Balance/simulation tool built with Defold

I’ve been thinking about building something like a Machinations-style tool in Defold and wanted to ask a simple question before I go too deep into it:

Would anyone here actually want this, and would anyone be interested in helping?

To me, the idea feels surprisingly doable, especially now.

At its core, this kind of tool is mostly about moving values through nodes, applying rules, and running simulation steps. That doesn’t sound like something that really needs to live on a server for a lot of money like Machinations.io. A lot of it should be perfectly fine running locally on the user’s own machine.

And the really nice part is that the minimum useful version does not need to be huge.
You could start with a small core:

  • sources
  • drains
  • pools/resources
  • converters
  • gates
  • links with rates
  • simple conditions
  • step-by-step simulation
  • some basic graph inspection / charts

Another reason I think this is worth doing is that a lot of game designers still go looking for the old free Flash-era version / publicly available legacy code, because it used to do this job locally and without all the friction. To me that says there is still real demand for a simpler and more open version of this kind of tool.

And I think AI makes this idea even more interesting, but maybe not in the usual way people mean.

Right now, if I ask AI to generate Python code for a gamedev system for my game, it often confidently invents things, makes mistakes, and only admits them after you push back. That gets old very fast.

But if the engine already exists, and the core building blocks are already programmed and reliable, then AI does not need to invent the logic anymore.
It only needs to place components, connect them, and configure rules inside a system that already works.

That feels like a much more realistic use of AI:
not “please write the whole simulator for me,”
but “help me assemble a simulation out of valid parts.”

That’s a very different task, and probably a much easier one.

I also like the idea of having an open alternative in a space where game designers don’t really have many choices.
It feels like one of those tools that could become genuinely strong if built in the open by people who actually need it.

So I guess I’m trying to understand one thing first:

Is this something people would actually care about?

Because if the answer is “not really,” then I’ll probably just make it as an internal tool for myself and not bother anyone.
But if there is real interest, I think this could be a very good community project.

I’d love to hear:

  • whether you would use something like this
  • whether Defold sounds like a good fit for it
  • which features would matter most in a first version
  • whether anyone would want to contribute
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I’ve never used Machinations before, but it looks good, I’ll try it later.

I don’t think using Defold to build Machinations-like software is a good choice because Defold’s functionality , tools and ecosystem are very limited, and there’s very little training data about Defold in AI. This means that implementing even a simple function will consume a lot of your time and effort. Why not consider other technology stacks? For example, the Web or Electron. The Web or Electron not only has a massive ecosystem, but there’s also a vast amount of training data about Web or Electron in AI.

Furthermore, there are very few people using Defold, far fewer than other technology stacks. This means it’s very difficult to find contributors. Even if someone is interested in Machinations-like software you made with Defold, they might give up on participating in the development simply because they haven’t used Defold before.

I didnt know these kind of tool, and dont understand the prupose of necessity of it in game development…
If it is just to simulate parameters of idle-like games, it is usefull if your game has a certain scale, so you are a game studio of a certain size. For independant devs or really small teams, it seems overkill and complicated tool, just another obscure layer of machinery.

Anyway, as an implementation in Defold, I think it is feasible. For the data part, a simulation is just loop over some generators and sinks and a function for each kind of connectors… that’s kind of an ETL/rule engine. You can do it in lua.

But for the UI part, storage part etc., you could sureley do something with defold, but graphs and collaborative tools better remain in the Web side…
Well it depends if you want a small desktop-only tool, or a deployable web application.

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Maybe I can use Excel to do it :thinking:

But I need to write mathematical formulas. :joy:

hill_climb_economy_template.zip (22.9 KB)

I use Machinations to make a simple example. very interesting !

Machinations is awesome.

I’m interesting in using defold to make Machinations-like software, but I’m not sure if I have spare time.

Okay, I think Excel really can’t replace Machinations. :joy:

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These tools are not really some obscure niche inside game design. Machinations has become pretty close to a de facto standard in this space: their public community pages currently show roughly 65k+ public diagrams, they actively promote designer profiles / designers for hire, and they explicitly position the platform as a place where people can build a shareable portfolio around this kind of systems work.

Also, the fact that people still go looking for the old free Flash-era version / public legacy code says a lot to me. There is still demand for a simpler, more local, less locked-down version of this workflow. Even that public GitHub mirror describes itself as “the good ol’ Flash version of Machinations,” which kind of proves the point by itself.

And yes, I agree that Defold is not the most obvious choice for the UI/collaboration side. Web is more natural for browser-based graphs and team workflows.

My interest in Defold is more about the tradeoff: if the tool is local-first, then suddenly you do not need server infrastructure, hosting, SaaS overhead, or a whole cloud product around it. People can fork it, make their own branches, share improvements, and build small custom versions for their own pipelines. That openness is part of the appeal to me.

And regarding AI, I may have explained that badly in the original post. I do not mean “AI will write the simulator for us.” I mean almost the opposite.

Right now, if I ask AI to generate a system like this directly in Python, it often hallucinates, confidently makes mistakes, and only admits problems after pressure. But if the low-level primitives already exist and are coded properly, then AI no longer has to invent the engine. It only has to place valid components, connect them, and configure rules inside an already deterministic system. That is a much smaller and more realistic task.

So for me the question is less “is Defold the perfect environment for every part of this?” and more “is there value in having an open, offline-first alternative that people can extend themselves?”

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yeap, and after you will end your credits there come bck to this theme xD

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I’ve decided to spend some time trying to use defold to create a tool similar to Machinations. :grinning_face:

I’m not sure how far I can go :joy: , but I’ll open-source it.

I think this is interesting. :partying_face:

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I made a very very simple demo :joy: , but very interesting.

Let’s go ! :flexed_biceps:

I begin to believe that Defold definely can made Machinations-like tools.

I think Machinations-like tools can be considered a kind of 2D game.

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now I can dynamically create nodes and lines.

I can also use mouse to drag them.

I was so excited that I kept working until 1 a.m., I need to go to sleep now.

Using Defold to make this tool is fantastic!

I don’t want to go to sleep , but I have to go to sleep now :joy:

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I used AI to complete a basic prototype. The remaining functions are more complex and can only be completed by humans bit by bit.

I’ll finish it little by little when I have time.

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