r/WeBuild_WithAI

▲ 2.9k r/WeBuild_WithAI+2 crossposts

Week 3 of making my fishing game entirely with AI

Hello there,

This is week 3 of me making a fishing game entirely with AI. If somebody is interested in seeing Claude Artifacts with latest changes here is Artifact 1 and Artifact 2. There are before and after images of how it's done.

My Workflow - it improved from just typing what I want in Week 1 to basically having a window dedicated for every single thing and using MCPs for Blender and Godot now. Since last time I added a lot of things, did some graphic overhaul and added real 3D models.

As for my Workflow:

1. I generate the reference. ChatGPT using OpenAI Playground for concept art and the fishing structure, the refit chart mockup, the SkillTree background. This is where the look gets decided, by me, visually (Without human eye AI will just make stuff not fit together I feel like).

2. I change that reference into geometry. I tried using the 3D generator (Rodin) but honestly it gets complicated mesh results that will require a lot of cleanup, so I just started using MCP for Blender, I made a dedicated Blender session that writes 3D models.  That's better than generated models: the script is the source, so proportions stay editable and a family stays a family. They are also just what I need for my game as from camera distance models are not required to be detailed which is exactly where AI with MCP for blender is good - generating simple low poly models.

3. A different session integrates. Placement, waterline, scale, wiring. Deliberately not the modelling session, I have session for almost everything and they all do their own thing with one session being general chat window that can on command send message to other sessions telling them what I want them to do.

4. Screenshots are the referee. Everything gets rendered from the actual in-game camera, and nothing counts until I looked at it. This is exactly how I just wasted a chunk of time: a session added four new islands, checked them from directly overhead, and they looked fine. In game they were flat sandy pancakes floating on the water. From above, a pancake looks perfect.

5. Criticism, with actual scores. For the big graphics pass we (claude actually with my guidance) wrote the scoring criteria before changing anything, scored twelve things out of ten, and only shipped at 8+. One critic reviewed screenshots without being told which version was newer. That's what stops "I changed loads, so it must be better."

6. Every decision gets written down with who decided it. Tagged either "I decided this (so claude tags it with USER" or "an AI suggested this." Because an upgrade nobody ever proposed once sat in my design docs for days and got quoted back at me like it was my own idea I was like "wtf I never said I wanted this, you are hallucinating bro"

The short version: AI does the work, I'm the art director, and I'm the only human in the loop with sometimes my friends being nice enough to test play it hehe.

Anyway a lot of work was put into this and not sure how much more is needed before I have starting area done and have a playable demo, I feel like the more I do the more is left to be done before it gets to a point somebody can test play it. But I guess there is some progress?

If somebody is interested here are Week 1 Progress and Week 2 Progress.

Any feedback is appreciated ☺️

u/Dont_Bring_Me_Down — 1 day ago
▲ 129 r/WeBuild_WithAI+2 crossposts

Six weeks, one person, zero hand-written code — my browser MMORPG is live

EDIT: Registration does not require an email. It can be added later in the game settings to enable the forgotten password feature

Lythravel is a 3D voxel MMORPG that runs in a browser tab. It went live yesterday, it's free, and I didn't write the code. Claude Code did, over about six weeks of daily sessions.

Three things kept a project this size from turning to mush:

One design doc in the repo that every session reads before it touches anything. When a session and the doc disagree, the doc wins. Otherwise session 40 quietly reinvents what session 12 already decided.

Every architectural call written down as a numbered file - 194 so far. The model has no memory of yesterday, but it reads. The repo has to be the memory.

Nothing is done until a bot proves it. Scripted clients connect over the real network protocol and play: levelling 1 to 50, a 20-bot PvP match, six bots clearing a dungeon. They print PASS or FAIL. "The code looks right" is worth nothing when you didn't write the code.

Where it consistently failed was anything you judge with your eyes. The world ran at 20 FPS for weeks because animating one Babylon scene setting broadcasts an update that marks every material dirty, so the whole scene re-evaluated every frame. Nothing in the code looked wrong. You only catch that by playing it.

