# Vibecode.game — llms-full.txt > Auto-generated at build time. Do not edit by hand. > English MD/MDX corpus for LLMs. JSX/HTML wrappers are stripped where possible. Generated (UTC): 2026-09-11T11:14:44.426Z Canonical site: https://vibecode.game Index file: https://vibecode.game/llms.txt Publish filter: MDX + Supabase state overrides (matches live catalog). Excluded: /game-studios-using-AI (inactive — disallowed in robots.txt; see https://vibecode.game/llms.txt) Sections: Glossary: 1, About: 1, FAQs: 32, Blog: 48, Games: 100, Developers: 263, AI tools: 9, Game jams: 1 ## Table of contents ### Glossary - [Glossary (full)](https://vibecode.game/game-vibe-coding-glossary) ### About - [About vibecode.game](https://vibecode.game/about) ### FAQs - [FAQ: What is vibe-coding in game development?](https://vibecode.game/faq) - [FAQ: What are vibe-coded games?](https://vibecode.game/faq) - [FAQ: What are the best vibe-coded games?](https://vibecode.game/faq) - [FAQ: How do I make a vibe-coded game?](https://vibecode.game/faq) - [FAQ: What tools can I use to vibe-code a game?](https://vibecode.game/faq) - [FAQ: Where can I play vibe-coded games?](https://vibecode.game/faq) - [FAQ: Is vibe-coding cheating in game development?](https://vibecode.game/faq) - [FAQ: Do I need to know how to code to vibe-code a game?](https://vibecode.game/faq) - [FAQ: How long does it take to vibe-code a game?](https://vibecode.game/faq) - [FAQ: What is the difference between vibe-coding and traditional game development?](https://vibecode.game/faq) - [FAQ: Are vibe-coded games lower quality than traditionally made games?](https://vibecode.game/faq) - [FAQ: Can I make money from a vibe-coded game?](https://vibecode.game/faq) - [FAQ: What are the best AI tools for game development in 2026?](https://vibecode.game/faq) - [FAQ: Can I enter a vibe-coded game in a game jam?](https://vibecode.game/faq) - [FAQ: What are the risks of building a game with AI?](https://vibecode.game/faq) - [FAQ: Do I need an account to use vibecode.game?](https://vibecode.game/faq) - [FAQ: How do I create an account?](https://vibecode.game/faq) - [FAQ: How can I sign in?](https://vibecode.game/faq) - [FAQ: What can I change in my profile settings?](https://vibecode.game/faq) - [FAQ: I forgot my password — or I want to delete my account. What do I do?](https://vibecode.game/faq) - [FAQ: What is a developer profile — and do I need one?](https://vibecode.game/faq) - [FAQ: How do I set up my developer profile?](https://vibecode.game/faq) - [FAQ: When will other people be able to see my profile?](https://vibecode.game/faq) - [FAQ: My developer profile wasn't approved — what now?](https://vibecode.game/faq) - [FAQ: How do I submit my game?](https://vibecode.game/faq) - [FAQ: What do I need to include when I submit a game?](https://vibecode.game/faq) - [FAQ: What happens after I submit my game?](https://vibecode.game/faq) - [FAQ: Is there a limit on how many games I can submit?](https://vibecode.game/faq) - [FAQ: How do I enter a game jam on vibecode.game?](https://vibecode.game/faq) - [FAQ: Is submitting to a jam different from submitting a regular game?](https://vibecode.game/faq) - [FAQ: How are jam winners picked?](https://vibecode.game/faq) - [FAQ: Something is broken or I need help — who do I contact?](https://vibecode.game/faq) ### Blog - [Blog: Why the Browser Is Winning Back Players in 2026](https://vibecode.game/blog/browser-games-comeback-2026) - [Blog: Your NPCs Can Finally Talk Back: A Prompting Guide for Reactive Dialogue](https://vibecode.game/blog/reactive-npc-dialogue-prompting-guide) - [Blog: Balancing a Game Economy With an AI Co-Designer: Where It Helps and Where It Guesses](https://vibecode.game/blog/balancing-a-game-economy-with-an-ai-co-designer) - [Blog: Your AI Agent Isn't Your Co-Founder, Stop Treating It Like One](https://vibecode.game/blog/your-ai-agent-isnt-your-cofounder) - [Blog: Design a Game Hook Before You Build](https://vibecode.game/blog/designing-a-game-hook-before-you-build) - [Blog: Vibe Loaded Games](https://vibecode.game/blog/vibe-loaded-games) - [Blog: Looped In: Loop Engineering for AI Game Development](https://vibecode.game/blog/looped-in-loop-engineering-for-ai-game-dev) - [Blog: How Phaser Rebuilt Itself to Make Games for People Who've Never Coded](https://vibecode.game/blog/how-phaser-rebuilt-itself-for-people-whove-never-coded) - [Blog: The Weekend MMO](https://vibecode.game/blog/the-weekend-mmo) - [Blog: Built in Public: 4 AI-Native Game Developers Worth Watching](https://vibecode.game/blog/built-in-public-4-ai-native-game-developers-worth-watching) - [Blog: Inside Crayon: A Conversation with Co-Founder Aniket Jatav](https://vibecode.game/blog/inside-crayon-a-conversation-with-co-founder-aniket-jatav) - [Blog: Prompt It Again. This Time With Feeling.](https://vibecode.game/blog/prompt-it-again-this-time-with-feeling) - [Blog: The a16z Thesis: What Andreessen Horowitz's Bet on AI Games Actually Means](https://vibecode.game/blog/the-a16z-thesis-ai-games-bet) - [Blog: What AI Is Actually Doing Inside Mobile Studios](https://vibecode.game/blog/what-ai-is-actually-doing-inside-mobile-studios) - [Blog: From Wishes to Earnings: A Conversation with Astrocade Creator Erika Zucker](https://vibecode.game/blog/from-wishes-to-earnings-astrocade-erika-zucker) - [Blog: How to Write a Short Description for Your Game](https://vibecode.game/blog/how-to-write-a-short-description-for-your-game) - [Blog: How to Write Your Builder Bio](https://vibecode.game/blog/how-to-write-your-builder-bio) - [Blog: YGG Launches vibecode.game & Partners With Minds by Animoca Brands for First Game Jam](https://vibecode.game/blog/ygg-launches-vibecode-game-minds-game-jam) - [Blog: AAA Is Not Dead, It's Irrelevant](https://vibecode.game/blog/aaa-is-not-dead-its-irrelevant) - [Blog: Inside The Sandbox Studio: How AI Is Rewiring the Game Design Workflow](https://vibecode.game/blog/inside-the-sandbox-studio-ai-game-design-workflow) - [Blog: The Pipeline Is the Game — Part 4: The Accidental Developer](https://vibecode.game/blog/pipeline-part-4-the-accidental-developer) - [Blog: The Pipeline Is the Game — Part 3: What the Studios Know (and Won't Say)](https://vibecode.game/blog/pipeline-part-3-what-the-studios-know) - [Blog: The Pipeline Is the Game — Part 2: The $50 Studio](https://vibecode.game/blog/pipeline-part-2-the-50-dollar-studio) - [Blog: The Pipeline Is the Game — Part 1: The Idea Is Enough Now](https://vibecode.game/blog/pipeline-part-1-the-idea-is-enough-now) - [Blog: A Note on Why We're Here](https://vibecode.game/blog/a-note-on-why-were-here) - [Blog: Find The Fun by Animoca Brands](https://vibecode.game/blog/find-the-fun-animoca-brands) - [Blog: Build a Tiny Multiplayer Game with Cursor in One Evening](https://vibecode.game/blog/how-to-multiplayer-game-cursor-two-hours) - [Blog: Your First Browser Game: Vibe-Coding from Zero to Playable](https://vibecode.game/blog/vibe-coding-first-browser-game-beginners-guide) - [Blog: Ship Every Jam Build with Claude and GitHub Actions](https://vibecode.game/blog/ship-game-jam-build-claude-github-actions) - [Blog: From Prompt to Playable: A Lovable-First Web Game Workflow](https://vibecode.game/blog/prompt-to-playable-lovable-web-game-workflow) - [Blog: Leaderboards and Saves for AI-Built Web Games (Without Regret)](https://vibecode.game/blog/add-leaderboards-save-data-ai-built-web-game) - [Blog: Testing and Debugging Browser Games You Built with AI](https://vibecode.game/blog/test-debug-browser-games-built-with-ai) - [Blog: Prepare Your Indie Game for a Community Hub Listing](https://vibecode.game/blog/prepare-indie-game-for-community-hub-listing) - [Blog: Local Co-op in an Afternoon: Cursor + Phaser 3](https://vibecode.game/blog/local-co-op-prototype-cursor-phaser-afternoon) - [Blog: How to Choose an AI-Friendly Stack for 2D Web Games](https://vibecode.game/blog/choose-ai-coding-stack-2d-web-games) - [Blog: WebSockets for Vibe-Coded Games: A Primer Before You Code](https://vibecode.game/blog/websockets-multiplayer-vibe-coding-primer) - [Blog: Turn a Game Idea into a One-Page Design Doc AI Tools Understand](https://vibecode.game/blog/game-idea-to-one-page-design-doc-for-ai-tools) - [Blog: Your First itch.io Page for a Vibe-Coded Game](https://vibecode.game/blog/first-itch-io-page-vibe-coded-game) - [Blog: The AI Game Dev Tool Landscape in 2026 (So Far)](https://vibecode.game/blog/ai-game-dev-tools-landscape-2026) - [Blog: Why Game Jams Hit Different in the Vibe-Coding Era](https://vibecode.game/blog/game-jams-vibe-coding-era) - [Blog: Discovering AI-Built Games: Platforms, Feeds, and 2026 Signals](https://vibecode.game/blog/discovering-ai-built-games-platforms-trends) - [Blog: Cursor vs Claude Code vs Copilot for Game Prototypes](https://vibecode.game/blog/cursor-claude-copilot-game-prototypes-compared) - [Blog: How AI Prototyping Compresses Indie Marketing Timelines](https://vibecode.game/blog/ai-prototyping-indie-marketing-timelines) - [Blog: IP Essentials for Vibe-Coded Games (High Level, Not Legal Advice)](https://vibecode.game/blog/vibe-coded-games-ip-essentials) - [Blog: The Rise of Browser-First Indie Games from AI Builders](https://vibecode.game/blog/browser-first-indie-games-ai-builders) - [Blog: YGG and the Vibe-Coded Games Community](https://vibecode.game/blog/ygg-vibe-coded-games-community) - [Blog: