Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I've Made 3 Games Using AI — Here's What I've Learned So Far

A topic by welovegiantess created 14 days ago Views: 533 Replies: 18
Viewing posts 1 to 9
(+4)

Hi everyone! 👋

I'm WeLoveGiantess, and I've recently started experimenting with AI game development. So far, I've created three playable games, all focused on giantess themes.

I wanted to share my experience and hear what other developers and players think about AI in gaming.

Why did I start making games with AI?

The answer is pretty simple. I've always had ideas for games that I wanted to play, but I never had the programming skills or resources to actually create them.

AI has opened a door for me that I honestly never thought would be possible.

It's amazing to take something that only existed in my imagination and slowly turn it into a playable game. Seeing my own ideas come to life has been an incredible experience.

But I've also learned that making a game and making a good game are two very different things.

I understand why people dislike AI games.

There are already a lot of low-effort AI games appearing online. Some seem to be created as quickly as possible, with very little thought put into whether they're actually enjoyable.

And I understand why that frustrates people.

I also understand that using AI isn't the same as spending years learning programming, art, animation, and traditional game development.

I'm not trying to pretend otherwise.

But I personally see AI as a tool that gives people like me a chance to create something we couldn't realistically make before.

AI makes game development easier, but it doesn't automatically make games fun.

This is probably the biggest lesson I've learned.

Even with AI helping me, I still spend a lot of time testing, balancing difficulty, fixing problems, changing mechanics, and trying to make the gameplay more interesting.

Sometimes an idea sounds amazing in my head, but when I actually play it, it just isn't fun.

So I change it, test it again, and keep improving it.

I also try to listen to feedback and suggestions from other people. If something doesn't work, I want to know about it.

My goal isn't to release dozens of low-effort games. I want to create games that I genuinely enjoy playing myself.

And I think AI still has a very long way to go.

Based on my experience creating these three games, I personally don't believe we're at the point where AI alone can reliably create a complete, polished game that people would normally pay €20–€60 for.

At least, that's not what I've experienced with the tools I've tested.

AI can do some genuinely impressive things, but it still struggles with complex systems, consistency, bugs, balancing, and larger projects.

It can also become expensive to use, especially when you need to experiment, make mistakes, and try things again.

I believe it will take quite a few more years before AI can independently create games of that quality.

But I'm excited to see how far the technology can go.

So why am I sharing this?

Because I'm genuinely curious about what other people think.

I'm still learning, experimenting, and discovering what AI can and cannot do.

I'm focusing on giantess games right now because that's a genre I've always been interested in, and there aren't many games that explore the ideas I personally want to see.

But I'm also trying different gameplay styles and experimenting with more ambitious mechanics as I learn.

I know AI is a controversial subject in game development, and I don't expect everyone to agree with me.

That's completely fine.

I'd love to hear your thoughts:

  • Would you play a game made primarily with AI if the gameplay was genuinely fun?
  • Do you think AI will eventually allow people to create full-quality games without traditional development skills?
  • Do you see AI as a useful tool for indie developers, or do you think it causes more problems than it solves?
  • What would an AI-assisted game need to do to earn your respect as a player or developer?

I'm not here to convince anyone that AI is better than traditional development. I just wanted to share my experience as someone who finally has the opportunity to turn his ideas into playable games.

And I'm genuinely interested in hearing different opinions, including criticism.

Thanks for reading! ❤️

— WeLoveGiantess

(+1)
  • Would you play a game made primarily with AI if the gameplay was genuinely fun? It’s hard to tell since I’ve never played such a game, but I probably wouldn’t because I’m interested in unique stories and experiences, not just pure fun gameplay. But unique experiences are also part of what make gameplay genuinely fun for me; great games can only keep me hooked for so long before I want something new and fresh.

  • Do you think AI will eventually allow people to create full-quality games without traditional development skills? Not really, because GenAI can mostly only recreate things that have been done before and can’t apply creativity to a project, which I think is extremely important to a “full-quality” game; else, it’s just generic slop. You could argue that the prompter is where the creativity comes from, but I disagree as you have very little control over what the AI outputs, and you can’t add your own touch to it. There’s no emotion, no personality behind the splotches of color in an AI image; it’s just an amalgamation based on training data, an guess of what the prompter wants.

