r/aigamedev • • Apr 10 '26

AI Game Dev Discord

68 Upvotes

Friendly reminder that we have a discord server you can all hang out at. The discussions there are much more in depth, and nothing beats being able to chat to other like minded devs in real time (or close to). Hop on this weekend and say hi.

https://discord.gg/6yrzsDJVGp


r/aigamedev • • 2h ago

Research Weather System for my pixel adventure game

69 Upvotes

r/aigamedev • • 2h ago

Questions & Help Is this appealing enough? I lost my job to pay for more art.

24 Upvotes

I have been working hard on my multi-player monster hunting card game that works on desktop and mobile directly on your browser.

The game was first intended to be a physical copy and I was working and designing everything with some artists. I then lost my job 3 months ago. I already had crappy digital demo that I was using mostly to balance my cards and use bots to test decks. It was miles away from this in fact you can still checkout how it looks as i have not released this new update as i dont feel people really care about the game.

https://huntprotocol.cloudwanderstudios.com/

I have 10 years of experience as UX and Product Designer and I have not been able to land a single interview just yet. It seems AI is really replacing me. So I decided to push on my game after some encouragement from friends and even the artists working on the game. I put a lot of effort on a better UI with plenty of animations to make the card game more interesting and also having help from some VAs for free.

I am still missing a lot of sound effects that I have to make. I love making these kind of stuff as I hate how AI makes sound effects. So my question to you as I show some of the gameplay and mobile UI. Is this something you consider appealing enough?

I feel ashamed having to use AI imagines to fully fill up the missing art from monsters and some attacks but all icons and frames were design by me and a good chunk of the hunters with cards were fully made by artists.

I did made a funding part on the game where people can see what art is placeholder and to help us fund the art that way everyone is aware how much I pay for each of these arts.

Idk i feel very unsure of my game... if you want to check it out I can share a demo link with its password.


r/aigamedev • • 19h ago

Media Opus made this Finisher WAY too detailed

429 Upvotes

r/aigamedev • • 12h ago

Discussion My game released today and I already got a refund because of AI

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112 Upvotes

So I’ve decided to go ahead and add a disclaimer to my videos and text at the top of my store page.

Look I get that people are anti AI, but how can you claim that it had nothing stating AI use when I had disclosed fully in the Steam disclaimer?!

I don’t know, I’m just venting. Feel free to check out my new disclaimers, hopefully that doesn’t hurt my sales but helps my refunds..

https://store.steampowered.com/app/5300960/KEEP_IT_ON_HER/

Edit: feels weird that I’m getting so many downvotes here


r/aigamedev • • 17h ago

Discussion Disclosed AI on my Steam idle game. Here's what reviews and refunds looked like in week one

271 Upvotes

(TL;DR at the end)

Long time lurker, figured this sub might find some actual numbers useful.

Quick background, I've been in games for 12+ years. Mostly mobile and F2P (5M+ downloads across my titles), a stint in AAA, and these days I make my own PC games and consult on the side.

Last week I launched Coin Harvest, a little desktop widget idle where you run a coin pusher in the corner of your screen. The store page has an AI disclosure for the store page art and some in-game render assets.

I don't use AI that heavily, mostly for boring stuff and for adding detail in places where it actually makes the game nicer to look at. The reason it works for me is the 12 years before it. Gamedev is mostly knowing what not to do, and that's exactly what AI can't tell you. I know what bad output looks like and I catch most problems before they ever reach the game. Not all of them, as the rest of this post shows. I disclosed it because that's the rule and I didn't want to play games with it.

Here's how the first week went.

Numbers

  • About 4,500 copies in the first 36 hours, ~6,900 now. CCU peaked around 600 and it's been sitting at 400-500 since
  • Refunds are at 11% overall, but that number hides a lot. US and Japan are at 5-6%, UK 8%. China, Korea and CIS are almost 3x that
  • Median playtime is about 2.5 hours four days in, average is 6. 56% of players are already past the 2 hour refund window, 17% past 10 hours. For a widget some of that is just the window being left open, but it's not what you'd expect from a game that's "beaten in 30 minutes"
  • Review score was 83% on launch day. Three days later it was 55%, Mixed
  • And that 55% is just 49 reviews. For ~6,900 copies. That's 1 review per 140 copies, when the usual rule of thumb is somewhere around 1 per 60
  • The game got some attention on X on day three. Refunds for people who bought that day went from 10% to 16%, and the next day only 3 of 13 new reviews were positive. Before and after that it was hovering around 60%

What the bad reviews actually said

I read all of them. Honestly a lot of it was fair.