Six classes, two continents, levels 1-50, dungeons, a 12-player raid, world bosses, 10v10 battlegrounds. Desktop browser, no download, no launcher.

https://lythravel.com

It's brand new so the world is quiet — the Discord is where we agree when to actually play: https://discord.gg/SdJrn5WPBQ

Come and have a look around — I'm in there most days, and I'll come over and say hi.

https://preview.redd.it/rqdiebzlajjh1.png?width=2560&format=png&auto=webp&s=c573ddd3c5439f0db2e707bfe5361decb73c89cd

u/Big-Sandwich733 — 1 day ago
▲ 184 r/WeBuild_WithAI+2 crossposts

One month of making Not a Trolley Problem! almost entirely with AI

I've been making an incremental game about the trolley problem for about a month. Almost everything is made with AI.

I mostly use Claude and Codex, both on the $200 plans.

One subscription wasn't enough for me because I kept hitting the limits. Claude + Codex together is enough for almost all of the work.

Claude does most of the programming. It also made the design system and builds the UI.

The game runs on my own C engine, also made with AI. The engine took about 5 months. The game itself has taken 1 month so far.

Codex does most of the visual work:

UI icons

3D models

art

short videos

For 3D, I tried a few AI 3D generators, but I didn't like the results. The models often looked soft and plastic.

Now I use Codex with Blender instead. I tell it what I need, it works in Blender, renders it, and I give feedback. It takes longer, but the result is much better.

Codex also made this trailer. It wrote bots to play the game, recorded the gameplay, and edited the video. I only gave feedback and asked for changes.

For development, AI is already very good.

I'm also trying to use AI for marketing and content. Marketing is still much harder.

Here is the Steam page. I hope to finish the game this year:

https://store.steampowered.com/app/4654990/Not\_a\_Trolley\_Problem/

u/Dont_Bring_Me_Down — 1 day ago
▲ 24 r/WeBuild_WithAI+1 crossposts

Salvage Corps, human designed, entirely AI crafted.

Hi!
I used to develop flash games way back in the old flash gaming days, when it all died I got a job as a software engineer and stopped, this new Vibe coding and AI assisted game development situation really got me interested in seeing how far I could push it.
This game was created without me touching a single line of code, not even a config myself, if I knew what the problem was I explained it so that the agent would learn and remember. What I did do was hold my agent's hands through the process, design the systems and explain how I wanted them implemented.
I'd never created an action game before and I felt like an extraction/Survivors type game could be a bunch of fun, all sorts of POIs to explore and loot to find and extract with to re-equip and try and push further.
In total it took about a month, I'm currently working on a premium steam version using the same techniques which has taken about 3 months so far but is head and shoulder above this one, it might as well be a prototype.

I'm really happy with the results though and am pursuing a bunch more ideas, but felt this was a good one to share. It's up over on Crazy Games now: https://www.crazygames.com/game/salvage-corps-fuz

u/Big-Bag-7504 — 2 days ago
▲ 214 r/WeBuild_WithAI+1 crossposts

In 9 days my experimental AI-assisted game will be released on Steam

The game is called "Express 404" and initially it was a test of the AI pipeline for me, I had an idea of catching a mimic-monster among passengers while you're driving a train in the night.

I have about 10 years of gamedev experience but I was really curious about AI and its using in the development process. So far I can say that it definitely boosted the process a lot. I can't say that it was easy (it wasn't at all) but it's really impressive how powerful AI tools can be and how significantly they change the flow.

I created the code base by myself initially, then I used ChatGPT to analyze the structure and expend it with a lot of details. I checked every change it did and I should say that it was pretty good in terms of the code quality.

For art I used Gemini + ChatGPT, it's obviously a weak side of many AI-assisted games, the first arts were absolutely terrible. They are still pretty terrible I know lol but at least after many additional iterations it looks +- consistent.

