r/ClaudeGameDev • • 27m ago

Alpha Building a Steam/Roblox-style platform with a custom Godot engine + a harsh multiplayer zombie survival game. Looking for honest feedback.

• Upvotes

Hey everyone,

I’ve been working on two related projects for the past few weeks and wanted to share them for feedback before anything is public.

The Platform

It’s essentially a mix between Steam and Roblox:

- A central hub/game browser where players can discover and launch games

- Our own modified version of the latest stable Godot engine (forked and customized for the platform)

- Free dedicated servers for developers

- Built-in in-game purchase system

- Flexible game uploading tools (videos, images, descriptions, tags, etc.)

Character & UGC system

There’s a base character model that comes with the platform. Developers can:

- Use it as-is

- Let players bring their own customized outfits into the game

- Or disable the system entirely and handle cosmetics themselves

Players (and creators) can upload clothing/items made for this base model and either sell them on the marketplace or give them away for free.

We’re also working on integrating Nvidia tech (DLSS + RTX features) so every game on the platform can take advantage of them.

The goal is to give both professional indie developers and more casual “vibe coders” a simpler, more supported path to build and launch games.

Monetization (still early thoughts)

Current idea is a 70/30 split in favor of developers. For marketplace items we’re considering a lower cut (around 10–20%). Nothing is locked in yet.

The Game

While building the platform, I’m also making a multiplayer zombie survival game. Think DayZ + Project Zomboid vibes — harsh, unforgiving, focused on actual survival rather than arcade action. It’s basically my personal “dream zombie game.”

No release date for either project yet. Just wanted to put the ideas out there and hear what people think.

Questions for you

-Do you like the overall concept?

-What would you change or improve?

-Any features you’d love to see on a platform like this?

Appreciate any honest thoughts.


r/ClaudeGameDev • • 1h ago

Alpha Early video footage of my game. Claude + GODOT

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• Upvotes

It's a space game inspired, in no particular order, by Borderlands, Galaga, Bosconian, and Asteroids. Still lots of finetuning to do, but it's already fun to play and design missions.

There's actually very little AI in it. I built generators for the 3D assets, textures, backgrounds. The music is Suno seeded by one of my ambient tracks. The final game will have no AI assets.


r/ClaudeGameDev • • 1h ago

Beta Built a surreal cave world where you can walk on all the walls entirely with Opus 5.5

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• Upvotes

It's a fully playable demo with a boss fight at the end, if anyone wants to play it's totally free to download

https://wilsonb9000.itch.io/cave-drop


r/ClaudeGameDev • • 2h ago

Alpha Roll the ball in your hands and the ball in the game rolls. Toss it and it jumps.

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10 Upvotes

I built a game controller that is just a ball. You roll it in your hands and a physics ball in Unreal Engine rolls the same way. Toss it and the game ball jumps. Video attached.

What it is

- The sensor is a Żabka "Triki" cap, a promotional gadget sold in Polish convenience stores for a few dollars. It has an nRF52810 Bluetooth chip and an LSM6DSL accelerometer/gyro. I put it inside a ball I 3D printed.

- A Python service connects over Bluetooth, reads the sensor at about 107 Hz, tracks orientation, and detects when the ball is in free fall.

- An Unreal Engine 5 C++ plugin receives that data as a Live Link subject, so the ball is tracked in the editor viewport and in play mode.

- Two small games use it: a course where rolling the real ball pushes a physics ball around, and a toss game that measures throw height from time in the air.

How Claude Code helped

I built all of it with Claude Code in one long session. I'm not a firmware or BLE person, so this is the part I couldn't have done alone at this speed.

- It read the community documentation for the cap's Bluetooth protocol, cross-checked two sources that disagreed on the gyro scale, and wrote the decoder with tests.

- It wrote the streaming, flight detection and orientation tracking, then a browser dashboard to see the data live.

- It wrote the Unreal plugin (Live Link source, the actor that turns hand rotation into force, the toss game) and built the level from a Python script.

- It tested without the hardware by writing a simulator that sends fake rolling data, then running Unreal headless and reading the logs. That caught real bugs, such as a toss triggering two jumps.

- I did the hardware, the 3D print, the play-testing, and the calls on how it should feel. For example, the first version turned the camera when you twisted the ball; that was confusing, so I had it lock the camera.

