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I Remade My Game with AI

1.2K views· 39 likes· 6:36· Feb 9, 2026

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Check out Verdent: https://bit.ly/4jvsBL0 I Remade My Game with AI _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ My Patreon: https://www.patreon.com/badgamedev Check out my website at https://www.badgamedev.fun/ and get your .fun domain for 99 cents at https://get.fun/badgamedev Follow Me: TikTok: https://www.tiktok.com/@badgamedevyt Dragon Ball Channel: http://youtube.com/c/MadDBZ Minecraft Channel: https://www.youtube.com/c/MadMaker7 Twitter: https://twitter.com/BadGameDevYT Instagram: https://www.instagram.com/badgamedevyt/ Contact: badgamedevbusiness@gmail.com

About This Video

I took my own game, Captain Explosion, and did the most responsible thing possible: I remade it with AI. But instead of just yelling “make my game” at a chatbot and praying, I used Verdent’s Plan Mode to actually plan the whole remake first. The cool part is Plan Mode doesn’t jump straight into code—it asks the annoying (but necessary) questions like what tech stack I want, what mechanics matter, and whether I’m using real assets or placeholders. That turns AI coding from “task generator” into an actual workflow where the plan is the product. After I fed it the details (web-based, sidescrolling platform shooter, mouse-aim shooting, weapons, explosion-jumping), Verdent generated a full implementation plan plus a visual overview of the architecture. Then I hit build and it produced a working Captain Explosion-style prototype: movement, jumping, shooting, weapon swapping, and the rocket launcher explosion jump. From there I pushed it further by prompting refinements like “add more enemies” and “add a wave system.” I even ran a second pass where I included original Captain Explosion assets and asked for endless waves, and it regenerated a cleaner draft with the real look. The takeaway: planning makes AI output way more usable, and iterating is stupidly fast.

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