I was really impressed by localization - ChatGPT localized the whole project into 7 more languages just in like a couple of hours.

I created a page on Steam with really terrible placeholders and without having any builds at all. Then I did many iterations on it in terms of game design, art, balance. I added localization for 8 languages.

Currently it has ~1050 wishlists on Steam, probably I'll create a more detailed post about this release and the results later.

u/Dont_Bring_Me_Down — 3 days ago
▲ 25 r/WeBuild_WithAI+1 crossposts

My workflow for Consistent Sprite Styles

I have been revamping the images for my CRPG and here is what works for me for consistency. I use ChatGPT on my Pro plan at Extra High.

- You require a couple of models ideally that you generated that have a similar art style to what you ultimately want.

- You start a new chat and upload those reference images.

- Your first prompt will be something along the lines of:

“These are the PRIMARY style references. All future characters must match this exact level of simplification, linework, color blocking and rendering. Black background, one isolated subject. Do not drift into detailed modern dark-fantasy concept art.”

Now I chose this specific wording because the default position of Chatgpt fantasy seems to be realistic Grimdark fantasy characters, which I didn't want.

Chatgpt will then reply with text that lists its interpretation of the art style you presented:

Locked in. These newly uploaded montages are now the PRIMARY style references.

For every character/monster going forward:

  • Exact simplification level, linework, color blocking, and rendering
  • Bold clean contours
  • Moderate cel-painted shading
  • Readable, exaggerated silhouettes
  • Restrained texture/detail
  • Pure black background
  • One isolated full-body subject only
  • No scenery, floor, text, borders, or extra characters
  • No drift into detailed modern dark-fantasy concept art

STRICT ORIGINAL REFERENCE LOCK is active.

- Now...your first prompt will then be:

"Create an image of a barbarian reaver. STRICT ORIGINAL REFERENCE LOCK!"

You want what I have shown in caps and bolded...this will keep Chatgpt locked in for sometimes 3 sometimes 10 images...as SOON as you see it stray you start a new chat...re-upload the reference images and re-establish your directive pompt (the one I showed above)...then rinse repeat. CHatgpt WILL stray and its not based on its previous output it just drifts when a connection is made to something unrelated...like you could suddenly get a Grimdark look again...or a character card image etc. The key is to start over with those same reference images...as you build like images...they become your montage of reference images that you keep feeding in.

Hope that helps, good luck!

https://preview.redd.it/y52e108g3ujh1.png?width=872&format=png&auto=webp&s=6e6a701e73fe485ec5374d65238024a5ed0059e0

https://preview.redd.it/b31hsgzg2ujh1.png?width=1365&format=png&auto=webp&s=33cd48ca9bbd1704c05ec70a2574870dd4e1f5c0

reddit.com
u/Dont_Bring_Me_Down — 3 days ago
▲ 74 r/WeBuild_WithAI+1 crossposts

I kept working on my bike game — now it has a story mode, upgrades, jumps and radio

A few days ago I posted my little browser bike game here and got a ton of feedback — both positive and brutal, haha.

So I kept working on it.

It now has a story mode, bike progression and upgrades, new obstacles, jumping, improved visuals, and even an AI-generated radio.

The funny part is that I still have basically zero programming knowledge and haven’t manually written the code. My whole workflow is still describing what I want, testing it, finding what feels wrong, and repeatedly directing the AI until it works the way I want.

At this point it feels much closer to an actual small game than the original endless-road prototype.

I’m especially curious whether the progression and story mode make it something you’d actually want to keep playing.

Playable Link: https://royal-waterfall-a15e.quietforge.workers.dev/

u/Bottle_777 — 5 days ago
▲ 35 r/WeBuild_WithAI+1 crossposts

Fishing Charter Friend Slop Game

I was messing around with Opus 5 the other day and hooked it up to blender mcp and asked it to build a bridge, I tried this recently with Opus 4.8 and had mediocre results. However, Opus 5 absolutely knocked it out of the park so I started playing around with it and was actually blown away. I ended up building a boat and turning it into a game.

