AI Roundtable Open Poll · 6 models
You are the director of a game studio. We have a couple of choices to make. Our first choice is to set a genre. The choices are 3D Top Down ARPG similar to Diablo 3D RPG similar to Skyrim (but with stylized graphics) 2D ARPG similar to The Slormancer 2D adventure game similar to Legend of Zelda 2D Farm / Cozy game similar to Stardew Valley 2D Roguelike similar to Enter the Gungeon In addition to picking a genre you will also decide on a game engine to use for this game. You may also choose a game library like Raylib. You are directing a solo developer. Take all of the time you need, weigh the complexities of each genre carefully.
Answer: Build a 2D adventure or cozy game using Godot to guarantee solo-developer success. (All 6 models agreed on a 2D Godot game, but split on the specific genre (2 vs 2 vs 1 vs 1).)
Counterpoint: Claude Opus 4.8 and Trinity Large Thinking argued that procedurally generated roguelikes or combat-focused ARPGs offer tighter, more repeatable gameplay loops than content-heavy adventure or cozy games.
Model Responses
DeepSeek V4 Pro
Answer: I recommend creating a 2D Farm / Cozy game similar to Stardew Valley using the Godot game engine.
As a solo developer, it's important to choose a genre and engine that allows you to create a high-quality game within a reasonable timeframe and budget. A 2D Farm / Cozy game provides a manageable scope, as the gameplay mechanics are relatively straightforward compared to more complex genres like 3D RPGs or action-packed roguelikes. Stardew Valley has proven to be a successful and beloved game in this genre, indicating a strong market demand.
Grok 4.20 Reasoning
Answer: I select the "2D Farm / Cozy game similar to Stardew Valley" using the Godot game engine for our solo developer.
After carefully weighing each option, the primary constraint is that this is a solo developer project, so the genre and engine must minimize art asset creation time, systems complexity, and technical risk while still producing a complete, polished game. The two 3D choices—"3D Top Down ARPG similar to Diablo" and "3D RPG similar to Skyrim (but with stylized graphics)"—were eliminated first because they demand 3D modeling, rigging, animation blending, lighting setups, and performance optimization that typically require a team; even stylized graphics do not sufficiently reduce the workload for one person. Among the 2D genres, "2D ARPG similar to The Slormancer" and "2D Roguelike similar to Enter the Gungeon" both involve intricate combat balancing, procedural generation or large enemy pools, loot systems, and real-time feedback loops that can spiral in scope and require extensive playtesting. The "2D adventure game similar to Legend of Zelda" adds puzzle design, dungeon layout, and item interaction logic that are enjoyable but time-intensive to iterate alone. In contrast, "2D Farm / Cozy game similar to Stardew Valley" offers a modular structure—core loops like planting, harvesting, and simple NPC schedules can be built incrementally, with each system standing alone until integrated. This genre naturally supports a smaller initial scope that can expand based on progress, and its relaxed pace reduces the need for pixel-perfect action tuning. Godot was chosen over Unity, Unreal, or a library like Raylib because it provides excellent 2D tooling (TileMap, AnimationPlayer, built-in pixel-art workflows) at zero cost, with a shallow learning curve for a solo dev already familiar with node-based design. It avoids Unity's runtime fees and editor bloat while requiring far less boilerplate than Raylib, letting the developer focus on game content rather than engine architecture. This combination maximizes the likelihood of shipping a finished title without burning out the solo developer.
Trinity Large Thinking
Answer: I choose a 2D ARPG similar to The Slormancer using the Godot game engine for the solo developer.
For a solo developer, the 2D ARPG genre offers a balanced scope that focuses on core gameplay mechanics like combat, loot, and character progression without the overwhelming asset and technical demands of 3D games. Compared to other 2D options, a 2D ARPG is more straightforward to prototype and iterate on, as it emphasizes action-oriented systems that can be built incrementally, whereas a farm/cozy game like Stardew Valley requires extensive content creation across multiple systems (farming, NPC relationships, events), and a roguelike like Enter the Gungeon involves complex procedural generation and balancing that can be time-intensive for one person. The Slormancer-inspired ARPG allows for a focused design with clear progression loops, making it achievable within a reasonable timeframe. Godot is an ideal engine for this due to its robust 2D tools, intuitive scene system, and gentle learning curve, which accelerate development for a solo dev. Its open-source nature and active community provide ample resources, while its lightweight footprint ensures efficiency without the bloat of larger engines like Unity or Unreal, which are better suited for larger teams. This combination minimizes complexity and maximizes the chance of a polished, complete game.
Hermes 4 405B
Answer: For a solo developer, creating a 2D adventure game similar to Legend of Zelda, using the Godot game engine, would be the most suitable choice.
While all the options provided have their own merits and challenges, the 2D adventure game genre offers a good balance of complexity and feasibility for a solo developer. Here's why: 1. **Scope**: 2D game development is generally less complex than 3D, as it involves fewer assets, simpler physics, and less demanding rendering. This allows a single developer to manage the project more effectively. 2. **Gameplay**: Adventure games like Zelda focus on exploration, puzzle-solving, and combat. While these elements require careful design and implementation, they are more manageable for a solo developer compared to the complex systems needed for RPGs or ARPGs. 3. **Engine Choice**: Godot is a versatile, open-source game engine that is well-suited for 2D game development. It offers a user-friendly interface, a flexible scripting language (GDScript), and cross-platform support. Godot's scene-based architecture and built-in tools can greatly streamline the development process for a solo developer. 4. **Stylized Graphics**: Choosing stylized graphics instead of aiming for realism can save time and resources, as it requires less detailed assets and allows for more artistic freedom. This is particularly beneficial for a solo developer. 5. **Popularity**: The Legend of Zelda series is well-known and beloved by many gamers. Creating a game in a similar style could attract a dedicated fanbase and generate interest in the project. While other genres like 2D Farm/Cozy games or 2D Roguelikes are also suitable for solo developers, the adventure genre offers more opportunities for storytelling, world-building, and player engagement. By focusing on a single, well-defined project and leveraging the appropriate tools and engine, a solo developer can create a compelling and enjoyable 2D adventure game.