Engine & Tooling Updates Web-First Indies Should Watch](https://vibecode.game/blog/web-first-indies-engine-tooling-updates) - [Blog: How Niche Game News Finds Sources—and How to Be One](https://vibecode.game/blog/niche-game-news-backlinks-source-guide) ### Games - [Game: 1%: The Battery Risk!](https://vibecode.game/vibe-coded-games/1-the-battery-risk) - [Game: Agent Fighter™](https://vibecode.game/vibe-coded-games/agent-fighter) - [Game: Alokadoprint](https://vibecode.game/vibe-coded-games/alokadoprint) - [Game: ASHLIGHT RUINS](https://vibecode.game/vibe-coded-games/ashlight-ruins) - [Game: Attack on Idol](https://vibecode.game/vibe-coded-games/attack-on-idol) - [Game: Bank or Plank](https://vibecode.game/vibe-coded-games/bank-or-plank) - [Game: BEAT THE SCROLL](https://vibecode.game/vibe-coded-games/beat-the-scroll) - [Game: BIG-BANG](https://vibecode.game/vibe-coded-games/big-bang) - [Game: Black Hole Survivor](https://vibecode.game/vibe-coded-games/black-hole-survivor) - [Game: BODY//KNOT](https://vibecode.game/vibe-coded-games/body-knot) - [Game: BombIdle](https://vibecode.game/vibe-coded-games/bombidle) - [Game: BOUNCE](https://vibecode.game/vibe-coded-games/bounce) - [Game: CARBON](https://vibecode.game/vibe-coded-games/carbon) - [Game: Chef's Quest: The Hidden Flavors](https://vibecode.game/vibe-coded-games/chef-s-quest-the-hidden-flavors) - [Game: Clipstorm: Viral Rush Arena](https://vibecode.game/vibe-coded-games/clipstorm-viral-rush-arena) - [Game: Clock In: The Adventure](https://vibecode.game/vibe-coded-games/clock-in-the-adventure) - [Game: CODE//GUARD](https://vibecode.game/vibe-coded-games/code-guard) - [Game: Coin Cascades](https://vibecode.game/vibe-coded-games/coin-cascades) - [Game: Color Circuit](https://vibecode.game/vibe-coded-games/color-circuit) - [Game: Come -Come](https://vibecode.game/vibe-coded-games/come-come) - [Game: CoreFall](https://vibecode.game/vibe-coded-games/corefall) - [Game: Cross Walk Chaos](https://vibecode.game/vibe-coded-games/cross-walk-chaos) - [Game: Daily Dodge challenge](https://vibecode.game/vibe-coded-games/daily-dodge-challenge) - [Game: Danfo dash](https://vibecode.game/vibe-coded-games/danfo-dash) - [Game: Degen Brawlers](https://vibecode.game/vibe-coded-games/degen-brawlers) - [Game: DRIFT](https://vibecode.game/vibe-coded-games/drift) - [Game: Dungeon Raising](https://vibecode.game/vibe-coded-games/dungeon-raising) - [Game: echo vaults](https://vibecode.game/vibe-coded-games/echo-vaults) - [Game: Escape from the Depths](https://vibecode.game/vibe-coded-games/escape-from-the-depths) - [Game: FatCatSumoLite](https://vibecode.game/vibe-coded-games/fatcatsumolite) - [Game: Fill and smash](https://vibecode.game/vibe-coded-games/fill-and-smash) - [Game: Frosting Blast](https://vibecode.game/vibe-coded-games/frosting-blast) - [Game: Galaxy space chicken shooter](https://vibecode.game/vibe-coded-games/galaxy-space-chicken-shooter) - [Game: Gas Wars](https://vibecode.game/vibe-coded-games/gas-wars) - [Game: Goat Universe](https://vibecode.game/vibe-coded-games/goat-universe) - [Game: Grid-Fu](https://vibecode.game/vibe-coded-games/grid-fu) - [Game: Grovehold](https://vibecode.game/vibe-coded-games/grovehold) - [Game: Guess The Word](https://vibecode.game/vibe-coded-games/guess-the-word) - [Game: Gunslinger: Last Stand](https://vibecode.game/vibe-coded-games/gunslinger-last-stand) - [Game: Idle Brick Breaker](https://vibecode.game/vibe-coded-games/idle-brick-breaker) - [Game: Idle Tactics: Ascension](https://vibecode.game/vibe-coded-games/idle-tactics-ascension) - [Game: KILZ](https://vibecode.game/vibe-coded-games/kilz) - [Game: Kingdom of Lost Prompts](https://vibecode.game/vibe-coded-games/kingdom-of-lost-prompts) - [Game: Last Block](https://vibecode.game/vibe-coded-games/last-block) - [Game: Last node](https://vibecode.game/vibe-coded-games/last-node) - [Game: Legends&Loot](https://vibecode.game/vibe-coded-games/legends-loot) - [Game: Lorddom and Bot (Kingdom Survival)](https://vibecode.game/vibe-coded-games/lorddom-and-bot-kingdom-survival) - [Game: mindsweeper](https://vibecode.game/vibe-coded-games/mindsweeper) - [Game: Mirror Maze: The Last Light](https://vibecode.game/vibe-coded-games/mirror-maze-the-last-light) - [Game: Monkey Business](https://vibecode.game/vibe-coded-games/monkey-business) - [Game: Moon run 32](https://vibecode.game/vibe-coded-games/moon-run-32) - [Game: Moon Rush](https://vibecode.game/vibe-coded-games/moon-rush) - [Game: Neon Arcade Shooter](https://vibecode.game/vibe-coded-games/neon-arcade-shooter) - [Game: NEON CIPHER](https://vibecode.game/vibe-coded-games/neon-cipher) - [Game: Neon drift](https://vibecode.game/vibe-coded-games/neon-drift) - [Game: Nitro Rush: Street Legends](https://vibecode.game/vibe-coded-games/nitro-rush-street-legends) - [Game: ORBIT](https://vibecode.game/vibe-coded-games/orbit) - [Game: Out of Sight](https://vibecode.game/vibe-coded-games/out-of-sight) - [Game: Overgrown (VibeBlitz)](https://vibecode.game/vibe-coded-games/overgrown-vibeblitz) - [Game: PATCH//32](https://vibecode.game/vibe-coded-games/patch-32) - [Game: Pixel Abysss](https://vibecode.game/vibe-coded-games/pixel-abysss) - [Game: Pixel Vanguard Idle](https://vibecode.game/vibe-coded-games/pixel-vanguard-idle) - [Game: Play Cash Flip](https://vibecode.game/vibe-coded-games/play-cash-flip) - [Game: play-glitch-runner](https://vibecode.game/vibe-coded-games/play-glitch-runner) - [Game: Plotbound Arsenal](https://vibecode.game/vibe-coded-games/plotbound-arsenal) - [Game: Potion Shop Panic](https://vibecode.game/vibe-coded-games/potion-shop-panic) - [Game: Redline rider](https://vibecode.game/vibe-coded-games/redline-rider) - [Game: REMNANT](https://vibecode.game/vibe-coded-games/remnant) - [Game: Rushbound](https://vibecode.game/vibe-coded-games/rushbound) - [Game: Sanctum Trials](https://vibecode.game/vibe-coded-games/sanctum-trials) - [Game: Save the 100 USDT](https://vibecode.game/vibe-coded-games/save-the-100-usdt) - [Game: Sector 32: Last Defense](https://vibecode.game/vibe-coded-games/sector-32-last-defense) - [Game: Shadow Abyss](https://vibecode.game/vibe-coded-games/shadow-abyss) - [Game: SPACE RUSH](https://vibecode.game/vibe-coded-games/space-rush) - [Game: Steampunk Defender with the Builder](https://vibecode.game/vibe-coded-games/steampunk-defender-with-the-builder) - [Game: STELLAR CLASH](https://vibecode.game/vibe-coded-games/stellar-clash) - [Game: Stickman Survival Battle](https://vibecode.game/vibe-coded-games/stickman-survival-battle) - [Game: StoreSimulator](https://vibecode.game/vibe-coded-games/storesimulator) - [Game: Swerve Runner](https://vibecode.game/vibe-coded-games/swerve-runner) - [Game: terraform-32](https://vibecode.game/vibe-coded-games/terraform-32) - [Game: The cube escape protocol](https://vibecode.game/vibe-coded-games/the-cube-escape-protocol) - [Game: the-last-block](https://vibecode.game/vibe-coded-games/the-last-block) - [Game: The Last Seal](https://vibecode.game/vibe-coded-games/the-last-seal) - [Game: Tibia-MU](https://vibecode.game/vibe-coded-games/tibia-mu) - [Game: Tiny Detective: Room 32](https://vibecode.game/vibe-coded-games/tiny-detective-room-32) - [Game: Tiny Realm](https://vibecode.game/vibe-coded-games/tiny-realm) - [Game: torchbearer](https://vibecode.game/vibe-coded-games/torchbearer) - [Game: Tractor Rush 32](https://vibecode.game/vibe-coded-games/tractor-rush-32) - [Game: Uncharted Tycoons](https://vibecode.game/vibe-coded-games/uncharted-tycoons) - [Game: Undead Onslaught](https://vibecode.game/vibe-coded-games/undead-onslaught) - [Game: Vibe Runner](https://vibecode.game/vibe-coded-games/vibe-runner) - [Game: Viberacer](https://vibecode.game/vibe-coded-games/viberacer) - [Game: VISION32](https://vibecode.game/vibe-coded-games/vision32) - [Game: Void-Plot](https://vibecode.game/vibe-coded-games/void-plot) - [Game: VOID SHIFT](https://vibecode.game/vibe-coded-games/void-shift) - [Game: Voxmons](https://vibecode.game/vibe-coded-games/voxmons) - [Game: WordGrid](https://vibecode.game/vibe-coded-games/wordgrid) - [Game: World's Worst Necromancer!](https://vibecode.game/vibe-coded-games/world-s-worst-necromancer) - [Game: Ygg pet shooterr](https://vibecode.game/vibe-coded-games/ygg-pet-shooterr) - [Game: YGG Rush: Endless Drive](https://vibecode.game/vibe-coded-games/ygg-rush-endless-drive) ### Developers - [Developer profile: aaru](https://vibecode.game/developers/aaru) - [Developer profile: Aashish](https://vibecode.game/developers/aashish) - [Developer profile: ABGU](https://vibecode.game/developers/abgu) - [Developer profile: Adeleke](https://vibecode.game/developers/adeleke) - [Developer profile: AdiktivXD](https://vibecode.game/developers/adiktivxd) - [Developer profile: Adriano Moura da silva](https://vibecode.game/developers/adriano-moura-da-silva) - [Developer profile: Agenor N Jesus](https://vibecode.game/developers/agenor-n-jesus) - [Developer profile: Aktika](https://vibecode.game/developers/aktika) - [Developer profile: AlcNdr](https://vibecode.game/developers/alcndr) - [Developer profile: Alecxandru Serban](https://vibecode.game/developers/alecxandru-serban) - [Developer profile: Alex Melo](https://vibecode.game/developers/alex-melo) - [Developer profile: Alive Batman](https://vibecode.game/developers/alive-batman) - [Developer profile: Ameen](https://vibecode.game/developers/ameen) - [Developer profile: Ameer](https://vibecode.game/developers/ameer) - [Developer profile: André](https://vibecode.game/developers/andr) - [Developer profile: Anonymousnftboi](https://vibecode.game/developers/anonymousnftboi) - [Developer profile: Anorys](https://vibecode.game/developers/anorys) - [Developer profile: Anulizzy](https://vibecode.game/developers/anulizzy) - [Developer profile: arrow](https://vibecode.game/developers/arrow) - [Developer profile: artur](https://vibecode.game/developers/artur) - [Developer profile: assguardeth](https://vibecode.game/developers/assguardeth) - [Developer profile: AX7](https://vibecode.game/developers/ax7) - [Developer profile: Axerxis](https://vibecode.game/developers/axerxis) - [Developer profile: Ayiiford](https://vibecode.game/developers/ayiiford) - [Developer profile: Ayiiford02](https://vibecode.game/developers/ayiiford02) - [Developer profile: Ayrton](https://vibecode.game/developers/ayrton) - [Developer profile: badmal](https://vibecode.game/developers/badmal) - [Developer profile: Badtripp](https://vibecode.game/developers/badtripp) - [Developer profile: bajuju](https://vibecode.game/developers/bajuju) - [Developer profile: Batchau](https://vibecode.game/developers/batchau) - [Developer profile: Benraouane Soufiane](https://vibecode.game/developers/benraouane-soufiane) - [Developer profile: big dan](https://vibecode.game/developers/big-dan) - [Developer profile: BONKz](https://vibecode.game/developers/bonkz) - [Developer profile: Bores](https://vibecode.game/developers/bores) - [Developer profile: boringforever](https://vibecode.game/developers/boringforever) - [Developer profile: Bridget](https://vibecode.game/developers/bridget) - [Developer profile: Bromosapien](https://vibecode.game/developers/bromosapien) - [Developer profile: CARLOS KENNEDY](https://vibecode.game/developers/carlos-kennedy) - [Developer profile: Cherie](https://vibecode.game/developers/cherie) - [Developer profile: Christotech99](https://vibecode.game/developers/christotech99) - [Developer profile: ChuntersNode](https://vibecode.game/developers/chuntersnode) - [Developer profile: City of Sin](https://vibecode.game/developers/city-of-sin) - [Developer profile: Coachdee](https://vibecode.game/developers/coachdee) - [Developer profile: codexcorner](https://vibecode.game/developers/codexcorner) - [Developer profile: coinwithpanda](https://vibecode.game/developers/coinwithpanda) - [Developer profile: ColetorNFT](https://vibecode.game/developers/coletornft) - [Developer profile: Confido](https://vibecode.game/developers/confido) - [Developer profile: Cosmin Sherban](https://vibecode.game/developers/cosmin-sherban) - [Developer profile: CrptCactus](https://vibecode.game/developers/crptcactus) - [Developer profile: crypt pain](https://vibecode.game/developers/crypt-pain) - [Developer profile: CuriousRay](https://vibecode.game/developers/curiousray) - [Developer profile: dana_emf](https://vibecode.game/developers/dana-emf) - [Developer profile: Darryl](https://vibecode.game/developers/darryl) - [Developer profile: Dashy](https://vibecode.game/developers/dashy) - [Developer profile: DaveWeb3Saint](https://vibecode.game/developers/daveweb3saint) - [Developer profile: David](https://vibecode.game/developers/david) - [Developer profile: davide](https://vibecode.game/developers/davide) - [Developer profile: Daywalker](https://vibecode.game/developers/daywalker) - [Developer profile: Defibtc](https://vibecode.game/developers/defibtc) - [Developer profile: DENISE NUVEM](https://vibecode.game/developers/denise-nuvem) - [Developer profile: Dharmie](https://vibecode.game/developers/dharmie) - [Developer profile: Diamond](https://vibecode.game/developers/diamond) - 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[Developer profile: whiteflame](https://vibecode.game/developers/whiteflame) - [Developer profile: wildphantom](https://vibecode.game/developers/wildphantom) - [Developer profile: xSoul](https://vibecode.game/developers/xsoul) - [Developer profile: Yeesha](https://vibecode.game/developers/yeesha) - [Developer profile: Yevhenii](https://vibecode.game/developers/yevhenii) - [Developer profile: Ytbesope](https://vibecode.game/developers/ytbesope) - [Developer profile: Zeke_2007](https://vibecode.game/developers/zeke-2007) ### AI tools - [AI tool: Bolt](https://vibecode.game/ai-tools/bolt) - [AI tool: Claude](https://vibecode.game/ai-tools/claude) - [AI tool: Cursor](https://vibecode.game/ai-tools/cursor) - [AI tool: Lovable](https://vibecode.game/ai-tools/lovable) - [AI tool: Minds](https://vibecode.game/ai-tools/minds) - [AI tool: OpenAI](https://vibecode.game/ai-tools/openai) - [AI tool: Replit](https://vibecode.game/ai-tools/replit) - [AI tool: Rosebud AI](https://vibecode.game/ai-tools/rosebud-ai) - [AI tool: Verse8](https://vibecode.game/ai-tools/verse8) ### Game jams - [Game jam: VibeBlitz x "Minds by Animoca Brands" Game Jam](https://vibecode.game/game-jams/vibeblitz-x-minds-by-animoca-minds-hackathon) ================================================================================ ## Glossary (full) URL: https://vibecode.game/game-vibe-coding-glossary Source: src/components/glossary/GlossaryContent.mdx ================================================================================ # THE DEFINITIVE VIBE-CODING GLOSSARY ### For Game Developers Building with AI > **Version 1.0 — April 2026** > 66 terms · 7 categories · Written for practitioners, not spectators --- ## A Note on Why This Exists Most AI glossaries are written for generalists. This one is written for **game developers** — people who want to ship levels, not just learn buzzwords. Every definition here is filtered through a single question: *"What does this mean when you're actually trying to build a game?"* Terms are tagged by **type** and **level**: | Tag | Meaning | |---|---| | `[TOOL]` | A specific platform, app, or IDE you can open right now | | `[CONCEPT]` | A fundamental idea that shapes how you think and work | | `[WORKFLOW]` | A technique or process you apply inside a dev session | | `[CULTURE]` | Slang, community norms, or industry context | | `[CAUTION]` | A risk, failure mode, or thing that can quietly kill your project | | Level | Meaning | |---|---| | 🟢 Beginner | You need this on day one | | 🟡 Intermediate | Comes up once you're past the basics | | 🔴 Advanced | Matters when you're scaling, shipping, or going deep | ## 🛠️ Tools & Platforms --- ### [Bolt](https://bolt.new) `[TOOL]` · 🟢 Beginner A browser-based AI development environment by StackBlitz. You describe what you want to build, and Bolt writes, runs, and previews the code — all inside the browser, with zero local setup. Ideal for getting a game UI, landing page, or web-based prototype live in under an hour. Website: [bolt.new](https://bolt.new) **In practice** — Describe your game's main menu layout to Bolt, and it generates a fully functional HTML/CSS/JS version you can iterate on immediately without touching your local environment. **See also** → Lovable, Replit, Scaffolding, Vibe-Coding --- ### [Claude](https://claude.ai) `[TOOL]` · 🟢 Beginner An AI assistant by Anthropic. Among game developers, Claude is valued for its ability to reason over long, complex documents — making it well-suited for drafting and iterating on Game Design Documents, writing NPC dialogue systems, debugging logic errors, and designing game economies. Its large context window means you can paste an entire codebase and ask it to reason across the whole thing. Website: [claude.ai](https://claude.ai) **In practice** — Paste your entire enemy behavior system and ask Claude to identify why the aggro logic breaks at range. It reads the full file and pinpoints the issue in seconds. **See also** → Cursor, LLM, Context Window, NPC Dialogue Generation --- ### [ComfyUI](https://www.comfy.org/) `[TOOL]` · 🟡 Intermediate A node-based visual workflow tool for running AI image generation models (Stable Diffusion, FLUX, etc.) locally on your own hardware. Game devs use it to generate sprites, concept art, environment textures, and character portraits without paying per-image API fees. Requires a GPU with sufficient VRAM. Website: [comfy.org](https://www.comfy.org/) **In practice** — Build a ComfyUI pipeline that takes a text prompt and outputs tilesheet-ready sprites at a fixed resolution with consistent art style, using a LoRA trained on your game's visual identity. **See also** → Generative Assets, LoRA, Fine-Tuning --- ### [Cursor](https://cursor.com) `[TOOL]` · 🟢 Beginner A code editor forked from VS Code with deep LLM integration baked in. Unlike copy-pasting between a chat window and your editor, Cursor understands your full codebase — you can ask it to refactor a system, explain why something is broken, or implement a feature across multiple files at once. The most widely adopted dedicated vibe-coding IDE as of 2026. Website: [cursor.com](https://cursor.com) **In practice** — Select your entire collision detection module, press Cmd+K, and type "add coyote time to the jump logic." Cursor rewrites the relevant lines in context without touching anything else. **See also** → Copilot Mode, AI Pair Programming, Vibe-Coding --- ### [Lovable](https://lovable.dev) `[TOOL]` · 🟢 Beginner An AI-powered full-stack builder that converts natural language descriptions into deployed