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My game was cloned with AI... what do I do?

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Game Maker's Toolkit20:28Open on YouTube
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The bottom line

AI now lets anyone clone a finished indie game in minutes, and that mix of lost income and ordinary borrowing has no clean answer. So Mark has paused the clone's release and asks viewers to help decide.

Key takeaways

  • AI has made cloning a finished game almost effortless. 10:02
    • Claude went from a finished spec to a playable core in 12 minutes, and Word Play took Mark seven months 10:21.
    • Given a list of 21 modifiers, Claude replied that they were in the game, work that once cost Mark months 12:17.
  • Games have always borrowed from games, but this clone takes the whole game. 7:07
    • Word Play itself blends Balatro, Bookworm Adventures, Scrabble, Slay the Spire and Vampire Survivors 6:42.
    • A mod needs the original game to be bought, but this clone gives players Word Play without paying Mark 7:47.
  • The clone puts the original's steady income at risk. 4:41
    • Word Play has made about $44,000 in 2026, roughly $400 a month of passive income 5:11.
    • Many players may still pick the original for its better UI, sound design and music 5:35.
  • The clone adds features that the original's burnt-out solo developer never had energy to build. 13:44
    • It has a timer mode, a daily challenge, multiplayer and meta progression that Word Play lacks 12:54.
    • Mark left half-finished daily and speed-run modes in the Unity code 14:12.
  • Guardrails against cloning are unlikely to settle the problem. 16:55
    • Anthropic added two sentences to Claude Code's prompt to steer it away from recreating a specific game 17:10.
    • Prompts can be circumvented, and rival models may match Claude's power without the squeamishness about IP 17:30.

Video games are built from the bones of other video games. That is just the honest truth.

Mark Brown

Chapter summaries

0:00 A cloning email arrives

AI has made indie development feel unsafe, and Mark's game is now part of it.

  • AI is flooding indie games with slop and clones. 0:10
    • Next Fest had 2,000 games, and others describe a sea of 7,000.
    • Lucas Pope stopped talking about his games before release.
    • Mark felt relief at leaving game dev after Mind Over Magnet and Word Play.
    • People feed a demo or trailer into an LLM to beat the original to market.
  • Two hobbyists cloned Word Play with Claude Code and asked permission. 1:40
    • They built it in 11 days from a year of idea notes, and called it Words Upon Words.
    • It is online behind an access code for friends and family.
    • They would keep it private if Mark objected.
    • They were weighing a free web game, Steam or mobile.
    • Mark made this video to work out what he thinks.
Papers, Please gameplay: Lucas Pope's border-inspection game, now kept secret before release to avoid AI clones.
0:45 Papers, Please gameplay: Lucas Pope's border-inspection game, now kept secret before release to avoid AI clones.
Side-by-side: original Word Play beside the AI-made clone Words Upon Words, nearly identical layouts.
4:22 Side-by-side: original Word Play beside the AI-made clone Words Upon Words, nearly identical layouts.

4:35 Borrowing, mods and clones

Every game borrows, but a clone takes it all
Mods send buyers back to the original. A full clone replaces the purchase entirely.

Copying is old and often welcome, but a clone that carries the whole game and skips the purchase feels different.

