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    <title>DEV Community: aguier</title>
    <description>The latest articles on DEV Community by aguier (@aguier).</description>
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      <title>I Built 8 Browser Games with AI — Here's What I Learned</title>
      <dc:creator>aguier</dc:creator>
      <pubDate>Wed, 29 Jul 2026 15:27:12 +0000</pubDate>
      <link>https://dev.to/aguier/i-built-8-browser-games-with-ai-heres-what-i-learned-4oae</link>
      <guid>https://dev.to/aguier/i-built-8-browser-games-with-ai-heres-what-i-learned-4oae</guid>
      <description>&lt;p&gt;&lt;em&gt;Published 2026-07-29 · AI Disclosure: This article was written with AI assistance. All games mentioned were built using AI-assisted development tools.&lt;/em&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  The Premise
&lt;/h2&gt;

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

&lt;p&gt;The answer turned out to be more nuanced than a simple yes or no. I shipped 8 games to &lt;a href="https://aguier.itch.io" rel="noopener noreferrer"&gt;itch.io&lt;/a&gt;, 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.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Stack: Zero Engines, Zero Dependencies
&lt;/h2&gt;

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

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

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Game&lt;/th&gt;
&lt;th&gt;Engine&lt;/th&gt;
&lt;th&gt;Size (gzipped)&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;AI Trainer Simulator&lt;/td&gt;
&lt;td&gt;Vanilla JS + Canvas 2D&lt;/td&gt;
&lt;td&gt;18 KB&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Light Puzzle — Illuminate the Crystals&lt;/td&gt;
&lt;td&gt;Vanilla JS + Canvas 2D&lt;/td&gt;
&lt;td&gt;5 KB&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Poly Racer&lt;/td&gt;
&lt;td&gt;Three.js&lt;/td&gt;
&lt;td&gt;133 KB&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Voxel Sandbox Builder&lt;/td&gt;
&lt;td&gt;Three.js&lt;/td&gt;
&lt;td&gt;138 KB&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Idle Coffee Shop&lt;/td&gt;
&lt;td&gt;Vanilla JS + Canvas 2D&lt;/td&gt;
&lt;td&gt;15 KB&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Idle Potion Shop — Alchemy Clicker&lt;/td&gt;
&lt;td&gt;Vanilla JS + Canvas 2D&lt;/td&gt;
&lt;td&gt;19 KB&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Flatline — A Medical Thriller&lt;/td&gt;
&lt;td&gt;Vanilla JS&lt;/td&gt;
&lt;td&gt;19 KB&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4-Game Bundle (4 Browser Games in One)&lt;/td&gt;
&lt;td&gt;Mixed&lt;/td&gt;
&lt;td&gt;175 KB total&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;h2&gt;
  
  
  The 8 Games
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. AI Trainer Simulator — Incremental Idle (Free / Pay What You Want)
&lt;/h3&gt;

&lt;p&gt;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.&lt;/p&gt;

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

&lt;h3&gt;
  
  
  2. Light Puzzle — Illuminate the Crystals ($5)
&lt;/h3&gt;

&lt;p&gt;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.&lt;/p&gt;

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

&lt;h3&gt;
  
  
  3. Poly Racer ($8)
&lt;/h3&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What I learned&lt;/strong&gt;: 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.&lt;/p&gt;

&lt;h3&gt;
  
  
  4. Voxel Sandbox Builder ($12)
&lt;/h3&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What I learned&lt;/strong&gt;: 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.&lt;/p&gt;

&lt;h3&gt;
  
  
  5. Idle Coffee Shop ($3)
&lt;/h3&gt;

&lt;p&gt;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.&lt;/p&gt;

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

&lt;h3&gt;
  
  
  6. Idle Potion Shop — Alchemy Clicker ($3)
&lt;/h3&gt;

&lt;p&gt;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.&lt;/p&gt;

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

&lt;h3&gt;
  
  
  7. Flatline — A Medical Thriller ($3)
&lt;/h3&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What I learned&lt;/strong&gt;: 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.&lt;/p&gt;

