Making games in Go: 3 months without LLMs vs. 3 days with LLMs

63 maloga 43 8/24/2025, 3:01:24 PM marianogappa.github.io ↗

Comments (43)

starchild3001 · 29m ago
What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention for more than 5 minutes.

That’s why we’re not suddenly drowning in brilliant Steam releases post-LLMs. The tech has lowered one wall, but the taller walls remain. It’s like the rise of Unity in the 2010s: the engine democratized making games, but we didn’t see a proportional explosion of good game, just more attempts. LLMs are doing the same thing for code, and image models are starting to do it for art, but neither can tell you if your game is actually fun.

The interesting question to me is: what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop, surfacing which mechanics keep simulated players engaged? That’s when we start moving beyond "AI as productivity hack" into "AI as collaborator in design." We’re not there yet, but this article feels like an early data point along that trajectory.

Fraterkes · 46s ago
We absolutely did see an explosion of good games since the 2010s. I won’t argue if it has anything to do with the proliferation of accesible game engines, but if you spend any time in the space you’ll know there’s now tons of games each year that have years of polish yet get little attention. Was pretty different back when Indie game: The movie came out.
pjmlp · 3m ago
And the main reason why actually making a game with interesting gameplay is more relevant than discussing what is the best language to do a game on.
zerr · 16m ago
My litmus test for generative AI: generate a complete spritesheet for a 2D pixel art action game, e.g. only for the battle tank or main hero movements. No success so far.
danjl · 25m ago
As a much lower bar, I'd love it if more of the LLMs used for coding were actually multimodal, accepting images of games as part of the context. In general, LLMs are far better at generating web apps than they are at pure 2D or 3D games that use graphical APIs. There's far less training data, and there's no way to test anywhere close to what you can do with testing on a DOM. In an interactive game, with physics, animations and game logic, the AI just falls on its face because of the complexity.
benbreen · 9m ago
I realize this isn't the same thing as your point about images as part of training data, but just flagging it in case anyone isn't aware: Claude Code lets you copy and paste images into terminal. I've been designing a "universal history simulator" game for use in my history classes lately, and it is really helpful to be able to make a mockup of a ui change I want and then paste it in, rather than trying to explain it verbally. Also good for debugging graphics issues.
danjl · 1h ago
The LLM started with a three month headstart, both in terms of code, using the previous game as a template, and more importantly, all of the learnings and mistakes you made in the hand-coded pass.

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kousthub · 20m ago
Asking for information - Is Go/wasm doing something here which React/JavaScript cannot?
garbagepatch · 16m ago
The front end is still react. But I'd be curious to know if LLM's are less prone to errors generating code for strongly typed languages over others like Javascript.
adastra22 · 1m ago
In my experience, a massive YES. At least with agenetic models that have an iteration loop, and in languages like Rust where the type system is strong enough to prevent categories of bugs.
deadbabe · 1h ago
A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??
Profan · 43m ago
The part of this that always confuses me is like nobody's aware gamejams exist, this has been a thing long before the LLM craze and people have been producing decent games on very limited timespans already, but people are forgetting how insanely high the bar is now, LLMs do not even remotely begin to fix the problem of your competition being incredibly stiff.

Just look at something like ludum dare and all the top entries (out of thousands of games submitted) are all usually quite polished given the timespan.

sheepolog · 43m ago
As a Steam-based game developer, I am starting to use AI more and more in new projects for asset generation (images and text) as well as some help with code. Here are some of my ideas for why we haven't yet seen a huge increase in steam game releases due to AI:

1: Even with AI, it's a lot of work to make a full game. When most people think "I have a cool game idea", they're usually imagining something polished and non-trivial, possibly 3d. You could make a short text adventure in a few days with AI, or a very simplistic 2d game, but anything more ambitious (like 3d) is going to take a lot more effort.

2: Releasing on steam requires you to pay $100. I imagine this is a substantial deterrent for "3-day projects", unless you think it'll sell $100 worth.

3: There's more to game development than creating assets and writing code. The author of the article recreated an existing game, which sidesteps one of the most difficult parts of gamedev: design. Creating a compelling game is surprisingly difficult. Granted, you don't need a compelling game in order to release on steam, but I myself have made many prototypes over the years which I've abandoned because the idea just wasn't as interesting as I thought it would be.

4: I've made a few prototypes with AI assets, and one issue I frequently run into with image generation is: it still takes a fair amount of work to generate the same character in different poses, facial expressions, outfits, etc.

5: There is still considerable prejudice against using AI to make game assets. I think some people (myself included) are hesitant to release a game with lots of AI generated assets at the current moment, for fear of public backlash. Eventually that will calm down and it will become more socially acceptable to use AI to generate game assets.