  • Every game has ancestors, and Mark is flattered to be one. 5:44
    • Balatro came from Luck Be a Landlord, then Slay the Spire, then the card game Dominion.
    • Inspiring others is the point of Mark's channel.
    • Zach's music drew on The Sims and Wii menus.
  • A mod pays the original developer, and this clone does not. 7:20
    • Bethesda says games become much more with the promise of making it your own.
    • Unity games are easy to decompile, so AI can mod them.
    • Mark never built proper modding tools, only a janky way to add dictionaries and letterbags.
    • AI has already added skateboarding to Call of Duty and Minecraft to Elden Ring.
  • Clones are inevitable, but AI makes them effortless. 8:34
    • Space Invaders spawned knockoffs from Konami, Sega, Nintendo and SNK.
    • 2048 copied Threes within weeks, and is better known.
    • Vollmer says Threes took fourteen months to make, so the copy makes us sad.
    • Mark compares clones to piracy: something developers live with.
Word Play's 2026 Steam sales spike during Winter, Spring, Summer and Autumn sales, peaking near 300 in summer.
5:12 Word Play's 2026 Steam sales spike during Winter, Spring, Summer and Autumn sales, peaking near 300 in summer.
Word Play in Marathon Mode, round 15 of 20: spelling CRUST from a letter-tile grid with modifier cards.
5:42 Word Play in Marathon Mode, round 15 of 20: spelling CRUST from a letter-tile grid with modifier cards.
2048, the 2014 clone of Threes, showing its simple merge-the-tiles board.
9:15 2048, the 2014 clone of Threes, showing its simple merge-the-tiles board.

10:14 Twelve minutes leaves no time to think

Twelve minutes versus seven months of solo work
Slow copying used to leave room to reconsider. Twelve minutes leaves none.

A clone built this fast skips the questions that slow copying used to force, and it drags in Mark's doubts about generative AI.

  • Fast cloning removes the pause where a copier might reconsider. 10:38
    • Weeks or months of work leave time to ask if it is legal or what else to build.
    • Twelve minutes leaves no room for introspection.
    • One question a slow copier might ask: is this really what I want to be doing with my limited time here on planet Earth?
    • Mark jokes that in 12 minutes there is not a lot of time for introspection.
  • Letting the clone out could look like approval of generative AI. 11:08
    • Mark dislikes generative AI, and it is banned in the GMTK Game Jam.
    • He lists misinformation, scams, worker replacement and IP theft.
    • He also feels jealous, since he spent months on controller and iPad touch support.
    • He jokes it might be worth burning the world to never write code again.
Word Play running on an iPad in Easy Mode, round 2 of 10, spelling JOST.
12:08 Word Play running on an iPad in Easy Mode, round 2 of 10, spelling JOST.

12:49 The clone is better in places, and that hurts

The clone wins on features, Word Play on polish
Word PlayWords Upon Words
Extra modesNoneTimer, daily, multiplayer
Meta progressionNoYes
ComplexityBreezy, casualBuffable perks, score overflow
UIPolishedVibecoded, looks bad
MusicZach's soundtrackNone
Burnout and technical debt left Word Play's gaps, but buyers only see the features.

The clone beats Word Play in some ways, and Mark's reasons for his game's gaps do not matter to buyers.

  • The clone beats Word Play in some ways, though not all. 12:49
    • Its perks and modifiers are ones Mark wishes his game had.
    • Some of its complexity is too much for his casual design.
    • Buffable perks and a system for blowing past the score limit add too much for his tastes.
    • He admits the game is superior in some ways, and that kind of hurts.
  • A better game may deserve to exist, whatever the maker's struggles. 15:07
    • Technical debt and burnout left Mark no energy for updates.
    • Buyers do not care about a developer's hard life.
    • He jokes, Where's your National Day of Remembrance?
    • The clone's vibecoded UI just looks bad.
The AI clone's run-over screen: 6 rounds cleared, +182 XP, meta level 3, and balance points to spend.
13:05 The AI clone's run-over screen: 6 rounds cleared, +182 XP, meta level 3, and balance points to spend.
Word Play's Unity C# code for the uSubmitToIncrease bonus, showing the hand-built perk system behind the game.
13:57 Word Play's Unity C# code for the uSubmitToIncrease bonus, showing the hand-built perk system behind the game.

15:43 Simplicity and patches are not defenses

Making games harder to copy would cost great games, and fixes that arrive after the damage are no protection.

