r/aigamerdevs

▲ 275 r/aigamerdevs+2 crossposts

Having a blast playing my vibe coded survival crafter with 2 friends

This output was one shotted using something called "agentic loops", or loops. It works a bit differently than most of us are used to. Instead of careful iteration over multiple prompts, you give the model one single prompt, and let it work through your pre-set budget until completion.

This means you have to structure your prompt a bit differently than usual, you need to make the AI understand that you want it to maximise the output and quality:

Its a procedurally generated world where you can resource gather, craft, hunt and even ride dino mounts 🦌

1. key for this game to turn out so good was asking loop to make all graphics procedurally generated. So there's basically no assets in the game (which by itself is pretty awesome), and I think that really helped the AI to make this really different art style. could The animations feel so smooth and stack layers of procedural shapes on top of each other to build all graphics. Only the backgrounds are images. loop build agents continually take screenshots of your game and perfect it visually.

**2.**⁠ ⁠Once my first build was completed in one loop, I gave it another prompt to set up the multiplayer. It already had the art style down by that point so it could do really well getting the multiplay added quickly. 

3. Continue iterating with or without loops.

Happy to answer any questions about prompt or workflow in the comments

Edit; for the loop I used this: https://tesana.ai/en/blog/introducing-loop

u/sharkymcstevenson2 — 1 day ago
▲ 6 r/aigamerdevs+2 crossposts

Into the Shardfall - enemy/environment diversity and playable characters

Playable Link: https://doublerookstudios.itch.io/into-the-shardfall

Here’s a glimpse of the enemies, environments, and heroes that you’ll encounter in Into the Shardfall. Art is not final and will be replaced with legitimate human-made art in the same environ-specific pallettes.

For those curious, this UI panel is a set of project-side baked in dev tools generated to let me visually audit and ensure that sprites are passable for my prototype.

u/Ecstatic-Bend-104 — 22 hours ago
▲ 1 r/aigamerdevs+1 crossposts

Crack the case by asking the right questions

I’ve been working on a small puzzle game called Riddled.
Each case gives you a strange situation, and your job is to figure out what really happened by interrogating the narrator.
You can ask anything, but the narrator only answers Yes / No / Irrelevant. The trick is figuring out which questions need to be asked and gradually uncovering the clues.

You can play it here: https://riddled.app

Thank you, I appreciate any feedback or just you playing!🙏

u/sparkle_tomata — 1 day ago
▲ 9 r/aigamerdevs+2 crossposts

Into the Shardfall - Brief Intro Demo

Hey all, I’m a solo dev creating a turn-based roguelike that draws inspiration from DnD like combat, and this is a quick and dirty demo video i created to showcase where it’s at. As you can probably tell, almost all of the art is generated with AI, but i intend to replace and standardize it with the help of a (human) art director when i can afford it. Give it a try on itch for free and share your feedback/suggestions!

https://bat-mo.itch.io/into-the-shardfall

u/Ecstatic-Bend-104 — 2 days ago
▲ 15 r/aigamerdevs+3 crossposts

I made a visual novel where the two protagonists tell contradictory versions of the same story, and the game never tells you which one is lying

DUALITY: The Adventures of Glorp and Zorp. Free, runs in your browser, no download.

The setup: a brother and a sister get taken by a government program. She escapes and ends up with an alien armada. He goes looking for her and takes the galaxy apart doing it.

There are two routes, and they aren't "the same plot from different camera angles." They disagree on what actually happened. In her account he's one thing; in his he's another. Both are told completely straight, neither gets walked back, and there's no third route where the game sits you down and explains it. You're the only person who ever sees both sides, and you're left holding the contradiction.

Everything in it is hand-drawn pixel art at 240×160 and the whole soundtrack is a chiptune synth written into the page — no audio files, no art assets, the entire game is about 300KB.

24 scenes across the two routes, maybe 5-10 minutes each.

Content warnings, and I mean them: forced medical experimentation, child abduction, graphic surgery, confinement and abuse, planetary-scale violence. It's a dark sci-fi story wearing friendly pixel graphics, and that gap is deliberate.

stream game free no download required:

https://omegaredduck.itch.io/duality

or check out the trailer i made here:

https://www.youtube.com/watch?v=bC2uH_Vm8L4

Edit:I've always been really fascinated with conspiracy theorys,scifi novels, and retro gaming...what makes this fun to me is the hand written story. Put simply its a story from my mind I wanted to tell but not in a traditional way I like the idea behind there being two sides to every story and the idea that you can derive different narratives of the same story simply by changing the point of view I think that's what this game does different than a lot of other visual novels.also retro gaming visuals feels like a bit of a different take than the normal visual novel

u/Additional_Thanks927 — 4 days ago

22 animated sprites in about 10 minutes with my AutoSprite 3.0 and API

This time I added a werewolf woman, and android girl to my babe-fighter demo game... because... it's fun and easy. https://sorceress.games

u/ajdare — 5 days ago
▲ 16 r/aigamerdevs+3 crossposts

I created a Bookmarklet Game with approximately voice chat for any website - Metaverse?

