This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.
Mark Brown, the creator of Game Maker’s Toolkit, has published a video in which he tells a story that could apply to anyone making games today, big studios or solo devs alike.
What happened
Two Hungarian developers, working as a hobby project, used Claude Code to build a word game that they themselves describe as “Word Play with a bunch of extra stuff on top”. Word Play is the word roguelike Mark released in 2025. It took them eleven days, and they added a time mode, a daily challenge, multiplayer, and a meta-progression system. Before doing anything with it, they emailed Mark to ask what he thought, and promised to keep the game private if he wasn’t comfortable with it.
Mark spent twenty minutes thinking out loud: he’s losing money on it, clones have always existed, he’s not a fan of AI, and their game is better than his in some respects. In the end he didn’t reach a conclusion and asked his viewers for their opinion.
I watched the video from a particular vantage point, because I use these tools every day. I work with Claude and ChatGPT together, each one checking the other. At work, at GSC, I use them to build prototypes, update documentation, make sense of the many texts written in Ukrainian, and cross-reference information across a huge number of documents. At home, this blog has expanded to nine languages, and I’ve picked my dog game back up: on one side I’m migrating it from Blueprint to C++, on the other I’m laying the groundwork for the mechanics and game feel. The results genuinely surprise me.
In my view, the two Hungarians did the right thing. They built something they cared about and, before going public, they asked. What they made is legitimate. Mark is right to be concerned — Word Play still brings in revenue every month — but if I were in his position, I’d see it as an opportunity. Two people who’ve put hundreds of hours into your game, who know it inside out and have already built the features you never got round to finishing: why not bring them into the original project? They could handle live ops, updates, new modes. Mark himself admits he was too burnt out after launch to keep working on it. That strikes me as a far more productive path than a video spent airing grievances.
Clone or homage?
Where’s the line? For me, cloning means “I don’t care about the thing itself, I only care about the outcome.” Inspiration — even outright copying — can be a wonderful way of paying tribute to what came before. Word Play itself comes from Balatro, which comes from Luck Be a Landlord, which comes from Slay the Spire.
The line is about how much you care that the thing actually exists, for its own sake. There’s really only one question worth asking: does this thing deserve to be made? The money and the followers come later.
There’s a moment in the video that stuck with me. Mark reads through the chat logs and sees Claude add twenty-one modifiers in one go — something that had taken him months to code. I understand the frustration, and it’s a perfectly natural reaction. A farmer today uses a machine to do what once took hours with a scythe. Nobody expects him to miss the scythe.
Mark also mentions Lucas Pope, the creator of Papers, Please, who stopped talking about his games before release out of fear of clones. That’s his call and I respect it. Even so, I’m convinced that people will always prefer a new Lucas Pope game to any potential clone of one. Players follow the author — their sensibility, their perspective, the way they see the world.
Then there’s the advice from a Valve executive: don’t rely on a single mechanic, because it’s too easy to copy. Advice — especially from people who aren’t in the trenches — should always be taken with a pinch of salt.
If your game finds a market, a single mechanic can be enough. The real work starts afterwards, when you have to sustain it. And this is where technology plays in our favour: today it’s affordable to grow games that previously weren’t worth maintaining at all. The very tool that’s worrying Mark could help him pick Word Play back up and finish the daily challenge and speedrun mode that, by his own admission, he left half-written in the codebase.
What I’m taking away from this
Mark received that email and was able to turn it into a video watched by a huge number of people, because years of work had earned him an audience. That’s the real asset: the people following you are waiting for your next game, and anyone can rewrite the code in twelve minutes. So let’s use these new tools to help the things that deserve to grow grow better.
What would you say to Mark? And what would you say to the two Hungarians? Feel free to reach out directly on LinkedIn.

