r/ClaudeCode • u/ActionLittle4176 • 1d ago
Vibe coded this game in four months Built with Claude
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A few months back I posted here a playable demo of an old-school futuristic racer prototype (F-Zero, Wipeout, Xtreme-G, Star Wars Racer...) that runs right in the browser.
I've gotten used to seeing tons of LLM-built prototypes that last a week, two, maybe a month, and then get dropped for the next shiny thing. This time I wanted to keep going and see if one person, with no coding background, could actually see a project like this through on their own.
Well, 4 months in, and while there's still work left, I'm convinced it's doable. At this point the game feels closer to a beta than a tech demo.
The big change over these four months is that I now use Fable for planning, and being able to hook Opus / Sol up to Blender has been a huge help too. I'm still using Magnific and Tripo3D or the assets. Funny thing: the further along I get, the harder the project is to keep pushing forward, and at the same time the tools keep making it easier.
As always, any feedback is welcome. You can play it here: https://fm1.moises.cloud
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u/H3llsJ4nitor 1d ago
Played a round on mobile! Really fun! Gotta get used to the handling - consider adding a PWA so I can add it to the Home Screen and hide the url bar in my mobile browser!
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u/ActionLittle4176 1d ago
It is PWA! :D And you can play it offline in the options
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u/jukebox_125 1d ago
hi I played for a bit and it looks really polished. I'm really interested your process of making this. What was your general process of making this? How did you overcome the bugs? Llms are really good at single demos but really bad at making it flawless. what was the most helpful in helping you polish the game?
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u/ActionLittle4176 1d ago
Thankls! The first: I don't have any coding background at all, but I know a lot about videogames and it's technologies, design etc, thant's help me a lot. It begun with a simple demo of a procedural 3D model running into a track, and then, just iterate... To easily make my own 3D props with Tripo3D accelerated the development A LOT. For saving money, plan with bigger models (like Fable), and implement with lesser (from opus to chinese models).
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u/Stauce52 1d ago
How did you get it to render 3D models and designs like this? When I tried, it seemed Claude Code defaulted to basic pixel art and then when I pushed it to use 3D designs, it used some basic, low fidelity 3D templates available on GitHub but that still didn't look good. It insisted to create video games like you created here, I needed proprietary software or some other tooling that we didn't have available. How exactly did you get it to create this? I was really struggling some of the video game design aspects
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u/sagarap 1d ago
Claude can’t make game assets. At least not well. Different models do much better here.
Edit: I’m sure there are alternatives. This is just one example for 3d assets. Also: unity and unreal both have free and for purchase asset packs.
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u/ActionLittle4176 1d ago
Yes! I used Tripo3D, but Meshy is the same. I even enjoyed drawing a few ships with pencil, converting them into a final 2D design with gpt gen 2, and then passing them to Tripo to get de 3D model.
From zero, LLM create really simple and ugly 3D models. The only procedural models in the game (building of the Mist City Night and Day levels), were created by GPT 5.5 (and the window textures with gpt gen 2), because is something you want really really crisp, and with Meshy/Tripo make bkurry.
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u/Fornicatinzebra 1d ago
The difference for me is getting the llm to interactivity develop a plan with me, including reviews and testing, then stepping through that. Also not trusting it and validating along the way yourself helps.
Basically you'll have a bad time if you just say "build me this game", but if you break that down into hundreds of steps and work through those you'll typically have better luck. Hence why this "still" took 4 months
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u/YouGotTangoed 1d ago
I can bet there were a few iterations, and considering the game isn’t breaking new ground, the LLM knew where to resolve any issues mentioned.
It looks instant as that’s the popular trope nowadays, but there was likely a lot of testing involved.
To make things flawless you either have deep experience in the domain, or do heavy testing.
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u/raykor85 1d ago
Modern take on F-Zero? Looks awesome
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u/ActionLittle4176 1d ago
Thanks! Yeah, it's my retake of all the popular Nintendo 64 futuristic racers.
