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Create Games with AI

710 members • $7/month

25 contributions to Create Games with AI
New here
Hey I'm Mark, I'm working on getting more familiar with using AI to create. My experience with coding is SOME, but old (think BASIC programming for a Commodore 64).
0 likes • 3d
Aha another from the golden era of the C64. I have about a million ideas between my BASIC coding experience back then to now. And boy are they coming out quickly. Welcome!
🎁 Winner Winner Chicken Dinner 🎉
We have a winner for the increasingly inaccurately named 500 Members Game Giveaway! Congratulations goes to @Blue Mojo who, not only was the first to enter the competition, but also got your vote of approval for such a cool idea: "you're an hr manager for a company the hires video game bosses (lol). new "employees" aka defeated bosses from various games show up. your job as the player is to keep the workplace functional while they fight you as well as each other lmaooo lose condition: they unionize and you become the final boss for them to defeat LOL" I'm also incredibly happy that @Blue Mojo won. He's been a great supporter of this community from day one, I watch his streams and we both share a passion for music 🎸 ! So let me know what game you would like @Blue Mojo , congratz! 🎉 (If only there was a community that would support you bringing that game idea to life 🤔🤣)
🎁 Winner Winner Chicken Dinner 🎉
1 like • 5d
Congrats. Great work.
Working on something exciting 👀
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? 🤔 How many unfinished game projects are living on your hard drive right now?
Poll
7 members have voted
Working on something exciting 👀
1 like • 23d
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 “complete” 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 • 23d
@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 “almost there l” 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 “ohhhhh this is actually more fun than I hoped”. 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 👀
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 👀
1 like • 23d
@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 • 23d
@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 “feel” 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 “a tribute”. 😁
2 likes • Jun 12
@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 • Jun 13
@Morgan Page noooooo. US Government have forced Anthropic to take Fable down over “security concerns”. 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!
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Pete Clarke
4
22points to level up
@pete-clarke-6408
Retro vector game designer.

Active 3d ago
Joined Feb 10, 2026
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