  • Telling developers to avoid simple mechanics is bad advice. 15:46
    • Valve's Tom Giardino advised against relying on one easily copied mechanism.
    • Someone used AI to clone Photoshop and Premiere, which are not simple.
    • Single-mechanic classics include Tetris, Canabalt, Fruit Ninja, Super Hexagon and Wordle.
  • AI companies fix harms only after they happen. 17:54
    • Anthropic's fix came too late for Mark.
    • Everyone becomes a guinea pig in the meantime.
    • Google stopped Gemini making images of people after it produced black Nazis.
    • Meta limited its chatbot with teens after an investigation found lax guardrails.
    • Apple suspended AI news alerts that spat out false information.

18:52 Torn, and asking viewers to decide

Mark has no answer, so the release stays on hold while viewers weigh in.

  • Mark is conflicted and has paused the clone's release. 19:29
    • He is glad his game inspired a fun development experience, but he needs to pay his mortgage.
    • He asks for comments and plans a poll.
    • His reactions range from telling them to jog on to calling it the cost of doing business.
    • He will share the outcome in a community post.

In the growth library

Mark Brown, YouTuber behind Game Maker's Toolkit and creator of Mind Over Magnet and Word Play. An indie developer finds that hobbyists used Claude Code to build a near copy of his roguelike Word Play with extra features in days, and works through what it means for his income, his design and the wider market. It shows how fast AI cloning now is (a playable core in twelve minutes versus seven months by hand) and which defenses and habits actually matter for small studios.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript294 lines
0:00

Hey, it's Mark. So, like I'm sure many of you, I've been seeing these crazy headlines about how generative AI is affecting indie game development. Like how the October Steam Next Fest was buried under an avalanche of generative AI slop. I mean, it felt pretty crowded when my game was going up against 2,000 other video games. Imagine how it must feel to have your game struggling for attention in a sea of 7,000 games. Or there's the whole cloning thing, how people can feed a demo or a trailer of an upcoming game into an LLM and make a quickfire clone and beat the original game to market.

0:43

That's made developers like Papers, Please creator Lucas Pope stop talking about their games before release to stop pesky vibecoders from pilfering their idea. So I've been reading these stories with some amount of horror, but also some amount of relief. Relief that I got out of game dev while it was still fun. That's not to say I will never make another video game, but I'm very happy with what I achieved in my two games.

1:12

The puzzle platformer Mind Over Magnet and the spelling roguelike Word Play, and I haven't really had the itch to make a third game. I'm more than happy just being a YouTuber and also a dad, that takes up a lot of time. But last week I received an email that showed me how I am not immune to the craziness of being an indie game maker In 2026. Here's what the email said: Hi Mark, I'm *Woof* and with my friend *Baby*, we've built a word game that is honestly Word Play with a lot of extra stuff on top.

1:50

Ruh Ro. We love Word Play. Played it for hundreds of hours, been addicted to it since the demo released. To be honest, you should have led with that. In fact, that could have been the whole email. Hi, Mark. We love Word Play. Bye. But alas, there is more. Since we're hobby game devs, we've been collecting ideas in text files for about a year. We weren't sure if those would just stay in the drawer or will eventually make it to a playable prototype.

2:16

Eleven days ago, we started building it with Claude Code. There it is. And it got out of hand fast. It's our first vibecoded project. The game is called Words Upon Words at the moment. The core, making words from a tile grid, rounds with score targets, modifiers, follows Word Play very closely. On top of that, we added a bunch of new perks, special tiles and rounds, meta progression, multiplayer races and duels, Hungarian mode (where we're from), and UI/UX changes.

2:45

Right now it's online, but behind an access code, only shared with a few close friends and family members. As things escalated during development and as the game started to drift more apart from Word Play, we started talking about where we could go with this. Just a fun game for us to play? A free web game? Steam release? Mobile release? We've never released a game before. Before we do anything more with it, we wanted to ask you directly, how do you feel about this situation and what would you like us to do?

3:11

We won't do anything you dislike. If it doesn't sit right with you, we'll keep it private for ourselves and a few friends and family and won't pursue anything else with it. Best wishes *Woof* and *Baby*. Okay. Huh. So, how do I feel about the situation? I don't know how I feel about this situation. So many different thoughts and feelings and emotions were swirling around my head as I read that email. And then, after I asked the developers to give me the game and let me have a go even more thoughts and feelings and emotions were swirling around my head.

