Five weeks in Godot, and my game, After the Wind, already has a visual identity of its own.
Ragnarok Online meets Monster Hunter. From the start, I wanted the characters, environments, and effects to feel like they belonged in the same world. Visual consistency has been one of my biggest priorities.
The numbers behind this MVP: 38.5B tokens in Claude Code, 2.9B in Codex, 112k tool calls, and up to 8 agents working at once.
Building this has shown me how quickly AI assisted game development is moving. It’s exciting, but it also raises uncomfortable questions about what comes next for people who make games for a living.
And that brings me to the games popping up lately, especially on certain Layer 2 networks. Be careful where you put your money. If this much can be built in five weeks, polished visuals and an impressive demo alone shouldn’t justify massive valuations or endless fundraising.
Look for playable depth, consistent progress, and a reason to keep playing beyond token rewards. A convincing MVP is still a long way from a finished game.
#AI #GameDev #IndieDevs
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After the Wind: a five-week Godot MVP with consistent visuals
David Freeman built After the Wind, a Ragnarok Online meets Monster Hunter MVP in Godot over five weeks, using Claude Code (38.5B tokens), Codex (2.9B), 112k tool calls and up to 8 agents at once.
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- Claude Code, Codex, Godot
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- Game Developer
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