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Game Dev Alchemy

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4 contributions to Create Games with AI
I’ve created a Telegram game with 100k players...
I’ve created a Telegram game with 100k players, that generates thousands of dollars in revenue. With AI. If I were to coach you, what would you want me to help you with?
I’ve created a Telegram game with 100k players...
3 likes • 10d
That's amazing. I didn't even know telegram games were a thing! Can you tell us more about the game?
Pondering visual styles, would love some input.
My entire graphical style in all my game creation so far has been to lean into vector style neon arcade graphics, taking inspiration from the ‘golden era’ of arcade classics. This is because I had a huge soft spot for vector graphics from playing those games as a kid, there was always such magic looking at games like Asteroids, Tempest, Battlezone and then sometime later the absolutely mind blowing (for the time) Star Wars. But sprites dominated pretty quickly so there really weren’t that many arcade games made with vector graphics, sprite based became the overwhelming majority after the first few years. That’s why I feel so drawn to create games in that style, as I want to make games that feel like they were a lost classic but then add modern bells and whistles in terms of sound, music, online leaderboards and much more advanced particle systems etc. But of course it’s very niche. It’s also helpful that in terms of implementing vector art it’s something that the AI can do pretty comfortably even from a while back when I first started. Developing the latest in my vector series of games for Game Jam is something I’m excited about, but sitting back and thinking about it, I’m thinking that the style is very niche and may not resonate with a lot of people who will see it as too basic or not see the beauty in the neon glow that I do. So I’m considering maybe switching to sprites, but at this point that would basically involve using sprites from free online libraries as I don’t have the time to be creating them from scratch (even using AI to help I know it’s going to need a big chunk of time to make the. To the standard I would like). So generic sprites from a library sprinkled with my own hand (AI) created backdrops? Will it look good enough? Is it a direction I should pursue even though my heart is in a completely different style. Now that I’m starting to take it a little more seriously and I’m looking at all store publishing is having such an ok school aesthetic simply going to be too much of a hurdle to get anyone to look twice?
0 likes • Apr 24
I'd stick with the vector simply because it'll help you stand out. I love the vector games, too. Beyond the ones you mentioned, Star Trek and Omega Race were vector arcade games that I loved a lot as well.
0 likes • Apr 25
@Pete Clarke yeah, omega race was probably the least popular (although I didn't see a lot of star treks, either) -- it was also one of the very early ones, I think. If you're using unity, there's a pretty solid vector package addon that looks really nice.
Centipede in 60 Seconds with Claude AI!
Centipede! Could AI build this arcade classic? Watch Claude generate a playable Centipede game from one single prompt! The AI: https://claude.ai/ The Prompt: Create a simplified web-based arcade game similar to Centipede using HTML Canvas and JavaScript. The player controls a small cannon at the bottom of the screen, capable of moving left and right and firing single shots upwards. A multi-segmented 'centipede' enemy moves horizontally across the screen, descending one step when it hits the screen edge. Implement basic collision detection: player shots destroy centipede segments. When a segment is destroyed, it can leave behind a 'mushroom' obstacle. The player cannot move through mushrooms. Use simple shapes (rectangles, circles) for all game elements. Display a basic score. Focus on core mechanics of player movement, shooting, centipede movement, and collisions.
0 likes • Apr 13
Cool! Is there a link where we can play it?
How I'd use Unity + Claude Code to vibe code a game
Background: I've been making games and apps with Unity for 16+ years. I had someone ask a question about how to use Claude Code to make a game and after writing a short novel, I thought, "hey, this could be helpful to others" -- but I'll let y'all be the judge. (note: a lot of this would also apply to making an app or any piece of software with Claude Code) Someone asked me about making something based off an existing game, but also how would he attract programmers to help him / work for him. Below is my response: --- To start... you need Unity (and some basic familiarity with it) and the Unity MCP and Claude Code (the CLI) -- and claude opus. Opus is extremely good at letting you drop the whole vision at once (including screenshots) and tell it what you're wanting to do. In this case, make a game like XYZ. And it'll tell you where to start and how to progress from there. The one thing that AI cannot do is make a game that's fun. Not intentionally, anyway. It's pretty much always going to need tweaks. In your case, wanting to make a game with big monster trucks... The key to ANY game is usually going to be one core piece or mechanic. I would tackle that hardest piece first. You need to get those vehicles rolling and feeling good to play. AI can build something, and it can build something you can tweak, but it cannot "make a fun game" any more than AI can "make a song that moves me" -- it's too subjective to the person interacting. Talk to Claude Opus, tell it the grand plans, ask it where to start, ask it to build a tech spec for the v0.1 -- again, I'd absolutely start with the car. Tell it you're going to use claude code and the unity mcp. It can build a markdown file very specifically for claude code, along with instructions. Then go to a directory with that file in it (probably needs to be an existing but empty Unity project if you're going to use Unity), go into claude's CLI and reference that file with @ saying something like, "I want you to plan out and then build to the specification in the @car_game.md file" (and the @ will bring up a list of files, fyi)
1 like • Mar 25
@Morgan Page yeah... totally hear you on not being sold using AI with Unity. I'm using AI with Unity in ways most people probably aren't... here are some ways I've used it recently: - I used it build (well, tell me how to build) a custom shader in shadergraph that helped me show one of two different sets of mats ("dirty" or "clean") based on the alpha of a different map. alpha there = show dirty maps; alpha gone = show clean maps. - I used it to build the core functions of "stop motion letter movement" and to then help me "make those letters fight" so to speak. - I used it to help me ideate on what kind of a cozy game I could build, based on what it knew about me (which ended up being the clean/dirty scenario above) - I've used it to build scripts with midi for music visualization, using libraries that were way beyond my capability to understand. - I've used it to build some text-based MMO games (non-unity) So yeah... I'm using it to help me get closer to bringing my idea to life. To get faster to the point of "is this fun, and what needs to change?" -- that's the real goal for me. I mean.. that's why I use Unity instead of writing everything in C with SDL... I want to get quicker to the "is this fun or not?" part. AI is just a tool to help me do that. Unity is definitely slower than it used to be... but there are some ways to speed it up in some cases, depending on why it's slow. But yeah -- it's REALLY nice to have stuff change and interact with almost instantaneously.
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Greg Dunn
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@greg-dunn
I build video games & teach you with Game Dev Recipe Kits — one kit each month, one finished game at the end.

Active 1d ago
Joined Mar 5, 2026
INFJ
Bentonville, AR, USA
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