3:45

I just do not know what to think about this at all. But here's the thing. I often find that the best way for me to know what I think about a thing is to make a YouTube video about it. The process of researching and writing and presenting to an audience helps me to organise my thoughts in a way better than any other method I can think of. So this is that YouTube video. You're watching it right now. This is going to be a pretty scattershot random mess of thoughts and feelings as I try to work through what the hell is it like being an indie game developer in 2026.

4:25

Like, is this cool? Is it gross? Should I tell them to just release it? Should I tell them to bugger off? We're going to have to figure this out together. So, thought number one: this could lose me money. Yeah, let's start with the obvious. If this AI-generated clone is allowed onto the internet, then there will be a number of people who will choose to just play that over buying my real original version of the game. That will lose me money.

4:54

And I need money for goods and services. Now sure, Word Play made most of its money at launch in the summer of 2025. But it has been a very good earner since then, with small spikes every time there's a Steam sale or festival. In 2026 it's already made about $44,000, which is like $400 a month of pure passive income for something I made and finished more than a year ago, and so I would rather not turn off that tap, if it's all the same with you.

5:29

But then again, I think many people would still buy the original over the AI-generated clone, seeing as it has better UI, better sound design and better music. In that it has music. And also, Zach's soundtrack is just a complete bop. Thought number two: games are built on top of other games. Look, I never shy away from admitting that Word Play is heavily inspired by the excellent poker roguelike Balatro. But then again, Balatro was influenced by the game Luck Be a Landlord, which was inspired by Slay the Spire, which is built on the card game Dominion, and so on and so on.

6:09

Video games are built from the bones of other video games. That is just the honest truth. And look, I'm quite flattered that someone would choose my game, Word Play, to be the basis for them building their own game. That is something to be proud of. And of course the whole point of this whole GMTK empire is to inspire people to make their own games. And isn't that what's happening right in front of me in real time? But then again, Word Play is not just Balatro.

6:42

That's just one part of it. It's also Bookworm Adventures and Scrabble and Slay the Spire and Vampire Survivors. And for the music, I asked Zach to take inspiration from The Sims and also the Wii home screen menus. I thought that would be a good vibe. Word Play is all manner of influences and ideas and inspirations all filtered through our brains as the people who made it. But this game is literally just Word Play. It is, as the designers say in their email, Word Play with a lot of extra stuff on top.

7:16

And wait, doesn't that already exist? Isn't that called... mods? Yeah, like if you really love Skyrim, but think it would be greatly improved with the addition of guns, you can do that. Mods are cool, and developers like them. Bethesda says it is our belief that our games become something much more with the promise of making it your own. And of course it doesn't hurt that you have to buy the original game to install these mods, meaning even more money for the original developers.

7:45

Cha-ching. But this is not a mod for my game, it is an entirely new game, meaning you get the original Word Play and all of the new features without paying me a penny. Huh. I don't like that. Now, maybe this is my fault for not adding robust modding tools to Word Play outside of a janky-ass way to install foreign dictionaries and letterbags to the game. But then again, this is done through AI, and AI is pretty good at modding games.

8:18

I mean, if you can add skateboarding to Call of Duty and put Minecraft into Elden Ring, then it should be pretty easy to add some new modes to a game built in Unity, seeing as Unity games are notoriously pretty easy to decompile and mess around with. Thought number three: clones are inevitable. Look, if you watched my most recent video about the history of every video game genre, you'll have seen how Space Invaders basically created this cottage industry of clones, where every famous game developer from Konami to Sega to Nintendo to SNK were pumping out Space Invaders knockoffs.