I am bullish about AI improvement over the next decade, and I think we'll gradually see all of these issues resolve themselves as AI improves. But at the present moment, it's not quite as easy as the article makes it seem.

TechSquidTV · 1h ago
I've been "able" to make likely decent games for a number of years now. Code and 3D I could potentially have covered. That's no longer what scares me.

Having a good and semi unique idea, is a rare. If I had a great game mechanic idea, the rest would be trivial.

Say you do get a good game loop together that you feel will be successful. You will also now need to loop in art teams for artistic direction, music, character design, etc. A good game loop isnt enough, it needs to be presented in an equally interesting and unique way.

Finally, there is the risk. There is a massive time investment in making games, and you are catering to an audience that is not only accustomed to pirating but finds it morally righteous to steal your work. This is why app developers prefer to make iOS apps. The customers are accustomed to paying and have little interest in pirating.

post-launch and even before that, your job becomes paying and convincing streamers to play your game constantly in the HOPE people start to notice it.

All of this stress and work to hopefully just make an ok amount of money. I have so many excellent games in my steam library by indie devs that gave up after one or two very successful games. And I doubt it's because everything was going so well.

zerr · 13m ago
Delegating all the fun of making games to LLMs and leaving only the boring part for yourself puts you in the infinite procrastination mode.

Watching LLM generating the code doesn't help with producing the dopamine.

brookst · 6m ago
Some people think the fun part is the requirements and gameplay, and code is the boring part.
og_kalu · 59m ago
I'm not going to say this is all LLMs but Steam game releases have exploded.

https://steamdb.info/stats/releases/

mattmanser · 39m ago
Still seems to be roughly following the pre-AI trajectory though.

Which is really easy to argue it's more down to Unity + successors making game dev accessible as it starts in 2015.

No huge spike since Claude code got released or anything like that.

og_kalu · 9m ago
>Still seems to be roughly following the pre-AI trajectory though.

Not really. The jump from 2023 to 2024 is bigger than the jump from 2019-2022 in raw numbers and 2020-2022 in %. So the jump of 3 to 4 years happened in a single year.

hiAndrewQuinn · 1h ago
About 50 games are released on Steam every day. How much higher are you suggesting this number should go?
jayd16 · 36m ago
This is like asking "where are all the very polished and professional LLM books."
qnleigh · 27m ago
This is a great analogy. There's a wider Fermi paradox here regarding business productivity. Where's the 10x economic output?
macleginn · 1h ago
LLMs can't help much with assets?
schaefer · 1h ago
But image generation and cloning a visual artist’s style is one of AI’s apparent strengths.

So it’s interesting to think about what the gaps are between fulfilling a single prompt and completing a project.

shortrounddev2 · 36m ago
AI generated assets look like dogshit
risyachka · 1h ago
This.

You may as well buy a shooter game starter pack or whatever that can save you >1year of coding, no llm needed.

Code is not a hard part.

Making mechanics fun and good assets is what is hard and takes forever.

Sure you can use llm to write a generic game, but its easier to find same game on github and just use that code, why would you write it again with llm.

deadbabe · 43m ago
Why not just copy the mechanics of an existing fun game?
sdwr · 34m ago
If it's identical, you made a clone. If it's evenly slightly different, the design needs to be rethought. In a good game, the mechanics, assets, and game loop harmonize. Change one piece, and the balance shifts.
shortrounddev2 · 36m ago
Many people do and then sell nothing
mattbuilds · 43m ago
I’m sorry but the difficult part of making games isn’t the coding, it is making something that is appealing and enjoyable to play. An LLM isn’t going to help with that at all. How is it going to know if something is fun? That’s the real work.

Also the idea that a dev who could making a game in 24 hour would create something professional and polished in 3 days is a joke. The answer to “where are all the games” is simple: LLMs don’t actually make a huge impact on making a real game.

socalgal2 · 34m ago
Easy! Ask the LLM to play the game and if it’s not fun to try again. just like when you ask it to compile the code and if it fails to try again

…Joking…. For now

all2 · 1h ago
If they're like me, they finish something and then sit on it for a variety of anxiety inducing reasons. I've got a state chart library I'm sitting on that I'm quite hesitant to share...
leetrout · 1h ago
Share it!
tonyedgecombe · 1h ago
Yes, these LLM’s need feeding.
shortrounddev2 · 37m ago
Code is not the hard part of making a game
bgwalter · 19m ago
I asked an "AI" to make a "snake game MVP" with just a black square moving on a white background, using Qt. The "AI" was incapable of making it flicker free. When prompted about the issue, it confidently claimed multiple times that the next version was absolutely flicker free, which is was not.

The code was slop probably taken somewhere from GitHub.

youtubeuser · 11m ago
What model did you use?