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AI Craft

368 members • Free

18 contributions to AI Craft
ANOMALY ARCADE: My GameJam Release!
Https://anomalyarcade.com Well after much blood, sweat and tears (well actually just a few really late nights) here it is. Designed for PC (or Mac maybe, who knows? lol) although works great on an iPad (with keyboard or gamepad). The aim of the game is simply to destroy all asteroids as quickly as you can. Use the ANOMALIES to help you. And don’t forget to have some mushrooms in the way for the trippiest of times. I went from being extremely proud of what I achieved to instantly deflated knowing that most likely no one is going to give it a second look and will mistake it for yet another clone or shovelware. I was never expecting to win but I just want people to play the game as I feel there are a lot of people who would get a smile out of it. 25+ Anomalies, no game ever plays the exact same order twice (or at least unlikely to). It has a few moments that I think are just beautiful (IMHO of course) but then a ton of ideas and modes I wasn’t able to get out in time. And I really just didn’t have the time to balance and tweak it all as that needs a ton of play testing that I didn’t have the time for within the two weeks. Please try and share with anyone else you think might like it. Did anyone else submit?
ANOMALY ARCADE: My GameJam Release!
Poster reveal and Magazine Review for my GameJam WIP!!
Meet ANOMALY ARCADE! That review score of 94% is keeping me motivated. If only I could be spending more than 30 minutes a day on it I might have a chance of creating the game that’s in my head (all I want to doing right now is to be working on it 15 hours a day, but you know, life stuff!). What started with the thought of “how about WarioWare style micro games but all paying homage to arcade classics of the golden era” turned into “instead of broken up micro games what if the gameplay never stopped”. And so we have a reality-warping arcade game where one little ship is hurled through a rapid-fire collision of classic gaming worlds that keep changing the rules. In my head it’s amazing lol
Poster reveal and Magazine Review for my GameJam WIP!!
1 like • 8d
@Morgan Page I know, the detail in things like cassettes blew my mind. ChatGPT image generation in the latest model is nuts. It already has the entire context of my game so my prompt (which gave 4 amazing posters and 4 magazine covers) was literally “make me a video game magazine cover featuring my game and a poster advertising it, both from the 80s”. And those were some of the results with that simple prompt. Context is everything! What I’m trying to achieve with almost no time is a bit silly really and is really stretching my “speed coding” abilities. I have 27 different modes, each with their own engine and controls. Some of the modes can overlap into several other modes. And I can’t test anything on my phone as the game is designed for PC play so would take forever to test properly on my phone as it’s too tricky. So basically during the day whenever I have a minute, waiting for kettle to boil etc, I send over a ton of pretty complex and detailed requests into lovable. I might do somewhere between 15 and 20 during the day with absolutely ZERO testing. Then every evening I have about an hour of testing everything that I did that day and make notes as I go. Then in bed I try and think about what areas need improvement / any new ideas / and what would ultimately make this fun. Then the next day the cycle repeats. I make a ton of requests based on my notes and test that evening. It’s a crazy approach but literally all I have time for right now. And while this approach is unlikely to get me the winning game I think it’s powerful to show what is possible and it should give me a strong enough foundation to then give it the extra time and polish it needs after the contest has ended to really make it shine (when I’m not in such a rush that I can’t test and refine as I go)
1 like • 7d
@Morgan Page essentially for this I’m going 90% of the actual “coding” on my mobile as that’s the device I tend to have with me when I have idle time. And is one of the major reasons I have stayed with Lovable vs looking at Claude Code with cursor. So it’s just mostly Lovable in Safari and then the testing I can do on my laptop late at night once kids and dinner and other work stuff is out of the way. With my first big project, Lander, one criteria I gave myself from the off was to see if I could create the whole thing on mobile (even though they get platform to play it on was PC) and I probably managed to do about 95% of the creating just from my phone. What has proved incredibly helpful is being able to get Lovable to report and document the code. So for instance I now have 27 different modes that need sound effects, with some sounds shared between all modes but then lots of unique per mode sounds etc. At this point I have absolutely no idea of all of the potential sound triggers in the game, what is currently shared over what isn’t etc as it’s jus a huge task to begin to keep track of that. So was able to get Lovable to create new sound design document detailing the handful of sounds currently in the game as well as full descriptions of all of the possible triggers and events within all of the modes that would need sound adding. I was able to give that document to ChatGPT, have it analyze it and then come up with an implementation plan and draft descriptions (and in some cases raw values) for all the sound to then feed that all back into Lovable. It’s just taking in what would insanely massive manual tasks and completing it in a few prompts. Now is this going to create the perfect soundscape for the game? Absolutely not, not even close. But it is going to give me sound, which I need and don’t have time to work on too much ore deadline, without taking up too much of my time. And then when I do have the time later (probably after gamejam submission is in) I can go back to tweaking and replacing sounds, adding music and samples etc. but for now I just want something that doesn’t make it feel empty from an audio perspective. So as always my method normally uses a couple of tools but to do lots of sweeping changes in one hit and continue down my path of speed coding.