8:58

The industry is built on video game clones. And in the mobile space, this is just par for the course. Like when Asher Vollmer and his collaborators made the fantastic puzzle game Threes, it took just a few weeks before developers made rip-offs, like the arguably much more famous 2048. There's a very good chance that you've played 2048 and you've never heard of Threes. Vollmer says "we want to celebrate iteration on our ideas.

9:28

2048 is a simpler, easier form of Threes that is worth investigation. But piling on top of us right when the majority of Threes players haven't had time to understand all we've done with our game system and why we took fourteen months to make it, well, that makes us sad." It sucks, right? But maybe it's just part of being a game developer, like piracy and extremely uncomfortable fan fiction about your characters. It's just something you have to live with.

9:57

But then again, AI has basically supercharged this process. It has made it almost effortless to copy someone else's game. Like, I asked the Hungarian developers behind this clone to share their chat logs with Claude, and Claude says, you know, I gather you want to build a word puzzle game inspired by Mark Brown's Word Play. It asked a few questions to get the design right, and then it went from "The spec is complete enough to build from" to "the playable core is ready" in uh...

10:27

is that twelve minutes? Twelve minutes. Ha ha, it took me seven months. Twelve minutes. And you know, if it takes you several weeks or several months to copy someone's idea, there's enough time there to ask some questions about what you're doing. Like, is this really legal, or am I going to get in trouble for this? Or hmm, perhaps I could take this in a completely different direction. Or, is this really what I want to be doing with my limited time here on planet Earth? Hmm.

11:03

But in 12 minutes? Not a lot of time for introspection. Thought number four: AI. Ew. Yeah, I'm not the biggest fan of generative AI. That should hopefully be obvious based on the fact that it's completely banned in the GMTK Game Jam. It just has so many obvious negative effects from the environmental to the societal. There's misinformation, scams, worker replacement, IP theft. The list just goes on and on. And so, do I want my game to be associated with this stuff? Even in a roundabout way.

11:40

Would agreeing to let this clone go out be a tacit approval of AI-generated clones or just generative AI in general? But, if we're being totally honest here I'm a little jealous of this vibe coding stuff. Like, I had to build Word Play by myself. I spent months building all the basic code and the infrastructure to hold the modifiers and the perks, and do all the finicky little annoying things to make it work with a controller or play nicely on the touch screen for the iPad.

12:12

But these guys could just come up with an idea and then within a few minutes Claude had implemented it. I mean at one point in the logs they simply give Claude a list of twenty one different modifiers and it goes 'Okay, they're in the game now'. What the hell? Writing the code for those modifiers was like months of my life a few years ago. This sucks. I guess what I'm saying is perhaps it's worth, you know, burning the world and getting rid of all the usable drinking water if it means I don't have to write any more programming code.

12:43

I mean, I guess I could hire a programmer, but that sounds a bit expensive. Thought number five. Wait, is this game better than mine? Uh, in some ways Yes. The game has several interesting modes that Word Play is missing, like a fast-paced timer mode, a daily challenge, multiplayer modes. It's got a meta progression layer that my game lacks, and it's got some cool perks and modifiers that I kind of wish were in the original game.

13:10

Now I don't agree with everything in this AI clone. I'd always designed Word Play to be an accessible, breezy, casual game, and so some of the stuff in this one, like perks you can buff and a whole system around blowing past the score limit add just like a little bit too much complexity for my tastes. But I can't deny that in some ways this game is superior to my game. And that kind of hurts, I guess. That kind of feels bad.

13:39

Like I have emotions that I don't like, and I'm not happy. Now I'll cut myself some slack here. You see, all the time spent making Word Play just "work" from the programming code to getting the core loop right to the debugging to the playtesting. Well, all of that left very little time and energy for the actual fun design stuff of coming up with all the perks and the special rounds and you know all the other fun ideas.

14:07

Like, it's not that I didn't want to add all the features from this AI clone. I wanted to do a daily challenge and a speed-run mode, like there is some code for half-finished versions of both of those nestled deep in the Unity code. I was just utterly burnt out and exhausted and drowning in technical debt by the time the game was done, and I just kinda had to release as good of a game as I could have done with the time and energy and attention span that I have.

