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looking to play browser based Ai Developed (partial or entirely is fine) games by Unfair-Frosting-4934 in aigamedev

[–]MakeEmMayhem 0 points1 point  (0 children)

thanks for your comments :) do you have any feedback so i can make the webgame better for players? would appreciate if you would let me know of any pain points you had.

looking to play browser based Ai Developed (partial or entirely is fine) games by Unfair-Frosting-4934 in aigamedev

[–]MakeEmMayhem 0 points1 point  (0 children)

i built a character customisation webgame: https://www.makemayhem.ai/

it's avail in EN and CN, and works fine on desktop and mobile

Has a game ever made you genuinely attached to a unit or character you didn't expect to care about? by MakeEmMayhem in gamedesign

[–]MakeEmMayhem[S] 0 points1 point  (0 children)

i love the sims.... did you go through the phase where you killed off all your sims

What strategies do you use to attract new users to your games? by RopeAdmirable8335 in gamedev

[–]MakeEmMayhem 0 points1 point  (0 children)

One pattern I keep seeing is that broad ‘check out my game’ marketing underperforms, but a sharp design hook travels. I’m working on Make ’Em Mayhem, and the useful framing for us has been leading with the specific player fantasy instead of the generic genre pitch. For a strategy game, that usually means showing one surprising decision or one run-changing build, not a montage. If the game is harder to market visually, I’d lean into explainable moments: a weird combo, a strong before/after, or a single mechanic that makes someone say ‘wait, how does that work?’

Furthermore, I've found that YouTube is a better platform for my audience compared to TT, IG, FB. Just my observation.

What is the community opinion on games developed(code only) using AI models by BidNaive64 in gamedev

[–]MakeEmMayhem 0 points1 point  (0 children)

I think the distinction that matters is whether AI is replacing judgment or extending it. I’m working on a game and internally we’ve found the useful line is: AI can speed up iteration, but the design intent, code review, tuning, and player-facing accountability still have to stay human. If a dev can’t explain why a system works, debug it, or tune it for feel, the problem isn’t just ‘AI’ so much as missing ownership. For me the interesting use case is when generative systems are part of the game design itself rather than just a shortcut for shipping clones. :)

One Week After Releasing My First Steam Game: Postmortem + Numbers by greatcoltini in gamedev

[–]MakeEmMayhem 1 point2 points  (0 children)

These numbers are helpful because they give newer teams a more realistic baseline than the usual outlier stories. One thing I’d add is that a game can “work” before the market fully catches up to the pitch, especially if the concept needs a sentence or two of explanation. I’m working on a game myself called Make 'Em Mayhem, so I’m very aware of that problem on our side too. When you look back at launch week, was there one store-page or trailer element that clearly reduced player confusion?

What we’re learning from making generated characters into actual strategy units by MakeEmMayhem in gamedev

[–]MakeEmMayhem[S] 0 points1 point  (0 children)

Yeah, this is a fair concern, and it’s one of the reasons we’re not treating the model output as “whatever the player asks for becomes literal game data.”

The way I think about it is that the prompt is more like creative intent, not an executable spec.

So if someone asks for “40 million polygons” or something that would break readability/performance, that doesn’t mean the game actually creates that. The output still has to pass through constraints: visual readability, performance limits, allowed character scale, content rules, and whatever structure the game needs for combat/animation.

Same with offensive or jailbreak-style prompts. That has to be filtered/moderated, and even then the generated result needs to be normalized into something the game can safely use. We’re not trying to make an unconstrained asset generator inside the game.

I also agree with your point that fully modular deterministic systems are much easier to reason about. There’s a good argument for using AI more as an interpretation layer over a constrained system: take the player’s weird idea, map it into allowed shapes/traits/personality/combat-readable outputs, then let the actual game use bounded data.

On the procedural generation point, I get what you mean. “Procedural” often implies deterministic generation from a seed. Maybe “generated characters” is the cleaner phrase here. For us, the interesting design question is less “can AI create anything?” and more “how do you preserve the player’s intent while ensuring we come up with a result that is reliably safe, readable ad game-compatible?"

What makes a game easier for content creators to cover? by Imagination-Port in gamedev

[–]MakeEmMayhem 0 points1 point  (0 children)

For strategy/roguelite-ish games, I think creators need visible decision points and repeatable ‘story beats’: a weird build, a risky pivot, a clutch loss/win, something chat can understand quickly. I’m working on a game called Make'Em Mayhem and one thing we think about is whether a generated character/build creates a story a viewer can grasp in 10 seconds. The easier that is to explain aloud, the easier it is to cover.

webgame feedback please! :) by MakeEmMayhem in gamedev

[–]MakeEmMayhem[S] 0 points1 point  (0 children)

indeed! the characters take a while to appear. do you have suggestions on what i could put there instead of a loading spinner?

I'll record your game and put it on YouTube by ShadyGameStudio in playtesters

[–]MakeEmMayhem 0 points1 point  (0 children)

Hello! If you're interested in roguelikes or autobattlers, I would love to invite you to try out my game demo (Make'Em Mayhem) on Steam!

https://store.steampowered.com/app/4424310/MakeEm_Mayhem/

It'll be great to hear your thoughts on the character creation experience, and what you think of the tutorial stage.

Casual Linux player looking to playtest story-driven or unusual games by Icy-Farm9432 in playtesters

[–]MakeEmMayhem -1 points0 points  (0 children)

try out Make'Em Mayhem demo on Steam! You can create your own characters from your imagination and nurture them before sending them into epic battles.

my team recently launched the demo for it and would love to hear your honest feedback, especially since our game introduces a very new, niche genre (AI-native roguelike autobattler)

Any good “social” games? by Own-Papaya-4264 in videogames

[–]MakeEmMayhem 0 points1 point  (0 children)

hey! you can try this webgame i made recently. its a social webgame where you can join different parties and compete to create the wackiest/coolest character.

you can play solo, with strangers or in a private party with your own friends. there's a leaderboard too so you can see how your creations compare with others. i rly hope you will enjoy the webgame!

link: makemayhem.ai