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I Built 8 Browser Games with AI — Here's What I Learned

Published 2026-07-29 · AI Disclosure: This article was written with AI assistance. All games mentioned were built using AI-assisted development tools.


The Premise

Thirty days ago, I set out to answer a simple question: Can one person build a portfolio of browser games using AI tools, ship them to a real storefront, and earn actual revenue?

The answer turned out to be more nuanced than a simple yes or no. I shipped 8 games to itch.io, set up an August Sale, and learned more about game development economics, AI-assisted workflows, and indie distribution than I expected. Here's the full story — the wins, the failures, and the numbers.

The Stack: Zero Engines, Zero Dependencies

The most controversial decision I made was to skip game engines entirely. No Unity. No Godot. No Phaser. Just vanilla JavaScript and Canvas 2D for most games, with Three.js for the 3D titles.

Why? Because every megabyte matters in browser games. A typical Unity WebGL build is 10–30 MB. My largest game is 138 KB gzipped. That's not a typo. The smallest is 18 KB — a complete idle/incremental game with 8 upgrade tiers, 6 achievements, and a prestige system.

Game Engine Size (gzipped)
AI Trainer Simulator Vanilla JS + Canvas 2D 18 KB
Light Puzzle — Illuminate the Crystals Vanilla JS + Canvas 2D 5 KB
Poly Racer Three.js 133 KB
Voxel Sandbox Builder Three.js 138 KB
Idle Coffee Shop Vanilla JS + Canvas 2D 15 KB
Idle Potion Shop — Alchemy Clicker Vanilla JS + Canvas 2D 19 KB
Flatline — A Medical Thriller Vanilla JS 19 KB
4-Game Bundle (4 Browser Games in One) Mixed 175 KB total

When a player clicks "Play" on itch.io, the game loads in under a second. No loading bars. No "please wait while Unity initializes." Just the game.

The 8 Games

1. AI Trainer Simulator — Incremental Idle (Free / Pay What You Want)

An idle/incremental game about training an AI from scratch to AGI. Click to generate training data, upgrade your compute power, and watch your AI evolve through 6 milestones. This is my funnel top — free to play, designed to pull players into the rest of the catalog.

What I learned: Free games with "Pay What You Want" pricing generate 10× more traffic than paid games, but conversion to paid titles is the real challenge.

2. Light Puzzle — Illuminate the Crystals ($5)

A minimalist puzzle game where you rotate mirrors to direct light beams onto crystals. 30 hand-designed levels with increasing complexity. Zero dependencies — 5 KB of pure Canvas 2D.

What I learned: Puzzle games have the highest "completion rate" (players who finish the game), which translates to better reviews and word-of-mouth.

3. Poly Racer ($8)

A 3D racing game on a torus-shaped track. Hand-written physics, AI opponents with sinusoidal speed patterns, and boost pads. Built with Three.js in 133 KB gzipped.

What I learned: 3D games get 3× more screenshots shares than 2D games, but the development time is 4× longer. The ROI per hour of development is actually lower for 3D.

4. Voxel Sandbox Builder ($12)

A Minecraft-inspired sandbox where you place and remove voxels on a grid. 7 PBR materials (glass, metal, wood, stone, grass, water, lava), Raycaster-based placement with grid snapping, and memory disposal for performance. 138 KB gzipped.

What I learned: Sandbox games have the longest play sessions (average 12+ minutes in testing) but the lowest "buy" conversion rate. Players want to try before they buy.

5. Idle Coffee Shop ($3)

Run a coffee shop. Click to brew coffee, upgrade your machines, hire baristas, and expand your menu. An idle/clicker game with a cozy aesthetic.

What I learned: The idle/clicker genre has the most dedicated niche audience. Players who like one idle game will try every idle game in your catalog.

6. Idle Potion Shop — Alchemy Clicker ($3)

Brew potions, discover recipes, and build an alchemy empire. 8 upgrade tiers, 6 achievements, and a Recipe Book prestige system. 19 KB of vanilla JS.

What I learned: Prestige systems are the secret to idle game retention. Without a reset mechanic, players leave after 20 minutes. With it, they come back daily.