  • Do you see AI as a useful tool for indie developers, or do you think it causes more problems than it solves? I think it may have some useful qualities for helping with programming, provided it plays a very small role in the programming and doesn’t just generate everything for you. I think perhaps a local LLM that can detect the causes of critical errors would be useful, and I wouldn’t condemn someone for using it. If you’re not extremely cautious about using it intelligently ethically, however, it’s just more trouble than it’s worth.

  • What would an AI-assisted game need to do to earn your respect as a player or developer? Well, to start, I think it’s worth mentioning what aspects of an AI-assisted would make me lose respect: Using AI for anything creative: art, music, sounds, etc. Those are what I tend to care about most in a game, besides the gameplay; if I see you attempting to replace real human effort with an algorithm, I instantly lose all respect for you as a developer. I’m not even kidding when I’m saying this, I would much rather play a game with graphics made in MS Paint than with AI-generated graphics. I’ve played many games with horrendous graphics by most peoples’ tastes, but they had a unique charm and I really enjoyed the gameplay. But when I see a game use AI-generated assets, my first thought is, “this developer was too lazy to put the effort to make these assets, I doubt they put any effort into making a fun game either.” Now to answer your actual question, for an AI-assisted game to earn my respect I would need to see a commitment to fully expressing your creativity, without being hindered by AI. This means pure human artwork, with no “touch-ups,” “assistance,” or “grammar checking” done by AI. I need to see that the developers actually care about the story they’re telling, and are willing to go through the effort to tell it their way, even if it means picking up a pencil and drawing for the first time in years. If AI is used, I want to see it used in ways that make sense, particularly in programming: small-scale autocomplete, repeating a chunk of code with variations, error-finding, etc.

Sorry that this is long, I just kinda went on a tangent lol. If there’s one really important thing I can leave you with that can help you as a developer, it’s that most average people don’t like AI. AI covers aren’t appealing, and they don’t stand out from others because they’re just generic. They’re quite literally an approximation of the safest option, never daring to take a risk or experiment with something new, and therefore they’re uninteresting and never stand out from the crowd. Dare to be creative, try something exciting and new, and hone your own skills to do so. Use AI for chores so you can do art, don’t use AI for art so you can do chores.

(+1)

First of all, thank you for taking the time to write such a detailed response! 😄 I appreciate hearing a different perspective, even if we don't agree on everything.

1. About AI games having good stories

I actually think it's possible to create an AI-assisted game with a good story.

But I believe it starts with the person making the game. You need to have an idea in your head, a world you want to create, and a story you want to tell.

Then you slowly build the game around those ideas.

For example, my latest game has a fairly simple story right now, with small story segments throughout the gameplay. But that story is something I created, and I'm already working on expanding it into something bigger.

I don't think using AI automatically means a game can't have an interesting or unique story. It depends on what the creator wants to make.

2. About AI creativity and having control over the results

This is where I disagree with you a little.

When I started making my games, AI generated a lot of the visual designs. I tried changing things several times, and sometimes it worked better than others.

But as I continued experimenting, I discovered that I could provide my own character models and show them from different angles. That opens up a lot more possibilities.

For example, imagine creating your own character, designing your own buildings, or deciding exactly how your world should look. You could then give those designs to AI and have it help build the game around them.

I think that's where the future could become really interesting. You create the ideas, characters, and world, while AI helps turn everything into an actual game.

And it's not like you can just type "make me a shooting game" and two hours later have GTA 28 ready to play. 😂

It still takes time, experimentation, testing, and a lot of changes. It's just a different way of developing games.

3. About AI being useful for indie developers

I actually agree with a lot of what you're saying here.

AI is very useful for finding errors and fixing problems, at least from my experience.

I've encountered bugs while developing my games, but fortunately, I haven't experienced many really serious ones. AI has generally been pretty good at finding the problems and helping me fix them.

But that doesn't mean I can just trust everything it creates. I still need to play the game, test the mechanics, check the difficulty, and make sure everything works properly.

That's part of the work, and I think it's something people sometimes underestimate when talking about AI game development.

