Spielerando

Working with AI

Learning paths through this topic

A Simple Workflow for Building a Game With AI

Build in small steps: describe one thing, let your AI build it, have it show what it tried, play the result yourself, and save a working version.

Claude Code for Game Makers: A Simple Setup

Give Claude Code a short CLAUDE.md file and have it show what it tried. Then you can see why it says something is done, and you keep the final say.

Cursor for Game Makers: Rules, Agent and MCP

Set up Cursor for your game with a project rule that says how your game is built and tells Agent to show what it tried before it says done.

What Is MCP? A Plain Guide for Game Makers

MCP is a standard way to plug extra knowledge and tools into your AI. It can give your AI facts and actions, but it does not make its answers right.

I asked for a small fix and the AI also touched files I never mentioned

A change to one button turns into edits in the save code and the settings, and nobody notices until something breaks. This entry gives your AI a simple fence: allowed places and forbidden places, and a check after every task that names each file outside it.

The frame rate number looks fine, yet the game stutters on my phone

Your AI reports a healthy number of frames per second, and still players feel hitches. A few long frames hide inside a good average. This entry reads a list of frame times and shows the stutters an average would never reveal.

My buttons sit under the camera notch or the swipe bar on some phones

The game looks perfect on the phone you tested and then a pause button is half hidden on another, or cut off the moment the phone is turned sideways. This entry works out the usable part of the screen, including phones with no notch at all, and puts things inside it.

Players keep hitting the wrong button because the buttons are small and close

On a laptop a tiny icon is fine. On a phone it is a coin-flip. This entry gives your AI an audit that finds every control that is too small to hit and every pair that sits too close, and it counts the invisible touch zone around an icon.

The buy-max button promises seven upgrades but the game only sells five

The label says how many you can afford and how much it costs, then the purchase disagrees. A neat formula and the real prices drift apart because each price is rounded. This entry keeps display and purchase in agreement down to the last coin.

Coin totals show long decimals or the shares of a reward do not add up

A balance reads a strange tail of digits after a simple sum, or a reward split between three helpers hands out one coin too many or too few. Computers store tenths badly. This entry keeps money in whole smallest units and splits a total so that nothing is lost.

A cross-shaped match scores too many points because one piece is counted twice

When two lines of pieces cross, the piece in the middle belongs to both, and a simple counter pays for it twice. Scores then differ between what the player sees and what the board paid. Here is a counter that groups the pieces and scores each one once.

The daily puzzle is not the same for everyone, so nobody can compare scores

Friends share their result and discover they played different puzzles, or the puzzle changes when the app is reopened. A daily challenge needs one recipe that every phone cooks identically. This entry gives the recipe and the one decision about time that breaks it.