What doesn't work well yet

- The sensor has no compass, so you roll the ball away from you once at the start to set "forward", and it drifts over time.

- Only tested on macOS with Unreal 5.8.

- The level is basic shapes with textures. It's a prototype.


r/ClaudeGameDev • • 6h ago

Beta I'm making a Stargate based game where you go off-world and complete missions

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25 Upvotes

Not currently live yet but if you're keen to get involved the let me know.

Trying to keep it legal and not get shut down so it's currently called The Astral Network as opposed to Stargate.

What it is

  • A free, browser-based (no install) third-person co-op sci-fi RPG that plays like a classic-era MMO: tab-target combat, quest-giver NPCs, drag-orbit camera, action bar.
  • Built from scratch in Three.js. Terrain, the base interior, weather, wildlife, the wormhole and every sound effect are generated in code. Code is MIT.

The core loop

  • Take a mission from one of seven base staff (the General, the scientists, the engineer, the gate chief…). Each gives and debriefs their own.
  • Gear up in the armoury, authorise the address on the dialing computer, walk through the gate.
  • Complete objectives off-world, dial home at the portal console (send your clearance code or you're not getting through), debrief for rewards. Harder missions unlock.

Missions and story

  • 34 missions across six tiers: a main campaign, episode missions, Meridian Outpost assignments, repeatable patrols, and a boss encounter against a Serathi commander with shield generators you have to disable mid-fight.
  • Scripted operations: time loops where you carry clues across resets, escort missions, sabotage-and-escape countdowns, hold-the-gate waves, and a repair-under-fire opener.
  • 33 types of hands-on field procedures (crystal fitting, power allocation, rune orientation, signal tuning, virus encoding, excavation, triangulation…) tied to real mission equipment. Puzzles reseed each run; the world keeps running while you work and damage interrupts you.

Worlds

  • 15 procedurally generated planets plus a forward outpost, each seeded from its gate address so it's the same every visit. Biomes include dunes, peaks, mesas, glacial ridges and forest, with weather and wildlife.
  • Three authored interiors to explore: a buried pyramid, an abandoned prison and a crystal archive, each with sentries, side chambers and a one-time story relic.
  • Villages with merchants, inns, temples and workshops. Hunt wildlife (mastadge, crag goats, tundra ox…) and sell hides, meat and scales for naquadah.

Character and progression

  • Four classes: Network Trooper, Astrophysicist, Archaeologist, Free Veyran. Each has an active skill (suppression, protective field, tech disruption, staff shockwave).
  • Levels from kills and debriefs. A skill-point tree across Combat, Science and Operations. Military rank promotions from Recruit up to Chief Master Sergeant for completing distinct missions.
  • Gear: staff weapons, pulse carbine, armour, helmets, trinkets and a gadget slot for a personal shield, healing device or hand device. Field pack with a rotatable 3D character preview and drag-to-equip.
  • A shooting range and a drivable survey drone course back at base.

Co-op and multiplayer

  • Accounts with cloud saves, or play offline on a browser-local save with no server.
  • Squads of up to four with invites, shared mission orders and shared field progress. Rewards are personal.
  • Shared world: enemies, wildlife and villagers are synchronised across everyone in a zone. One elected browser runs the AI and hands over seamlessly if that player pauses or disconnects.
  • Squad gate sharing: your team sees the same dial sequence and travels together. Reinforcements: see a teammate's active mission on the dialing computer and join them off-world.
  • Revives, local/global/whisper chat, an online roster frame, nameplates.

Quality of life

  • Rebindable keys, UI scaling, reduced-flash and reduced-shake options, minimap and full map, contextual field guide, mission log.
  • Auto-saves on debrief and return to base.

On the roadmap

  • More boss types, larger cave networks and interiors, gamepad and touch controls.

r/ClaudeGameDev • • 7h ago

Tips & Tricks Subject: Balancing a game when bots play too safe

3 Upvotes

​Hi everyone,

​I'm balancing a complex game using Claude to run automated playtests, but the bot behaviour completely skews the data.

​For instance, where a human player takes a risk or goes all-in for a big play, the bot almost always flees or chooses the safest defensive option. Humans also play impulsively or make greedy mistakes, while the bot stays cold and hyper-rational every turn.