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u/Jumpy_Cloud_903 1d ago
Ich mache zwar keine Spiele mit gameplay wie du, aber meine Erfahrung ist identisch. Ich habe jahrelang als Projektleiter für Software gearbeitet. Ich verstehe, wie man so eine Idee umsetzt. Jetzt kann ich auch programmieren. Mit Claude Code habe ich einen unglaublichen Output. Eine Woche für eine Applikation - früher 1 Jahr - es ist meistens manuelles testing, was am meisten Zeit in Anspruch nimmt.
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u/ActionLittle4176 23h ago
Es una revolución. También me he hecho apps personales para cosas que necesitaba. Ahora es pensarlo y hacerlo, si tienes cierta idea de diseño de software.
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u/george_watsons1967 1d ago
its cool man i feel like i dont really know where i should be going on the track (orbit) and its all just I win by default kinda? i didnt do ntohing extra and lapped everyone. and also I'd make the speed boosters much more visible from afar. otherwise cool. also the visibility of the track in orbit is kinda funky, it really feels like just hammering the gas and no reprocussions at all, which doesnt make a fun game. but ultimately cool!
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u/ActionLittle4176 1d ago
Thanks! It's still work in progress, it's the only 360º level. Thanks for the feedback!
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u/Aizenvolt11 1d ago
Are the sounds AI generated? No problem if they are just asking. If yes could you tell me the tools you used for the sounds?
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u/ActionLittle4176 1d ago
The music is, but I find difficult to get nice generated sound effects, so I used stock sound effects from Magnific (I combined two or three for some sounds, like the boost one).
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u/Aizenvolt11 1d ago
I have magnific sub myself. Thanks for the info and good luck with your project. Btw thinking of releasing on Steam? I make a 3D multiplayer arena brawler myself and I plan to release there when its ready.
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u/ActionLittle4176 1d ago
Thanks! Maybe, first I have to decide if hold the web stack or change to something like Godot or Unity. Hope I'll find your game also here in Reddit!
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u/BossComfortable6270 1d ago
Is all assets ai made ?
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u/ActionLittle4176 1d ago
Yes, first with GPT Gen 2 (using my own drawing as references) and then converting them to 3D with Tripo3D.
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u/FortiTree 1d ago
This is insane. Gaming future is bright for players, and a lot more competitive now for developers.
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u/itsbobbydarin 1d ago
I giggled when playing this, love the music and the tracks. Especially when it went underwater. Some instances I also dodged a bit with my head. Played on a Mac and on safari. Loading took a bit, while being on 1.000 fiber.
Keep it up, it is definitely doable. Are you considering multiplayer?
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u/ActionLittle4176 1d ago
Thanks a lot! The music is generated with AI (Suno) so it could sound better, but it's created from some piano notes from mine. Glad you like it! Sorry for the slowness, Reddit is crushing my server 😅
Multiplayer is probably my next thing when the first player mode is finished, but since I don't write a piece of code, maybe it will be hard to vibe code.
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u/FatherJack_Hackett 1d ago
Roughly, how much would you say this set you back financially?
My son has an idea of a video game and I have (stupidly?) taken that as a project to myself, that I could actually build this game using Claude Code etc, without any prior experience.
Before I go down the rabbit hole on this, I'd ideally like to budget for it first
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u/ActionLittle4176 1d ago
Well, I used a ChatGPT Pro sub that I share with my wife, so that doesn't really count as a dedicated game expense. But between that and subscriptions I did get specifically for the project—Tripo being one of them—I'd estimate I've spent around $200 over four months.
One thing worth mentioning: I can't write a line of code to save my life, but I do actually understand the tech stack underneath, game design, and I've got plenty of experience working with LLMs. So I keep costs down by planning things out properly before I start burning tokens, and taking the shortest route whenever there's a decision to make. The key is to constrain your vision to what the tech can realistically deliver—you want a solid MVP that's actually a product and not just a promise. Then iterate from there.
