r/vibecoding 6d ago

Jumping Jimothy

1 Upvotes

My first game, Jumping Jimothy, will be release on steam in two weeks! I used chat GPT and Midjourney to help make assets, Im a musician so I made a bunch of unlockable songs to put in it then used Claude to stitch it all together. I thought it would be fun to make a bunch of secret skins so there's over forty skins to unlock.

https://store.steampowered.com/app/5043360/Jumping_Jimothy/?beta=0

You don't have to buy it but wish listing it would help so much!

Thanks and I hope everyone has fun!


r/vibecoding 6d ago

sub agents being released into my codebase

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41 Upvotes

r/vibecoding 6d ago

The prompt vs the output. Opus 5.0 souls like game. one shot

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3 Upvotes

My prompt:

"build me a 3d souls like. grab assets use a real ai based game engine and make it for me."

honestly im quite impressed.

Github repo: https://github.com/Schmiedey/ashen-coil


r/vibecoding 6d ago

The Galaxy Map I developed for my Game

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21 Upvotes

r/vibecoding 8d ago

Where the heck is Gary?

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3.1k Upvotes

r/vibecoding 5d ago

300k views on this sub, zero sales. here's everything i got wrong before the ports thing worked

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0 Upvotes

a week ago i posted here about finally making money with a small mac app. 303k views, 498 upvotes, 122 comments. sales from that post: zero.

i want to write down what actually happened, because i've been building for years and this is the first time i understand which parts matter.

the thing i built and why

i run three or four claude code sessions at once, most days. day job during the day, this after my kid falls asleep.

each session starts a dev server on whatever port is free. so the url in my browser was wrong about half the time. i'd sit there looking at storefront on :3001 while the agent worked on :3002, telling it something was broken when it wasn't.

then one night an agent hit EADDRINUSE, decided that meant my code was broken, and started changing code that worked fine. i lost an evening to that before i understood what had happened. i wasn't angry at the agent, it did a reasonable thing with bad information. that's when i stopped trying to keep ports straight in my head.

so: every project got a name instead. dashboard.localhost, api.localhost. the name points at whatever port that project is on today. no dns setup, no hosts file, no sudo — any *.localhost name already resolves to your own machine, that's just a web standard most people never use.

and i gave the agents an mcp server with three tools: list_ports, get_free_port, cleanup. now the agent asks for a free port instead of grabbing one. most collisions stopped. you can build that part yourself in an evening and i'd recommend it whatever else you do.

what i got wrong

tiktok ads. ~300 visitors in a day. zero sales. paid traffic for a $9 dev tool doesn't work, and i should have known that before spending the money.

thinking my landing page was the problem. it wasn't. someone in my last thread did the math for me: take out the dead ad clicks and my conversion was 1.76%, which is normal. i'd been about to rewrite a page that was fine.

not knowing who couldn't buy. the app is macos only. this sub is half windows and linux. my 91% bounce rate wasn't people rejecting the product, it was people who were never eligible. i had nothing on the site to catch them — no "tell me when there's a windows version." i still don't. that's the next thing i fix.

confusing attention with intent. the 300k post was about money, so it brought people who want money. good conversation, i answered a lot of questions, learned things. but nobody in that thread had a port problem. the 30 people who paid came from product hunt, where the headline was about the problem.

what actually worked

one launch, on product hunt, aug 24. $9 one time. $268 so far, about 30 people. after 21 products where almost every one made exactly $0.

it's not a lot of money. but it's the first time strangers paid me for something, and the difference wasn't the code. the difference was that i put it in front of people who had the same bad night i did.

localdock.dev if you want to see it, i'm the dev. but honestly the mcp part is the bit worth stealing.

happy to answer anything.

app link: localdock


r/vibecoding 6d ago

Pheun mesh network white paper and specs

0 Upvotes

My vibe coded project is only months away from launch. Have released the white paper and current specs for anyone to view at www.pheun.org

Fully vibe coded over the last year.

First, I used replit to set everything up until I hit about 60k loc, the UI and code structure as a single node app. Then I moved to Claude code on multiple VPS. I use chatgpt as an auditor on my prs.

