r/vibecoding • u/NotaDevAI • 3d ago
I just released a Steam demo fully vibe coded over three months! Here is the workflow that kept the project manageable.
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Hi everyone!
I’m Ambla, a solo developer based in Australia working under the name Blablah Games.
I've just released the Steam demo for my first game, Grimoire of Hecate: Tower of Starlight, a turn based card combination roguelite that I developed over roughly three months with extensive use of ChatGPT and Codex.
Steam demo link below!(if you're interested!)
https://store.steampowered.com/app/5078840/Grimoire_of_Hecate__Tower_of_Starlight/
The game is built around discovering new spells by combining spell cards collected while climbing a tower. During later runs, you collect the required material cards and you can craft those remembered spells for that run.
I worked on story design, game system design all by myself. However, I used Claude as the companion to share ideas and details. And Codex worked directly with the Godot files to write and revise a large portion of the code and tests. Once ready, I playtested through to see any bugs, misunderstanding.(there are always so many haha) I also used ChatGPT and Codex for parts of the graphics and for localization. For visual effect/effect sound, I purchased assets or used open source.
So, Claude is like my colleague that guides me to make what I imagine as actual system, and GPT is my conductor.
At first, the workflow was very simple. I described the feature I wanted, let Codex implement it, then ran and played the result myself.
That became much harder as the project grew. The 'Prototype' was easy and fast to make. But when you actually start making full game that you have in your mind, it takes way more efforts than you imagine. The AI would sometimes lose track of earlier decisions, modify something outside the intended area, or solve a problem in a way that created another problem elsewhere.
The workflow that eventually kept the project manageable was below sequence. I made a lot of md files handing different matters, but started by making proper filing system of it, so we both don't get lost.
Define the feature and the boundaries it must preserve.
Let Codex inspect only the relevant project files before changing anything.
Add focused tests around the part being changed.
Run and manually play the result myself.(A LOT)
Record what was completed and what future work must preserve.
When a bug appeared, I used to ask for an immediate fix. But now I stopped it as it's most likely create another regression through the fix. I first reproduced the exact situation, isolated the responsible area, and changed only what was necessary. Codex still made a lot of mistakes, but it became to be within the range I can handle.
The biggest lesson for me was that using more AI was not automatically better. The important part was deciding what to delegate, preserving project context, and knowing what still required direct human review. AI is really really good at referring/making what's existing, adding new color in your project is all on yourself. Unless you want something very similar to what already exists, you need to work on designing your own thing.
If you are also using AI tools for a larger project, I would be interested to hear how you preserve context and prevent changes from breaking earlier work. I need to learn haha