Hey! I’ve been building SecondWeb/Web3D.World or the Metaverse?!

You drag one bookmarklet into your browser, open any website, and click it. The page becomes a low-poly multiplayer city: DOM elements become landmarks, every URL is its own P2P room, and players can walk, drive and use spatial voice chat.

The idea is to turn the internet from pages we consume into places where people meet and make every website a game level waiting to be explored and conquered.

It’s still an early prototype, but you can try it here:
https://swissmade.xyz/secondweb/ - don't forget to put you on the list to get notified when it's finished, so you are the first one collecting items on the most famous websites!

Desktop Chrome is recommended for now. I’d love honest feedback on performance, installation and what would make you come back. Theoretically it should work on any websites, but a lot of websites block CORS - so if you think the idea is nice I could also create a chrome extension so it would work on any website!

Should I invest more time into it? Btw my first startup was MetaRoom.city - something similar; but more "polished" and not a game.

u/SWISS_KISS — 7 days ago
▲ 20 r/aigamerdevs+1 crossposts

Into the Shardfall - baked in dev tools for auditing art/balancing

Made the mistake of posting this to r/godot and got flamed by the high ‘n’ mighty’s there for using ai lol.

Anyways, here’s some tools that i had codex create inside my prototype’s project files so i could get the art to a passable state for first distribution, balance encounters, and debug for loops/difficulty level. Figured those who lack artistic talent may find the concepts useful.

I’m no artist, so my goal is to raise funds to get rid of the generated art/animation and replace it with that of an actual artist. If you’re interested in the core gameplay, support my game here!

https://bat-mo.itch.io/into-the-shardfall

u/Ecstatic-Bend-104 — 8 days ago
▲ 69 r/aigamerdevs+1 crossposts

I Built Street Fighter with AI using AutoSprite 3.0 + WizardGenie Game Engine

AutoSprite 3.0 has an API that works directly with your favorite coding agent (and comes integrated with WizardGenie by default) - the cool thing is that 95% of this result is agentic driven (I tuned some of the animation frames) but it's mainly all handled through agentic API use -> all my tools are in https://sorceress.games

u/ajdare — 12 days ago
▲ 22 r/aigamerdevs+9 crossposts

VoidDrift — idle space mining game in Bevy 0.15, runs on Android + browser (no sprites)

Built a mobile idle game with Bevy 0.15 + egui. No sprites anywhere —

all visuals are procedural geometry drawn with egui's painter API.

Runs on Android and WASM.

You mine asteroids, automate a drone fleet, and receive transmissions

from something watching near the black hole.

One technical thing the Bevy community might find useful:

egui::Window click events are unreliable in bevy_egui 0.33. All

interactive UI uses painter + ui.interact() instead. Took a while

to land on that pattern but it's solid now.

Play in browser: https://rdug627.itch.io/voidrift

Source (MIT): https://github.com/rfd62794/VoidDrift

Prototype — more orbital rings and drone types in progress.

Mobile feedback especially welcome.

u/FamiliarAnxiety9 — 10 days ago

My first project using Opus 4.8

Using Opus 4.8 model to create, I dont want to use Fable 5 because its a bit expensive and unnecessary for this simple game. The game was create on Rezona Lab, it took me few bucks and one morning.
This is my first game so any feedback could help. Thank you

u/Independent-Arm-7397 — 10 days ago
▲ 2 r/aigamerdevs+1 crossposts

Power Strikers: 3D Online Soccer MMO

power strikers: 3D Online Soccer MMO

(currently in heavy development)

I used to play this game called Power Soccer and it was basically a really great online soccer/futbol mmo where you could play others within your browser/plugin. It went away some years ago so I thought now with the dawn of new ai game development I would give it my own go and try to bring that spark back.

Working features

- Career mode

- Classic futbol gameplay mechanics with goals and throw ins. (Working on fixing offsides, free kicks, and corners)

- Create your own Club and customize it

- Respond to trade offers from other clubs via your Inbox in career mode

- Improve your players with adding skill points to individual aspects of their person

- Pick a formation to differentiate for the game

- Edit your club

- Upgrade your facilities

- Hire Staff

currently working on:

- real time multiplayer through our gaming website

- Tournament mode (offline and online)

more features to come ....