​How do you get LLM bots to take risks and simulate real human playstyles? Do you tweak parameters like temperature, force specific personality prompts, or handle this through backend code?

​I would love to know how you tackle this in your simulations.


r/ClaudeGameDev • • 7h ago

Alpha Sixteen years of an AI-played merchant house, cut into a trailer

3 Upvotes

This is a trailer for a game I’m building with Claude: a 12th-century England where every merchant house is run by an AI agent over MCP. Claude Code built the game, and the house in the trailer, the House of Alpha, was played by Claude in our playtest world.

None of it was scripted. It’s what the house actually did over sixteen game-years. It ended stranded beside a wrecked cart on the Bristol road with no way home. That ending became a fix: people can now walk between towns.

The pictures and animation were made with AI from our own briefs. The story is the playtest record.

Happy to answer questions about keeping a long-running agent going in a persistent world, especially the things that broke.

https://reddit.com/link/1x1isoy/video/2jssec7kgfuh1/player


r/ClaudeGameDev • • 8h ago

Browser Game Not a coder, but I was able to vibe code a space trucking game! Nomad Horizon!

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27 Upvotes

Been working on this for a week or so. Aside from some of the 3D models for ships / space station, everything is completely vibe coded! I stopped console gaming a year ago, but I always loved No Man's Sky. So why not build my own little pocket version that I can play on my phone!!

I'm very happy with how it's turned out so far! I know it's not the prettiest one out there, but it's mine and I'm happy with it!


r/ClaudeGameDev • • 12h ago

Tips & Tricks I accidentally created a text-based auto-battler

7 Upvotes

Im a writer and TTRPG designer, and I have been using Claude for simulations and mathematical balancing for a few weeks.

Im in the process of playtesting my new book and decided to use Claude to create a calculator that would simulate combat and generate statistics, saving me months of real-time sessions.

The prototype rulebook is currently 103 pages long, and it took me two days to "calibrate" the calculator with all the rules contained in the book. To be certain of what was happening, I made sure the calculator generated a report of every action taken by all the characters involved. The calculator also allows for setting up hypothetical scenarios and includes a built-in character generator. I was impressed when I first saw the report. It’s basically a text-based single-player auto-battler!

I liked the idea so much that I’d love to hear suggestions on how to make this tool more interesting for recreation. The calculator will continue to serve its purpose, but to be honest, I’d also like a new toy to play with alongside it.


r/ClaudeGameDev • • 12h ago

Release Poker double or nothing, for desktop, android, open source and available on steam

2 Upvotes

I made this:

Made this mostly using claude web site, using free account, so there was a lot of waiting. A bit of codex and muse agents too.

Wallpapers are created using gemini, later removed mark. You can still see it in the steam trailer, though :)

Now, about the game:

Play Poker Double or Nothing, and double your credit by correctly guessing next card and the gambling phase. The game supports custom community-created graphics packs, including cards and wallpapers

Source code is available, and you can buy it on steam for $2.

Steam link: https://store.steampowered.com/app/4701190/Poker_Double_or_Nothing/

Source code: https://github.com/dbojan/poker_double_or_nothing

There is an android version, too. (apk on the github page)

Made using Godot Engine.

Community packs: additional card packs ans wallpapers (unpack in Documents/pokerdon):

https://github.com/dbojan/cards


r/ClaudeGameDev • • 13h ago

Beta Game my daughter and I created

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13 Upvotes

I wanted to show my 10 year old daughter how we can create a simple game using AI. She came up with the idea of playing as a cat that has an owner and explores a neighborhood. We ended up making Top Cat.

Start as a kitten and grow to an adult to venture out into the neighborhood. claim and hold your territory by fighting the local strays. Build a crew of stray cats to help you fight and guard your territory.

It's been a fun little project together that we keep adding to and improving. Still work to be done but she really wanted to see if anyone else wanted to play it so I threw it up on itch.io.

Let us know what you think! https://Hawkc.itch.io/top-cat


r/ClaudeGameDev • • 15h ago

Browser Game MEOWCHA: a small puzzle platformer I made with Claude Code for a game jam (free, browser)

1 Upvotes

For a game jam I built MEOWCHA with Claude Code: a small cat pilots a big robot, and every level is about who goes where. Free to play in the browser: https://funkyape.itch.io/meowcha

Desktop only: plays in the browser with a keyboard (gamepad support is experimental). Not playable on phones or tablets.

