Void Balls is Live — How One Dev + AI Built a Roguelite in 10 days


Void Balls v0.1.0 is here. Play it free in your browser or grab the Windows build at 30% off during launch week.

You start as a ball. You end as an overpowered unit.

A two-button 2D platformer roguelite bullet hell — just jump and parry. The ball moves on its own. Parry enemies to steal their power, pick upgrade cards, and evolve into something unstoppable. Runs take ~10 minutes. Every one plays different.

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How This Game Was Built

Void Balls was built in 10 days by me using AI at every stage of development. Not as a gimmick — as a real production pipeline.

The Core: Claude Code + Unity MCP

Claude Code Opus wasn't just writing code. It was the entire development backbone — architecture, C# implementation, game balance, marketing, and content. 8 specialized AI agents handled everything from Lead Design to QA Testing in autonomous loops.

But the real breakthrough was Unity MCP (Model Context Protocol). This connects Claude directly to the Unity Editor — it can inspect scenes, read component values, run play mode, and debug issues by examining actual game state. No more copy-pasting error logs. Claude sees the game and fixes it.

Before writing a single line of code, Claude's Superpowers plugin handled brainstorming and planning. A full Game Design Document (GDD) was written through structured AI-assisted sessions — defining mechanics, progression systems, the card framework, boss patterns, and the two-button constraint. Every creative decision was deliberate, then Claude handled execution.

Art: Replicate API

Every sprite was generated through Replicate with a locked 7-color neon palette. The constraint forces visual consistency — it looks intentional because it is. 33 sprites total: 17 card icons, 8 enemies, 3 player balls, 5 world/UI elements.

Audio: ElevenLabs

Sound design often gets skipped in indie games. Not here. Explosions, ambient void atmosphere, UI feedback, boss cues — all generated through ElevenLabs, reviewed, and layered to fit the dark, otherworldly vibe. 9 SFX + 3 music tracks.

The Numbers

• 10 days from concept to release

• 173 scripts, ~29,000 lines of C# — all AI-generated, all human-reviewed

• 88 test files with near 100% coverage

• 15 unique upgrade cards

• 5 enemy types + 1 boss (Mjolnir, The Hammer)

• ~$50/month in AI tool costs

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What's In v0.1.0

• Full roguelite gameplay loop

• 15 upgrade cards that reshape every run

• 1 boss fight — Mjolnir, The Hammer

• Neon visual style with evolving ball mechanics

• Windows + Browser builds

What's Next (If We Get Traction)

• Multiple playable ball characters with unique abilities

• More bosses & enemy variety

• Story progression

• Minimap & quality-of-life improvements

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The Takeaway

AI doesn't replace creative vision. It removes the bottleneck between having an idea and seeing it in the game. The design, the feel, the "what should this be" — that's human. The "now make it work" — that's where AI changes everything.

Void Balls is proof that one person with the right tools can ship a real game. Fast.

Play it now. Tell me what you think. Your feedback decides what gets built next.

🌐 voidballs.game

Files

Void Balls - v0.1.0 - demo - web build.zip Play in browser
57 days ago
Void Balls - v0.1.0 - demo - exe build.zip 43 MB
57 days ago

Get Void Balls

Buy Now$6.99 USD or more

Comments

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Great insights!