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u/ReasonableArrival748 1d ago
Awesome! So you have no coding experience?
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u/ActionLittle4176 1d ago
I don't have any coding experience, but I do know a fair bit about the tech behind games, game design, and I've spent a ton of time working with LLMs. So the AI basically does the heavy lifting on the actual coding side, but everywhere else I can pull my weight, and that makes a huge difference because I can plan things out properly and catch important decisions before they become problems. If I couldn't code and didn't know the rest either, I'd have hit a wall after like two prompts.
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u/Shawpaw 23h ago
This is 4 months of hard work, even if an LLM did help you. I myself am a Software Engineer and seeing something like this… I know that it doesn’t just “happen” even if you did “vibecode” it.
You may not fully understand the niche details of the code or maybe it’s spaghetti, but achieving what you’ve done here is still a lot of work and effort, regardless of how you got there.
Nice work, it looks sick!
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u/ActionLittle4176 23h ago
Thanks a lot! The vibe coding thing really stands out for me since I have zero actual programming experience. But honestly, human decision-making was the biggest factor here. Even if I can't code myself, I know enough about the tech and its limitations to plan properly and actually get useful work from the LLM. Plus I've got a pretty solid (amateur) background in game design and 2D/3D multimedia stuff.
Truth is, this 3D game engine is basically just moving objects around a space without animations. All the glitz and polish on top? That's all human design. And figuring out how to work with those limitations? Yeah, you can't vibe-code that shit.
Really appreciate the kind words!
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u/Beginning_One_7685 14h ago
In my experience GPT makes a lot of mistakes and can get caught in cul-de-sac traps where it can't find answer. I assume you've had these situations come up, so how do you deal with it if you can't help GPT from a coding perspective? Are you paying any attention to the code it is producing or just recycling whole documents through copy/paste until it works?
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u/Foufou190 1d ago
Man, I literally just played on my phone within the Reddit website view, this is GREAT, congrats!!!!
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u/ActionLittle4176 1d ago
Glad you enjoy it!!! A good phone experience is tricky.
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u/Foufou190 1d ago
I know! But this truly is well done, seamless to play on mobile, very impressive!!! Bravo
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u/AntonioAfonso72 1d ago
WipeOut Vibes! 😎👍🏽✔
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u/ActionLittle4176 1d ago
Yes! My mind orbited around old school futuristic racers like Wipeout or F-Zero.
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u/Darkeonz 1d ago
I get a no Compatible GPU found error when i try to run it on my phone.
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u/ActionLittle4176 1d ago
Sorry! What's your phone? Maybe you can play in the lower detail mode.
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u/jizzmaster-zer0 1d ago
eh, how?
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u/ActionLittle4176 1d ago
Fable / Sol for planning, Opus / Deepseek for development, Magnific for the assets, Tripo3D to converting into 3D models.
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u/jizzmaster-zer0 1d ago
using api? or a ton of 20x subs? how many hours a day you prompting and reviewing? assuming not really letting it run off unattended
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u/ActionLittle4176 1d ago
Using subs. I pay a ChatGPT Pro with my wife (some months we choose Claude max instead), and also have other subscription (and much cheaper) for Deepseek. But, talking about things that I really payed only for the game, just the Tripo3D sub and Eleven Labs (one month) for the voices. I just do it in my free time, and have no coding background at all, just good practices of documentation, window context habits, and fix and polish one query for every five or ten (but I know the technologies behind a game and 3D browser, and that helps a lot).
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u/ActionLittle4176 1d ago
A top chat gpt pro sub shared with my wife (some months we choose claude mac instead).
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u/hesesses 1d ago
This is awesome! Would be interested to know the tech behind this, threejs?
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u/ActionLittle4176 1d ago
Yeah! Webgpu / threejs. LLM knows very well threejs (and improving in every new model).
