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Create Games with AI

657 members • Free

23 contributions to Create Games with AI
Working on something exciting šŸ‘€
I've been using agentic AI workflows (Claude Code, OpenCode, Antigravity) to build games in days instead of months. My Telegram game, Outmine, brings in thousands of dollars of revenue every month. The interesting part... AI wrote the part of the game that generates that revenue 🤯. Now I'm thinking about helping a small group of people do the same thing. Anyone excited about shipping a real, revenue-generating game? šŸ¤” How many unfinished game projects are living on your hard drive right now?
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Working on something exciting šŸ‘€
1 like • 10d
As you have just seen on my website I certainly have a problem with volume (and there’s plenty more in terms of prototypes and mini games etc that aren’t on there…even my Anomaly Arcade game was made up of around 25 micro games). Lol. Although a lot of that is based around me wanting to push the edges, see what I can do. Less than a year ago this journey was beginning and I was trying to recreate simple text games from when I was a kid (Hunt The Wumpus) wondering if it was possible and now I’m randomly going ofc on a tangent and creating a prototype of a Ridge Racer style game in a day or two. So a lot of this has been for the learning. And I do want to get more to the version 1 stage. Aims for the summer, get 5 games to a ā€œcompleteā€ stage. Get 1 game and 1 app on the iOS App Store. (I already have the path proven and eveything set up, I just need to hit submit when I pick the two I’m going to polish that are appropriate).
1 like • 10d
@Morgan Page it’s mostly the time to polish. It’s hard to fast track too much which is why I’m putting in as many systems as possible so that I get can get a game to a stage where I feel I could polish it within a day or two given the time. So course creators, a ton of configurable control panels etc is a help, but I still know those final steps are time consuming. Sound alone is going to take a while for each one to get it to a satisfactory level, great can come after! But I know I can do it given the time so it just goes in the back burner as I want to keep creating. Once I’ve polished as many as I can up to a ā€œalmost there lā€ stage I will pick one or two at a time to finish, choosing the best two. You don’t always know what is going to tickle your fancy when it comes to playing and thinking ā€œohhhhh this is actually more fun than I hopedā€. Neon JetPac is one of those. Designed initially as just a homage to the Spectrum classic yo be used as a 30 second mode in Anomaly Arcade is turning into so much more. I can now see it having the potential to be a fantastic co - op or competitive single screen game with death match etc. just making the JetPac potentially be on or off (you can in the level editor) with making it an optional item to pick up immediately turns this into a different beast. Without the jetpac it turns into a traditional platformer and could almost have Mario Bros Arcade vibes. But grabbing the jetpac gives the player an immediate advantage. So it can go from feeling like a fun homage to aometjing that could be awesome as a couch co op or deathmatch laugh a thon. And immediately offers two things the original didn’t (a completely different way of playing and more than one player on the same screen). So it’s gone from throwaway to high on my list to develop further and polish (and change the name haha)
Drop what you’re building today šŸ‘€
Drop a screenshot, clip, or short description of whatever you’re building right now. Doesn’t need to be polished. Boxes, placeholder art, broken mechanics, weird bugs — all welcome. The messy prototype stage is where the good stuff starts. What are you making?
Drop what you’re building today šŸ‘€
1 like • 10d
@Morgan Page yep. LANDER and ANOMALY Arcade were written almost entirely just using Lovable (Anomaly used a little bit of Gemini AI studio). Now almost all of my work is Claude Code Opus 4.8 although there are a few fun projects which are mostly Gemini AI Studio (Neon JetPac and Vector Fury being two of the better examples!)
1 like • 10d
@Morgan Page and also yes to tweaking levels faster than AI. That’s for sure. But also better. What AI isn’t great at is dialing in the ā€œfeelā€ which is the important thing to get right. So I always get a comprehensive suite of settings up and running as soon as it makes sense. Even if some of those I never touch, it’s invaluable to dial it in. As is a level editor for lots of the games. It was a little crazy ambitious to build a track designer into my Ridge Racer style game as quickly as I did (just pushing updates to that game now on my website) but it’s a good way of testing the limits of the engine. And almost a game in itself!
Fable 5. Holy Moly
I upgraded my Claude account to Max x 20 to take advantage of Fable being available under the subscription model until June 22nd before it’s removed to pay as you go (meaning I won’t be using it again until it comes back into subscription). It’s really absolutely fascinating to see it in action and it is already making me sad to lose it on the 22nd although they have said they will bring it back into subscription options as soon as they can. (I calculated I’ve spent well over $500 CAD on AI in the past month or so under the guise of experimentation but of course that isn’t sustainable, until it starts making me some money). I’ve only been doing fun / creative stuff so far..as Claude is already so good with documents so for run of the mill stuff I’m not sure you would be able to tell the difference. But for my creative / gaming / fun let’s see what it can do brain it’s actually remarkable. As I have a ton of credits to get through (although at this pace I won’t make it through to next Thursday when it resets with any left) it’s allowed me to experiment in a major way. And the beauty of Claude code is if you have the availability of credits you can be coding as many apps as you want simultaneously. So I used the following prompt on 6 games that I’ve previously tried to clone as a starting point to then twist them into something different for my Anomaly Arcade project. In all previous cases the results were never very usable without a ton of tweaking / and normally they are so far off the mark it wouldn’t be worth it. When you would end up with something playable like with simple games like Galaga you would get a working shoot em up that might belong from that era but it certainly wouldn’t feel at all like the original in the slightest, sharing just a tiny piece of DNA. So the prompt is at the bottom of this message. Very simple. And I used it in 6 games just changing the name of the game for each prompt. And I have run them in Opus 4.8 and also Fable 5 on High settings (which is the middle option). Opus would generally create something playable, you might recognize it as a distant cousin to what we were looking for, sometimes it would be playable but be nothing like the original in any way. But very hit or miss. If you got very lucky it may give you a starting point. More complex games like Outrun have no chance at all of getting anything playable on first go let alone similar to the original. Fable on the other hand scores 6 for 6. It obviously did its research very carefully in the case of outrun it found a repo where someone reverse engineered the code. However , as its guardrails won’t allow it to use that it just took all the key values if needed to recreate the overall feel and structure but every sound, graphic, level layout etc is original of its own creation inspired by the original. Or as it calls it ā€œa tributeā€. 😁
2 likes • 24d
@Morgan Page I’m in the middle of putting together a website to showcase all of my games and experiments so will report back here when done!!
2 likes • 24d
@Morgan Page noooooo. US Government have forced Anthropic to take Fable down over ā€œsecurity concernsā€. My instinct is that this is purely political nonsense because Anthropic and US Givernment are involved in an ongoing lawsuit! There goes my Friday night fun. It’s hard to go back to the old model when I had so many plans for the next 10 days of Fable use. Damn!
Introduction
Hi All, I'm Pete, and old school retro gamer with a passion for arcade games of the classic era (no fluff, all game, responsive 60fps arcade fun). I've been vibe coding games for around 6 months now. I started doing experiments with text based games, as I didn't think vibe coding a fast paced arcade game of meaningful quality was possible. But as my confidence and skills grew I decided to take on something more meaningful and create the game I'd always dreamt of creating, which was a love letter to the old Lunar Lander game. Which I loved, but had mastered many moons ago (pun intended) and I had so many ideas of how I would take that core idea to the next level. Very happy with my results so far in that I feel its a highly polished product that seems to appeal to the target old school hardcore arcade games crowd (whenever I manage to persuade someone to actually try it). The beta can be played for free here https://neonlander.com I also have another 3 or 4 games in prototype stage, just waiting to see which one lands properly with me before committing, although I would expect my next fully featured game could be done significantly quicker (and with a LOT LESS credit burn) than my first mega project. Some 75000 lines of code, although a lot of that is bonus modes that I have not polished and enabled yet. Excited to find this community of like minded souls and hopefully someone will try my game! And very much looking forward to supporting my fellow game makers!
2 likes • Apr 4
yes I think I need to have a training level. The problem is I've been playing it for months so have become ridiculously good at it being the one tester. Try Survival mode, its a little more forgiving to land, and you can also try tweaking sensitivity in the settings. Maybe I will add an easy control mode thats a little more forgiving. Also abort (down on keyboard by default) is great for stabilising when approaching a pad.
1 like • 26d
@Orly Rodriguez thanks for trying it. I have a more refined version of Lander coming soon (which has underground caverns and tunnel systems, is prettier and has an inbuilt developer level editor). Will let you know once done. Also you can check out the game I did for a gamejam contest. It was done in a crazy short amount of time and is made up of around 25 micro games that blend into one another. It can be found at https://anomalyarcade.com. Designed to be played on PC, not mobile.
Just Starting
Hey I'm Nathan, I'm working on a Turn-based Strategy game, inspired by Advance Wars, just as a first attempt at a more complex game than Nibbles (the first one I made in about 20 mins lol). I have some minor experience with coding. I have studied Python off-and-on again for several years, but have never had the motivation to dig in deep and spend the real time it takes to get good at it. Now I'm using Claude Code to help me get past that early barrier to entry. I don't yet know what my "dream game" would be that I'd want to build, but I know FPS games are my favorite, and I'm just excited to think about having a great game that I can be proud of building. 😁 Thank you everyone for this great community. I'm really excited to be here!
0 likes • May 23
@Nathan Campbell you are right to be nervous, I’ve seen it do some pretty crazy stuff although nothing destructive at this stage and the amount of work it can do on my behalf is staggering. But I have all of that stuff running in a stand alone PC separate from my other proper work stuff. And I just set up a Tech and AI Consultancy a few months back with an old colleague so it’s important we push some of these things hard to get a proper handle on various aspects of AI. That may sound like I’ve just jumped on the AI bandwagon but I actually had an IT support consultancy in London for about 15 years before moving to Canada and setting up a Geodesic Dome Luxury Glamping site which I’ve been running for the last 8 years! The advent of AI and the unexpected arrival just down the road of my former right hand man from my IT consultancy days led us to create a new company. Fun times 😁
1 like • May 23
@Nathan Campbell yep I would have gone the cloud VM route if I didn’t have a beast of a PC just ā€œlying aroundā€ !!
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Pete Clarke
4
24points to level up
@pete-clarke-6408
Retro vector game designer.

Active 8d ago
Joined Feb 10, 2026
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