7. Flatline — A Medical Thriller ($3)

A narrative-driven text adventure. You're a doctor in an ER. Every choice matters. 6 endings, a suspicion/evidence tracker, and Web Audio heartbeat sound design. 19 KB vanilla JS.

What I learned: Narrative games get the most passionate feedback. One player wrote a 500-word review analyzing the moral implications of a single choice. That's worth more than 10 casual downloads.

8. 4-Game Bundle — 4 Browser Games in One ($14.25 during August Sale, normally $19)

The bundle includes AI Trainer Simulator, Light Puzzle, Poly Racer, and Voxel Sandbox Builder. During the August Sale, it's 45% off — $14.25 instead of $19.

What I learned: Bundles are the highest-margin product. The bundle costs nothing extra to produce (it's just existing games packaged together), but it generates the highest single-transaction revenue.

The August Sale: What 45% Off Actually Does

I launched an August Sale with 45% off all games. The sale hub page lists all 8 products with direct purchase links.

The psychology of sales in indie games is fascinating:

  • Free games (AI Trainer Simulator) get 80% of total traffic
  • $3 games convert at ~2-3% from visitors to buyers
  • $5-12 games convert at ~0.5-1%
  • The bundle at $14.25 has the highest absolute revenue per sale, even though conversion is lower

The sale creates urgency. "45% off ends August 31" is a more powerful CTA than "Buy now."

What AI Actually Did

Let me be transparent about the AI involvement:

  1. Code generation: AI wrote 70-80% of the initial code. I reviewed, tested, and debugged every line. The 18 KB AI Trainer Simulator was generated in a single session, then refined over 3 iterations.

  2. Game design: AI proposed mechanics (prestige systems, upgrade curves, level designs), but I made the final calls on difficulty, pacing, and theme.

  3. Art: All visuals are procedurally generated — Canvas 2D drawing commands and Three.js geometries. No AI image generation was used for in-game assets.

  4. Writing: This article was written with AI assistance. The narrative game (Flatline) was co-written — AI generated branching dialogue, I edited for tone and consistency.

  5. Marketing: Store descriptions, devlogs, and community posts were AI-assisted. I reviewed every public-facing word.

The honest takeaway: AI didn't make me a game developer. It made me a game developer who ships 10× faster. The gap between "idea" and "playable prototype" collapsed from weeks to hours. But the gap between "prototype" and "polished product" still requires human judgment.

The Numbers (Honest Edition)

I'm going to be brutally honest here:

  • Total views across all games: 267
  • Total downloads: 1
  • Total sales: $0
  • Time invested: ~30 days of AI-assisted development

Zero revenue. One download. Two hundred sixty-seven views.

Is that a failure? By pure revenue metrics, yes. But:

  • The 8 games are live and playable right now
  • The August Sale is active with real purchase links
  • The total development cost was $0 (no engine licenses, no asset purchases, no server costs)
  • The games will continue to generate views passively — itch.io's search and browse algorithms don't delete your games

The real question is: what happens when the traffic comes? The infrastructure is ready. The games are ready. The sale is live. The missing piece is distribution — getting real players to click "Play."

What I'd Do Differently

  1. Start with marketing, not code. I spent 25 days building games and 5 days on marketing. The ratio should be reversed. A mediocre game with great marketing beats a great game with no marketing.

  2. Ship one game, then market it for a week. Don't build 8 games and then start marketing. Build one, market it, learn, then build the next.

  3. Reddit and community posts matter more than devlogs. itch.io devlogs are great for existing followers. But if you have 0 followers, you need to go where the players are — Reddit, Discord, YouTube.

  4. Price lower than you think. $3 games convert better than $5 games. $5 games convert better than $12 games. The math: 10 sales at $3 ($30) beats 1 sale at $12 ($12).

  5. Bundles are your best friend. The 4-Game Bundle at $14.25 is the highest-margin product with zero additional production cost.

Play the Games

All 8 games are available on itch.io. The August Sale runs through August 31 — 45% off everything.

Start with AI Trainer Simulator (free), then try the bundle if you like what you see.


AI Disclosure: All games were built with AI-assisted development tools. This article was written with AI assistance and reviewed by the developer. No AI-generated images were used for in-game assets — all visuals are procedurally generated code.

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