web apps. Targets non-developers and designers who want to ship without writing code. For game developers, it's most useful for quickly building companion web apps — leaderboards, lore wikis, game landing pages, or internal tools. Website: [lovable.dev](https://lovable.dev) **In practice** — Describe your game's leaderboard with player stats and match history. Lovable generates a fully styled, database-backed web app you can deploy the same day. **See also** → Bolt, Replit, Scaffolding --- ### [Replit](https://replit.com) `[TOOL]` · 🟢 Beginner A cloud-based IDE with a built-in AI agent (Replit Agent) that builds and deploys apps from plain language instructions. No local setup, no configuration. Excellent for fast game jam prototypes, browser-based mini-games, and educational game projects where portability and shareability matter more than performance. Website: [replit.com](https://replit.com) **In practice** — At hour one of a 48-hour game jam, you open Replit, describe a 2D top-down shooter mechanic, and have a working prototype running in the browser before your teammates finish their coffee. **See also** → Bolt, Game Jam, Playable Prototype --- ### [Rosebud AI](https://rosebud.ai) `[TOOL]` · 🟢 Beginner An AI-native game development platform built specifically around the vibe-coding paradigm. You describe game mechanics, characters, and worlds in plain language, and Rosebud generates playable game logic and assets in real time. One of the few tools purpose-built for game creation rather than general software development. Website: [rosebud.ai](https://rosebud.ai) **In practice** — Describe a wave-based survival game set in a neon city and Rosebud scaffolds the enemy spawning system, player movement, and basic UI — all from a paragraph of text. **See also** → Vibe-Coding, Generative Assets, Spec-to-Code --- ### [Verse8](https://verse8.io) `[TOOL]` · 🟡 Intermediate An emerging AI-assisted creative development platform focused on game and interactive experience creation. Targets developers who want to use generative AI throughout the creative pipeline — from ideation to playable build — with a workflow designed around rapid creative iteration. Website: [verse8.io](https://verse8.io) **In practice** — Use Verse8 to rapidly cycle through game concept variations during pre-production, generating playable micro-prototypes of each direction before committing to a full build. **See also** → Vibe-Coding, Playable Prototype, Iterative Prompting --- ## 🧠 Vibe-Coding Core Concepts --- ### Vibe-Coding `[CONCEPT]` · 🟢 Beginner The practice of building software — including games — by describing what you want in natural language and letting AI write the implementation. You steer the creative and product direction; the AI handles syntax, boilerplate, and structure. Coined and popularized in 2025, it represents a fundamental shift in who can build games and how fast. **In practice** — Instead of spending three hours writing a inventory system from scratch, you describe it to an AI in two sentences, get a working draft in 30 seconds, and spend the next hour refining behavior rather than writing syntax. **See also** → Prompt Engineering, Intent-Driven Development, Scaffolding, Vibe-Coded Game --- ### Vibe-Coded Game A game that was built primarily through natural language direction to AI tools, where the developer's core contribution is creative vision, design judgment, and iterative guidance — rather than manual code authoring. A vibe-coded game isn't defined by the absence of a developer; it's defined by a fundamental shift in what that developer actually does. They curate, direct, and refine rather than write and debug line by line. The term is descriptive, not derogatory. A vibe-coded game can be just as polished, original, and intentional as a traditionally built one — the difference is in the process, not the output. What separates a great vibe-coded game from slop is the quality of the creative direction behind the prompts. **In practice** — You ship a roguelike dungeon crawler where the movement system, enemy AI, procedural level logic, and UI were all scaffolded and iterated via AI prompts over a single weekend. You wrote very little code by hand, but every mechanic reflects deliberate design decisions you made. That's a vibe-coded game. **See also** → Vibe-Coding, Solo Dev, Slop, Human-in-the-Loop, Playable Prototype --- ### Prompt Engineering `[WORKFLOW]` · 🟢 Beginner The craft of writing instructions that reliably produce the output you actually want from an AI. In game development, poor prompts get you generic boilerplate. Strong prompts — specific about context, constraints, format, and desired behavior — get you production-ready code or compelling game content on the first try. **In practice** — Instead of "write enemy AI," write: "Write a Unity C# script for a melee enemy that patrols between waypoints, enters chase state when the player is within 8 units, and retreats when health drops below 25%. Use a state machine pattern." **See also** → System Prompt, Few-Shot Prompting, Chain-of-Thought, Iterative Prompting --- ### Intent-Driven Development `[CONCEPT]` · 🟢 Beginner A development philosophy where you define *what* a system should do, not *how* to implement it. You describe outcomes; the AI proposes architecture. For game developers, this removes the barrier between having a design vision and having a working prototype — you think like a designer and the AI thinks like an engineer. **In practice** — "I want enemies to feel threatening without being unfair — they should telegraph attacks one second before they land." The AI figures out the animation flag, hitbox timing, and audio cue system to make that happen. **See also** → Vibe-Coding, Spec-to-Code, Natural Language Programming, Vibe-Coded Game --- ### Natural Language Programming `[CONCEPT]` · 🟢 Beginner Writing software by describing its behavior in plain human language rather than formal code syntax. The AI acts as a compiler between your intent and executable logic. For game devs, this means game designers who aren't programmers can now directly contribute to systems implementation. **In practice** — A narrative designer writes "When the player enters the throne room for the first time, the king looks up, pauses, and says a randomized line from this list" — and that becomes working game code. **See also** → Vibe-Coding, Intent-Driven Development, NPC Dialogue Generation, Vibe-Coded Game --- ### AI Pair Programming `[WORKFLOW]` · 🟢 Beginner Working with an AI model as an active, real-time coding collaborator. You maintain creative and architectural control; the AI handles syntax lookups, boilerplate generation, and implementation suggestions. The mental model is a junior developer who types at superhuman speed but needs you to make the important decisions. **In practice** — You design a damage formula for your RPG out loud in the chat, the AI implements it, you test it, you ask it to rebalance the numbers, it revises — three iterations in five minutes. **See also** → Copilot Mode, Cursor, Iterative Prompting --- ### Iterative Prompting `[WORKFLOW]` · 🟢 Beginner Refining AI outputs through a series of increasingly specific follow-up prompts rather than trying to get everything right in one shot. The first prompt establishes structure; subsequent prompts refine details, fix edge cases, and improve quality. This is the normal working rhythm of vibe-coding — not a fallback for when things go wrong. **In practice** — Prompt 1: "Build a basic inventory grid." Prompt 2: "Add drag-and-drop between slots." Prompt 3: "If a weapon slot receives a non-weapon item, reject it and play an error sound." Each prompt builds on a working foundation. **See also** → Debugging Loop, Prompt Engineering, Scaffolding --- ### Zero-Shot Generation `[WORKFLOW]` · 🟡 Intermediate Asking an AI to generate code or content from scratch with no examples — relying entirely on its training knowledge. Works well for common patterns (basic movement, UI elements, standard AI behaviors). Falls short on game-specific or unconventional systems where examples would sharpen the output. **In practice** — Asking an AI to generate a jump mechanic zero-shot works reliably. Asking it to generate the specific combo timing system your fighting game uses zero-shot will likely produce something generic. **See also** → Few-Shot Prompting, Hallucination, Prompt Engineering --- ### Few-Shot Prompting `[WORKFLOW]` · 🟡 Intermediate Providing 1–3 concrete examples inside your prompt to show the AI the pattern, format, or style you want before asking it to generate more. Dramatically improves output quality for game-specific content — dialogue with a consistent character voice, item descriptions with a specific tone, or level data in a custom format. **In practice** — Provide three sample enemy stat blocks in your game's exact JSON format, then ask the AI to generate fifteen more. The output matches your schema precisely because it learned the pattern from your examples. **See also** → Zero-Shot Generation, Prompt Engineering, NPC Dialogue Generation --- ### Scaffolding `[WORKFLOW]` · 🟢 Beginner Using AI to instantly generate a project's skeleton — folder structure, base classes, configuration files, and boilerplate code — before writing any real game logic. Eliminates the blank-page problem and