Free to play Here

Would REALLY Love to hear feedback so I can fix specific bugs that I may or may not be aware of already. There are a bit of very technical gameplay things I am still fleshing out for ball control, dribble mechanics, shot curvature and etc so please bare with me but I think it's at a state of play to at least get some enjoyment

cheers

u/DiscoverWhereAt — 10 days ago
▲ 8 r/aigamerdevs+1 crossposts

Tibia, Diablo and Hades just had a child - Rogue Chronicles

Friends, been working on this project for a couple of months and finally decided I'm ready to share.

Link to Play: Rogue Chronicles / Desktop and Mobile

It's a roguelite dungeon crawler that takes the best of three of my favorite games.
- Skill xp mechanic world graphic resembling of Tibia (at least for now)
- Chest / Item tiering resembling of Diablo
- Builds, Waves and doors resembling of Hades

It would mean the world if you guys could share feedbacks, ideas and bugs as I'm frequently patching it with new content and working to improve the experience overall.

Hope you enjoy.

u/Bhr3X — 12 days ago

Testing games for my free to play browser based games website for indie and AI developed games. Games are from Redditors here and classic old flash games. No download. No sign up to play :)

https://preview.redd.it/2nbesqd2b7ih1.png?width=1178&format=png&auto=webp&s=298e3d0e419c769bec8efd5c4d6651b0d938e60f

slagdock.com

launched it about a month ago and it's already over 4000 visits and almost 200 games from the ai game dev sub reddit and some classic flash games from the early 2010's that have a special place in my heart

would love to add more of yalls games post a link and maybe a screenshot if you have one and ill play em and drop some feedback

u/DiscoverWhereAt — 11 days ago

I spent 8 months building an AI-assisted roguelite in Godot where enemies react to what you do

Hi everyone. I recently released the first public playtest of Malefatum, a dark fantasy roguelite I have been building in my free time for the past eight months.

The idea itself is actually much older than the game.

Before I started development, I already had an Obsidian vault full of mechanics, items, enemies and ideas for the kind of game I wanted to make. I have been working as a programmer for around ten years, so building systems was never really the barrier for me. Art, animation, music and sound were.

AI eventually gave me a practical way to get past that barrier and actually turn those notes into a game.

Malefatum is built around direct 2d6 combat. The player rolls first, the enemy responds, and the difference between the rolls determines the result and damage. From that simple foundation I started adding ways to manipulate the odds.

You can spend health to reroll, bet on the outcome of a turn, use Dark Favor to push your chances further, and build around equipment and class passives that completely change how you interact with the dice.

Classes are not simply selected from a menu. They emerge from how you distribute your attributes during a run. The current build has more than 30 classes, over 400 items and more than 200 enemies with different archetypes, abilities and combat rules.

There is also a progression and risk layer outside the basic fights. You can modify equipment through forging, sacrifice items through the Transmuter, take Elite encounters for better rewards, make decisions at campfires and choose which valuable items are worth protecting for future runs through the Reliquary.

One of the newer systems also uses AI at runtime.

Enemies can generate short contextual reactions based on what the player is actually doing during the run. They can react to things like rerolls and situations happening during combat instead of relying entirely on a fixed collection of prerecorded lines.

I wanted this to be subtle. I do not want the game constantly stopping for AI conversations. The idea is just to give enemies a little more personality and make it feel like they are actually paying attention to what the player is doing.

On the production side, I use a combination of licensed assets and AI-assisted visual and audio content.

For sprites and animations, I have been using PixelLab and then doing additional cleanup and editing in Photoshop. I have also been gradually replacing some of the older artwork after finding a workflow that gives me much better consistency.

My current approach combines extremely constrained prompts with consistent reference material and Photoshop scripts that apply the same treatment across different images. It has been working much better for me than expecting prompting alone to maintain an art direction across hundreds of assets.

And that is probably one of the biggest things I have learned during this project.

Generating an asset is easy.

Getting hundreds of assets from different sources to actually look like they belong to the same game is not.

There is still a lot of selecting, editing, replacing, integrating and testing involved before something makes it into the final build.

The gameplay systems, combat logic, classes, item interactions, enemy rules, progression, balancing, UI implementation and overall architecture are built and maintained by me in Godot. I am also pretty obsessive about keeping the code organized and maintainable, so a lot of those eight months disappeared into refactoring things that players will hopefully never notice.

The public playtest is completely free on Windows:

https://jackdsrj.itch.io/malefatum

I would love feedback on the actual game, especially the combat, progression and whether the different systems are understandable during the first run.

I am also curious about something from other developers using AI-assisted workflows:

How are you dealing with visual consistency once a project grows to hundreds of individual assets?

That has easily been one of the hardest parts of the production process for me.

u/JackDSRJ — 11 days ago