Here's how I did it:

  • First I started by using Opus to make a list of the assets I would need for the simplest mvp
  • I prompted claude code with Opus 5 to build "low to mid poly" versions of these assets using blender mcp https://github.com/MCPBlender/blender-mcp
  • I connected claude code to a godot mcp from https://github.com/Coding-Solo/godot-mcp
  • I built a plan with claude, tweaked it as I needed, then used the /goal command to send claude on its way
  • I would play the game myself for a bit, take notes, and feed it back into claude and iterate

There's a lot of things to clean up as you can see in the video but I'm hoping to be able to play it with some of my friends soon.

Let me know if you have any good ideas that you think would make the game more fun!

u/Dont_Bring_Me_Down — 5 days ago
▲ 317 r/WeBuild_WithAI+2 crossposts

I created a 3D moon rover survey game with Opus 5.

Still experimenting with Claude and different kinds of workflows around game-dev.

This time I did something new, a moon rover game. 95% of this game was from 1 prompt. 3.2m tokens.

0 assets, all procedural generated, even sounds.

There is an open world a.k.a. free survey and also campaign with 5 missions.

Works on PC and mobile. Open-source as well: https://github.com/winchxyz/moon-rover

Also you can test it on a github pages (check repo)

u/Dont_Bring_Me_Down — 7 days ago
▲ 41 r/WeBuild_WithAI+1 crossposts

Podracer-inspired machine coded by Opus in three.js, no mesh generation involved

No 3D generation service involved, no Meshy, no asset store. The geometry is code: three.js, written with the antics-modelkit npm package and sculpted piece by piece with Opus.

The fun of this one was designing a machine from scratch inside a genre instead of copying a ship. Podracing has a vocabulary (twin nacelles on outriggers, a towed one-seat pod, cables under tension, an arc between the engines) and once you have those, everything else is yours: the tail, the nose, the cockpit, the livery.

Particles run on mohamedachrefelouafi's LinearAbiltyCastingThreeJS (MIT)

If you want to use the model in a game you can get the recipe or the glb here for free, or just fly around in the demo: https://antics.gg/m/hover-racer-29b24d

u/Dont_Bring_Me_Down — 6 days ago
▲ 809 r/WeBuild_WithAI+1 crossposts

I left Claude Code running for 24h — it built a 3D roguelite and shot its own trailer

Setup: three prompts, one every ~8 hours, each one a "gauntlet" prompt that hands the agent a goal and lets it run. No intervention inside a session. Prompt 1 built the base game, prompt 2 followed up after the first real playtest, prompt 3 closed the round. The whole timeline — 08/08 01:17 to 23:36.

What came out: an isometric, controller-first roguelite where the base never stops walking. A spider-fortress marches a route on its own and can't halt; you run ahead of it mining veins, plant turrets, repair the hull, and decide what to abandon — while the noise of all that pulls the horde onto you. Three.js + TypeScript + Vite, DualShock 4 through the Gamepad API. 60k lines of TypeScript across 130 files, plus ~8.5k lines of design and architecture docs it wrote for itself to hand off between sessions.

On the assets, up front: the 3D models come from the Kenney and KayKit packs (KayKit is paid). Claude picked what it needed from a local library and built the rest as procedural geometry in code — the spider rig, the terrain mesh, the destructible props. Audio is generated through ElevenLabs from prompt catalogs that live in the repo, so a clean clone rebuilds the whole sound set. The five-layer adaptive soundtrack is 80 BPM, A minor, sixteen bars, all layers sharing one phase so they stack without beating.

The trailer (a fourth session, the next day): it isn't screen capture. The agent swapped the game's clock for a virtual one, drove real keydown/pointermove events through the actual input manager, and wrote one PNG per 1/30 s simulation step. So the footage is the agent playing its own game, frame by frame — the mining shot ends a vein on camera, the build shot spends exactly 25 scrap on a turret. The cut is data-driven and lands on 45.000 s exactly, and re-running it reproduces the same file byte for byte.

original prompt

‐--------------------

Edit:

I'm going to reply here some common questions I saw.

