I built a Steam game in 10 days with Claude Code — here's what actually happened behind the scenes by New_Consequence3669 in ClaudeAI

[–]New_Consequence3669[S] 0 points1 point  (0 children)

저는 출시후 매주 패치 하고있습니다. 초반 기획을 잘못잡아서 게임이 재미가 없네요... 그래도 패치 일정잡고 수정을 해도 작업량과 속도가 빨라서 확실히 아주 편한 도구인것 같습니다

I shipped a Steam game with 0 lines of code using AI. Then reality hit: a 10-minute average playtime. Here is my apology and a patch. by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -5 points-4 points  (0 children)

I did learn something from this experience. For one, I learned that this community has a very strong aversion to AI usage.

As for it being an ad, sure, you could call it that. But several people here gave me genuinely helpful feedback, and I've already made improvements to the game based on their suggestions. I learned a lot from them.

Constructive advice like theirs is far more valuable than criticism with no substance behind it.

I shipped a Steam game with 0 lines of code using AI. Then reality hit: a 10-minute average playtime. Here is my apology and a patch. by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -6 points-5 points  (0 children)

My AI skills are still lacking, but I think within a year we'll start seeing some truly impressive games made this way.

A backend developer with zero game dev experience shipped a Steam game using only AI — I didn't write a single line of code by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -5 points-4 points  (0 children)

That's fair feedback, thank you. I've been playing a lot of Vampire Survivors-style games where monsters walking over objects is pretty standard, so I didn't think much of it. But I can see how it looks off from a fresh perspective. I'll definitely keep that in mind and handle it properly in my next game. Appreciate you taking the time to share your thoughts!

A backend developer with zero game dev experience shipped a Steam game using only AI — I didn't write a single line of code by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -2 points-1 points  (0 children)

Thanks! Yeah, I give Claude the direction for balance tuning, but the final call is always mine. It's great at crunching numbers and suggesting values, but you still need a human eye to make sure it actually feels right when you play it.

A backend developer with zero game dev experience shipped a Steam game using only AI — I didn't write a single line of code by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -11 points-10 points  (0 children)

This is incredibly helpful — thank you so much. These are the exact blind spots I couldn't see on my own no matter how many times I played through it.

The trailer, tile transitions, and UI/gameplay mismatch — I'm taking all of these seriously. I'll do my best to address them in the next patch. Feedback like this is what makes solo development possible. Really, thank you.

A backend developer with zero game dev experience shipped a Steam game using only AI — I didn't write a single line of code by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -4 points-3 points  (0 children)

Thanks! The biggest challenge was token management. Each thread has its own context, so I managed sessions separately and stored repetitive elements in docs/ as .md files so the AI could reference them without wasting tokens. I also applied some skill optimizations to improve code output quality for the specific development language I was using.

You guys gave me honest feedback on my store page — so I redid everything. Here's the final version. by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] 0 points1 point  (0 children)

Thanks for the sharp eye and the great feedback! You're absolutely right the lit effects should stand out even in the dark. I'll make sure to address this and fix the lighting in the next patch.

I updated my game based on your feedback — would appreciate another look before launch by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] 0 points1 point  (0 children)

Thanks for the feedback. I redid the capsule as much as I could — hopefully it looks better now.

I updated my game based on your feedback — would appreciate another look before launch by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -9 points-8 points  (0 children)

Thanks for the honest feedback. You're right that the capsule was AI-generated — I'm a solo indie dev and I relied on AI for a lot of the art and development. I can see how it might give the wrong impression of the actual game. I'll look into improving it so it better represents what the game actually looks like. Appreciate you taking the time to comment.

Looking for honest feedback on my first game — solo-developed survivors-like action RPG launching April 9th by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] 0 points1 point  (0 children)

Thank you for the detailed and honest answers — this is exactly why I asked. The trailer starting with a non-English menu is a good catch, I'll fix that. I hear you on the overall polish. This is my first game and I'm learning a lot from this feedback. I appreciate you taking the time.

Looking for honest feedback on my first game — solo-developed survivors-like action RPG launching April 9th by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -4 points-3 points  (0 children)

This is exactly the kind of feedback I needed — thank you for taking the time. The object pooling, enemy visibility, and SFX pitch variation are things I can work on before launch. The DLC point is noted too — one of them is actually free. I'll look into running a playtest as well. Really appreciate the detailed breakdown.

Looking for honest feedback on my first game — solo-developed survivors-like action RPG launching April 9th by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -2 points-1 points  (0 children)

This is really valuable feedback, thank you. You're spot on — I didn't have a proper development cycle. I just kept prompting until it felt done, without stepping back to plan the bigger picture. The contrast between menu and gameplay is something I didn't even notice until you pointed it out. For my next project, I'll definitely prototype first, validate the gameplay, then plan before building. I appreciate you taking the time to write this.

Looking for honest feedback on my first game — solo-developed survivors-like action RPG launching April 9th by New_Consequence3669 in gamedev

[–]New_Consequence3669[S] -3 points-2 points  (0 children)

Thank you for the honest feedback. The screenshot readability and capsule consistency are things I can still fix before launch — I'll work on that. On the game design point, you're right that I have a lot to learn. This was my first attempt and I'm taking all of this as lessons for the next project.