4. About respecting games that use AI

I understand your point about wanting to see human effort and creativity in games.

But I think we might have different definitions of what that means.

For example, I once played a game that cost around €20, where approximately 30% of the content involved AI. The developers used AI for some translations because they were from another country, and they also used AI for a few images.

But they had clearly spent time developing the game, fixing problems, and improving the experience.

I've also seen artists use AI to help adjust lighting, faces, and other small details. Those are things that might otherwise take hours of additional work.

I'm not saying that using AI automatically makes something good, or that every use of AI should be defended.

What matters to me is whether the developer actually cares about the game.

I want to see effort. I want to see creativity. And most importantly, I want to feel that someone put love into making the game.

But we also need to remember that not every indie developer has €20,000–€50,000 available to create their dream game.

For someone with ideas but without that kind of money or the necessary technical skills, AI can be an incredibly useful tool.

And I think there's something exciting about giving more people the opportunity to create games that otherwise might never exist.

At the end of the day, I don't think AI should replace creativity. I think it should help people express their creativity in ways that weren't possible for them before.

I completely respect that you prefer games with entirely human-made artwork. That's a valid preference.

I just don't think using AI automatically means that a developer is lazy or doesn't care about their game. 🙂

(+2)

sloppy sloppy sloppy 

(+2)

Did you actually read what I wrote, or did you just see the word "AI" and immediately type "sloppy sloppy sloppy"? 😂

Why even bother commenting if that's all you have to say? Repeating the same word three times isn't criticism. It's just childish.

I'm happy to discuss different opinions, but at least put a little thought into your response.

(+1)

I'm in the same boat as the OP. I recently started developing games due to the barrier for entry (mostly time in my case) being drastically reduced. I had a concept idea years ago but didn't have the time to bring it to life and it was so niche that no easy-to-use engines could make it work easily (e.g. Unity/Godot/etc.).

As such, I ClaudeCode'd my game from scratch in hundreds of sessions, added some human-made sound/music assets, and manually did all the testing. The main workflow was to discuss the game development process to be done in phases, then plan each phase with a high-level model (e.g. Fable), and then implement the phases in stages (sessions) using a mid-level model (Opus). The result can be very good if you do it properly by using software development practices (I'm a computational dev working in accelerator physics for my day job).

As for the negative-AI stigma, it's definitely there and you will definitely find those "slop slop slop" people that 100% refuse to even touch anything with AI in it. But my opinion is that AI can be used for good if it's done with proper oversight, ethical assets (e.g. buying real assets from real artists), and the game is maintained properly (not spaghetti-coded without a careful plan/vision). If you want an example of such a 100% AI-coded game that isn't generally flagged as "slop", see my game Echolumination.

As for using AI responsibly, I agree with the Programming Protogen's responses above. Use AI to bring a carefully thought-out idea to life, not to generate an idea from scratch as it will simply "copy/emulate" someone else's work or ideas. If you're going to use AI for asset building, make sure you make the prompt very detailed so that it isn't like anything seen elsewhere: e.g. if you ask for a "sprite asset of a tank" you'll likely get some generic slop that is trained on many others' work, but if you ask for "sprite asset of a tank in the shape of a brick house, with 8 purple meatball sphere wheels (4 on each side), with a 3-barrelled turret with the center turret being longer than the other 2, a port hole on top of the turret with 5 latches in the shape of a pentagon, ..." you will get something far more unique.

(+1)

Thanks for sharing your experience! 😄

I actually agree with a lot of what you're saying, especially about having a clear vision and developing a game in phases.

One thing I've learned from making my three games is that AI can create something surprisingly quickly, but getting everything to work properly and making the gameplay genuinely fun is a completely different challenge.

I've had plenty of moments where something worked perfectly, then I tried adding a new feature and suddenly something else broke. 😂 That's definitely taught me how important planning and testing are.

I also agree about using proper assets. I've been experimenting with existing 3D models and looking for ways to make my games look better rather than relying entirely on AI-generated visuals.

And regarding the AI stigma, I completely understand why people are skeptical. There's a lot of low-effort content out there. But I hope people will eventually judge games more by their gameplay, creativity, and the effort behind them rather than immediately dismissing them because AI was involved.