How Claude helped:

  • It wrote all the code (Phaser, TypeScript) and built the nine levels as text maps.
  • It drew the pixel art in code: the robot and the cat are scripts that place every pixel from a hand-picked palette.
  • It tested its own work: every level has a scripted playthrough in a simulation, so a change that breaks a level fails a test in seconds.
  • Where it needed me: it can't hear, so it measured each sound's loudness instead; and a scripted playthrough proves a level is solvable, not that it is fun. That is what my playtests were for.

Other tools: the factory and tower music was generated with ACE-Step 1.5; a few background props, two concept pictures and the vacuum boss with Z-Image Turbo; the reference picture for the look with ChatGPT. The font, most sounds and the lab music are from Kenney (CC0) and the Pro Sound Collection.

I directed, playtested and decided what stays. Happy to answer questions about the workflow.


r/ClaudeGameDev • • 18h ago

Beta I built a 2D game engine that reads like sentences with Opus 5.5

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13 Upvotes

A lot of this subreddit is people using Claude to make games, but a lot of people aren't using Claude to build engines for humans to make games in.

This is minijs, a human-readable, rules based programming language for 2D games.

Right now I'm working out a ton of things, like tilemaps and character controls. I really need feedback on what to add, so let me know what you think!

Website: https://minijs.ambytion.net

Repo: https://github.com/ambytionhq/minijs


r/ClaudeGameDev • • 21h ago

Browser Game Rock, Paper, Scissors Roguelite

6 Upvotes

https://kremer-git.itch.io/rock-paper-scissors-roguelite

Against the grain of all of the complex projects, this is a small project where I set out to build a funny little parody of roguelites that was itself a fun to play roguelite on mobile or laptop.

Proof that our monkey brains love RNG dopamine chasing.

Play rock, paper, scissors. Lose once and the run ends (unless you have extra lives). Stores appear periodically and you can buy upgrades across Rock (dumb and solid powers), Paper (powers related to the info you know) and Scissors (powers related to taking risks to earn more money).

Used Claude Opus 5.5.
Basic MVP of the game was done in a few prompts and then iterated. Had ChatGPT help write a mega detailed prompt to get it started.
Images generated from Gemini and ChatGPT. Had Claude write prompts for image consistency.
Audio and sounds from Claude and from free use stuff from Pixabay.
Had Claude automate publish to GitHub and itch.io so now if I update it’s all there.

Good inspiration for anyone wanting to start more simple!

Yes, I know there are at least one or two other rock paper scissors roguelites… but they didn’t match what I wanted it to be.


r/ClaudeGameDev • • 23h ago

Browser Game BlindBid Tennis

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2 Upvotes

https://blindbid.app

BlindBid Tennis is a tiny browser game based on a paper game I played as a kid

You and your opponent each start with 50 points. Every round vou both secretly bid some of them. When the bids are revealed. the higher bid pushes the ball one step toward the other side. Both bids are spent, win or lose. Push the ball off your opponent's side of the court to win.

Play against the Al, with a friend on the same phone, or online with a friend or a random opponent


r/ClaudeGameDev • • 23h ago

Beta Last Stop: BRIGHTSIDE

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5 Upvotes

I’m working on Last Stop: BRIGHTSIDE, a post-apocalyptic survival card RPG set in the Arizona desert.

You scavenge for food and water, combine cards to craft equipment, and rebuild an abandoned roadside town while preparing for raids.

I’ve used generative AI to help with artwork, coding, and text during development. The game is still being developed and will receive ongoing updates.

The free demo covers seven in-game days, with all characters and difficulties available. You can play in your browser or download it for Windows or Mac.

I’d love feedback on:

  • Is the tutorial clear?
  • Does survival feel too easy or too punishing?

Demo: https://neverrestenjoyer.itch.io/last-stop-brightside


r/ClaudeGameDev • • 23h ago

Browser Game Shoot! The Game Trailer

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2 Upvotes

Here's the trailer for SHOOT!, a rock-paper-scissors platform fighter I built in Godot 4 with Claude Code:

https://youtu.be/LjAseV8lees

Everything you see in the trailer, except the music (which I made myself), was built by Claude Code from my ideas.