Time warp in the crystal shop could be chained to blow through realms in minutes. Coins could get stuck where the arm couldn't reach and mess up the coin cap. Upgrades didn't feel like they did much. Realms felt samey. There was a transparency mode bug, no cloud saves at launch, some performance issues. I've fixed a bunch of that in 1.0.3 through 1.0.8 and the rest is on the list.

Then there were the ones with no gameplay in them at all. "AI slop", "AI garbage", one guy who reviewed it and then opened a forum thread starting with "Just saw on X".

The ones that stuck with me were in between. Someone finds a real problem and then explains it with AI. Late game balance is off, so "AI made it, nobody tested it". Time warp is broken, so "dev never played it". No auto-clicker protection, so "vibe-coded, zero knowledge of game development". The bug was real. The reason they gave for it wasn't. And even after you fix it, the review still reads like it's about you, not the game.

What I think is going on

The label doesn't create the flaws, it kills the tolerance. Stuff that would get a "small indie, they'll patch it" on another game gets treated as proof here. The 24h and 7 day achievements are pretty normal for widget idlers and nobody blinked at them in my other games. On this one they were the main thing people went after.

A lot of reviews also judged it as something it isn't. It's a desktop toy that sits in the corner while you work, not a deep incremental you sit and optimize. That's spelled out on the store page, and the free demo shows exactly what it is. It still kept getting measured against Melvor and Cell to Singularity, and called "not deep enough" or "beaten in 30 minutes". When people are already looking for a reason, a genre they didn't sign up for becomes one more.

A lot of the harshest reviews have 10 to 24 hours on record. For a widget idle that's normal, it's made to sit open. But it's hard to square "beaten in 30 minutes" or "no content" with 20 hours played, and a few of them kept playing well after posting the review. The game is $3.99, $3.19 at launch. I'm not saying cheap means it's above criticism, but the bar it got judged by didn't match the price or the genre.

I still think the angry crowd is small. Refunds in the big markets are low and people are still playing. But someone who's enjoying a small idle game in the background almost never writes a review, and someone who's mad about the label always does. When 49 people set the score for 7,000 players, that's all it takes.

Once people know AI was involved, everything starts looking like AI. Fonts, colors, a UI layout, things that had nothing to do with it. And honestly, the parts that did use AI would have been easy to polish until nobody could tell. I left them as they were and disclosed it, because hiding it felt worse than taking the hit. After this week I understand why a lot of devs make the other choice.

What actually worries me is the incentive. Pretty much everyone is using AI somewhere in their pipeline now, and a solo dev who refuses to is just competing with one hand tied. So if being honest about it costs this much, the obvious move is to not disclose, or wait until reviews settle. Some people already do that, and the ones who are good at hiding it are usually the good devs. Nobody wins there, including people who actually want to avoid AI games.

What I'd do differently

  • Make the core loop feel better before launch. If people are less forgiving, polish matters more
  • Don't argue with reviewers, on Steam or anywhere else. One reply, say what you fixed, move on. I didn't do this at first and it made everything worse
  • Watch refunds per region from day one. Bad localization showed up there way before it showed up in reviews

Happy to answer questions or dig into more numbers if anyone's curious.

https://store.steampowered.com/app/4381180/Coin_Harvest/

TL;DR Solo dev, disclosed AI on a small $4 widget idle. Score went from 83% to 55% in three days off just 49 reviews across ~6,900 copies. A lot of the criticism was fair and got patched, but the AI label wiped out the usual tolerance an indie gets, and the day it blew up on X refunds jumped from 10% to 16%. Honest disclosure is getting punished hard enough that hiding it is starting to look like the rational move, and that's bad for everyone.


r/aigamedev • • 1h ago

Questions & Help My game is recommended by ChatGPT 🤩

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• Upvotes

How is this possible? And how do I encourage AIs to offer my game?

I specify that I did not look for it myself, and that I only used Claude as a tool to allow the creation of my game 🙂


r/aigamedev • • 8h ago

Discussion Extreme AI anxiety as a senior programmer

44 Upvotes

Are there any professional programmers here who tried vibe coding games specifically? Because whenever i try, i eventually hit the "i don't understand what's going on under the hood and the last feature i requested resulted in 50 000 loc i won't be reviewing thank you very much" roadblock.