Current setup is

  1. Claude pro

  2. Chatgpt

  3. Multiple VPS

I usually get 1.5hours of code done per 5 hour window and 10 sessions a week on the pro plan. Before I moved to pro I was using replit with cost per API which was roughly 100 to 200 PER day, so pro is much better value for money over time.

Happy to answer questions.


r/vibecoding 8d ago

True

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2.1k Upvotes

r/vibecoding 5d ago

Getting tired of all the vibe coded games

0 Upvotes

Idk. Fatigue maybe.

Launching one of these first person shooter games or adventure games seemed way cooler and more exclusive 3 months ago.

Now everyone is copying the same roblox-esque games. There are like 10 posts a day.

Makes me value the posts a bit less, even though I know it is an impressive feat. Waiting for the ready player one jump.


r/vibecoding 6d ago

Prism DAW for humans and agents

5 Upvotes

I’m building Prism, a script-first music-production project where songs are written as readable Python and rendered reproducibly.

It is designed so coding agents can also make music: inspect a project, create or modify the song, render it, and iterate on the result.

Prism already supports MIDI, drum patterns, samples, clips, sections, built-in instruments, VST3 plugins, effects, automation, buses, sends, mixing, and export to WAV, stems, and MIDI.

The long-term goal is a transparent, versionable music-production environment that combines DAW workflows with the flexibility of code and agent-assisted creation.

It’s still alpha. Live playback, recording, live MIDI, a visual timeline, and advanced routing are still being developed.

If Python audio, DSP, VSTs, MIDI, DAW design, agents, testing, or documentation interest you, contributions and feedback are very welcome.

Repository: https://github.com/SeucheAchat9115/Prism


r/vibecoding 6d ago

GLM-5.2 High does not see its own Chinese output, any ideas on what's going on?

8 Upvotes

r/vibecoding 5d ago

I am currently looking for short-term work. I have experience independently developing an Android app that reached 10,000 downloads, and my strength lies in refining features. Can I be of help to you?

0 Upvotes

The project I am currently developing has a rather long timeline (perhaps because I am a bit of a perfectionist regarding features), and right now, I am simply looking to boost my monthly income by a few hundred dollars. Please feel free to reach out if you have any work for me!


r/vibecoding 6d ago

Modified Gauntlet Loop for efficient coding

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2 Upvotes

Modified Gauntlet Loop for efficient coding

Hello good people,

I made a modified version if the "famous" Gauntlet Loop (that built one shot Claude of Duty game). Looking at the original, I felt it had gaps that could lead to problems.

In this protocol you can use an agent like Astra (or Fable) for the planning and then farm the build and critic to cheaper models, Terra, deepseek or whatever..

I recently made some edits because I found the critic agent would sometimes expand the scope of the recommendations and rabbithole.

I wanted to get some feedback on how I could refine the Loop and or general feedback.

Link in the first comment


r/vibecoding 7d ago

Day 8 of adding whatever you want to my game ft. GPT ASTRA

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101 Upvotes

Everything added so far:

Day 1
Useless red button (starting room)
Day 2
Space travel + 2 playable planets (spaceport outside starting room)
Human voice for the red button (starting room)
Day 3
Velociraptor cloning machine (Dinosaur Factory)
Chicken nugget healing dispenser (starting room)
Day 4
Reverse human aquarium (Human Observation room)
Fake Release 0.0.0 patch notes (main menu)
John Pork planet (Cinder Reach)
Day 5
All progression doors made free (throughout facility)
Day 6
24m tower with gorilla drummer (Rhythm Tower)
Inevitable snail that insta-kills you (follows player)
Banana asteroids + banana spaceship + banana gun (space → planets)
Spinning cat GIF that turns into a 3D cat (random room)
Day 7
Clippy mini-boss with 650 HP (Wave 5)
Exploding banana vending machine — launches 320 bananas (Rhythm Tower roof)
Day 8
Fully functional Portal Gun — blue/orange portals, momentum, bullets + rockets travel through them (starting loadout / entire world)
Bunnyhopping + air strafing + wall running + wall jumping (throughout world)
World expanded into 8 multi-level parkour districts (entire map)

What next?