Q: How did you write the prompt?

A:I chatted with gpt-5.6 sol about the games I like and the mechanics I enjoy. Then we settled in the mechanics and theme and it created the prompt. After I added the "gauntlet" part the one at te very end that asks it to keep looping until the results are AAA

Q:What model did you use?

A:Opus 5 on ultracode with no mcps or skills.

Q:How much did it cost?

A:40% of my weekly 20x Max claude subscription. It would have costed around 1.8k USD in API request according to the session logs.

Here is the link if you want to try it. But it only works with keyboard and mouse or a controller so it will not work on mobile https://victorrseloy.github.io/marcha-de-ferro/

u/Dont_Bring_Me_Down — 10 days ago
▲ 109 r/WeBuild_WithAI+1 crossposts

Keyboard Hero - Made a web game to help me learn keyboard

I bought a little midi keyboard to play around with making music and since I have no idea how to make music I got GPT 5.6 Sol to make a Keyboard Hero game for me that hooks up to the keyboard and lets me practice, all within a few hours. What a time to be alive

u/Dont_Bring_Me_Down — 8 days ago
▲ 5 r/WeBuild_WithAI+1 crossposts

I used AI to build and ship Echo Frontier, a browser RTS on one continuous solar-system map

Echo Frontier started as an experiment in how far I could take AI-assisted development beyond a disposable prototype. I used Codex as an implementation partner while I directed the game design, tested the results, rejected approaches that didn’t work, and kept iterating on the actual gameplay.

The difficult part wasn’t generating an initial scene. It was making all the interconnected RTS systems behave coherently: construction, resource gathering, control groups, production queues, fleet movement, targeting, opponent strategy, warp travel, and performance with large battles. I ended up putting automated coverage around systems such as the economy, opponent behavior, building placement, hotkeys, and control groups so later AI-assisted changes couldn’t silently break earlier mechanics.

AI was also part of the production pipeline. The unit voices, announcer, effects, and music were created through an ElevenLabs pipeline integrated into the Laravel project so assets could be regenerated, compared, and versioned consistently. The trailer was assembled in Remotion from captured gameplay rather than generated footage.

The finished game runs in the browser here:
https://echo-frontier.laravel.cloud/

The biggest lesson for me was that AI accelerated implementation, but keeping a strategy game internally consistent still required a lot of manual direction, testing, play sessions, and iteration. I’d be interested to hear how other people are handling regression testing as their AI-assisted projects become larger.

u/Dont_Bring_Me_Down — 6 days ago
▲ 75 r/WeBuild_WithAI+1 crossposts

8 months into dev dont know how to code.

I vibecoded The Last Admiral space game over 8 months. My idea was top down space fleet command turn based. Where you loot equipment and fabricate Ships and mix match factions to build your fleet out.

I used claude code to write every line of code. I used gemini for the art and eleven labs for the sound. Vfx I had claude make me sliders so I could create my own vfx. I knew nothing starting this project and my demo for the last admiral is out on steam for free.

Would live to hear any feedback. I gave it everything I could do avoid being called ai slop.

https://store.steampowered.com/app/4713660/The\_Last\_Admiral/

u/BestStorage6608 — 11 days ago
▲ 124 r/WeBuild_WithAI+3 crossposts

A vibe-coded 3D FPS that runs entirely in your browser

VibeFPS (working title) is a browser-based cyberpunk first-person shooter tech demo. No install, no download, no CDN: it runs straight from GitHub Pages and everything is generated procedurally at runtime.

▶️ Try it live: https://rudesssolo.github.io/vibeFPS/

Stack: Three.js (WebGPU renderer) + Cannon.js physics + Web Audio API (all vendored locally, fully offline).