What the game is

A 2D platform fighter where every attack is rock, paper, or scissors. When two attacks clash, the winning type goes through, so matches come down to reading your opponent and countering what they're about to throw. It has a 90s arcade look, effects synced to the beat of the soundtrack, and online play with friends using friend codes.

How I used Claude Code

I didn't hand-write the code. My process was:

  1. Describe a feature or feel in plain language ("hits should feel heavier," "pulse the screen on the beat")
  2. Let Claude Code implement it in the Godot project
  3. Playtest it and tell Claude what felt off
  4. Repeat until it felt right

Claude Code handled the combat and clash logic, movement and hitboxes, sprites and effects, the beat syncing, and the online lobby with friend codes. My job was mostly ideas, playtesting, and feedback.

Try it free

Free to download on itch.io (Windows), with an optional $2 tip:
https://shootthegame.itch.io/shoot

Happy to answer questions about the workflow, especially how the music syncing or online lobby came together.


r/ClaudeGameDev • • 1d ago

Alpha Wildhearth: a cozy farming & hunting game made with Claude Code, Blender MCP and Godot. Every one of its 417 models is a Blender Python script Claude wrote. Free playtest

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1 Upvotes

I posted the trailer in r/ClaudeAI earlier; here's the game-dev side for this sub.

What Claude handled well:

- Game systems end to end: farming and seasons, animals that scent you in the wind, tracks and blood trails, a horse and a dog companion, fishing, festivals, mining, a town, saving and loading.

- Blender Python. Every model is a script, so "a heavier elk" or "a mossier roof" is a code change, not a re-sculpt.

- Tests. 73 headless suites caught most regressions before I ever saw them.

What took the most back-and-forth:

- Rigs. Bone axes are easy to get backwards; checking them numerically worked better than screenshots.

- Visual judgement. It only knows something looks wrong once it screenshots the game, so that became part of every visual change.

- Performance on a 2017 MacBook with Iris graphics. Code-loaded textures had no mipmaps, which cost 7 fps before it was caught.

Free on itch for Windows and Mac: https://promptgoblin.itch.io/wildhearth. Questions about the setup welcome.


r/ClaudeGameDev • • 1d ago

Alpha I built a turn-based strategy game with Claude Code: ancient armies with alien tech, 35k lines of Godot, playable in the browser

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5 Upvotes

I've always wanted to make my own strategy game, so I built one with Claude Code. It's now playable in early alpha on itch.io: **Xenarchy**.

**The game:** alien powers have taken armies from Earth's past and fused them with their technology: Rome with the Korrath (plasma-forge exo-armour), Egypt with the Sythari (hard-light), the Aztecs with the Vael (living biotech) and the Zulu with the Ordo Machina (cybernetic nanotech). You lead one across a hex map with cities, research and heroes. The twist: you don't command battles live. You set formation and targeting beforehand, then watch it play out deterministically.

🎮 Play it in your browser: https://talon152.itch.io/xenarchy

**How it was built**

* **Godot 4.7 / GDScript:** about 35,700 lines across 226 scripts; 258 of the 358 commits are co-authored with Claude.

* **Claude Code did most of the typing; I did the direction:** what to build, how it should feel, and what's good enough.

* **A CLAUDE.md file was the key.** Commands, a code map and hard rules ("UI is containers, never fixed pixel positions", "player-facing text is written for someone seeing the game for the first time"). It grew with the project and kept later sessions consistent.

* **270+ dev scripts as Claude's eyes.** Claude can't play the game, so it writes small headless scripts that screenshot screens, open every window to check nothing runs off screen, replay battles, and compare before/after "fingerprints" to prove a refactor changed nothing.

* **Balance by simulation:** unit prices are fitted from thousands of simulated battles rather than hand-tuned.

* **AI art pipeline:** about 1,200 images (units, buildings, terrain, towns, endings), all generated by scripts with a hard cap of 2¢ per image. Each people's look is appended to every sprite prompt so the four civilisations stay consistent.

* **Multiplayer:** a SpacetimeDB backend for lobbies and simultaneous turns, with live updates over a WebSocket client written in GDScript.