hours of repetitive setup. In game development, this means going from "new project" to "working game loop" in minutes. **In practice** — Ask an AI to scaffold a Unity project with a GameManager, SceneLoader, PlayerController, and basic audio system. Four scripts, properly linked, in 90 seconds. **See also** → Spec-to-Code, Hot Reload, Game Loop, Vibe-Coded Game --- ### Spec-to-Code `[WORKFLOW]` · 🟡 Intermediate Transforming a written game specification — a GDD section, a feature brief, or even a casual design note — directly into functional code. The quality of the output is directly proportional to the specificity of the spec. Vague specs produce generic code; precise specs produce production-ready systems. **In practice** — Paste the "Combat System" section of your GDD into Cursor and ask it to implement the damage model. The AI reads the design intent and produces code that matches your design rather than a generic RPG formula. **See also** → Game Design Document, Intent-Driven Development, Prompt Engineering, Vibe-Coded Game --- ### Prompt Library `[WORKFLOW]` · 🟡 Intermediate A curated, reusable collection of prompts that consistently produce high-quality outputs for recurring game development tasks. Think of it as a recipe book for your AI workflow. Senior teams maintain prompt libraries the way they maintain code libraries — as shared infrastructure that improves everyone's output quality. **In practice** — Your prompt library has a tested entry for "generate a loot table for [zone] with [rarity distribution]" that your whole team uses, ensuring consistent format and quality across all designers. **See also** → Prompt Engineering, Few-Shot Prompting, Iterative Prompting --- ### Vibe Shift `[CULTURE]` · 🟢 Beginner Community slang for a mid-build pivot in creative direction, often sparked by an unexpectedly strong AI-generated idea. Where traditional development resists scope changes, vibe-coding's low implementation cost makes following a vibe shift genuinely tempting — and sometimes the right call. **In practice** — You're building a fantasy RPG, ask the AI for a side quest idea, and it generates something so compelling in a post-apocalyptic direction that your whole team agrees to pivot. That's a vibe shift. **See also** → Vibe-Coding, Playable Prototype, Technical Debt --- ### Slop `[CULTURE]` · 🟢 Beginner Community term for AI-generated content that is technically functional but creatively empty — generic enemy names, flat dialogue, cookie-cutter level layouts, and asset designs that feel like placeholders rather than intentional choices. The primary creative risk of vibe-coding. Slop passes the bar for "working" but fails the bar for "worth playing." **In practice** — Your dungeon has rooms named "Cave Room 1," "Cave Room 2," and enemies called "Dark Warrior." Functional? Yes. Memorable? No. That's slop. The fix isn't less AI — it's more specific prompting and stronger creative direction from you. **See also** → Hallucination, Human-in-the-Loop, Prompt Engineering, Vibe-Coded Game --- ## 🤖 AI Models & Infrastructure --- ### LLM (Large Language Model) `[CONCEPT]` · 🟢 Beginner The class of AI model that powers virtually every vibe-coding and game AI tool in use today. Trained on massive datasets of text and code, LLMs generate human-readable and machine-executable outputs from natural language inputs. Claude, GPT-4, Gemini, and Llama are all LLMs. You don't need to understand how they work — but you need to understand their limits: they predict likely outputs, not correct ones. **In practice** — Every time Cursor suggests code, every time Rosebud generates a mechanic, every time Claude writes dialogue — an LLM is doing the work. Understanding that they're prediction engines (not logic engines) helps you use them more effectively. **See also** → Context Window, Hallucination, Fine-Tuning, Temperature --- ### AI Agent `[CONCEPT]` · 🟡 Intermediate An AI system that executes multi-step tasks autonomously — searching, writing code, running tests, reading results, and adjusting — without a human prompt between each step. In game development, agents can handle full feature implementation cycles: read the spec, write the code, run tests, fix errors, and report back when done. **In practice** — You describe a new save system and start a coffee break. The agent reads your existing codebase, writes the save/load implementation, adds error handling, writes unit tests, fixes the two failures, and pings you with a summary. **See also** → Agentic Workflow, Model Context Protocol, Human-in-the-Loop --- ### Agentic Workflow `[WORKFLOW]` · 🟡 Intermediate A development pipeline where AI agents chain tasks sequentially or in parallel to achieve complex goals with minimal human interruption. The developer defines the goal and the guardrails; the agent handles execution. Represents the next level beyond prompt-response vibe-coding — where you manage outcomes, not individual prompts. **In practice** — "Build and test the crafting system from section 4 of the GDD" — and the agent reads the doc, implements the system, runs it, debugs the failures, and surfaces a working build for you to review. **See also** → AI Agent, Model Context Protocol, Human-in-the-Loop --- ### Context Window `[CONCEPT]` · 🟡 Intermediate The maximum volume of text — code, conversation, documentation — that an AI model can read and reason about in one session. Think of it as the AI's working memory. Hit the limit and it "forgets" earlier parts of the conversation. For game developers, this matters most when working with large codebases or long design documents. **In practice** — Pasting your 5,000-line game manager into a model with a small context window means it can only see part of the file. Use models with large context windows (Claude, GPT-4o) when you need the AI to reason across your entire codebase. **See also** → LLM, Hallucination, RAG --- ### RAG (Retrieval-Augmented Generation) `[CONCEPT]` · 🔴 Advanced A technique where an AI is dynamically fed relevant external information — documentation, codebase snippets, design docs — at the moment of a query, instead of relying solely on its training data. Prevents hallucinated API calls and keeps AI output grounded in your actual game's architecture. **In practice** — Your custom game engine has unique systems. RAG lets an AI query your engine docs in real time before generating code, ensuring it uses your actual function names and patterns instead of inventing plausible-sounding ones. **See also** → Grounding, Hallucination, Context Window --- ### Fine-Tuning `[CONCEPT]` · 🔴 Advanced Training a base AI model further on a curated dataset specific to your domain — your game's code style, lore bible, dialogue samples, or art direction — so it produces outputs that fit your project without needing exhaustive prompting every time. High effort upfront, major quality payoff at scale. **In practice** — Fine-tune a model on 200 examples of your game's NPC dialogue and it starts generating on-brand character voice without you having to describe the tone every session. **See also** → LoRA, LLM, NPC Dialogue Generation --- ### System Prompt `[CONCEPT]` · 🟡 Intermediate The hidden instruction set loaded before a conversation begins, defining the AI's role, rules, output format, and constraints. In game development tools, system prompts shape whether an AI acts as a game designer, a code reviewer, a lore keeper, or a playtester. You can write your own when using AI APIs directly. **In practice** — A system prompt that says "You are a senior Unity developer who only writes clean, commented C# code using SOLID principles" dramatically improves code quality compared to prompting a default assistant. **See also** → Prompt Engineering, LLM, Agentic Workflow --- ### Chain-of-Thought (CoT) `[WORKFLOW]` · 🟡 Intermediate A prompting technique where you instruct the AI to reason step-by-step before producing its final output. For complex game logic — combat formulas, AI state machines, economy balancing — CoT dramatically reduces errors by forcing the model to work through the problem before committing to an answer. **In practice** — Instead of "calculate damage output for this weapon configuration," write "think through the damage formula step by step, then output the final C# function." The reasoning pass catches edge cases that direct generation misses. **See also** → Prompt Engineering, Debugging Loop, Hallucination --- ### Temperature `[CONCEPT]` · 🟡 Intermediate A parameter (typically 0.0 to 1.0) that controls how random or deterministic an AI's outputs are. Low temperature = consistent, predictable code. High temperature = creative, varied, sometimes surprising output. The right setting depends entirely on what you're generating. **In practice** — Use low temperature (0.1–0.3) when generating game logic, combat systems, or anything that needs to be correct. Use higher temperature (0.7–0.9) when generating NPC names, item flavor text, or environmental descriptions where variety is valuable. **See also** → LLM, NPC Dialogue Generation, Procedural Generation --- ### Token `[CONCEPT]` · 🟡 Intermediate The atomic unit an LLM processes — roughly 0.75 words on average. Token limits determine how much content you can send and receive per request, and directly affect API cost. Understanding tokens helps you work