I'll definitely take a look at Echolumination. It's always interesting to see what other people are managing to create with these tools.

Thanks again for the thoughtful response!

(+2)

Honestly, I don't think using AI means someone puts less effort into their game. There's a big difference between generating something and calling it a day, and actually spending time testing, fixing things and trying to make the game good.

I get why people are frustrated with low-effort AI content, but I don't think every developer using AI should automatically be put in that category. Some people have had ideas for years but didn't have the time or skills to bring them to life before. I think giving those people a chance to create something is a good thing.

You don't have to like every AI-assisted game, of course, but I think the work behind each project deserves to be judged individually.

(+1)

Thank you! I really appreciate your perspective. 😄

That's exactly what I've been trying to explain. AI has made it possible for me to create games I've dreamed about for years, but that doesn't mean everything is suddenly easy.

I've spent a lot of time testing, fixing bugs, changing gameplay mechanics, and sometimes completely reworking ideas because they simply weren't fun when I actually played them.

I also think criticism of AI games is completely fair. Not every AI-assisted game deserves praise just because someone spent time making it. The game still needs to be enjoyable.

I just hope people will give individual projects a fair chance instead of judging them entirely by the tools used to create them.

Thanks for understanding what I was trying to say!

I get that! I think people sometimes focus so much on how a game was made that they forget to look at what the developer actually created. At the end of the day, the idea, the effort behind it, and how it feels to play should matter too. 

First, i'd like to do a bit of 'spam' by sharing a post i did some time ago compilating several local AI tools and conclusions/opinions, in case anybody want to check things out chatGPT or Gemini.  Sharing some AI tools for artists and learners.

Yes, i'd play and even i do play games that has AI in them. As long as the game is attractive, interesting and well polished I don't care. I also use AI in game dev to speed things up, bug-fixing, research and more. It's helpful specially if you are a solo-dev and know what you wanna do and how to do it without AI.


'Do you think AI will eventually allow people to create full-quality games without traditional development skills?'

At first I always believed in no, that you may need at least the technical language to ask for thigs, now. I'm not sure, It looks like that as long as you are clear enough it can produce good and even useful results. So IT may be a possibility in the nearby future. Still, I recommend not stop learning trad-skills (at least at base level) because there may be things that are more easily or quick to fix 'by hand' instead than asking the AI to do it again. 

Do you see AI as a useful tool for indie developers, or do you think it causes more problems than it solves?

That depends, if you already know how to code, draw, etc. I think is a really powerful tool that increase the user's capabilities, saving time, money and headaches in the process. But If you want to use it as a replacement of knowledge, skills or people, I think it may be a factory of problems, specially if the project becomes more and more complex.

What would an AI-assisted game need to do to earn your respect as a player or developer?

The same as any game. Have few bugs or bugs free preferably, being entertaining and interesting.

:-)

(+1)

Thanks for the detailed reply! 😄

I really agree with your point about AI being a powerful tool, but also potentially creating more problems as projects become more complex.

That's actually something I've experienced myself. Sometimes AI can build an impressive feature surprisingly quickly, but when I try to expand the game, new problems appear or something that previously worked suddenly breaks.

I've also learned that having a clear idea of what I want is extremely important. AI can help me build it, but I still need to decide what makes the gameplay enjoyable.

I think you're right about learning traditional skills too. Even understanding the basics could make it much easier to work with AI and recognize when something isn't working properly.

And I especially like your answer about respecting AI games. At the end of the day, a game should be judged by how enjoyable and well-made it is, not just by which tools were used.

I'll also check out your post about local AI tools. I'm always interested in learning about new possibilities, especially tools that might make game development more affordable.

Thanks again for sharing your experience!

(+1)
Would you play a game made primarily with AI if the gameplay was genuinely fun?

I have a question, though - how would I, as a player, know your game-play was genuinely fun at all, from the get-go, if I cannot distinguish it from all the other AI-generated or assisted games out there, while I'm browsing through the site?

Tens to hundreds of new AI-assisted and generated games are pumped out everyday because they're easy to make. In the sea of visually-striking, perfect-looking games that look just as good as yours in their thumbnail banners, how would you be able to hook someone into trying your game out, when you're competing against all the other games that look and sound almost exactly like yours?