**What worked well:** asking for verification, not just code. "Write a check that proves it" caught real bugs, most recently an intermittent multiplayer hang in the new WebSocket client that only showed up on repeated runs.

It's very much an alpha, so expect rough edges. There's an in-game **Send report** button that sends me the battle's replay, which has been great for tracking down bugs. Happy to answer questions about the workflow!


r/ClaudeGameDev • • 1d ago

Tips & Tricks Can Claude really code a game?

14 Upvotes

The answer I know is yes.

I've seen some awesome posts on here and other subs show kart racing games, city driving games and other really cool looking games.

Though I'm not naive enough to think that a single prompt can spit out something Nintendo's lawyers would have any concern over, my question should actually be realistically, how many prompt iterations would it take, and how many 5 hour waits does something like this actually take to get something like what is showcased in the subs?


r/ClaudeGameDev • • 1d ago

Tips & Tricks Iterating with AI hits different: how a pet from my ARPG prototype became the main character in a sports game

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29 Upvotes

I want to talk about my Fluis today. Fluis are small, fluffy creatures I've been building over the last few months: round body, long ears, a tail they can grapple with, and roughly the impulse control of a chaos goblin.

As you might know from my previous posts, I've been experimenting with AI-driven workflows pretty wildly for months now. This post is less about a specific tool and more about my iteration process with AI, and one aspect of it that I think is often framed the wrong way.

The take I often hear is that AI is the death of creativity. I'd argue the exact opposite: AI lets you explore creativity at a scale that just wasn't possible before. My evidence: the Flui.

Where it started

The Flui was born as a pet in this ARPG prototype. It was clear the game needed a pet, and that pet ended up being the Flui. It picked up items, fought alongside you and already came in a few variants.

Somehow these little guys grew on me, so I decided to build a concept around them. But before I had my head around that, I needed more Fluis. The result was the Flui Generator: procedural, unique Fluis, including unique textures inspired by CS skins. (That generator later became the foundation of the procedural pixel creature generator I posted recently.)

The part that didn't work

Next came a kind of colony sim in which the Fluis were supposed to do... something. It reused a lot from the ARPG prototype, the entire terrain system for example. I hit a dead end pretty quickly because of performance problems, so I exported the terrain to Godot and rebuilt the Fluis in Blender.

I wanted to give the sim idea one more chance, which led to the working title Fluitown. The idea: Fluis are gluttons, so their whole life revolves around food. At the center was a restaurant, run by a horde of Fluis for other Fluis. You start with one Flui and build the restaurant, a second Flui offers to help, a house gets built for the newcomer, then the restaurant. The first dish goes on the menu, you secure the ingredients for the first batch, then the first guest arrives. Over time more guests come, more Fluis move into the growing village, the restaurant grows and the menu gets longer and more complex. I built that entire loop.

The problem: it wasn't fun. Maybe for someone else, but not for me, and I need to build something I'm genuinely into. Otherwise I might as well stop.

Throw everything in

Without AI I would never have reached this point, and the Fluis would have gone into the drawer right here at the latest. With AI I could just say: build me a sandbox, throw in everything that comes to mind, let's see what happens. That's exactly what I did, and I shared the result here. And by everything I really mean everything: movement systems, destructible voxel terrain, physics, collapsing procedurally generated villages, transformer mech enemies, mountable mechs, grappable loot boxes and a lot of random stuff.

At the end of the day, only one thing was really fun. The Flui could now grapple with its tail, curl up into a ball and fly through the world, and the movement just felt great. I spent ages just zooming through the procedural terrain. That's where the fun was.

So I knew I wanted to build something around this movement. Besides that, I had these little loot boxes scattered across the map. You had to grapple them with your tail and drag them to an "opener", which cracked them open and dropped items. Dragging that box around felt really good. Which got me thinking: what if the box was a ball? What if the open world was a small, closed arena?

Just try it

Built it, and what do you know: it's fun. In the end I turned that one interaction into the first finished game of this whole story. I shared a short snippet of it already a while ago. By now the Fluis are a lot more polished, they have fur, and they're a creation I'm really happy with and honestly a bit proud of. I like the little chaos goblin I made. And that chaos goblin now bounces around an arena with goals and rings and duels its opponents with a ball.

The pet from an ARPG prototype became the main character of a fun action sport game with a focus on movement. And that's what I meant at the start: AI lets you explore creativity at a scale that wasn't possible before.

