Create a game with AI, and keep the part that makes it yours
By Eduardo Orellana · Updated
Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Windows today. The engine is the official Godot release. AI is very good at writing the code for a game and not good at deciding what the game should be. Flockbay splits the job along that line: it writes the GDScript, you build the world and judge the result.
The version of this that does not work
The common pitch is a text box. You type a description, something appears, and you type again to fix it. It demos beautifully and it stops being fun about twenty minutes in, when what you want is "that tree, two metres left" and the only instrument you have is a paragraph of English.
The problem is not that the model is weak. It is that description is the wrong interface for spatial decisions. Nobody arranges a room by writing a memo about it. The moment your world has a hundred objects in it, saying which one you mean costs more effort than moving it would.
So the useful question is not how much of the game the AI can generate. It is which half of the work is genuinely better done by a machine.
Code is the half a machine should do
Writing GDScript is a skill, it is learnable, and it takes months you may not want to spend. It is also unambiguous, testable and mechanical in a way that placing a forest is not. That makes it exactly the right thing to hand over.
Flockbay writes the code for your game inside your own project. The player controller, the enemy that hears you before it sees you, the inventory, the day that turns into night, the door that needs the key you have not found yet. You describe the behaviour, it writes the script, you run the game.
The code is visible. It is a normal Godot project, so a person who reads GDScript could read it. You are not required to. The expectation is that you play the game and tell Flockbay what is wrong with it, which is a judgement anybody who plays games can make.
More on this: Chat to game, and the part chat is bad at
The world is the half you do
You build the world by hand in the builder. A project is 2D or 3D, picked before anything is created, and the hands do different work in each. In 3D: terrain that rises where you want it to rise, a lake with the outline you drew, weather, buildings, characters, the ordering of the things a player walks past on their way somewhere. In 2D: ground you drag out cell by cell, where the tiles, the edges and the collision all fall out of which cells you covered, so the ledge is something to stand on the moment you stop dragging — and sprites placed at the position, turn and size you meant.
This is not a consolation prize. It is the part where a game becomes a specific game rather than a competent generic one. The reason a place feels good to walk through is a hundred small choices that nobody can specify in advance, and making them directly is faster and better than negotiating each one in a chat window.
The two paths are separate on purpose. Flockbay writes code. You use the builder controls. There is no hidden third path where you ask and something quietly rearranges your world behind your back.
More on this: An AI game builder where you still do the building
Where the game actually runs
Flockbay is a desktop app for Windows. You download it, you install it, and it brings its own copy of Godot. When you press play, the game runs on your machine, at your framerate, using your memory. No streaming, no render queue, no browser tab.
That is what makes a real world affordable. A scene with terrain, weather and a lot of moving characters is not something a browser tool can hold, which is why browser tools keep steering you back to whatever fits in a tab. The ceiling there is memory and framerate rather than dimensions: a flat game with a few hundred things moving at once meets the same wall.
Building needs an internet connection: the chat, asset generation and world data all come over the network. Playing what you built does not.
More on this: Making a console-style game on your own Claude or ChatGPT plan
What the first week looks like
Make something you can play on day one. A character, a small space, one thing to do in it. Play it. It will be worse than you imagined and that is the useful information you came for.
Then iterate in the direction of the thing you liked. Ask Flockbay for the behaviour you now know you need, and shape the world around it by hand. The loop is short because the game is running locally and you are the one deciding whether it is right.
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Questions
- Does the AI make the whole game on its own?
- No. Flockbay writes the code. You build the world and decide whether the result is any good. A tool that claims to produce a finished game from a sentence is describing a demo, not a game.
- Do I need to be able to read the code?
- No. It is there if you want it, because your project is an ordinary Godot project, but the working loop is play, judge, ask for the change.
- Is it free?
- The download is free and there is a free plan. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key.
- Can I use it offline?
- You can play what you built offline. You cannot build offline, because the AI, asset generation and world data come over the network.
- Which engine does it use?
- Godot, which is open source and ships with the app. Your project is a real Godot project rather than a file only this tool can open.
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Free to download for Windows. Build the world, let Flockbay write the code.
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