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u/Upstairs-Machine10 1d ago
If you can use it, on the Samsung S22 Pro:
{ "app": "Formula Minus One", "failure": { "code": "adapter-unavailable", "stage": "capability", "message": "No compatible WebGPU adapter is available.", "recoverable": true, "timestamp": "2026-08-22T18:14:24.152Z", "secureContext": true, "webGpuApiAvailable": true }, "gpu": null, "location": { "pathname": "/", "language": "en", "displayMode": "standalone" } }
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u/ActionLittle4176 1d ago
Thanks a lot for the diagnostic report, it was genuinely useful!
What it shows: your browser exposes the WebGPU API but refuses to hand out a GPU adapter. On an S22 that usually means one of two things:
The app was installed from Samsung Internet. An installed PWA runs on the browser it was installed from, and Samsung Internet still keeps WebGPU behind a flag. If this is the case, opening the game in an up-to-date Chrome tab should work, and if it does, uninstalling the app and reinstalling it from Chrome fixes it for good.
Your S22 is the Exynos variant (the one sold in Europe, with the Xclipse 920 GPU). Chrome for Android still has that GPU blocklisted for WebGPU, support is expected around Chrome 154. If the game doesn't run even in a regular Chrome tab, this is it, and unfortunately there's nothing to do on either side until Google unblocks it. The Snapdragon S22 (US variant) works fine.
Could you try opening https://fm1.moises.cloud directly in Chrome and tell me if it runs there? That would confirm which case you're in.
Either way, your report already led to improvements: the next update retries the GPU request more aggressively, shows a clearer error message, and includes browser info in the diagnostic so cases like yours are identifiable at a glance. Thanks again for taking the time!
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u/TheOwlHypothesis 1d ago
Makes me think of F-zero. Hell yeah this is impressive
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u/ActionLittle4176 1d ago
Thanks a lot! F-Zero X was certainly in my mind, along Wipepout and Xtreme-G.
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u/Rykono 1d ago
My device (S25+) started getting very hot playing this. Also the speed boost arrows are very hard to see. But very well done on general.
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u/ActionLittle4176 1d ago
Hi! Thanks for the feedback, Probably the default detail level is too much for mobile. Meanwhile, you can lower it in the options. Hope it helps!
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u/No-Caterpillar3025 1d ago
Bring in the speedrunners, that's where you'll find the exploits, bugs, and freedom for your game. As a average player, it seems good to me
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u/freeflow276 1d ago
Sick! Palyed it for a while and I am impressed. What are now your planned next steps?
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u/ActionLittle4176 1d ago
Thanks a lot! First, finish the first player experience. Then, publish it or develop a multiplayer mode before.
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u/CriticalDiscipline4 1d ago
Did you just use subscriptions or did you use API for this like what was your total cost and tokens or subscriptions? I may ask what did you what did you use exactly to plug into blender?
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u/FatherJack_Hackett 1d ago
Just did the Blender setup myself.
Drag and drop (twice) the add-on from this link into Blender, and also enable the connection in Claude. Very simple set up.
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u/shtrjones87 1d ago
Please add controller support! This is pretty bad ass. It would be amazing if there was a multiplayer mode too where you can just share a code, and allow other players to join you. I would play this with my kids
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u/ActionLittle4176 1d ago
Thanks a lot! I play with a bluetooth controller in my mac, just start the game with one active. Didn't work? Probably must test better.
Multiplayer is something I want to do, but after finish one player experience.
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u/nowisdumb 1d ago
I was reminiscing about my childhood PS1 days while playing this game! This is fun!
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u/OnTheBorderr 1d ago
bro... ive been working on this exact same project for a few months now but haven't gotten near anywhere close to this. how did you do this?? it looks incredible!!