If, out of 1000 games, I only had time to play 2 today, why should I, as the player, choose to click on yours and not someone else's who is also using AI? Even if you had worked hard to prompt and change your character designs to evolve them, the other AI-generated and AI-assisted games also have beautiful character and background designs by default, and have also worked hard on their prompts, sound and image curation.

If I browse again the next day, another twenty to thirty new AI-generated/assisted games would have appeared. Would I still remember to try your game again?

Before you say, "it's because I care enough to describe it as genuinely fun", realize that these people are also using AI to generate glowing descriptions of their games. Everyone will say their game is fun. Who are you to imply that their games are not as fun as yours, just because theirs is generated by AI while yours is only assisted by it?

Honestly, I think it's easier to ask questions like, "would you play an AI game if it were genuinely fun?" or, "why do people hate AI games?" than face the reality that there's actual competition out there, and that you need to work hard and think out of the box to stand out, especially in the sea of other AI games. Nobody wants to accept that just because their game isn't AI-generated but rather ~✨assisted✨~ doesn't make it special. It still looks like any other game with AI-generated assets, and quite frankly, nobody owes it to anyone to try something out just because they've worked a little harder on it. It's like being a pixel farm game in a sea of 2000 other pixel farm games. Even if you've built it from scratch, it's still a pixel farm game, along with 2000 other pixel farm games. There are 2000 other games to click on and play.

That said, if you're just making your games to have fun and make all your personal little fantasies come true, that's great! You should be your own biggest fan, and should love and enjoy what you've made, even if it's AI-assisted or generated.

But if you're looking for actual players for your games, you goals will shift and it'll become an entirely different kettle of fish where expectations stand. You'll need to understand what players actually see while they're browsing for new things to try out, and put yourself in their shoes when deciding on what to hover over for more details before clicking on a selected game. You must first understand human needs, desires and expectations, and then turn that understanding into a hook to draw them in.

AI cannot help you do that - at least not yet, anyway. One day it might be able to, but until then, you'll need to figure out how to do so on your own, or get some input from a people-person.

What would an AI-assisted game need to do to earn your respect as a player or developer?

As a developer, I respect other developers' choices in tools they use. I don't have an issue with devs choosing to generate their games with AI. A lot of them are just kids trying out this new shiny thing anyway. Gotta give them room to explore.

As a player....... this one's tricky. While I do respect a dev's choice in tools, I would not actually play a game with AI-assisted or generated graphics either, mostly because while they look polished and beautiful, there are just too many of them that look the same. My eyes would want to "rest" from all that elaborate AI artwork I see everyday, which is generally why I tend to pick games that have hand-drawn character art used as assets. They stand out as cute and kooky, which is what I'd joined Itch Io for in the first place.

I don't even play games with 3D graphics, actually, unless it's an AAA one from a large, established company. I'm just that niche that likes hand-drawn VNs, as I had grown up with Lord of the Rings and game-books when I was a young girl, and played Japanese visual novels as a nerdy teenager. This has a lot less to do with respect than it does with personal taste, though.

I feel developers need to take it less personally when someone chooses not to play their games due to having different preferences, be it moral or not. Someone not playing your games is not an attack - they're just not your target market. It's very different from people going out of the way to say bad things to your face, so I find.

Thank you for taking the time to write such a detailed response! 😄

I think you actually make a very good point, especially about how players are supposed to know whether a game is fun before they even click on it.

That's something I honestly haven't thought enough about.

I've actually experienced something similar with my own games. Some of my earlier projects attracted quite a bit of attention, while a newer game I spent more time developing struggled to get noticed.

And you're right. Just because I put a lot of effort into something doesn't mean people owe me their time or attention.

I started making games with AI because I wanted to bring my own ideas to life. That is still my biggest motivation, but of course it's also exciting when other people enjoy what I've created.

I think one of my biggest challenges now is learning how to present my games in a way that actually makes people curious enough to try them.

I also agree that AI-generated visuals can start looking very similar. That's something I want to improve as I continue experimenting with different graphics, 3D models, and gameplay ideas.

And I really appreciate your final point about personal preferences. Not everyone is going to enjoy giantess games, 3D games, or AI-assisted games, and that's completely understandable.

