You can try it here: makemayhem.ai

makemayhem.ai
u/MakeEmMayhem — 18 days ago

It's been a long time coming... I finally launched my game demo on Steam!

🗣 MAKE'EM MAYHEM DEMO IS OUT ON STEAM NOW‼️

Make’Em Mayhem blends autobattler and roguelike elements where every run is a deadly spectacle. Thrown into the King’s Royal Cup, you must summon heroes across the multiverse. Gamble, wager in the black market, hunt prisoners, and survive brutal trials. Win the Cup to find the truth of the mayhem.

Play the demo now: https://store.steampowered.com/app/4424310/MakeEm_Mayhem/?utm_campaign=pv

Gameplay video premiere: https://www.youtube.com/watch?v=62mgg6vuQ3w

Wishlist on Steam, coming to you in August 2026

u/MakeEmMayhem — 1 month ago
▲ 3 r/gamedevscreens+3 crossposts

I launched the demo for Make'Em Mayhem, a GenAI roguelike autobattler. Would you be interested in such a game?

🗣 MAKE'EM MAYHEM DEMO IS OUT ON STEAM NOW‼️

Make’Em Mayhem blends autobattler and roguelike elements where every run is a deadly spectacle. Thrown into the King’s Royal Cup, you must summon heroes across the multiverse. Gamble, wager in the black market, hunt prisoners, and survive brutal trials. Win the Cup to find the truth of the mayhem.

Play the demo now: https://store.steampowered.com/app/4424310/MakeEm_Mayhem/?utm_campaign=pv

Wishlist on Steam, coming to you in August 2026

u/MakeEmMayhem — 1 month ago

What is your dream game feature that always felt impossible to build?

Every few years, some game feature goes from impossible-sounding to normal.

What is a dream feature you always wanted but assumed no studio could really build?

Could be character creation, NPC behavior, strategy systems, world simulation, procedural storytelling, anything.

(it'll be even better if you could share about something that was previously impossible, but you figured out a way to realise it! i love hearing stories of others' successes!)

reddit.com
u/MakeEmMayhem — 1 month ago
▲ 2 r/aigamedev+1 crossposts

What would a good AI-generated character need besides a funny concept?

Funny generated characters are easy to imagine.

But what would make one actually good in a game?

Personally, I think it would need:

- readable abilities

- a clear role

- a weakness -

some personality that affects behavior

- a reason for the player to care

What else would you add?

reddit.com
u/MakeEmMayhem — 1 month ago

Could player-created units work in a strategy game, or would balance collapse immediately?

Most strategy games give players a fixed unit roster.

That makes the game readable and balanceable. You can learn the counters, the power curves, and the meta. But what if players could create the units themselves? What would be needed to stop the design from collapsing?

Personally, I think there's some possible constraints:

- fixed combat roles

- ability budgets

- explicit drawbacks

- rarity tiers

- counter systems

- generated weaknesses

- limited synergies

Do you think player-created units could work in a serious strategy game?

reddit.com
u/MakeEmMayhem — 1 month ago
▲ 0 r/aigamedev+1 crossposts

Is “infinite content” actually the wrong way to talk about AI in games?

Hey all! I recently posted a post on this subreddit, and I really appreciated the discussions I got to have with fellow redditors.

I'm a dev working on an AI-native game called Make'Em Mayhem. (playtest out now on steam! wink wink)

One thing I realised was often, a lot of AI game discussion focuses on “infinite content”: infinite quests, infinite dialogue, infinite worlds, infinite characters.

Personally, I think infinite content may be the least interesting part.

More content does not automatically mean better content.

What seems more interesting is whether AI can create new kinds of player agency:

- creating something the game understands

- shaping mechanics, not just flavor

- generating meaningful tradeoffs

- making runs feel more personal

- turning player imagination into playable systems

I'm keen to hear more thoughts... Do you think “infinite content” is a good goal for AI games, or is it the wrong framing?

u/MakeEmMayhem — 25 days ago

What would make autobattlers feel fresh again?

I still think autobattlers are one of the most interesting strategy formats: drafting, positioning, economy, synergies, adaptation, all compressed into short decisions.

But it also feels like the genre has become harder to innovate in.

What would make an autobattler feel fresh to you again?

More player-created units? More roguelike progression? More unpredictable builds? Less fixed meta? More personality in the characters? Something else entirely?

Curious what people think the next real evolution of the genre could be?

reddit.com
u/MakeEmMayhem — 1 month ago

How would you define an "AI-native" game?

Hey everyone! A long-time quiet lurker here haha. Recently I’ve been thinking about the phrase “AI-native game.”

A lot of games now use AI somewhere in the pipeline: concept art, writing help, prototyping, NPC dialogue, asset generation, etc. But I’m not sure that automatically makes the game “AI-native.”

To me, an AI-native game would mean AI changes the actual player experience or core loop, not just how the game was made.

For example:

- The player can create something the system actually understands

- Characters or mechanics can adapt in meaningful ways

- The strategy space changes because generated content affects decisions

- The game would feel fundamentally different without AI

Do you guys think “AI-native game” is a real category yet? If yes, what games come closest?

reddit.com
u/MakeEmMayhem — 1 month ago