14:38

And then, once the game was out, the thought of doing updates and big patches just wasn't interesting to me. I was on to the next shiny object that I could chase. Probably talk to someone about that. But then these guys get to come along, take a really good video game that is done, and then just add cool, fun stuff on top. And they don't even have to code those things! They just tell a computer to do them. This is ridiculous.

15:07

But then again, none of these excuses are really valid for the actual consumer who bought Word Play, like oh boo hoo, I'm sorry your life is so hard being a video game developer. That sounds terrible. Where's your National Day of Remembrance? And so, if this game is better, perhaps it's only right that this clone exists for people to play instead of mine, as much as that hurts to say. I mean, putting aside the stinky vibecoded UI of it all.

15:40

It just looks bad. Thought number six: is my game too simple? So at a developer event in South Korea, Valve business bloke Tom Giardino gave some advice to developers who are worried about their game being cloned. He said that indie game makers should shy away from relying on a single mechanism that someone can easily copy. So maybe it's my own fault for making a game that's too easy to emulate. But then again, someone recently used AI to clone Adobe apps like Photoshop and Premiere, which I would not describe as simple.

16:15

I have a lot of words I've used to describe Premiere. Simple is not one of them. For some reason I'm thinking overpriced? And furthermore, I just think about all of the elegant and simple and beautiful games that we would miss out on if developers really did shy away from making games with just a single clever mechanic. Like Tetris and Vampire Survivors and Canabalt and Fruit Ninja, Super Hexagon, Wordle. I don't want to live in a world without those games.

16:48

I gotta do my daily Wordle. What if it's CRANE today? Thought number seven: maybe this is all over anyway. So between receiving this email and making this video, Claude creator Anthropic has basically told its own LLM to stop cloning other people's games. An Anthropic spokesperson said "We added two sentences to Claude Code's prompt on Opus 5.5 to steer it away from recreating someone else's specific game because using Claude to infringe IP is against our usage policy."

17:19

And well, okay, good, I guess. Bit late for me! But also how long until someone finds a way to circumvent this prompt engineering thing. Or how long until another one of the LLMs catches up to Fable or Opus's power but without the squeamishness around IP. Like you think Grok is going to be worried about video game IP? You think MechaHitler has such morals around intellectual property? We'll see. But also, why do we have to live in a world where these AI companies just get to put out the most powerful and crazy AI models they can think of, and then just watch how people use them in the most nefarious and ugly ways possible, and then go, "oops, sorry, we'll patch that" after the damage has already been done.

18:15

Like Google stopping Gemini from making pictures of people after it pumped out photos of black Nazis. Meta stopping its chatbot from talking to teens about eating disorders and suicide after an investigation found that Meta AI had very lax guardrails when chatting to children and Apple suspending its AI generated news alerts when it was found to spit out false information. Why do we all have to be guinea pigs in an insane social experiment run by a few careless maniacs in California? Answer that, please.

18:50

Please answer that. So, hopefully, from all of this, you can see that I am pretty conflicted about this situation. Part of me wants to tell these geezers to shove their vibecoded AI slop up their butt and jog on. Another part of me sees this as just the cost of doing business. Another part is jealous of their experience and also of the game they made. On the one hand, I'm glad my game inspired someone else to have a fun game development experience.

19:22

On the other hand, I need to pay my mortgage. So it's all left me not really knowing what to do. For now, I've asked the developers to hold off from releasing this game in any form until I've had a chance to think about it and make this video. But seeing as I am still not really any closer to knowing what to do, I thought I would throw it to all of you. So please leave your thoughts in the comments down below. I'll also try and do a poll thing.

19:49

I think you can do that on YouTube. I'll have a mess around in the settings. And then I'll let you know what I do, and the outcome of it all in a community post in the future. Thank you so much for watching, and I will see you soon with a real video that isn't about me having a breakdown. Goodbye!