within context limits and control costs when building AI-powered game systems at scale. **In practice** — A 10,000-word game design document is roughly 13,000 tokens. Know your model's context limit before pasting documents or you'll hit the wall mid-analysis. **See also** → Context Window, LLM, Fine-Tuning --- ### Grounding `[CONCEPT]` · 🟡 Intermediate Anchoring AI outputs to verified, real references — your actual codebase, your engine's documentation, your game's design rules — to reduce hallucinated function names, invented APIs, and plausible-but-wrong implementations. Grounding is the professional discipline of vibe-coding. **In practice** — Before asking an AI to write Godot-specific code, paste the relevant Godot docs into the prompt. The AI writes against real APIs instead of confidently inventing methods that don't exist. **See also** → RAG, Hallucination, Context Window --- ### Multimodal Input `[CONCEPT]` · 🟡 Intermediate The ability to provide an AI with multiple input types simultaneously — images, text, audio, sketches, screenshots — and have it reason across all of them. For game developers, this means you can sketch a level layout and ask the AI to code it, or screenshot a UI and ask it to be rebuilt. **In practice** — Take a photo of a whiteboard sketch of your game's level layout and ask Claude to generate a JSON tilemap representation of it. Sketch-to-data in one step. **See also** → LLM, Spec-to-Code, Level Design Automation --- ### Model Context Protocol (MCP) `[CONCEPT]` · 🔴 Advanced An open standard that allows AI agents to securely connect to and interact with external tools, APIs, file systems, and services. For game studios, MCP enables AI agents to read your codebase, write files, query databases, call game APIs, and interface with your existing toolchain — all within a governed, auditable framework. **In practice** — An MCP-enabled agent can open your Unity project files, read the current game state, implement a requested feature, run tests, and commit the diff — all without you switching context. **See also** → AI Agent, Agentic Workflow, Copilot Mode --- ### Copilot Mode `[WORKFLOW]` · 🟢 Beginner IDE-integrated AI assistance that provides real-time inline code suggestions as you type, without switching to a chat interface. In game development, copilot mode handles the high-frequency, low-stakes work: filling in function bodies, completing repetitive patterns, suggesting variable names — freeing your focus for architecture and design. **In practice** — Start typing a Unity coroutine for a fade-to-black transition and the AI completes the full implementation before you've typed the method signature. Accept with Tab, move on. **See also** → Cursor, AI Pair Programming, Code Completion --- ### LoRA (Low-Rank Adaptation) `[CONCEPT]` · 🔴 Advanced A lightweight fine-tuning technique that trains a small set of additional model weights rather than retraining the entire model. For game devs generating visual assets, LoRAs are used to train custom art styles — your game's specific character design language, environment aesthetic, or UI style — and apply them consistently across all generated assets. **In practice** — Train a LoRA on 50 screenshots of your game's art style. Now every AI-generated sprite, background, and UI element matches your visual identity without hand-correcting each one. **See also** → Fine-Tuning, Generative Assets, ComfyUI --- ## 🕹️ Game Systems & Design --- ### Procedural Generation `[CONCEPT]` · 🟡 Intermediate Using algorithms to create game content — levels, items, dialogue, quests, weather, enemy configurations — at runtime rather than by hand. AI dramatically expands what's possible: instead of rule-based generators producing repetitive output, LLM-powered generation can create contextually coherent, narratively consistent content on demand. **In practice** — Instead of hand-crafting 50 side quests, you design a generation system that takes player history, faction reputation, and current location as inputs and produces contextually appropriate quests via LLM at runtime. **See also** → Dynamic Narrative, Level Design Automation, AI Director --- ### Game Design Document (GDD) `[WORKFLOW]` · 🟢 Beginner A structured document defining a game's mechanics, story, systems, and art direction. In a vibe-coding workflow, the GDD serves double duty: it's both a planning tool and a prompt source. A well-written GDD section can be pasted directly into an AI and converted into working code. The better your GDD, the better your AI output. **In practice** — Write your GDD in a format that's also good for prompting: specific, structured, with clear behavior descriptions. "When the player enters a new zone, the ambient music crossfades over 2 seconds to the zone theme" is better than "ambient music changes per zone." **See also** → Spec-to-Code, Prompt Engineering, Intent-Driven Development --- ### Behavior Tree `[CONCEPT]` · 🟡 Intermediate A hierarchical structure defining how an NPC or enemy makes decisions — when to patrol, when to attack, when to retreat, when to call for help. Traditionally written by hand, behavior trees are now frequently scaffolded by AI from plain-language enemy descriptions, then refined by the developer. **In practice** — Describe your boss enemy's combat phases in plain language. The AI generates a behavior tree structure; you review it, adjust transition conditions, and wire it to your animation system. **See also** → NPC Dialogue Generation, Pathfinding AI, AI Director --- ### Pathfinding AI `[CONCEPT]` · 🟡 Intermediate Algorithms that calculate how characters navigate a game world — avoiding obstacles, finding shortest paths, handling dynamic environments. Standard implementations (A*, NavMesh) are well understood by LLMs and can be generated quickly. More complex systems (hierarchical pathfinding, multi-agent coordination) benefit from AI-assisted design and debugging. **In practice** — Ask an AI to implement A* pathfinding for a grid-based game with diagonal movement and variable movement costs. Working implementation in minutes rather than hours of research. **See also** → Behavior Tree, Procedural Generation, Physics Simulation AI --- ### Adaptive Difficulty `[CONCEPT]` · 🟡 Intermediate Systems that automatically adjust game challenge based on real-time player performance data — death rate, completion time, accuracy, resource levels. AI can both implement these systems and help calibrate the curves. Reduces the design burden of difficulty balancing and improves player retention. **In practice** — Track the player's last five deaths per zone. If they die more than three times, the AI system reduces enemy health by 10% and increases ammo drops. Describe this in plain language; an AI implements the system logic. **See also** → Playtesting AI, Dynamic Narrative, Game Loop --- ### NPC Dialogue Generation `[CONCEPT]` · 🟡 Intermediate Using LLMs to write character dialogue — either statically (generated during development) or dynamically (generated at runtime in response to player input). Static generation dramatically speeds up content creation. Dynamic generation creates characters that feel genuinely responsive, at the cost of consistency control. **In practice** — Define a shopkeeper's personality, backstory, and knowledge scope in a system prompt. Players can ask them anything about the game world and get contextually appropriate, in-character responses without you scripting every exchange. **See also** → Few-Shot Prompting, Dynamic Narrative, Fine-Tuning --- ### Level Design Automation `[WORKFLOW]` · 🟡 Intermediate Using AI to generate game environments — room layouts, terrain features, obstacle placement, enemy distribution, pacing structures. AI-assisted level design works best as a starting point that humans then tune, rather than final output. It excels at generating volume quickly; human judgment applies quality and intentionality. **In practice** — Ask an AI to generate 10 dungeon room layouts with specified enemy counts and chest placements in your map format. Review them in 20 minutes and select the five worth developing further. **See also** → Procedural Generation, Generative Assets, Spec-to-Code --- ### Game Loop `[CONCEPT]` · 🟢 Beginner The core execution cycle of any game: read input → update game state → render frame → repeat. Understanding the game loop is prerequisite knowledge for game development; it's also one of the most reliably generated structures in AI-assisted scaffolding. Ask any vibe-coding tool to start a game and it will build the loop first. **In practice** — Any time you start a new game project with AI assistance, the first scaffold output will be a working game loop. Review it to understand how the AI has structured your project before building on top of it. **See also** → Scaffolding, Hot Reload, Debugging Loop --- ### Emergent Gameplay `[CONCEPT]` · 🔴 Advanced Complex, unscripted player behaviors that arise from the interaction of well-designed AI systems rather than scripted events. The design goal is building systems that produce surprising but coherent play — something increasingly achievable when LLMs can design and simulate AI behaviors at speed. **In practice** — Your enemies use stealth, flanking, and retreat behaviors independently. Players discover that leading enemies through environmental