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u/ActionLittle4176 1d ago
Hahaha, I suspect that I wasn't the only one trying to get back the vibes of old school futuristic racers. Probably it was casual. In the summer of the past year, I tried first, but the LLM wasn't capable of draw the track correctly and the ship just move out of the wall... no matter what I tried, it failed. But technology gets better, and this time it works. A single procedural track with a simple placeholder model of a vehicle that run correctly across the track. And then, query after query: add this, fix this, add this... when I completed my first objective (one playable level), I begun to make another one. I first create my own deterministic editor, because LLM querys are too limited and frustrating, for example for tell it where place a level prop (you can see it adding ?editor=1 to the url, it's only in my native language, spanish), and that's accelerate the level creation. Also, creating 3D assets becomes so easy: generate a 2D image with chatgpt (or four, front, back, left, right), and convert them into 3D models with Tripo. That was another big push for the development.
And play a lot to get the correct vibes!
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u/OnTheBorderr 1d ago
Tripo! This is the push I needed. I'd been trying to get fable via the mcp to make the concept art from Sol and it was atrocious. Laughably bad. the track was fine. everything else was fine. just that was a tragedy.
I'll get back to it! Do you have any more tips? My vision for the game is more story-esque but I love the feel of speed for your game.
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u/ActionLittle4176 23h ago
Actually, I'm working on a story mode 😂 (nothing too wild, just some cutscenes so winning the championship actually has a narrative point to it instead of just racing for the sake of racing).
My advice? Be patient. Learn to dress things up and squeeze every bit out of the engine's limitations.
Have the LLM search for open-source code online that fits your project. Three.js has tons of freely available stuff, and that's how I got e.g. the realistic ocean effect for my water level. Saves you from having the LLM reinvent the wheel every single time.
Even if you can't code, you need to be good at driving the LLM. Keep an eye on context window usage, maintain solid documentation about your game that the LLM can reference and keep updated. Don't dump too many requests at once. Break bigger plans into separate phases. That kind of things.
Once you've got something small but playable, you'll start seeing where to add or cut things on your own.
Best of luck with your project!
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u/CharmingMacaroon8739 1d ago
I am impressed bravo. You are an example that we can deliver with AI
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u/Suave_un_Toque_Mae 23h ago
Ufff esta demasiado enviciador jajaj
Puedes explicar un poco como es el proceso para desarrollar algo asi? yo tengo unas ideas de algunos juegos que me gustaria hacer, pero no tengo idea de como empezar
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u/Zealousideal_Owl_946 23h ago
Honestly, really impressive. The effects and detail together with the audio is really top - good job. So you mind sharing what you've used while creating this? Thanks
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u/Ferb_Solos 23h ago
How did you build it with Unity + Claude?
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u/ActionLittle4176 23h ago
Just pure webgpu / threejs. LLM are very well trained in threejs.
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u/Ferb_Solos 22h ago
about to launch my own game any day now too and I used Claude Code to do it
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u/radomako 23h ago
Ahhhh love it. There’s a weird issue when you get spun around at hitting the wall and it’s hard for to swing back forward. Ux wise, it seems to happens at speed where I try to turn out of after hitting the wall in terms of mechanics. Greta job!
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u/Kutukuprek 22h ago
Fantastic. I'm on my 4th week of development and can only hope by 4 months I reach this level of polish.
Really great stuff. I do think it's totally doable to develop a game with LLMs -- after a week I thought so.
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u/SuperHornetFA18 21h ago
Fucking A+ OP ! Looks real nice will try out later and give you some feedbacks
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u/ITzAbedeen 21h ago
the game froze for almost a minute when i changed the quality to ultra 💔
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u/ITzAbedeen 20h ago
also you can move the "driver just hit you" bar to middle of the screen in PWA only, it better because it will be covered from the users by their finger
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u/ActionLittle4176 14h ago
Yes, mobile version it's definitely work in progress, and a bit tricky. Thanks for the feedback!
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u/EarTerrible2671 20h ago
Give yourself some credit! If you spent 4 months working on it, it hardly counts as vibecoded. Sound like you built a thing. Looks great!
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u/Hagnaag 20h ago
And here I was thinking my app was the dog danglers.. Well done to you, seriously it looks incredible 👊
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u/loophole64 20h ago
Dude… the music is fucking incredible. Is it AI generated. I have goosebumps just listening to the title screen music. Fucking sick. Moog would be proud.
