▲ 6 r/gamemarketing+1 crossposts

I Made a Casino Slots Sim With AI - Here's What I Learned

Hi folks, so here's my first public game that's coming soon on Steam. I'm here for the vibes, and to share the technical side of things, maybe get some first impressions, dislikes, you name it xD

I'll keep it short.

Game: Slots And Shots

Concept: Roll ingredents to match customer tastes, upgrade, and just keep rolling.

  • AI Music: Suno AI Pro
  • AI Sound Effects: ElevenLabs Starter
  • Code and AI Art: ChatGPT Plus, Gemini Plus
  • Non-AI Sound Effects: Freesound org

Tech stack: HTML5, JS, CSS, Electron for Desktop App Conversion, Steamworks js for achievements

My exact process for any browser-first-convert-later game:

  1. Start with an idea, feed it to your favorite AI, let it spit out an index html
  2. Take a hard look at it, note things down and start refining
  3. Tell AI to split it into pieces (separate UI from gameplay, add text controls, sound configs, etc.)
  4. When it gets too big, get to manual refinements (still AI, but you don't feed your full project anymore)
  5. Playtest like there's no tomorrow after every single feature (and pray that it's enough)

Why this game?

After trying to bite a bigger size game in Godot, I realized that it's more than I can chew, switching to a simpler concept allowed me to check all of the major steps of the game development pipeline.

This project taught me a few things - scope creep is real, you will overestimate your skill and your AI capabilities, finishing / shipping is more important, than endless development.

TLDR; come on man, this is a casino slots simulator game which looks like a mobile app, but I've seen worse games out there, it plays alright, and it's something I feel I can ship :D

Thoughts, comments, criticism? Give it all you've got, haha

u/OriginlessGamer — 9 hours ago

My Game is Ready and I Signed Up for a Steam Dev Account Only to Wait 2 Months - What Do I Do?

Hello sloppers, I mean, vibecoders, so...

It took me ~10 days to AI slop a game, and it's mostly ready (I really tried).

ChatGPT = $20 (main code bro + art)
Gemini = $5 (helper code bro)
ElevenLabs = $6 (voiceover)
Suno AI = $10 (music)
Steamworks = $100 (come on man)

So, the tools cost me $41 and the Steam account is $100

I have a bunch of time till it all comes together (if ever), what would you spend this time on?

2-7 days - identity verification
30 days - waiting period for new accounts
1-5 days - so Steam tests your game

And that is ideal with zero friction...

Would you build features, marketing, videos, description, discount table, or something else like that - maybe even another game?

TLDR; my game is ready, my Steam account is pending, I have 2 months of wait time, and zero ideas

u/OriginlessGamer — 11 days ago

Button Clicker With Boss Fights and Puzzles - Thoughts?

I just released a demo of the prototype I made today (literally in 1 day), I was play testing it the whole day, building the features on the fly.

It plays in a browser: https://originlessgamer.itch.io/buttonexe

It has:

  1. Tutorial (Level 1-10)
  2. Puzzles
  3. Boss fight (spawns randomly) - it's only 1 for now, but I plan to add more
  4. Lucky and unlucky runs
  5. Meta progression (permanent bonus)

I'd really appreciate your thoughts. The runs are extremely quick. The game starts from level 10, before that it's just basics to teach mechanics.

https://reddit.com/link/1u4xxlq/video/e3sz0kbcc37h1/player

reddit.com
u/OriginlessGamer — 22 days ago

Just Vibecoded a Button Clicker - Garbage or Next Cookie Clicker?

Well, the title says it all xD

Play in browser (FREE): https://originlessgamer.itch.io/buttonexe

P.S. The commerical tag is just to please the algorithm gods and reddit rules

About the project:

So, I wanted to make a button clicker, I didn't want to make it anything else but to literally click a button. A virus theme felt nice, so I added a bunch of button mechanics and effects using ChatGPT and Gemini. Code was entirely written by ChatGPT while Gemini provided instructions and "consulting". I orchestrated the project, provided feedback and features, refinements, etc.

