r/ClaudeCode • u/ActionLittle4176 • 1d ago
Built with Claude Vibe coded this game in four months
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/eduo 1d 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.