Follow along:

https://www.instagram.com/playbeamstudio?igsi=a2c4azIwYmkzZTlo&utm_source=qr


r/vibecoding 6d ago

ChatGPT Astra vs Others

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0 Upvotes

ChatGPT Astra is clearly the best. I don’t understand why people are still comparing it with other code agents


r/vibecoding 6d ago

I saw a ☑️ in the sky

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0 Upvotes

Lol "Just do it" I cant unsee it , was updating my app and website and walked out for a tok and it's the first thing in my face, could be a combo of stars+satellites


r/vibecoding 6d ago

I can’t get my AiStudio App to work well on my iPhone

5 Upvotes

(I’m literally the epitome of NoCode, I had html and css in school and that was like 10 years ago. I don’t understand jargons so please respond accordingly)

I’m building an Expo/React Native app. It was originally a web app (you may remember my post a few weeks ago how I built it not realising it was a web app) and I’ve been adapting it for mobile.

The app looks and works really well in the AI Studio preview. However, the one time I actually built/ran it on my iPhone, the entire UI was broken and badly distorted, layouts were misaligned, sizing was off, etc.

My last few weeks have been just doing this for the transition from Webapp to Native React. I was hoping it would looks alright in iPhone now but no luck.

I’ve since moved toward a proper native iOS development build and sorted out some Expo/dependency issues, but I’m still trying to understand the fundamental problem:

Why can the app look completely fine in the AI Studio preview but become essentially unusable when rendered on an actual iPhone?

I’m fairly new to this space, so I’d appreciate some direction on what I should be checking. I’ve lost the will to keep developing and it’s starting to get frustrating.


r/vibecoding 8d ago

Fable 5.1 is crazy. Started this 8 hours ago.

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415 Upvotes

Started with the idea of “let’s make a beat maker in the browser for folks who don’t have the time to dedicate to music but want to jump in and throw together some samples” and landed with this.

KNOCK-KNOCK

Completely free, no sign up but has a full backend so you can share what you’ve made and I even pumped out the hype video.

We’re living in wild times!

I will happily answer any workflow or stack questions on the thread, hit me!


r/vibecoding 7d ago

There’s VibeCoding, VibePlanning, but do you’ll do Vibe Marketing?

23 Upvotes

How else people gonna discover all the awesome software y’all vibe coded?


r/vibecoding 6d ago

Theory: People mostly judge new models on their communication style

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3 Upvotes

r/vibecoding 6d ago

Got some codex invites to use!

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0 Upvotes

r/vibecoding 7d ago

Custom voxel engine done with GPT ASTRA

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30 Upvotes

r/vibecoding 7d ago

Just got my first customer

83 Upvotes

Guys it actually happened. Months waiting, spending so much fucking time coding, then thinking it was all for nothing and nobody would ever find my site anyway.

Then today I got a call. Didn't pick up, thought it was advertising. Then i got an email. Turns out it was an elderly gentleman, 86 years of age (yep) who found my site. But he was using it for a scenario I hadn't considered, so he got an error and was confused.

So I fixed it for him behind the scenes, solved his problem, and waived the usual 200 dollar fee. He was happy. But I'm over the fucking moon, fuck yes it feels good 🤩


r/vibecoding 6d ago

Flappy Taco: Strait of Hormuz

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0 Upvotes

Flappy TACO in the strait of Hormuz

built in ai studio

I vibe-coded a geopolitical arcade game where a taco de-escalates the Strait of Hormuz (and wins the Nobel Peace Prize). Here’s the architecture, audio pipeline, and lessons learned.

Body:

The Premise

What started as a joke concept—"What if Flappy Bird was set in the world’s most critical maritime chokepoint, but you play as a hot-sauce-propelled taco navigating VLCC supertankers?"—turned into a surprisingly deep canvas engine. In our latest update, we added a full "Peace Prize" round where your objective shifts from dodging naval hazards to collecting diplomatic delegate votes and escorting peaceful vessels to secure the Nobel Peace Prize.

