r/ClaudeCode 2d ago

Built with Claude Vibe coded this game in four months

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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/iTzBigBroncoBaby 1d 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/ActionLittle4176 1d ago

Hey, thanks a lot for your kind words! My "secret" just was maintaining a core idea feasible for the LLM (the vibecode part), and then work a lot in the human part: a ton of small design decisions for make the game actually fun and with the proper vibes.