Now, i absolutely love programming. But i also feel like it's not helping me much. Manual programming feels like a massive waste of time and deliberately falling behind for no reason at all. When i try AI-assisted coding, i mostly feel like a backseat driver. Like, AI is perfectly adequate and doesn't really need me poking the code all the time. Vibe coding just starting to feel like the right thing to do (hell, steam doesn't even require AI code disclosure so why the hell would i use AI for art but do all/most coding by hand) and it's also the thing i simply cannot do.

I spent 20 years learning one skill that made me valuable as a productive member of society. And now what, i just let it go?

I really envy people who never learned programming, because now they can simply tell claude or sol to write code for them and never worry about whether the architecture is good, how is this map represented and will it bite me in the future, things like that. And they actually end up releasing games! While i'm sitting here in total paralysis.

Sorry, it's just something i needed to get off my chest. I feel like a dinosaur who sees a rock falling from the skies and just stands there not knowing what to do now.


r/aigamedev • • 13h ago

Commercial Self Promotion First time showing this off. A beat 'em up with customizable mechs done in Opus 5.5

78 Upvotes

Everything was done within Opus no external programs were used outside of three.js. Feel free to ask any questions about the development, and I'll do my best to answer them.

It's called Metal Wayfarer. Get your contract, get paid, and find schematics to fully customize your mech. Wishlist if it tickles your fancy: https://store.steampowered.com/app/5483280/Metal_Wayfarer/?beta=0


r/aigamedev • • 16h ago

Media This is why I have officially stopped caring about Reddit game dev communities

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123 Upvotes

I’m not stupid and I know these things are kiss asses, but I always try to get genuine feedback and ask for pushback, because I actually am working on things.

But JFC, are people on Reddit insufferable trying to discuss anything at all.

I just can’t do it anymore with people in the community.

It’s a giant toxic sludge puddle and the most innocuous of questions end ends up being a fucking rabbit hole of arguing with assholes who are deliberately missing your point.

And then they’ll jump all over you cackling, and down voting.

Then when you stick up for yourself and start winning the argument, they jump to tone policing. “You need to calm down” sort of gaslighting bullshit.

I’m just so fucking done with it.

EDIT:

And I know some anti-AI person is gonna snag this and post it reframing it and ignoring my point, thus proving it.

Go ahead.

I could not give any less of a fuck about what the Reddit community thinks at this point.


r/aigamedev • • 20h ago

Discussion Yes, I developed my game with the help of AI. And so should you.

147 Upvotes

I have been a professional software engineer for 7 years now. I have real world experience writing code for production level applications that serve millions of users, and I can tell you confidently, AI is an exceptionally powerful tool, and it isn’t going anywhere.

To start, most humans are terrible at coding. Memory leaks, inefficient code, limitations of feature building, are all serious problems humans face when writing code. We’re even worse at finding the causes and fixing them. AI is not perfect, but it can help solve anything that code can cause.

The term “AI slop” does nothing except hold everyone back. AI is the great equalizer. Suddenly, solo game developers hold the power to make games that meet or exceed the potential of games that would cost millions to make. We should all be happy this is a new tool in our tool belt and work to use it as effectively as possible.

So what about the AI slop? It’s true that many games that are made with AI are terrible. It’s also true that AI has lowered the bar for the technical skills and timeline required to build a game. But “slop” is not unique to AI. Humans push out slop at a far higher rate, AI only amplified their ability to actually get it to a complete state that can be published.

The issue is the people behind it. The people with no vision who do little to no testing of their games before clicking publish, and who don’t understand what actually makes a game fun. In the hands of a developer who has the attention to detail, the dedication to sit and play test for 100s of hours in order to iron out bugs and tweak their games to make them more fun, and the patience to wait until a game is truly ready before publishing, AI is an incredibly powerful tool.

I don’t understand the AI witch hunt going on. I think that at best, the sentiment is misplaced and we should really be more concerned about lazy developers who don’t test their games properly. But I have been building games with Unity for almost a decade, and with the help of AI I’m finally able to build the games I could only dream of before.


r/aigamedev • • 11h ago

Tools or Resource I spent way too long cataloging Al game dev tools and ended up with 100+. The space is moving insanely fast

26 Upvotes

I couldn't find a single up-to-date list of Al tools for game dev, so I made one. It's now over 100 tools in 20 categories.