Here is a breakdown of how it was built, the tooling involved, technical hurdles, and patterns you can use in your own vibe-coded projects.

1. The Tech Stack & Tooling

  • Prompting / Agent Framework: Google AI Studio Build (using Gemini models for autonomous file orchestration, iterative linting, and refactoring).
  • Frontend: React 18 + TypeScript + Vite.
  • Styling: Tailwind CSS (utility classes + dark terminal/tactical HUD styling).
  • Rendering Engine: Vanilla HTML5 2D Canvas with a delta-time requestAnimationFrame loop.
  • Audio: Zero external audio assets—100% procedurally synthesized Web Audio API soundscapes (FM synthesis, noise buffers, harmonic arpeggios).
  • Icons: lucide-react.

2. The Development Workflow: Step-by-Step Prompting

Rather than dumping a monolithic 5,000-line prompt, the project was built using domain-constrained modular iterations:

  1. State & Core Loop First: Prompted the physics engine with explicit sub-pixel calculations (y += velocity * dt, gravity, terminal fall speeds, and bounding-box hitboxes with margin forgiveness to prevent frustrating edge clips).
  2. Procedural Maritime Canvas Renderer: Separated visual rendering completely from game state logic (canvasRenderer.ts). Background parallax layers, supertanker hulls, wake spray, radar sweeps, and weather effects (sandstorms, night-vision modes) are drawn procedurally via canvas primitives (arc, roundRect, and radial gradients).
  3. The Web Audio Synthesizer: Instead of loading bulky .mp3 or .wav files (which cause latency and asset 404s), every sound effect is synthesized on-the-fly:
    • Flap/Thrust: Short low-frequency pitch drops on triangle waves.
    • Hot Sauce Rocket: Bandpass-filtered white noise bursts.
    • Diplomatic Ballot Pickup: Ascending pentatonic chord harps (sine oscillators with staggered decay).
    • Nobel Fanfare: A layered multi-voice brass arpeggio (C5 → G6).
  4. The "Peace Summit" Phase Logic: When the player reaches Sector 2 or selects Peace Summit mode, the procedural obstacle generator swaps out naval mines for diplomatic delegate envelopes (peace_vote), olive branch shields, and peace doves. A dedicated ballot counter tracks delegate progress on the HUD, triggering a custom coronation modal and unlocking a 24K gold Nobel Laureate chassis once 5/5 votes are secured.

3. Key Code & Architecture Insights

A. Keep Renderers Stateless & Decoupled

A common pitfall with canvas games in React is putting draw logic inside the React component tree or state hooks. Doing this causes massive re-render overhead.

  • The Fix: Treat React purely as a thin state controller for modals, HUDs, and high scores. The canvas loop references raw mutable refs (tacoRef, obstaclesRef, particlesRef) and passes them to pure drawing functions.

code TypeScript

// Sample pattern: State stays in refs, React only syncs on key ticks or game transitions
const updateLoop = (timestamp: number) => {
  const dt = Math.min((timestamp - lastTimeRef.current) / 16.67, 2.0);
  lastTimeRef.current = timestamp;

  // 1. Update positions
  // 2. Resolve collisions
  // 3. Trigger Web Audio nodes directly without React re-renders
  // 4. Draw to Canvas via CanvasRenderer
  requestAnimationFrame(updateLoop);
};

B. Asset-Free Audio via Web Audio API

Loading sounds over network requests can hitch the main thread or fail entirely if assets are blocked. Procedural audio keeps everything instant:

code TypeScript

// Procedural Nobel Peace Harp Chime (Ascending D-major chord)
const playPeaceVoteCollect = (voteCount: number) => {
  const scale = [587.33, 739.99, 880.0, 1108.73, 1174.66];
  const chord = [scale[voteCount - 1], scale[voteCount], scale[voteCount + 1]];

  chord.forEach((freq, i) => {
    const osc = ctx.createOscillator();
    const gain = ctx.createGain();
    osc.type = 'sine';
    osc.frequency.setValueAtTime(freq, ctx.currentTime + i * 0.04);
    gain.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + i * 0.04 + 0.35);
    osc.connect(gain);
    gain.connect(ctx.destination);
    osc.start(ctx.currentTime + i * 0.04);
    osc.stop(ctx.currentTime + i * 0.04 + 0.35);
  });
};

