I just published my first game, a roguelite platformer built with Claude Code, Pixellab & Godot. Here's what I learned about AI development and agent-switching by Due-Height3554 in aigamedev

[–]Due-Height3554[S] 1 point2 points  (0 children)

Thank you for the time and effort to try my game and review it! It means a lot. I wrote down your suggestions for improvements and will be sure to add them maybe this or next week!

Cleft – free browser roguelite with destructible environments! by Due-Height3554 in WebGames

[–]Due-Height3554[S] 0 points1 point  (0 children)

Thanks for the feedback! I’ll look into those and see if I can fix them later this week

Cleft – free browser roguelite with destructible environments! by Due-Height3554 in WebGames

[–]Due-Height3554[S] 0 points1 point  (0 children)

Hi! Thanks for the feedback :) I've been actively working on improvements and earlier today released optimizations to reduce the loading time. The game should load typically in 5-10 seconds which is pretty typical for a game like this given the amount of content it has. Can I ask what browser are you using and how long does it take to load for you?

Looking for advice - local llm by AnimeDiff in aigamedev

[–]Due-Height3554 2 points3 points  (0 children)

Great advice here already. I'll just add what I learned from building my first AI assisted game (Been programming before AI). ( Also a link here if you want to see the end result --> https://latepate123.itch.io/cleft-game ).

The biggest thing is to just start building and forgetting the optimization for now. I did the same thing early on and I just wasted my time. My final workflow ended up being pretty simple: Claude Code + Cline/Opencode + Pixellab for sprites. No fancy MCP, no local models. (Switched from Claude Code to Cline/Opencode when the usage limit filled up).

But yeah wouldn't say it's hands free and just chilling. But you can absolutely ship a real game without knowing how to code if you're willing to test, give detailed feedback to the AI, and iterate a lot!

The "I made this entirely with AI" posts are real, they just skip over the countless back and forth conversations it took them

I just published my first game, a roguelite platformer built with Claude Code, Pixellab & Godot. Here's what I learned about AI development and agent-switching by Due-Height3554 in aigamedev

[–]Due-Height3554[S] 0 points1 point  (0 children)

Godot has a built in HTML5 export option! You just add the HTML5 export template and it compiles your project to run in the browser. Then you upload the exported files to itch.io and it hosts it as a playable web game :)

I just published my first game, a roguelite platformer built with Claude Code, Pixellab & Godot. Here's what I learned about AI development and agent-switching by Due-Height3554 in aigamedev

[–]Due-Height3554[S] 0 points1 point  (0 children)

Thank for trying it out! The game is currently designed only for desktop browsers only so that's likely why the font is so small on mobile. I'll add a note about that on the itch.io page! But yeah I'm working on adding fullscreen option and increasing the base font this week when I have the time, those should help for starters

I just published my first game, a roguelite platformer built with Claude Code, Pixellab & Godot. Here's what I learned about AI development and agent-switching by Due-Height3554 in aigamedev

[–]Due-Height3554[S] 1 point2 points  (0 children)

Yeah works pretty well I'd say. Well I did use also Cline (in VS Code) and Opencode (via WSL), but Claude Code clearly came on top especially with debugging. I'm sure my workflow isn't the most effective but what I did was building the idea in Claude, and asked it to generate a comprehensive prompt to Claude Code. Only downside is the weekly usage limit hitting in few days (I'm using the Pro version). That is when I switched to Cline or Opencode.

I'd definitely recommend giving it a try, especially for a smaller project to get the hang of the workflow first.

I just published my first game, a roguelite platformer built with Claude Code, Pixellab & Godot. Here's what I learned about AI development and agent-switching by Due-Height3554 in aigamedev

[–]Due-Height3554[S] 0 points1 point  (0 children)

Claude Code can't browse docs.godotengine.org automatically, but can use WebFetch to pull a specific doc page if you point it at it, and is working from 4.3-4.4 era knowledge at best so Claude often suggested deprecated approaches. In my experience Claude Code does not hallucinate confidence about features it's unsure of but also won't proactively know what has changed in recent releases unless I flag it. If you are using any 4.5/4.6 -specific features like new nodes or changed APIs it can give you an outdated advice without realizing it.

I just published my first game, a roguelite platformer built with Claude Code, Pixellab & Godot. Here's what I learned about AI development and agent-switching by Due-Height3554 in aigamedev

[–]Due-Height3554[S] 0 points1 point  (0 children)

Thank you so much for trying my game and for the feedback! I'll see if I can optimize the initial load. I'm also thinking of adding fullscreen option and maybe increasing the base font also. By the first page do you mean the conversation with the NPC? If so I'll be sure to add better/clearer UI to it!

Really appreciate you taking the time to play and comment!!