It uses HTML5, JavaScript, CSS.

I don't know when I'll finally install Codex, but for this one, I used the web version of ChatGPT and it literally spits out .zip files, sounds pretty good to me.

https://preview.redd.it/zsm8x75kz07h1.png?width=1900&format=png&auto=webp&s=971488a4d76e940ebfa941bf0583898ca5308563

reddit.com
u/OriginlessGamer — 23 days ago
▲ 30 r/gamedev

What's the longest you've worked on your solo game dev project and how do you keep going?

They say attention span in shrinking. I always thought I have an attention span of a goldfish, but now it's more of an amoeba.

My sweet spot is ~2 weeks, past that point, I already start doom scrolling far deeper xD

Currently, I managed to pull of a prototype within the last 3 months, but every month beyond the 2 weeks point I was just disengaging more and more, so now I'm literally fighting for my life to add just one more rock, one more plant, mob, animation, feature, etc.

To fill that void, I jump into "one night stand" prototypes that I need to do in 1 day just to feel accomplished, and if it sticks, it earns my max 2 weeks capacity / focus.

How do you keep going when all motivation is gone and discipline feels like an uphill battle?

reddit.com
u/OriginlessGamer — 29 days ago

How do I create pixel art assets faster?

I need to do a massive environment for my game which includes terrain like tilemaps, rocks, mountains, objects, trees, plants, etc.

I searched for existing assets, but they didn't fit my style, so I made my own tool, but it's still doesn't feel quick enough.

How do you deal with this problem of creating a lot of assets within a reasonable timeline? Are there any other tools out there? I considered AI, but I didn't get any proper results from it, mostly some mess (even more terrible than my art 😃)

Here's my current pipeline for a single asset which doesn't need a lot of precision (estimated time ~1h 7min)

https://preview.redd.it/y27t4uuwhf5h1.png?width=1906&format=png&auto=webp&s=8d6dfad4a28ca99b0aa231c2128e3d1d234a6ff1

https://preview.redd.it/2v8mvd7zhf5h1.png?width=1919&format=png&auto=webp&s=0e2278c05e65abfa602da76a77b9b07a8deee21e

https://preview.redd.it/peicqp00if5h1.png?width=1919&format=png&auto=webp&s=c84195102cd261f9e4667e304b80693ab0e54d50

https://preview.redd.it/3q1yvtw0if5h1.png?width=1919&format=png&auto=webp&s=377963f9c7ad414fa693d5a7df337f307f714823

https://preview.redd.it/nj8tima1if5h1.png?width=1924&format=png&auto=webp&s=70e2fdf3fe6a4151706bbedbc16b4fdab7c411f6

reddit.com
u/OriginlessGamer — 1 month ago
▲ 1 r/PixelArtBeginners+1 crossposts

Did I solve a non-existent problem with this 2D pixel tile generator?

TLDR;

I made a free tool to help pixel artists, game jammers and devs to quickly generate tiles and tilemaps for level building.

Nobody downloaded it, except me xD

Is it just that nobody cares or is it useless and nobody needs it? 🤔

https://originlessgamer.itch.io/procedural-tile-generator

https://reddit.com/link/1tkvd06/video/n34jl18y2r2h1/player

reddit.com
u/OriginlessGamer — 1 month ago

Procedural pixel art tile generator - useful or meh?

So, I just randomly made this tile generator because I'm working on an environment in my pixel art game and trying to procrastinate like crazy. Am I reinventing the wheel here and tools already exist? If not, would you find this generator useful?

For me it kinda gets the job done, but it needs a little more work.

I plan to add support for selecting tile size (currently 32x32), figuring out how to generate an actual tilemap (so you could paint a level in godot, for example), but I welcome your thoughts and opinions, love or hate xD

https://reddit.com/link/1tjvh1b/video/jk8zmowqlj2h1/player

reddit.com
u/OriginlessGamer — 2 months ago