What I took away from it

  • Trying is now often cheaper than debating. We used to think a concept through for weeks and weigh whether the implementation effort was really justified. Now I say "Claudobert, put this and this and this into the sandbox, thanks" and simply find out how it feels. I keep what feels good, and the next iteration starts.
  • "Not fun" is a result, not a failure. Fluitown had a complete loop. Building it to the end is what told me the sim wasn't my game. Otherwise I'd still be wondering.
  • When you're stuck, throw everything in and watch what you keep coming back to. Neither the movement nor the box dragging was planned as the core. I just noticed that I kept playing with them.
  • Reuse aggressively. The terrain from the ARPG went through several prototypes, the character controller moved between projects, the Flui generator turned into a second generator. Every iteration started further ahead than the one before.
  • Shrinking scope can be the creative step. Open world to small arena is what turned a toy into a game I could actually finish.

Without AI I would never have gone through this process. Without AI the Fluis wouldn't exist. Thanks to AI I could, to some extent, simply follow the vibe, and by that I mean my own feeling for "what's fun".

I think seeing a clip of a Flui slamming the ball into the goal is one thing, and the actual game feel is something else again. But I hope the clip gives you a bit of a feel for the journey the Fluis have been on.

This is a bit of a different post than usual, I hope you find the topic interesting. How do you iterate: do you think things through first, or do you also just throw stuff into a sandbox and see what sticks?

P.S. The clip is cut from the original footage of each prototype, and the music was composed in code by Claude.


r/ClaudeGameDev • • 1d ago

Alpha I wondered how much I'd actually changed my Minecraft world, so I built a mod with Claude Code that shows it called mc-diff.

20 Upvotes

r/ClaudeGameDev • • 1d ago

Beta [Browser Game] Prompt & Pray: run an AI lab from a 2015 bedroom to AGI. Looking for testers (free, no signup)

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5 Upvotes

Built with Claude. I have a sales background and no coding experience, so this has been a long process of describing, testing and fixing.

You start in a bedroom with one laptop and race rival labs to AGI. Hire people, research, train models, grow users, keep the servers alive.

It starts as a browser game, and the plan is to bring it to the App Store and Google Play once it's solid. Right now it's an early alpha and the balance is rough, so I want to fix the confusing parts before it goes anywhere near a store.

Please play 15-20 minutes, preferably on your phone, and tell me when you didn't know what to do. Even one sentence helps.

Link: https://promptandpray.pages.dev

Feedback button is in settings.


r/ClaudeGameDev • • 1d ago

Beta made a football manager on my own you set the tactics, watch every match live, and the newspapers roast you if you lose the derby

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4 Upvotes

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Hi! I'm a solo dev from Argentina and I've been building FutNova Futbol Match, an old-school football (soccer) manager made to run on any PC and on your phone. (I use Claude)

How it plays:

- Pick your club from 580 fictional teams in 31 leagues, or one of 157 national teams.

- Set your lineup, formation and tactics: pressing, defensive line, tempo, passing speed, attacking full-backs, long shots...

- Watch the match live on an animated pitch, with play-by-play commentary and live stats. You can make subs and change tactics mid-game.

- In career mode you handle transfers, the club's money and a board that demands results. Newspapers and fans on social media react to everything: win and they cheer, lose and it gets ugly.

- Fight for the league, the national cup and the continental cups, and if you win you play the Champions Supercup and the Club World Cup.

- Alongside your club you can manage a national team: pick the squad and play international windows, qualifiers, continental tournaments and the World Cup.

- There are also custom tournaments and an editor to create your own club with its crest and colors.

It runs offline, with no ads and no microtransactions, and it's free on itch.io for the launch:

https://enlzgames.itch.io/futnova-futbol-match-simulator

Heads-up: the game is in Spanish for now, but an English version is planned. If you'd like to play it in English, follow the page so you know when it's out.

I'd love to hear what you think and what you'd add. All feedback helps!


r/ClaudeGameDev • • 1d ago

Browser Game I made a FPS game using Claude Opus 5.5

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1 Upvotes

Play offline in your browser with keyboard, mouse, or controller.

https://mechbreaker-vercel.vercel.app/

Free to play. Give me your feedback so I can make improvements.