The parts that surprised me most: 3D model generation is actually usable now (Hunyuan3D 2.1, TRELLIS.2), there are MCP servers that let an Al drive Blender, Godot, Unity and Unreal directly, and there's a whole Playtesting & QA category now. Pixel art (PixelLab, Retro Diffusion), music (ACE-Step) and NPC brains (Convai, Player2, NVIDIA ACE) all have their own sections too.

It's free and CCO: github.com/aigamedevs/awesome-ai-tools-for-game-dev

Honest question for people shipping stuff: which of these actually made it into your pipeline, and which ones turned out to be hype?


r/aigamedev • • 15h ago

Tools or Resource I built 20 reusable skills to make AI coding agents better at actual game development (3D, animation, VFX, debugging)

37 Upvotes

I've been experimenting with AI-assisted game development, and one thing that kept bothering me was how easily AI agents could declare a task finished when the result was still visibly wrong or the feature hadn't actually been tested.

So I started building ForgeSkills, an open-source collection of 20 reusable skills for AI coding agents focused on the actual game development workflow, not just generating code.

The idea is to give agents concrete procedures to follow instead of relying on vague instructions like "make it look better" or "fix the animation."

Some of what's included:

  • Reference-to-3D reconstruction: Rebuilding assets from reference images and tracking visual differences instead of making something vaguely similar.
  • Blender automation and procedural modeling: Creating and iterating on game-ready assets.
  • Animation and locomotion: Addressing things like foot sliding, awkward transitions, and movement that feels wrong.
  • VFX and game feel: Impact effects, hit stop, camera response, and coordinated feedback.
  • Gameplay engineering: Implementing game systems with explicit requirements and validation.
  • Debugging and verification: Reproducing issues, isolating causes, testing fixes, and checking that the result actually works.

The core workflow is:

Measure → Build → Render → Compare → Fix → Repeat

There are also supporting Python tools for parts of the workflow that can be measured or checked automatically.

The repository currently includes Godot and Unity pipeline skills, alongside Blender and engine-independent workflows. It's designed to work with AI coding agents that support the standard SKILL.md format.

GitHub: https://github.com/sekaikx/ForgeSkills

It's open source under Apache-2.0.

This is still a work in progress, and I'd appreciate feedback from people who use AI agents to build actual games. I'm particularly interested in what breaks in practice, which workflows are missing, and how to make the skills more reliable with weaker models.

If you try any of them, I'd love to hear what worked and what didn't.


r/aigamedev • • 18h ago

Demo | Project | Workflow My first project

75 Upvotes

Hi all,

I’m new to this sub, so not sure what is common but wanted to share something I’ve been working on.

I’m not a game developer, engineer or designer. I just like gaming and creating cool stuff, experimenting with AI right now to see what’s possible.

My wife made some designs and backstory for a Japanese fantasy world, starring our sons and dog.
Based on her world, I made a first splice of this 2D game using Godot.

Probably not impressive to many, but I’m very happy and impressed with what we’ve cooked up so far - so wanted to share it 😄

If you have any feedback or questions, I’m happy to hear it!


r/aigamedev • • 6h ago

Commercial Self Promotion pragma - a grand strategy where nations are LLMs

6 Upvotes

the past year, we've been developing pragma, a grand strategy where nations are LLM's. as the leader of your nation, you can write policy that has has in-game effects on both domestically and internationally. not every policy is guaranteed to work, and that some policies you write might actually hinder your situation. every nation has demographics, race, religion, political groups, and all of these things can be influenced by your policy. you can also declare war on other nations, recruit troops, and invade countries. every (public) thing you do is reflected in the world newspaper, where every nation reads. every nation has their own hidden motive that we call tracks, and those tracks can be sidelined or swayed through direct leader diplomacy or your own crazy policy.

we've spent the past year optimizing the nation LLM's to the point where they're both smarter and cheaper. there can always be room for improvement, but we're finally at a state we want to let playtesters in. we just published a blog on the state of the game a year into development: https://playpragma.com/blog/one-year-of-pragma

you can sign up and use the code aigamedev1023 to get 1500 credits, which is around 7 in-game years of playtime. you can’t buy credits yet, so go ahead and use up our tokens for free. the code lasts until oct 23 at 11:59 pm PST.

you can also submit feedback directly on the site. send it our way and we’ll give you some credits. PS: join our discord for updates, and sometimes we'll give out free credits! https://playpragma.com/


r/aigamedev • • 23h ago

Tools or Resource I had an AI agent rig and animate 2D characters from a single painting. The hard part wasn't the rigging, it was that the agent couldn't tell when it had broken one.

