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7 contributions to Create Games with AI
Quest 2: Game Idea Validator
I played a bit with the Game Idea Validator, and it really depends on how well you describe the three parameters: the idea, the target audience, and the hook. It provides very valuable feedback, including market research, competitive and similar game examples, and suggested next steps. Here are brief summaries for two game ideas: Stardust Drift - Reality Check Verdict: Build the prototype, not the pitch. Strong concept (fun ceiling ~7.5/10), proven by Osmos and Gravity Ghost — pure-skill gravity games work. But it's not a two-week money-maker; it's a "make something small and genuinely good, then grow it" project, best as a $5–7 premium Steam/itch title, not mobile F2P. Cut full n-body physics and moving planets (they cause chaos and a shifting trajectory line) and cut procedural generation. Build one thing first: a 3-day test of whether steering-by-gravity actually feels good in your hands. If day three grabs you, commit the real six-to-eight weeks. If it's boring, you've learned the most important thing cheaply. ----- Overpressure (working title) — Reality Check Verdict: Build the prototype, not the game. Strong concept (fun ceiling ~8/10, but execution-gated), proven on both ends — "build carefully, then survive the consequences" is the reliable tower-defense engine, and the realistic-plant audience clearly exists and pays: Nucleares has over 1,000 reviews at 84% positive, with Chernobyl: Simulator, Rasvyat and a dozen others behind it. But your real edge is that prep→pressure structure, not the "real physics" — every one of those games is a first-person sim or an idle builder, so nobody's doing your tight, top-down crisis-puzzle loop. It's not a two-week money-maker, though: web is a wishlist funnel, not a business model, and the money lives in a $10–20 premium Steam release for the Zachtronics/Factorio crowd (the full game is realistically 2–6 months). Chase legibility over accuracy — "real-flavored," not real-accurate — because this genre dies on opaque sims that make players feel cheated rather than challenged. Make the pressure phase pausable so it's a thinking test, not a twitch one; trim the number of systems and scenarios; and timebox the physics ruthlessly so it doesn't eat all fourteen days. Build one thing first: a 1–2 week slice that answers whether prepping a plant and then defending it against a pressure surge actually feels fun — one scenario, a simplified-but-faithful sim, the full loop, one survivable crisis. If the jolt is there on the last day, commit the real months and aim it at Steam. If it's flat, you've learned the most important thing in two weeks instead of six.
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Publishing and monetization
Are you planning to include any lessons about game publishing and monetization? I noticed that most of the lessons are focused on browser based games. I think this is actually a great approach because with AI support, we can build and iterate on these types of games very quickly. The development process is simple, and many parts can be delegated to coding agents. The question is what comes next: how do we publish and monetize these games? Should we focus on game marketplaces and discovery platforms? Should we go into desktop games and platforms like Steam? Or should we explore mobile apps through the App Store and Google Play? I'm still learning about the game industry, but from my initial observations, the mobile market seems to be very competitive and heavily focused on user acquisition and advertising. Since we are focusing on browser based games, it would also be great to see some examples of platforms where these games can be published and how creators can monetize them. Are there any recommended marketplaces, game portals, or distribution platforms for browser games? I'm curious what the common monetization models are there, whether it's ads, sponsorships, premium access, in game purchases, or something else.
Publishing and monetization
Biggest Game Revenue EVER 🎉 🎮
Well, last week @Morgan Page & I had our biggest revenue week 💰 With our game, Outmine. It is possible, folks. It is possible to EARN with game. Not just make fun. But make a living. I'm excited to share our progress as we go along and share even more progress. Do you want to make money with games?! 🔥 for Yes 💩 for No Let us know 👇
Biggest Game Revenue EVER 🎉 🎮
1 like • 1d
@Anna Stoilova Yes, of course. It would be amazing to build, play, and monetize games. :) What's your monetization model for this game?
1 like • 9h
@Anna Stoilova Got it, in-app purchases make sense. Where are you publishing the game? I'm still learning about game publishing and monetization. Most of my experience so far has been with SaaS subscriptions, so I'm curious how this space works. 😊
What If Games Could Make You Smarter Without You Noticing?
Imagine a game where you are completely immersed. You're making decisions, solving problems, and having fun. Hours pass without you noticing. But when you finish playing, you realize you understand something you didn't know before. That's the idea I want to explore. Not an educational game, but a real game first. A game where curiosity, challenges, and progression naturally lead to learning as a side effect. For my first experiment, I want to build a game where you run a power plant. You manage a complex system, make decisions, deal with unexpected problems, and try to keep everything running. If players discover that they learned something along the way, that's the magic of the experience. The attached image is just a possible visualization created with AI.
What If Games Could Make You Smarter Without You Noticing?
1 like • 2d
@Anna Stoilova I'm a power engineer by education. I wish I had something like this when I was studying. Learning complex systems through a game would have been amazing.
0 likes • 9h
@Anna Stoilova Power engineers usually work in power generation, the electrical grid, renewable energy, industrial automation, electrical design, or large manufacturing companies. I spent some time working in building automation before moving into software development. 😊
First Quest: Stardust Drifter
It took me 15 minutes, but the first prompt already gave me the right direction. The rest was just optimization. It's all about gravity ;)
First Quest: Stardust Drifter
1 like • 9h
@Anna Stoilova Thank you :) The formula for acceleration due to gravity drives the entire game mechanics.
1 like • 9h
@Morgan Page Thank you! That's the plan. I'll put together a playable demo for the community soon. 😊
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Damian Dąbrowski
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3points to level up
@damian-dabrowski-2495
Founder @ Livra.cc | Co-Founder @ Sovo.pl - AI Learning App. Passionate about building AI-powered apps and solutions.

Active 2h ago
Joined Jul 13, 2026
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