Making games in Go: 3 months without LLMs vs. 3 days with LLMs
“Where are all the LLM-made games?”
- Some argue that if a solo dev can build a game in 24h, LLMs should enable polished Steam-ready games in days, yet there’s no visible explosion of quality titles.
- Others counter that ~50+ games already release on Steam daily; the bar for visibility and success, not raw output, is the real constraint.
What’s actually hard about making games
- Strong theme: “code is not the bottleneck.” The hard parts are:
- Fun and novel mechanics, balance, pacing, and content.
- High-quality, coherent art, animation, sound, and UX.
- Marketing, discoverability, risk, and post-launch support.
- Counterview: for many non–game dev engineers, coding is a bottleneck; LLMs help them cross engine/graphics learning curves.
Impact of LLMs and Steam release stats
- Some see 2024 Steam releases as noticeably above trend and attribute some of that to AI, especially cheap NSFW/shovelware.
- Others say growth is modest vs pre-AI trajectory; if LLMs were truly 10× multipliers, releases would spike far more.
LLMs as coding assistants, not designers
- LLMs excel at:
- Refactoring or re-targeting existing code (e.g., cloning one card game backend to another).
- Boilerplate, glue code, and exploring unfamiliar languages.
- They struggle with:
- Greenfield, ambiguous design.
- Deep gameplay iteration and debugging without strong human guidance.
- Comparison in the article is criticized as unfair: the “3‑day” version reused code and learnings from a 3‑month first attempt.
AI for assets and playtesting
- Image models are widely seen as useful but inconsistent for reusable assets (e.g., sprite sheets, consistent characters, multiple poses).
- Many consider current AI art “cheap” looking, but note that many low-budget games look bad anyway.
- Prejudice and potential backlash against AI art still deter some devs.
- Idea of AI playtesters sparks debate: some think data-driven models could help with balance and engagement; others doubt AI can judge “fun” or fear it will optimize for bland, hyper-engaging designs.
Go, WASM, and architecture
- Several question using a Go “backend” compiled to WASM for a purely client-side card game, calling it overengineered versus plain JavaScript.
- Discussion notes that static typing (Go, Rust) tends to work better with agentic LLM tools than dynamic languages, due to fast compile-time feedback.