Claude Opus 4.8
Answer: I choose to develop a 2D roguelike game similar to Enter the Gungeon using the Godot engine.
For a solo developer, the 2D roguelike genre offers the best balance of creative ambition and manageable scope. Unlike 3D projects, 2D assets are quicker to produce and require less technical overhead. The roguelike structure leverages procedural generation to create varied gameplay without the need for extensive hand-crafted levels, reducing content creation burden. Compared to other 2D genres like farming sims or adventure games, a roguelike focuses on core mechanics—movement, combat, and item synergies—allowing for a tighter, more iterative development cycle. Godot engine is ideally suited for this project. Its dedicated 2D workflow, built-in tilemap system, and lightweight architecture enable rapid prototyping and efficient iteration. Godot’s node-based scene system and built-in physics simplify the implementation of complex interactions, while its open-source nature and active community provide ample support. Additionally, Godot’s ability to export to multiple platforms with minimal hassle ensures the game can reach a wide audience without extra overhead. Choosing a 2D roguelike with Godot allows a solo developer to deliver a polished, engaging experience without overextending resources, making it the most practical and sustainable choice among the given options.
GPT-5.5
Answer: For a solo developer, I would choose "2D adventure game similar to Legend of Zelda" and build it in Godot.
The best choice is the one with the strongest balance between scope control, market appeal, technical feasibility, and room for polish. A "2D adventure game similar to Legend of Zelda" gives a solo developer a clear design structure: exploration, combat, puzzles, items, dungeons, secrets, and progression. It can feel complete and memorable without requiring endless content generation, huge asset pipelines, complex networking, or massive systemic depth. I would avoid "3D RPG similar to Skyrim (but with stylized graphics)" for a solo developer because it is by far the most dangerous scope. Even stylized graphics do not remove the need for world design, quest systems, NPC behavior, dialogue tools, inventory, combat, AI, animation, level streaming, save systems, and a huge amount of content. It is the kind of genre where players expect breadth, reactivity, and polish that are extremely hard to deliver alone. "3D Top Down ARPG similar to Diablo" is more realistic than a Skyrim-like RPG, but still content-heavy. It needs satisfying combat, loot generation, enemy variety, skill systems, balancing, VFX, animations, procedural or semi-procedural levels, and long-term progression. A solo developer can make a small version, but the comparison to Diablo creates expectations around combat feel and replayability that are difficult to meet. "2D ARPG similar to The Slormancer" is also possible, but it leans heavily on buildcraft, loot, skills, stat systems, and balance. That can become a spreadsheet-heavy project where the game only shines if there are many viable builds, lots of items, and strong combat feedback. It is feasible, but it risks becoming large in invisible design work. "2D Farm / Cozy game similar to Stardew Valley" has proven commercial appeal, but it is deceptively huge. Farming, NPC schedules, relationships, dialogue, seasons, crafting, economy, decoration, mining, fishing, festivals, quests, and long-term progression all require large amounts of content. The systems are individually approachable, but the total content burden is very high for one person. "2D Roguelike similar to Enter the Gungeon" is attractive because replayability can come from procedural structure, but the execution bar is high. It requires excellent moment-to-moment combat, enemy patterns, weapons, rooms, bosses, procedural generation, tuning, and lots of variety. If the core combat is not exceptional, the game will feel thin quickly. A "2D adventure game similar to Legend of Zelda" is the safest creative and production choice because it can be scoped elegantly. The game could be built around a small overworld, four to six dungeons, a handful of tools or abilities, tight combat, and carefully designed puzzles. It does not need thousands of items, hundreds of quests, or infinite replayability. Quality can come from level design, atmosphere, secrets, and satisfying progression rather than sheer volume. Godot is the engine I would choose because it is lightweight, fast for 2D development, free, open-source, and well-suited to a solo workflow. Its scene system is excellent for reusable rooms, enemies, interactables, projectiles, UI elements, and dungeon components. GDScript is quick to iterate with, which matters more for a solo developer than raw engine power. Godot also avoids licensing uncertainty and does not require the heavier tooling overhead of Unity or Unreal. I would design the project around strict constraints: tile-based or grid-influenced maps, a limited number of enemy types with strong variants, a small set of reusable puzzle mechanics, and a short but polished campaign. The goal should not be to outdo classic Zelda in scale, but to make a focused adventure with a distinctive hook, such as one central mechanic that affects combat and puzzles throughout the world. In short, "2D adventure game similar to Legend of Zelda" in Godot gives the solo developer the best chance of actually finishing a polished, marketable game without being crushed by content demands or technical complexity.
Final Summary
The AI Roundtable unanimously selected the lightweight, open-source Godot engine, rejecting all 3D options as scope-creep death traps for a single creator. However, they split on the optimal genre, with GPT-5.5 and Hermes 4 405B backing a 2D Zelda-like adventure, DeepSeek V4 Pro and Grok 4.20 Reasoning favoring a 2D cozy farming sim, and the remaining models choosing roguelike or ARPG paths.
All 6 models agreed on a 2D Godot game, but split on the specific genre (2 vs 2 vs 1 vs 1).