Pondering visual styles, would love some input.
My entire graphical style in all my game creation so far has been to lean into vector style neon arcade graphics, taking inspiration from the ‘golden era’ of arcade classics. This is because I had a huge soft spot for vector graphics from playing those games as a kid, there was always such magic looking at games like Asteroids, Tempest, Battlezone and then sometime later the absolutely mind blowing (for the time) Star Wars. But sprites dominated pretty quickly so there really weren’t that many arcade games made with vector graphics, sprite based became the overwhelming majority after the first few years. That’s why I feel so drawn to create games in that style, as I want to make games that feel like they were a lost classic but then add modern bells and whistles in terms of sound, music, online leaderboards and much more advanced particle systems etc. But of course it’s very niche. It’s also helpful that in terms of implementing vector art it’s something that the AI can do pretty comfortably even from a while back when I first started. Developing the latest in my vector series of games for Game Jam is something I’m excited about, but sitting back and thinking about it, I’m thinking that the style is very niche and may not resonate with a lot of people who will see it as too basic or not see the beauty in the neon glow that I do. So I’m considering maybe switching to sprites, but at this point that would basically involve using sprites from free online libraries as I don’t have the time to be creating them from scratch (even using AI to help I know it’s going to need a big chunk of time to make the. To the standard I would like). So generic sprites from a library sprinkled with my own hand (AI) created backdrops? Will it look good enough? Is it a direction I should pursue even though my heart is in a completely different style. Now that I’m starting to take it a little more seriously and I’m looking at all store publishing is having such an ok school aesthetic simply going to be too much of a hurdle to get anyone to look twice?
1 like • 9d
@Greg Dunn Star Trek I spent a fair amount of time with, Omega Race I’m going to have to look into tonight…thanks for sending me down that route (the name does ring a bell so we will see )
My take on Asteroids 1 shot prompt (with 10 prompts, fully featured game with boss levels, powerups etc))
Hi All, Here is my take on Asteroids. This was done mostly in one prompt, with another 8 or 9 prompts refining things, adding sound, tweaking a little bit of the gameplay and making the menu screen more appealing. It has 11 different asteroid types, many weapon and other power ups (some really cool ones, wait until you try the TESLA lightning bolt), 3 boss levels and boss rush mode, smart bomb, a particle lab for experimentation, high scores, touch controls and more. I have been actively creating neon vector arcade games which helps massively as creating something new within the context of my previous games has massive upside in terms of what I'm able to achieve in a single pass.https://hyper-friendly-shapes.lovable.app Anyway, it's called Hyperoids (temp name, sounds a bit too close to hemorrhoids so need to change that) and was really just an experiment done on the sofa while watching a movie. But I do think it has potential and the speed of getting it to this level was astonishing. It does need more spectacular particle effects (that's why I added the particle lab, so I can experiment with effects without burning through credits) as I want it to be the Asteroids equivalent of Geometry Wars for those who remember that game on the xbox360.
My take on Asteroids 1 shot prompt (with 10 prompts, fully featured game with boss levels, powerups etc))
3 likes • 12d
@Jodessiah Sumpter I am working on something WAY better than this for the jam. Only problem is finding the time with four kids and a new business I’m setting up. I had my workflow set up really well between chatGPT, Claude and Lovable so I’m able to at least get pretty polished looking “rough drafts” up and running quickly. The actual polish though takes a lot longer. A game changer for me is being able to now ask lovable to bring in aspect’s from previous projects I’ve done with it rather than having to try and do that manually. So it means I can work in different elements separately and only bring them in to my main game if I get the to a stage I’m happy with.
2 likes • 10d
@Jodessiah Sumpter love your breakout game, very cool idea! How many prompts are you now in?
Using Claude Code? You need a backup plan! 😱💥
Anthropic just tested removing Claude Code from the $20/month Pro plan — and it could change everything for indie developers. In this video, I break down what actually happened, why Anthropic is considering this change, and what it means for your coding workflow. What coding agents do you use?
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3 likes • 10d
I’m on the MAX plan as I’m using it for my new business. However, this should be a wake up call for everyone. Without a doubt at this stage a lot of the services we are getting are being subsidized by VC cash, everyone needs to be adaptable or be at the mercy of the fat that at some point these companies are going to want to turn a profit!
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Pete Clarke
4
69points to level up
@pete-clarke-6408
Retro vector game designer.

Active 3h ago
Joined Feb 10, 2026
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