149 Upvotes

Solo dev here, making a game with web tech, and the part I can't do alone is the CG side. So for the last couple of months I've been testing how much of it an agent can take over: paint a character, cut it into layers, rig it, give it an idle, retarget motion from video. The rigging and animation part became an open-source toolchain, rig-c (MIT, https://github.com/rig-c). This post is about what went wrong and what fixed it, because the fixes are the interesting bit.

Demo if you want to see the output first: https://rig-c.org/examples/ plays 20 rigs in the browser (five characters cut out of one group illustration, four outfits each; there's a Bones toggle).

The problem. In my setup the agent's only feedback was whether the file parsed, and Spine's parser is very forgiving. A constraint written the 4.2 way just vanishes in 4.3. Give a curve four numbers instead of what it wants and you get NaN. A mesh whose vertex count happens to equal its UV count drops its bone weights without a word. The file loads, the agent says "done", and it isn't lying. I'd find out later, when something detached in motion.

What fixed it. I stopped treating the rig as something the agent writes and started treating it as something the agent submits to a compiler. The agent writes two JSON files (rig spec, motion spec); rigc checks them against a list of named assertions (36 under the default Spine profile; the parts tool builds under the stricter rig-play profile, which runs all 50) and either writes Spine 4.3 data or writes nothing. No flag to skip the checks. The part that surprised me is how much the wording of the refusals mattered. This is what the agent sees if a part image goes missing:

FAIL A17_ATLAS_PAGE_FILES_EXIST: page "../images/hull.png" is not on disk at …/images/hull.png

It says which file it couldn't find and where it looked, so the agent fixes that without reading docs; the checks that measure something name the value found and the value required instead, e.g. a mesh vertex whose weights sum to 0.9000. Either way I ended up spending more time on those lines than on documentation. The other rule that paid off: the compiler never guesses. If a number isn't in the spec it's an error naming the field, not a "reasonable default", which keeps the build record honest about what was actually measured.

What it doesn't fix. The checks say the data is structurally valid, nothing about how it looks. A rig with its head next to its torso passes, because those are the numbers the spec asked for. So a person still looks at the end, and the output imports into the Spine editor for exactly that. Motion has a limit too: pushing one drawing through a run or a dance doesn't produce what the drawing never had; mild motion (idle, gesture, walk) retargets fine, intense motion wants replacement drawings. That's measured, not a hunch; the pose tool's README has the table.

Does it work for an agent that's never seen it? I run a public exam ( https://rig-c.org/exam/ ): a fresh session gets only the installed package's README and --help and has to write down what it expects before each command. On Oct 20, eight models from three families sat all five tasks. Six passed every machine-checked line on the dance task; one person then judged the rendered clips blind and scored those six anywhere from 3 to 9 out of 10. So the checks get a run looked at and say almost nothing about the score. The failed attempts are kept too, in a trials directory, each with the number that sank it.

Practical notes if you try it: no GPU needed for any rig-c step and no model weights shipped; the painting and the layer split come from image models you run yourself (See-through for the layer split). The getting-started guide starts from a published example whose painting and layers are already made, Bun only, no Python: https://rig-c.org/docs/getting-started/ . The player has no Spine runtime; it poses rigid parts as <img> + CSS matrix(), with adapters for Pixi, Phaser and Three.

Question for people doing this: when the parser and the validator both pass a rig that still looks wrong, what feedback do you feed back to the agent? I've got "a person looks at the end" and a validator that refuses by name. If you've found something better, I'd like to hear it.


r/aigamedev • • 10h ago

Demo | Project | Workflow Made a blizzard survival game with Opus 5.5. 1 html file with no assets

14 Upvotes

Long Story Short. Most of what i do is create games that use the body or phone as the controller. I've been wanting to dig deeper on what I could do more in just Claude. I saw this super life-like ocean simulator and wanted to see if I could do something similar and how "lifelike" it could be. Took about 18 passes and 463k tokens to reach what I currently have.

You’re stuck in a blizzard and have to find a cabin before the snow covers your screen. The wind pushes you off course and you can brace against it, but it drains your stamina.