&lt;h3&gt;
  
  
  8. 4-Game Bundle — 4 Browser Games in One ($14.25 during August Sale, normally $19)
&lt;/h3&gt;

&lt;p&gt;The bundle includes AI Trainer Simulator, Light Puzzle, Poly Racer, and Voxel Sandbox Builder. During the &lt;a href="https://aguier.itch.io/sale-hub" rel="noopener noreferrer"&gt;August Sale&lt;/a&gt;, it's 45% off — $14.25 instead of $19.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What I learned&lt;/strong&gt;: 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.&lt;/p&gt;

&lt;h2&gt;
  
  
  The August Sale: What 45% Off Actually Does
&lt;/h2&gt;

&lt;p&gt;I launched an &lt;a href="https://aguier.itch.io/sale-hub" rel="noopener noreferrer"&gt;August Sale&lt;/a&gt; with 45% off all games. The sale hub page lists all 8 products with direct purchase links.&lt;/p&gt;

&lt;p&gt;The psychology of sales in indie games is fascinating:&lt;/p&gt;

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

&lt;p&gt;The sale creates urgency. "45% off ends August 31" is a more powerful CTA than "Buy now."&lt;/p&gt;

&lt;h2&gt;
  
  
  What AI Actually Did
&lt;/h2&gt;

&lt;p&gt;Let me be transparent about the AI involvement:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Code generation&lt;/strong&gt;: 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.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Game design&lt;/strong&gt;: AI proposed mechanics (prestige systems, upgrade curves, level designs), but I made the final calls on difficulty, pacing, and theme.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Art&lt;/strong&gt;: All visuals are procedurally generated — Canvas 2D drawing commands and Three.js geometries. No AI image generation was used for in-game assets.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Writing&lt;/strong&gt;: This article was written with AI assistance. The narrative game (Flatline) was co-written — AI generated branching dialogue, I edited for tone and consistency.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Marketing&lt;/strong&gt;: Store descriptions, devlogs, and community posts were AI-assisted. I reviewed every public-facing word.&lt;/p&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;The honest takeaway&lt;/strong&gt;: 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.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Numbers (Honest Edition)
&lt;/h2&gt;

&lt;p&gt;I'm going to be brutally honest here:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Total views across all games&lt;/strong&gt;: 267&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Total downloads&lt;/strong&gt;: 1&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Total sales&lt;/strong&gt;: $0&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Time invested&lt;/strong&gt;: ~30 days of AI-assisted development&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Zero revenue. One download. Two hundred sixty-seven views.&lt;/p&gt;

&lt;p&gt;Is that a failure? By pure revenue metrics, yes. But:&lt;/p&gt;

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

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

&lt;h2&gt;
  
  
  What I'd Do Differently
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Start with marketing, not code.&lt;/strong&gt; 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.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Ship one game, then market it for a week.&lt;/strong&gt; Don't build 8 games and then start marketing. Build one, market it, learn, then build the next.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Reddit and community posts matter more than devlogs.&lt;/strong&gt; 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.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Price lower than you think.&lt;/strong&gt; $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).&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Bundles are your best friend.&lt;/strong&gt; The 4-Game Bundle at $14.25 is the highest-margin product with zero additional production cost.&lt;/p&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Play the Games
&lt;/h2&gt;

&lt;p&gt;All 8 games are available on &lt;a href="https://aguier.itch.io" rel="noopener noreferrer"&gt;itch.io&lt;/a&gt;. The &lt;a href="https://aguier.itch.io/sale-hub" rel="noopener noreferrer"&gt;August Sale&lt;/a&gt; runs through August 31 — 45% off everything.&lt;/p&gt;

&lt;p&gt;Start with &lt;strong&gt;AI Trainer Simulator&lt;/strong&gt; (free), then try the bundle if you like what you see.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;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.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>ai</category>
      <category>gamedev</category>
      <category>programming</category>
      <category>softwaredevelopment</category>
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