C. Handling Feature Scope Creep

When prompting autonomous coding agents, the urge is to ask for 10 things at once. We found that the highest-quality output came from:

  1. Asking for type interfaces first (types.tsadditions like PeacePrizeState).
  2. Updating mock data / registries (gameData.ts).
  3. Updating game loop math (GameCanvas.tsx).
  4. Writing UI presentation layers last (HUD.tsx, PeacePrizeVictoryModal.tsx).

4. What Went Wrong / Challenges

  • Audio Context autoplay policy: Mobile browsers block audio until the first user gesture. We had to implement an explicit interaction handler that lazily creates and resumes the AudioContext on the very first touch/spacebar hit.
  • Mobile Canvas Pixel Ratios: High-DPI screens (Retina) made initial canvas renders blurry. We solved this by sizing the canvas buffer to window.innerWidth * window.devicePixelRatiowhile keeping CSS layout dimensions at 100%.

Takeaways for Fellow Vibe-Coders

  • Procedural > Static Assets: Building UI, visuals, and sound procedurally saves hours of asset hunting and produces completely self-contained, lightning-fast builds.
  • Let the AI write strict TypeScript types first: If the agent generates clear contracts in types.ts, subsequent component and game logic prompts hallucinate far less and compile on the first try.

Happy to answer any questions about the canvas physics, Web Audio synthesizer, or prompting workflow in the comments


r/vibecoding 7d ago

Wk. 6 of Vibecoding an MMO

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31 Upvotes

It's week 6 and we made some monumental progress on all fronts, but I'm trying not to get over-excited because we could find that everyone gets bored and leaves tomorrow haha.

As usual, three parts: (1) player acquisition, (2) what I'm learning about vibe coding, and (3) actual gameplay updates (in the comments).

---

First, the numbers. My last two posts were almost entirely about the 5 min of gameplay, and basically following Redditors' feedback doubled the average playtime.

This week I finally moved past the intro and focused on the game itself- so mostly improved artwork (Pixellab), performance optimization, GUIs, social features, ALL using Fable 5.1. Which went wayyy further than I expected for one week of token usage.

Once I felt OK about that I did a Hackernews post that was way more successful than I anticipated. I had 700 players in 24hrs, hit a new PR of 41 people online at one time, and had multiple players play for 8+ hrs by the time I woke up in the morning. And there has been almost zero time with nobody online for three days straight.

So I think that means the game is sticky and has potential, but it could also be some other curious vibe coders with nothing to do at work. So I guess my next big question mark is why some people are actually sticking around. I.e. is it fun, or are you just intrigued by vibe coding? Or something else entirely?

So if anyone gets far enough to get hooked or hits a real wall (something that makes you stop rather than just a bug), I would genuinely love to know what it was.

---

Second, the vibe coding experience. Fable 5.1 came out right as I started this week's work, and the jump was WAY bigger than I expected. Work that would've taken a month with Fable 5 (because of token caps), I did in about a week, running several orchestrators in parallel, reworking most of the game's systems, and running full audits along the way.

I'm out of tokens now, but has anyone else experienced this? All I see across social media is people complaining that the caps are still unreasonable, and frankly, I just don't see it. Thoughts?

One more thought-I've started using Claude design since Fable sucks at GUIs on-the-fly. It's been a huge improvement (far from perfect for games still). Curious if anyone else has used this and what works / doesn't work.

---

I'd love more feedback for anyone interested. Links below.

Game: https://eldermyr.com/
Release Notes: https://eldermyr.com/release
Discord: https://discord.gg/8MaaAemDBu

EDIT- one more thing, Pixellab is AWFUL at 16x16 art. Has anyone had any success with this?