Don't know if I can post the link so people can play it here, but here is a video.


r/aigamedev • • 18h ago

Commercial Self Promotion Before and After UI Design

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63 Upvotes

Officially left early access and launched our 1.0 version of our game, THE HUNTED, with a completely new engine, UI (1st image old, 2nd image new), and a ton of QoL updates. What do you guys think of the new UI?

https://store.steampowered.com/app/4992530


r/aigamedev • • 23m ago

Discussion A side project I’m working on what do you think of it?

• Upvotes

r/aigamedev • • 4h ago

Demo | Project | Workflow Solo dev using AI for a Body Horror Deckbuilder. Hit v0.9.1 and need gameplay feedback!

4 Upvotes

Hey everyone!

I’m working on Ash Reapers, a dark fantasy deckbuilder roguelike playable directly in your browser on Itch.io (or downloadable but not tested on windows, only on linux /android).

The core hook: Your character decays, and you have to defeat enemies to graft their organs into 13 different body slots to survive, unlock synergies, and trigger powerful class strategies. The game currently features 260+ cards and 67 relics.

Language support & Polish:
The game is fully playable in both English and French. While AI helped with the initial framework, the localization is undergoing a continuous manual proofreading and refining process to ensure immersive text for both languages (So it is still in process).

Where the project stands:
I’ve just rolled out the 0.9.1 update, which adds a deep Forge system to fuse cards and customize your deck. Because the systems are quite deep, I am currently building an interactive tutorial that will go live very soon to smooth out the learning curve.

Before launching the tutorial and the final version, I really need some raw feedback on the gameplay loop itself.

What I'm looking for:
Since I used AI tools to help shape the asset-heavy parts of this dark universe, I could really use your expert eyes on:

  1. Is the Forge mechanic intuitive enough right now?
  2. Does the "organ grafting" system make sense when you look at the UI?
  3. Any major balance issues you notice in your first few runs?

Thanks a ton to anyone who takes 10 minutes to try it out. Feel free to roast the balance, I need it to make the game better!


r/aigamedev • • 28m ago

Commercial Self Promotion I’m making a bluffing card game with AI assistance. Lose a round, lose a finger.

• Upvotes

Hey!

I’m a solo developer working on 9 Fingers, a dark card game made in Unity.

You play cards face down, lie about their value and decide when to call someone’s bluff. There’s cash to win, but every round you lose costs you a finger.

You can face the boss solo or play online with up to three players plus the boss. Everyone is competing against each other. You can also peek at cards with a mirror, mark them with a razor or steal someone’s bonuses. Friendships should be perfectly safe :)

I use Codex as part of my workflow, and there’s been a lot of testing, feedback and iteration along the way. One thing I’ve learned is how specific that feedback needs to be. “Make this better” gets you much less useful results than pointing out exactly what feels wrong and explaining why.

I’m happy with how the game is coming together, so I wanted to share some gameplay here. Happy to talk about the process too.

Anyone else here working on a Unity game with AI assistance? What still takes the most manual work for you?

Steam: https://store.steampowered.com/app/4311910/9_Fingers/


r/aigamedev • • 46m ago

Questions & Help Previous game dev experience?

• Upvotes

Looking into having a try at game dev using Claude + unity.

Got no previous experience at all using any game engines causing me to learn all the basics and how games work, such as shaders, scripting etc

Was wondering if everyone who’s making all these games have any previous experience in game dev and are just now using ai as an additional tool, or if a lot of people here are mainly getting ai to build the whole game.

Also any tips for a beginner in game dev would be appreciated.


r/aigamedev • • 52m ago

Demo | Project | Workflow Building a Fifth Element style flying taxi endless runner you can play in your browser. Appropriately called Bada Boom Taxi!

• Upvotes

Made this with AI tools primarily Claude Code and a bit of love from Astra for art. Behold! Bada Boom Taxi, a flying cab chase through a vertical city, very much obviously inspired by the taxi chase scene in The Fifth Element.

Weave between lanes of flying traffic, dive between towers, keep ahead of the cops. Runs free in the browser on phone or desktop, with a daily leader board on one seeded city a day. Im loosely basing it on 'squares' if we remember that, with emphasis on music manipulation for vibes.

It's early development, so tell me what's broken or what you'd add. Hope you get a laugh out of it!

https://badaboomtaxi.io


r/aigamedev • • 4h ago

Demo | Project | Workflow 12 days of upgrading my AI slop

4 Upvotes

the slop is evolving


r/aigamedev • • 1h ago

Commercial Self Promotion Is it a good trailer for my game?

• Upvotes