Replying to @Cici_RL
Mostly keeping the character consistent across all 8 frames. Preserving the original proportions and details during movement was the hardest part. Pixel cleanup was necessary too, of course.
Here's a look at the animation frames in the editor.
Replying to @spydon
Sprite warping opens up some really interesting possibilities for procedural animations. Excited to see where Flame v2 is heading! 🔥
Sporehold is now listed in Awesome Flame-the official collection of Flutter+Flame Engine projects.
I added my game because it showcases Flame’s potential for turn-based strategy games.
The repository features many great games and apps, and I’m happy to see Sporehold among them
Replying to @SergeForge
Absolutely agree! I’ve already noticed this during development. Building new features with AI is one thing, but maintaining consistency as the codebase grows is a completely different challenge. Curious to see how it handles long-term maintenance after release 😁
Replying to @parmuzin1992
Good question! I haven’t done a direct comparison between the two. For this project, I focused on Codex and keeping the implementation consistent within one workflow. I’d expect some differences between agents, so testing the same skill across both would definitely be interesting
Replying to @kylekane
Thanks! 😁 Got approved on the second try. Apple didn’t like my screenshots the first time 😅 But the whole process took about a month. So yeah, not exactly a smooth ride!
Replying to @LeeWyattCorp
Haha, turns out my team was just me, Flutter, and a bunch of AI tools 😂
Replying to @Cici_RL
Quite a bit. I generated art in ChatGPT, then pixelated and cleaned it up manually. After animating, I still had to fix all 8 frames by hand. The time depended on how much the character’s position changed between frames. AI helped a lot, but there was still plenty of manual work.
Replying to @NtKaway
Exactly! 😁 I figured it was better to build something with tools I already know than spend months learning a new engine. And honestly, Flutter + Flame worked out better than I expected!
I’ve always built mobile apps, while game dev felt way too complex — sprites, animations, art… it seemed impossible without a team.
AI lowered that barrier, and Flame let me stay with Flutter.
3 months of solo dev later, my childhood dream is now in App Store review 🙂
Working on Sporehold, and the game is slowly growing its own world and lore.
As an experiment, I turned a piece of the Purple Plague story into a comic 😅
Probably won’t be in the final game, but I like it as extra art for the world 👀
🤖 Made with AI
Sporehold is slowly becoming more than just a battle system 🍄
Added a character library with stats, abilities, and a bit of lore for each hero.
The world is finally starting to come together.
The UI is slowly becoming more than just a list 😅
Put together the map selection screen for Sporehold. For now, I’m only working on the first chapter — the rest are placeholders to preview the future structure.
But visually, it already feels so much better.
Expectation: “I build apps. How hard can making a game be?”
Reality: The programming language is basically the only familiar part. Everything else is a whole different world.
Deadlines: completely destroyed 😅
Flame + Flutter for game dev: absolutely loving it.
App review went through suspiciously fast.
Saturday evening. Reviewer was probably rushing to a party 😅