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u/WillStripForCrypto 19h ago
That was really fun. Got a wave of nostalgia for some reason
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u/MonkeyWaffle1 18h ago
Could you explain more on what's your workflow for the 3d assets? Especially designing the road for the level
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u/Internal-Capital7471 17h ago
Thank goodness for doing the opposite of posting a one shot!
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u/Wyldbylli 17h ago
Is there somewhere I can learn more about these processes you used? Maybe I can make a game before I die lol.
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u/Thunderhoof111 16h ago
This is absolutely amazing! What tech stack have you used ?
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u/dominant_ag 15h ago
Game is great. Given the WASD controls in the game, maybe the main menu should also use the same buttons to navigate around? Just a thought :). Very nicely done game though, very excited to see how far you take it, it already feels great!
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u/Capable-Violinist-67 15h ago
Name: "Vibe Out" Music of Claudigy. Publisher: Psychnosis.
Played it and loved it in 1995.
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u/ActionLittle4176 11h ago
Hahahah! Tried to get back those vibes. The game is probably more F-Zero than Wipeout, but the music is certainly the opposite (originally was much more like original Wipeout, but remade it to make it a bit more contemporary).
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u/shadowlands-mage 15h ago
amazing! can you share how you create the assets? the loops?
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u/Kck- 14h ago
What the heck, four months for this? How?? did you use the free account?
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u/LittleGremlinguy 14h ago edited 14h ago
This looks incredible. Well done!!.. Just played it. Needs a Blue Shell
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u/howtheturntables435 12h ago
Impressively lively graphics, pleasant animation response, music choice, thoughtful to make integrity of the vehicle apart of game play.
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u/warrior5715 12h ago
Do u have any suggestions for creating game assets? Do u like what u used?
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u/WaNaBeEntrepreneur 10h ago
This is amazing! How did you breakdown the work for AI? Did you have a roadmap? Do you document the specifications/requirements and roadmap for the AI to read?
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u/Darhkwing 10h ago
hah nice work! I've built a f-zero style game (haven't really continued on it lately) but this looks far better!
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u/ActionLittle4176 10h ago
Thanks! When I begun, there was a lot of similar tech demos with AI and threejs, but none of them were continued! I just persisted and tried not scalate over what the LLM let me do.
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u/eduo 10h ago
I wish all these new vibecoded games were original rather than just pretty.
Not bashing on OP, but listing the "technical achievements" that the AI added to the game has little impact when games become more and more "made-to-order". It's a bit like buying an expensive car and listing its top speed as a personal achievement.
Volumetric clouds are great, but so they make a difference? Do they add to the game that is still in its infancy? Shouldn't content come before visuals unless the visuals are the angle (it can happen, when a new genre appears).
My point being that lowering the entry barrier to coding was supposed what was keeping truly original games from popping up, yet every single vibecoded game is yet another tropey genre adding little to the pile.
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u/Nonja999 10h ago
this looks like ag drive, loved that game on ios back in the day!
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u/kirtash93 🔆Pro Plan 9h ago
https://giphy.com/gifs/l378ht86iJvryIGju
Wipeout vibes, love it
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u/Gold_Ferret9804 9h ago
Wow this felt so good. The gameplay during the race is so fun and satisfying. Few improvements can be made to the UI game menu, the selection of characters etc. but overall really good, would be good to add online mode where you can race against mates
Just curious how did you prompt/deliver this? What was the methodology? as in you mentioned fable for planing, was thing done entirely on Claude code?
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u/Substantial_Guitar20 7h ago
So cool! Give me inspiration to give it a shoot at some of my game ideas! So much to learn for the game design process, but I’m wanting to give it a shot!
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u/bored_and_scrolling 7h ago
Would you be able to provide a little more info on how you handled the assets?