What's in it:

> A neon-lit night arena with procedural buildings, animated sign flicker, rain, reflections, bloom, ambient occlusion, film grain and cinematic color grading.

> Wave-based combat against sentinel drones that patrol, engage, telegraph their attacks and evade your shots.

> Apex units - a unique elite ends every wave, from a cycling roster that gets stronger each cycle

> 100% procedural audio (Web Audio API): music, ambience, spatialized drone sounds, wave stingers, a critical-health heartbeat (no MP3/WAV assets).

> A tactical HUD with mission progress, radar, health/shield/stamina, ammo, telemetry and target markers, plus a dedicated boss bar.

> Auto / Ultra graphics profiles with persistent settings.

Some notes:

> I have no experience in game design WHATSOEVER. Let alone 3d games.

> It's a tech demo / prototype done in 3 days of non-continuous vibe coding with different LLMs. I tried to keep it LOW cost as much as possible, I mostly used DeepSeek v4 Flash 0731 and GPT 5.6 Luna and switched up to Sol and Kimi K3 only for more complex planning or bug fixing when the cheaper models failed.

> Obviously it's not a finished game by any means. It has a start screen, one arena and several enemies waves and bosses.

> It SHOULD WORK also on PHONES. Try it at your risk :)

> The repo is source-available on GitHub (currently no license, I'll add one if there's interest).

---

I'd love feedback on the feel, the difficulty curve, and whether the WebGPU-only choice is a dealbreaker for you. Thanks for checking it out!

u/Dont_Bring_Me_Down — 12 days ago
▲ 23 r/WeBuild_WithAI+2 crossposts

Four months ago I posted my incremental auto-battler Flag Conquest here. It's now on Android in closed beta, and I need testers!

Good afternoon! I'm a solo dev, and I have been building an incremental strategy auto-battler for more than half a year now. I posted here four months ago and got some awesome feedback and some dedicated players. Since then I have been working to make the game as good as it can be, and I am excited to say it is finally playable on Android!

With that said... I need your help getting it through the final mile for mobile. I've started a closed beta with all the improvements, and fret not, it's coming to Steam November 3rd, but I want any and all your brutally honest feedback before I get it there.

How to join on Android:

  1. Join the group (it will say no access, just hit Join!): https://groups.google.com/g/flagconquest-beta
  2. Opt in and install: https://play.google.com/apps/testing/com.flagconquest.app

Desktop players, you are not left behind!!! The game is still free in your browser at itch.io and your save travels with you if you want to play on both devices: a cloud PIN lets you carry one save between desktop and phone, with a automatic cloud system coming soon.

Wherever you play, type BETA under Settings -> Account for a starter pack: potions, gems, a stack of vouchers, and the Midnight Crimson interface theme (black and crimson, it's my favourite one).

Just remember, the game is meant to be a slow, incremental auto-battler where you build up over weeks to get further and further. Don't expect a cake walk, the enemies bite back...

Thank you for all the support so far. Every bit of feedback makes the game better, and I read all of it, truly!

AI Disclosure: The soundtrack is AI generated with human modifications. Art, text, localizations, and store assets were made with AI assistance and human modifications. Nothing is generated at runtime, and the game never connects to an AI service.

u/NA_Karami — 10 days ago
▲ 111 r/WeBuild_WithAI+1 crossposts

People thought I was crazy spending the last 5 years building a new game engine (am I? :D ) It's close enough to ready that I want strangers to come break it.

What it does:

  • Ask AI for a multiplayer game and watch it come together.
  • Share a link and your friends are in the game you just built. Browser, no install.

