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40 contributions to AI Craft
Quick Question: Does this give you Diablo vibes?
I'm currently working on a new Diablo-inspired idle game. 👹⚔️ Does it already give you Diablo vibes, or what would you change/add to make it feel more like Diablo?
Quick Question: Does this give you Diablo vibes?
0 likes • 2d
@Anna Stoilova What mechanics are you talking about? You are not controlling a character, walking around in an isometric world, thats correct. But beside from that the style of the game and how the items drop didn't give you any nostalgia?
How to Start Building Games with AI Without Getting Lost
Nathan Campbell asked in another post how to best get started with game development, especially when using AI tools. That question stuck with me, because I think a lot of beginners run into the same trap: They start polishing graphics, assets, menus, sounds, effects, and tiny details way too early. So I made this small workflow infographic as a reminder. My main takeaway: Don’t try to make the game beautiful first.Make it clear.Make it playable.Then make it beautiful. Curious how you all approach this:At what point do you usually start caring about final assets and polish?
How to Start Building Games with AI Without Getting Lost
1 like • 6d
@Jodessiah Sumpter AI tools? Mostly cursor and lovable for the first prototype. For the full game I also use photoshop / photopea, sometimes godot.
I turned a stupid German political joke into an Android game — testers needed 🥚
I’m looking for a few Android testers for my new small satirical mobile game “Merz Leck Eier”. 🥚🐔 Quick context for non-Germans: Friedrich Merz is the current German Chancellor, and “Leck Eier” is a dumb German wordplay around “lick eggs” / childish political satire. Step 1: Join tester group: groups.google.com/g/nootcode-tester Step 2: Become a tester: play.google.com/apps/testing/com.merz.leckeier Step 3: Download the game: play.google.com/store/apps/details?id=com.merz.leckeier The game is currently only in German, but the core gameplay should still be easy to understand. I mainly need people to install it and keep it installed for around 14 days so I can pass Google Play’s testing requirement. Any help would mean a lot! 🙏
I turned a stupid German political joke into an Android game — testers needed 🥚
1 like • 8d
@Nathan Campbell If you don't menage to play the android app, you can play it online on https://merzleckeier.vercel.app/ - but I really need the android testers ;)
0 likes • 7d
@Morgan Page
How best to start?
I'm basically a newbie here and I've currently been using the Claude Code extension in VS Code and AntiGravity to work on a project, which means I have all the files in a folder on my computer and it's using Pygame as the interpreter to load the game. After I've seen some of the projects shared in this group, though, it makes me wonder if I'm taking the longer, more difficult route right now, because I know I'll have to have a bunch of different asset files in order to improve the graphics and do things like that, so I'm wondering if there is a better way to start out as a beginner in order to create some better-looking games. So far, all I have is this very rough-looking first workable iteration, and I started looking for ways to create sprites and other graphics to replace the placeholders for the troops in this turn-based strategy game. What is everyone else using for creating games? I know Lovable is supposed to be a good option, but I'm not sure how much control you would have over managing and owning the code. I'm open to learning anything and everything I can on this, so please don't hesitate to share your knowledge and experience and help me figure out the best starting point. I really appreciate anything anyone can provide! Thanks guys!
How best to start?
2 likes • 8d
I’d probably separate this into two phases: For the very first prototype, tools like Lovable can be great because you can move incredibly fast and get something playable/visible without getting stuck too early in architecture or setup. But I personally wouldn’t stay there forever for a game project. My preferred workflow would be: Start with Lovable or a similar AI builder to quickly validate the idea and UI/flow. Then sync/export the project through GitHub, pull the code onto your machine, and continue from there in VS Code, Cursor, Antigravity, Claude Code, etc. That way you still own and control the codebase, but you don’t lose the speed of the first prototype phase. For a beginner, I don’t think your current approach is “wrong” at all. Working locally with Pygame is actually a great way to learn how games really work. It just means you’ll have to handle more of the structure yourself: assets, sprites, animations, UI, packaging, etc. For graphics, I wouldn’t try to create everything from scratch at the beginning. Use placeholder-friendly asset packs first: - Kenney.nl has tons of free/cheap game assets - itch.io has huge 2D sprite, UI, tilemap, and strategy game asset packs - OpenGameArt can also be useful - Later you can replace the placeholders with custom AI-generated or commissioned art The main thing I’d avoid early on is spending weeks polishing assets before the game loop is fun. Get the movement, combat, turns, win/loss conditions, and basic UI working first. Then improve the visuals step by step. So my recommendation would be: 1. Keep building locally if you want to really learn. 2. Use Lovable only if you want a fast prototype or UI direction. 3. Use GitHub as the bridge so you always own the code. 4. Use Kenney/itch.io asset packs first instead of making all sprites yourself. 5. Don’t worry if the first version looks rough — almost every good game starts ugly.
Just Asking So It's Been Mentioned 😁
Hi everyone, Just want to ask a question that I'm sure isn't brand new, but just wanting a reality check and honest feedback. I know it's probably a long road, especially with vibe coding and AI allowing anyone and everyone to make programs and games, but what's the real likelihood of being able to turn this into an income stream? And how does that path look? Would it involve selling your games cheap somewhere, like maybe $2 quick and simple games? I know Steam always has a lot of games that sell cheap. Or does it involve building an audience somewhere who will either subscribe, like on Patreon, or buy your games on other platforms somewhere? I have always been interested in programming, and I've always liked the idea of creating my own software and games just for the fun of it, but I am also interested in building my own income streams and being independent from the 9-to-5 work life. Any information and advice anyone would like to share would be really super appreciated. If anyone has any experience with this, or has turned this "hobby" into a business or revenue stream, then I would really love to hear about how you got to where you are with it. Thank you very much everyone! 😃
Just Asking So It's Been Mentioned 😁
1 like • 10d
Really good question. I think it’s absolutely realistic to make money with your own games, but probably not by thinking about monetization too early. I worked in the games industry for several years and was involved in games that served millions of players, so I’ve seen a bit of the business side. But now, as a vibe game dev, I’m taking it step by step. For me personally, the current focus is: build the skills, ship games publicly, learn from feedback, improve the quality, and build in public. I’m not even adding monetization to my first games yet. I first want them to be good enough, and ideally have some real players, before I think about ads, paid versions, Patreon, Steam, or anything like that. I think the most important thing is that you genuinely enjoy the process of building and improving your games. If you don’t enjoy that part, it will be very hard to turn it into a business. But if you do enjoy it, then yes - I think it’s absolutely possible. The path could be paid games, free games with ads, mobile games, Steam, Patreon, building an audience, selling assets/tools, or even using the games as proof of skill for client work. I’d see it less as “how do I make money from this one game?” and more as “how do I build a long-term creative business around making better and better games?”
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Sascha Ahlers
5
293points to level up
@sascha-ahlers-4205
Vibe Coding @ nootcode.de

Active 2h ago
Joined Feb 12, 2026
ENTJ
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