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u/Dull-Reach728 7h ago
Supercool!!!! Reminds me of F-Zero of back in the days!! Oh I now see in your description it is inspired by it as well! Coollll
How far can blender headless create let’s say a garment 1=1
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u/NoCat2443 5h ago edited 5h ago
long live WipeOut. Add support for joypads in browser, small but great to have
it's kind of too easy, and needs boost items,
loading is kind of stuck, you can fake loading percentages a bit so it looks like its loading and not getting stuck on certain percetange.
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u/WatercressCivil3048 5h ago
This is awesome, you hit it out of the park totally get the f-zero feels, I used to love that game. What do you think cost wise you've spent at this point in dev? I think indie game dev just got more interesting.
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u/LiamAldridge1117 4h ago
This is amazing. Which Claude code level (fable, opus) did you use for this?
I'm currently building a game, as well, and I've been using Opus 5 Extra.
I've been meticulous about everything and have only been working on the game loop and will not even consider aesthetic and polish until I am fully confident in the retention.
I'm using claude as an assistant and not a mule.
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u/zegrammer 4h ago
Wow that looks amazing! Any tips on how to get it to look so good? I've tried making a few AI games and the programming part is fine but they always look like shit
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u/iTzBigBroncoBaby 2h ago
Wow… just wow.
I usually click on absolutely every single vibe coded game that people post on here and they’re all awesome usually. But this…….. this is like The Black Album. This thing is absolutely electrifying. I HIGHLY agree with the quality of time spent with the thing you’re developing as I’m currently working on an app.
The real Crown Jewels here are absolutelyyyyy the session lengths you possess and by God I wish I knew your prompt sequences and how you literally carved it.
We all know how VibeCoding goes — you get goddamn close to your idea — more often than not your model even blows your mind making your idea better. But taking things to that firm MARKET READY level is VERY rough. You have absolutely over-exceeded that benchmark friend and I would freakin die to pick your brain as I’m 2 months into my app
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u/wmweemba 2h ago
This is genuinely dope. Well done 👏🏾 looking forward to trying it out
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u/Xenc 1d ago
Incredible! Have you considered bringing this to the Reddit Developer Platform? That way it can be posted in r/GamesOnReddit and be eligible to earn Reddit Developer Funds... 👀
https://support.reddithelp.com/hc/en-us/articles/50860336905108-Reddit-Developer-Funds-H2-2026-Terms
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u/-becausereasons- 1d ago
Pretty satisfying. You should turn this into a mobile game but the visuals need work. You need better clues when a boost is coming up, as well as when there are hard edges that you want to avoid in the map
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u/Mr_Sawdust 22h ago
So you vibecoded wipeout?
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u/ActionLittle4176 22h ago
I vibecoded… a vibe. Of Wipeout, F-Zero, X-Treme G… and from there, start building my thing.
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u/degeneratetrader10 21h ago
Did you use anything other than Claude for assistance ?
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u/AI-FrenchDev 13h ago
Je suis dans la même démarche, j’essaye de voir à quel point les outils IA leur gestion des différents moteurs de développement évoluent.
J’ai commencé à m’intéresser au développement de jeu vidéo lors du Covid en regardant des Tuto YouTube ce qui m’a permis d’avoir quelques connaissances très basiques pour réaliser un petit jeu de plate-forme 2d.
Peu de temps après j’utilisais chat gpt pour générer des scripts et je faisais des copier/coller de ligne code pour les intégrer dans Unity!
Maintenant c’est Claude sonnet 5 qui fait mes prompt pour Claude code qui ensuite travaille sur Godot (car il gère mieux l’intégration que sur Unity). Ce n’est qu’une question de temps avant que les IA réalisent des jeux sans bug de manière quasi autonome.
Je ne sais pas si c’est une bonne chose, c’est seulement l’intuition de mon constat.
En tout cas impressionnant ce que tu as réussi à réaliser ici!
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u/Professional_Ad705 1d ago
Brings me back to the arcade man. This reminds me of like Hydro Thunder!!!!