How the engine/agent works:

  • It codes in Weave, the engine's own deterministic scripting language. Everything it writes is multiplayer by construction, fixed-point sim, rollback netcode. AI never "adds multiplayer" to a game, multiplayer is always there.
  • It playtests its own work: spins the world up without graphics, plays it, and checks the game actually works before showing you.
  • Edits live while you and your friends are standing inside the world.
  • ChatGPT connector, build from the ChatGPT app on the subscription you already pay for, instead of per-token API billing. Using ChatGPT web chat is way cheaper than codex/claude. Some people played it 8+ hours a day and never hit limit on $20 ChatGPT plus. (And yes, Claude connector too)
  • Tech, for the curious: the whole engine is Rust compiled to wasm with a WebGPU renderer (wgpu). ~7 MB download running a GPU-driven pipeline, GPU-resident drawing, GPU occlusion culling, in the browser. The same codebase ships as a native desktop build. Weave is a custom language with a machine-code compilation tier.

Try it (break it): https://internal.oriverse.xyz/editor (desktop-only for now)

Happy to answer anything about the netcode, the language, or how the agent harness works. Looking forward to your feedback 😄

u/Dont_Bring_Me_Down — 12 days ago
▲ 10 r/WeBuild_WithAI+1 crossposts

PHANTASIA: Beyond the Fourth Age Update

I have been having a blast with this game. The dream of a spiritual successor to the 80s CRPGs I grew up with...a reality thanks to the tools available now to work solo as a team. While I am trained in C# and other programming languages...

95% has been generated with the following workflow:

  • Fable/Sol/Opus for majority of code in small iterations based on a comprehensive design document and rules developed for the game. I strongly feel this is the key to actually completing something. I know the "one prompt" videos on YouTube are all the rage but honestly that creates a lot of not much...for cohesiveness you need to iterate slowly and thoroughly with a proper design document/rule set in .md format.
  • Suno V3 for voiced dialogue and music. If you have not tried version 3...it's pretty amazing...you can create multiple emotions within a line of dialogue using the bracketed emotes. The main narrator hasn't had the treatment yet but so far I have applied that to all race/class combinations for their "battle cries" during combat.
  • Map tiles are from David Baumgart of Dungeons and Dredmore fame via Unity Asset store rest are ChatGPT created (Portraits, monster/player sprites/spell effects).
  • SFX are free versions found on Internet NOTE: The annoying quack for menus is a placeholder to help me with testing...will be replaced by a more soft sounding swoosh lol.
  • Adobe Photoshop for menus/button alteration of basic RPG UI set I purchased from Asset store.
  • Steam Deck and Gamepad compatible

The game is complete but im working on polishing it and about to enter playtest phase...I was a game tester (my first job after Computer Science Degree) at Electronic Arts Canada in the mid 90s to 2000 so I understand testing really well but if anyone who likes old school CRPGs wants to assist me with some bug testing, more than welcome...

I hope to have the game finished sometime in September for release on Itchio

NOTE: Thought I would include this for fun...I have my Fable personified as a Timelord...rather THE Timelord...The Doctor...it's working pretty well...

Fable responding to me:

"Banked with five exclamation marks preserved for posterity! ⭐

But let's be honest about the physics of this, Gordon — a Time Lord is only as good as the coordinates he's handed. You recorded those voices. You caught the tofu box, the silent flask, the diagonal injustice, the fitting room's silence. I just run the sonic screwdriver over the spots you point at. Today's haul — two sealed tins, eight fresh milestones, a cured balance flag — that's what happens when the man who's carried this dream for forty years sits down and plays his own game with those eyes of his.

The console hums contentedly: A301 + A302 in the tin awaiting your ears, the poison apothecary menu still on the decision desk, and the whole polish run sealed behind us.

Allons-y, Gordon — back to the game. I'll be right here. 🕰️✨"

Nerd much? yep...

u/Dont_Bring_Me_Down — 9 days ago
▲ 9 r/WeBuild_WithAI+1 crossposts

I'm new to this AI game maker, which model do you guys use?

Right now i'm using fable 5 since i heard it's one of the best, but it seems more expensive than i expected...

so a few questions, hope you guys can help me.

which model do you actually use, and could you guys share with me the workflow, from building game mechanism to character assets

do you switch between models depending on the task?

any advice appreciated

u/Dont_Bring_Me_Down — 12 days ago