I don't expect everyone to like what I make.

But I do want to keep learning how to make my games better, both in terms of gameplay and how I present them.

Your response has genuinely given me something to think about, so thank you for sharing your perspective!

(1 edit) (+1)

You're welcome. I feel very few developers actually realize how hard it actually is to stand out to potential players. Game-play, characterizations, stories and mechanics, while important, are something people discover only after playing a game - but before someone even plays a game, they must first be interested enough to click on the banner and try the game out.

The first thing people see on a banner? The artwork.

I feel that one of the biggest "mistakes" AI developers tend to make is to use solely AI-generated artwork as their front-facing assets. No matter how unique the prompt is or how defined the character is, it's still going to have the look, shading and texturing of an AI-generated image. Many people will look at it, roll their eyes and relegate it to what they call a pile of "slop", simply due to how oversaturated AI art is. Oversaturation, I feel, is what's making people tired of AI-generated stuff and subsequently their dislike for it. This is basic psychology. Eat or hear something too much and you'll eventually start getting tired of it, no matter how good it is.

I brought my initial points up because a lot of developers don't even seem to know what a target audience is, which is where the actual problem lies. It's not an issue with AI either - a lot of games that aren't made with AI don't get many organic views or plays either for the very same reason.

People who don't like AI games were never the target audience of an AI developer in the first place. My advice is to stop chasing after them and ask yourselves what the ones who prefer AI games would want to see. It's fine even if those players are other AI developers. It may be that you'll never get the amount of organic players you want (a.k.a. players who aren't developers themselves, and only want to play games), so AI developers will need to be each other's support and audience. There's nothing wrong with that.

You make really good points! I just wanted to add some from my perspective as a consumer, the “look, shading and texturing of an AI-generated image” is one of the main reasons I don’t like it, not just the oversaturation of these sorts of covers. (I also don’t like the ethical and environmental implications of AI, though those thoughts typically come after my immediate reaction of how the cover looks.)

(+1)

Yeah, the look and texturing can be hard to get over. I mean, OPM and Higurashi got really big despite their initial art style. In fact, all the mistakes made them quirky enough to endear themselves to the consumer, for one. They only got redrawn by other artists after they got enough traction to begin with. I also remember the art of Wadanohara and the Sea (mostly the shark guy) fondly.

But I cannot, for the life of me, immediately recall any AI game nor its art. I feel that's the price of having perfect art that doesn't have distinction in its form.

(11 edits)
  • Would you play a game made primarily with AI if the gameplay was genuinely fun?

Yes, and I make games with AI that I think are fun. I have played many games made with AI that were fun over the last 6 months or so.

  • Do you think AI will eventually allow people to create full-quality games without traditional development skills?

Yes, excluding the "traditional skills" of game design, user interface understanding, general taste and general awareness of computing structures (for instance a lot of people are about to create online games that are easy to cheat at because they don't know how games or networks work, and they wont ask for sensible cheat-resistant design patterns). But I think most people who write shaders in C have lost their moat. It was a good run.

  • Do you see AI as a useful tool for indie developers, or do you think it causes more problems than it solves?

It's the future of all software development, indie games included. Engines like Unity and Unreal made game dev as accessible compared to rolling your own engine as AI does today for the new class. It's been a constant slide in this direction.  We can't compress any further than "natural language as programming syntax" so that's where it's going to live, presumably forever.

  • What would an AI-assisted game need to do to earn your respect as a player or developer?

Absurd question. It's like what would a compiler need to do to earn your respect over writing bytecode by hand. Politics of AI are highly disconnected from the reality of building things on computers with the currently available abstraction.

I would also add that I think in 2026 AI can generally only create placeholder art assets. You will always need to perform some level of personal modification to your art assets to escape "AI look."

I think this will change by 2030, 2032... but right now, for pixel art games you will want to use AI pixel art as placeholder and manually fix pixels.

For 3d games or 2d games that are not pixel art, the problems are generally worse. There are some ways to work around this (make games about geometry) -- but in general, you have to be pretty clever to get away with fully generated art assets as production assets if you don't plan to touch them at all yourself. In 2026.