hazards is an unplanned but legitimate strategy. That's emergence — and you couldn't have scripted it. **See also** → Behavior Tree, AI Director, Procedural Generation --- ### Dynamic Narrative `[CONCEPT]` · 🔴 Advanced Storylines that adapt, branch, and evolve based on player decisions, using AI to generate contextually coherent narrative developments rather than pre-authored branching trees. Represents a significant leap from traditional narrative design — effectively giving every player a unique story. **In practice** — A player who consistently allies with a faction receives contextually generated rumours, NPC reactions, and quest opportunities that a hostile player never sees — all written by an LLM at runtime from a narrative state model. **See also** → NPC Dialogue Generation, Procedural Generation, Emergent Gameplay --- ### AI Director `[CONCEPT]` · 🔴 Advanced A meta-layer AI system that monitors player experience in real time and orchestrates pacing, tension, and events to maintain engagement. First pioneered in *Left 4 Dead*, where an AI managed enemy spawning to keep intensity at optimal levels. Now implementable via LLM reasoning at a fraction of the original engineering cost. **In practice** — Your AI Director tracks player heart rate (via peripheral), death frequency, and time since last combat encounter. It dynamically adjusts enemy density and timing to maintain the tension curve your design document specifies. **See also** → Adaptive Difficulty, Behavior Tree, Emergent Gameplay --- ### Generative Assets `[CONCEPT]` · 🟡 Intermediate AI-produced art, audio, animation, or 3D models used directly in a shipped game. No longer just for prototyping — generative assets are appearing in commercial releases, especially for environmental textures, ambient audio, and supporting characters. Requires careful quality control and legal awareness. **In practice** — Generate 200 variations of ambient forest sounds using an AI audio tool. Hand-select the 20 that match your game's tone. You've created a full ambient audio library in an afternoon rather than a week. **See also** → ComfyUI, LoRA, AI Licensing Ambiguity, Vibe-Coded Game --- ### Shader Generation `[WORKFLOW]` · 🔴 Advanced Using AI to write GLSL or HLSL shader code from plain-language visual descriptions. Shaders are notoriously difficult to write from scratch; AI dramatically lowers the barrier for indie developers to implement complex visual effects that would otherwise require a specialist. **In practice** — "Write a GLSL fragment shader that creates a scanline CRT effect with screen curvature and chromatic aberration on the edges." Working shader code from a sentence, ready to drop into Unity's shader graph. **See also** → Generative Assets, Scaffolding, Spec-to-Code --- ### Physics Simulation AI `[CONCEPT]` · 🔴 Advanced Machine learning models that approximate complex physics — cloth simulation, fluid dynamics, structural destruction, soft bodies — at a fraction of the CPU/GPU cost of traditional physics engines. Increasingly relevant as game worlds become more dynamic and player expectations around physical realism increase. **In practice** — Instead of running full SPH fluid simulation for your game's water effects, use a trained neural physics model that produces visually convincing results at 10% of the compute cost. **See also** → Generative Assets, Level Design Automation, Emergent Gameplay --- ### Playtesting AI `[WORKFLOW]` · 🟡 Intermediate Autonomous AI bots that play through your game repeatedly, faster than any human QA team, to surface bugs, balance issues, stuck points, and inaccessible content. Catches classes of problems — edge cases in pathfinding, numerical exploits, progression dead ends — that human testers rarely encounter by chance. **In practice** — Run playtesting AI agents through your roguelike's generation system overnight. By morning you have a report showing which room configurations cause the player to get permanently stuck and which weapon combinations trivialize the mid-game. **See also** → Debugging Loop, Regression Testing, Adaptive Difficulty --- ## ⚙️ Dev Pipeline & Workflow --- ### Debugging Loop `[WORKFLOW]` · 🟢 Beginner The iterative cycle of feeding AI error messages, stack traces, and unexpected behaviors to receive corrective code and explanations. In a vibe-coding workflow, this replaces solo debugging sessions. The AI has seen millions of similar errors and can often identify the root cause faster than stepping through code line by line. **In practice** — Your Unity build throws a NullReferenceException at runtime. Paste the full stack trace into your AI tool and describe what you were doing. In most cases it identifies the uninitialized reference and the fix in one response. **See also** → Iterative Prompting, Code Review Automation, Regression Testing --- ### Code Review Automation `[WORKFLOW]` · 🟡 Intermediate Using AI to analyze code for bugs, anti-patterns, security issues, and logic errors before or during human review. Particularly valuable in vibe-coding pipelines where AI-generated code may contain subtle issues that humans miss because the code looks confident and well-structured. **In practice** — Before merging any AI-generated gameplay system, paste it into your AI tool with the prompt: "Review this code for bugs, edge cases, and performance issues in the context of a game loop running at 60fps." It catches what both you and the original generation missed. **See also** → Debugging Loop, Regression Testing, Human-in-the-Loop --- ### Hot Reload `[CONCEPT]` · 🟢 Beginner The ability to apply code changes to a running game without stopping and restarting the build. When combined with vibe-coding's rapid iteration speed, hot reload creates a tight feedback loop — generate, apply, observe, adjust — that compresses the iteration cycle dramatically. **In practice** — Adjust your enemy's patrol radius mid-playtest without killing the session. The change applies instantly and you watch the behavior update in real time — then prompt for another adjustment and repeat. **See also** → Iterative Prompting, Sandbox Environment, Game Loop --- ### Sandbox Environment `[WORKFLOW]` · 🟡 Intermediate An isolated runtime for safely testing AI-generated code before integrating it into your main game project. Because AI can generate confident-looking code that contains subtle bugs or incompatibilities, a sandbox catches problems before they corrupt your main build. **In practice** — AI generates a new save system. You test it in a throwaway project first — verifying it saves, loads, handles corrupt files, and doesn't clobber existing data — before touching your main game. **See also** → Regression Testing, Debugging Loop, Human-in-the-Loop --- ### Linter / Static Analysis `[WORKFLOW]` · 🟡 Intermediate Automated tools that scan code for syntax errors, style violations, and potential bugs without running it. Essential in AI-assisted pipelines because AI-generated code can look clean while containing subtle issues — type mismatches, unused variables, performance anti-patterns — that a linter catches instantly. **In practice** — Run every AI-generated script through ESLint or Roslyn analyzers before adding it to your project. This adds 30 seconds and catches the 10% of AI output that looks right but isn't. **See also** → Code Review Automation, Regression Testing, Debugging Loop --- ### Regression Testing `[WORKFLOW]` · 🟡 Intermediate Automated tests that verify existing features still work correctly after new code is added. Critical in vibe-coding workflows where rapid iteration means changes are frequent and inter-system dependencies can break silently. AI can both generate tests and run them as part of an agentic pipeline. **In practice** — Ask your AI to write unit tests for your combat system before starting a major refactor. After the refactor, run the tests. If they all pass, you know you haven't broken anything the combat system touches. **See also** → Debugging Loop, Sandbox Environment, Code Review Automation --- ### Human-in-the-Loop `[WORKFLOW]` · 🟢 Beginner A workflow principle where a human reviews, validates, and approves AI outputs before they are committed to the project. The antidote to pure vibe-coding without quality control. For game development, this means treating AI as a fast first-drafter, not a final authority — you always make the last call. **In practice** — Your AI agent generates three new enemy attack patterns overnight. You review all three the next morning, select one, modify another, and discard the third. The AI saved you implementation time; your judgment saved the game's quality. **See also** → Code Review Automation, Slop, Agentic Workflow, Vibe-Coded Game --- ### Code Completion `[WORKFLOW]` · 🟢 Beginner AI automatically suggesting or completing code as you type — finishing function bodies, filling in parameters, completing repetitive patterns. The most ubiquitous form of AI assistance in coding, available in virtually every modern IDE with AI integration. **In practice** — You type the beginning of a serialization function for your save system and the AI fills in the rest of the implementation based on your method name and the class structure it can see. Accept, move on. **See also** → Copilot Mode, AI Pair Programming, Cursor --- ## 🌐 Culture, Community & Business --- ### Game Jam `[CULTURE]` · 🟢 Beginner A time-constrained game creation event — typically 48 to 72 hours — where developers build a complete game from scratch. Vibe-coding has transformed game jams: teams that previously needed a programmer, designer, and artist now compete with a solo developer using AI. The minimum viable team has shrunk to one. **In practice** — At a 48-hour jam, your AI generates the core mechanics in hour one, levels in hours two and three, UI in hour four. You spend the remaining 44 hours polishing, playtesting, and adding the creative details that make your game memorable. **See also** → Playable Prototype, Solo Dev, Scaffolding, Vibe-Coded Game --- ### AI-Assisted Game Jam `[CULTURE]` · 🟢 Beginner A game jam format that explicitly permits and encourages AI tools — image generators, LLMs, AI sound tools — as first-class development instruments. Distinct from traditional jams where AI use is restricted or contested. Creating new competitive categories and raising questions about what "made by humans" means in game development. **In practice** — In an AI-assisted jam, your workflow might be: generate concept art with Midjourney, scaffold mechanics with Cursor, write dialogue with Claude, produce audio with a generative music tool — and still spend most of your time on design decisions. **See also** → Game Jam, Vibe-Coding, Generative Assets, Vibe-Coded Game --- ### Solo Dev `[CULTURE]` · 🟢 Beginner A single developer building and shipping a complete game independently. Previously a heroic undertaking requiring years and mastery of every discipline. AI assistance has made solo dev increasingly viable — one person can now produce what previously required a small team by leaning on AI for implementation, asset generation, and content creation. **In practice** — A solo dev with strong design instincts and a clear creative vision can ship a polished commercial game by using AI to handle the technical implementation they don't specialize in — collision systems, shader effects, save states — while focusing their energy on the core experience. **See also** → Vibe-Coding, Playable Prototype, Generative Assets, Vibe-Coded Game --- ### Playable Prototype `[CONCEPT]` · 🟢 Beginner A minimal, functional build demonstrating the core loop of a game concept — enough to play, test, and evaluate whether the idea is worth developing further. With AI scaffolding, a playable prototype can go from idea to testable in hours rather than days, dramatically accelerating the validate-or-kill decision. **In practice** — Have an idea for a mechanic at 9am. Scaffold it with an AI tool, implement the core loop, and have 10 people playtesting by 2pm. If it's not fun in the prototype, it won't be fun in the full game. Cut it and start the next idea. **See also** → Scaffolding, Game Jam, Spec-to-Code, Vibe-Coded Game --- ### Technical Debt `[CAUTION]` · 🟡 Intermediate Accumulated shortcuts, unoptimized AI-generated code, and deferred refactoring that progressively slows development velocity. Vibe-coding creates technical debt faster than traditional development because the AI prioritizes working code over clean code. Ignoring it is fine for prototypes; it becomes a serious problem in production builds. **In practice** — Your game's inventory system was generated in 20 minutes and works fine for the prototype. For production, the AI wrote it without separation of concerns — the UI, data model, and game logic are tangled together. Untangling it is technical debt you'll pay eventually. **See also** → Code Review Automation, Regression Testing, Human-in-the-Loop, Vibe-Coded Game --- ## ⚠️ Risks, Quality & Ownership --- ### Hallucination `[CAUTION]` · 🟢 Beginner When an AI generates output that is confidently wrong — plausible-sounding function names that don't exist, API methods that were never real, logic that looks correct but is subtly broken. The AI doesn't know it's wrong; it produces hallucinations with the same confident tone as correct outputs. The most important failure mode for every vibe-coder to understand. **In practice** — An AI generates a Unity call to `Physics.RaycastFromCharacter()` — a method that doesn't exist in any version of the Unity API. It compiles-ish, fails at runtime, and you waste an hour figuring out why. Test every AI-generated API call. **See also** → Grounding, RAG, Debugging Loop, Human-in-the-Loop, Vibe-Coded Game --- ### AI Licensing Ambiguity `[CAUTION]` · 🔴 Advanced Unresolved legal questions surrounding IP ownership of AI-generated game content — code, art, audio, and narrative. Current legal precedent is evolving rapidly and varies by jurisdiction. Using AI-generated assets in a commercial release carries risk you should understand before you ship. **In practice** — Before releasing a commercial game with AI-generated art, understand what training data your chosen tools used, what their terms of service say about commercial use, and whether your jurisdiction has relevant case law. "The AI made it" is not a legal defense. **See also** → Generative Assets, Fine-Tuning, Human-in-the-Loop, Vibe-Coded Game --- ### Determinism `[CONCEPT]` · 🔴 Advanced The property of a system producing identical outputs given identical inputs, every time, across every execution environment. Critical for multiplayer games (both clients must simulate the same world), replay systems (the recording must recreate the original session), and any system where reproducibility matters. AI-generated code frequently introduces non-determinism inadvertently. **In practice** — Your AI-generated combat system uses `Random.Range()` calls that aren't seeded correctly. Two clients running the same simulation diverge after 30 seconds, causing desync. Review all AI-generated randomness for determinism compliance. **See also** → Regression Testing, Debugging Loop, Physics Simulation AI, Vibe-Coded Game --- ### Overfitting `[CAUTION]` · 🔴 Advanced When a fine-tuned AI model becomes so specialized on its training examples that it fails to generalize to new situations. In game development, an overfitted dialogue model might only produce responses that closely mirror the training samples, making every NPC sound like a variant of the same character. **In practice** — You fine-tune a model on your game's dialogue but accidentally use only the main character's lines. The model now writes every NPC in the protagonist's voice. Diversity in training data prevents overfitting. **See also** → Fine-Tuning, NPC Dialogue Generation, LLM --- ## Alphabetical Index Adaptive Difficulty · AI Agent · AI Director · AI-Assisted Game Jam · AI Licensing Ambiguity · AI Pair Programming · Agentic Workflow · Behavior Tree · Bolt · Chain-of-Thought · Claude · Code Completion · Code Review Automation · ComfyUI · Context Window · Copilot Mode · Cursor · Debugging Loop · Determinism · Dynamic Narrative · Emergent Gameplay · Few-Shot Prompting · Fine-Tuning · Game Design Document · Game Jam · Game Loop · Generative Assets · Grounding · Hallucination · Hot Reload · Human-in-the-Loop · Intent-Driven Development · Iterative Prompting · Level Design Automation · Linter / Static Analysis · LLM · LoRA · Lovable · Model Context Protocol · Multimodal Input · Natural Language Programming · NPC Dialogue Generation · Overfitting · Pathfinding AI · Physics Simulation AI · Playable Prototype · Playtesting AI · Procedural Generation · Prompt Engineering · Prompt Library · RAG · Regression Testing · Replit · Rosebud AI · Sandbox Environment · Scaffolding · Shader Generation · Slop · Solo Dev · Spec-to-Code · System Prompt · Technical Debt · Temperature · Token · Verse8 · Vibe-Coded Game · Vibe-Coding · Vibe Shift · Zero-Shot Generation Back to home page ================================================================================ ## About vibecode.game URL: https://vibecode.game/about Source: src/content/about/about.md ================================================================================ Description: Vibecode.game is a community hub for vibe-coded and AI-assisted games — discovery, developers, tools, and jams — from YGG. Operator: YGG # About vibecode.game **Build. Play. Discover.** Vibecode.game is a community hub for vibe-coded and AI-assisted games — discovery, developers, tools, and jams — from YGG. ## Built for players and makers We curate browser-friendly indie games built with AI-assisted workflows, highlight the people and studios behind them, and surface the tools and jams that help you ship faster. Vibecode.game is operated in connection with **YGG** — bringing web-first games and community energy together in one place. ## Community Listings, guides, and editorial content focused on vibe-coded games — fair metadata, clear play links, and space for developers to tell their stack story. Focus areas: games, developers, AI tools. ## Operator — YGG Yield Guild Games builds at the intersection of play, community, and digital worlds — supporting experiences that meet players where they are. Focus: web-first indie games. ## Principles How we think about listings, content, and the community experience on the site. ### Fast, readable pages Discovery should feel instant — lean pages, clear hierarchy, and assets that respect bandwidth. ### Credit the makers Developer profiles, tools, and jams are first-class — not an afterthought to a game grid. ### Honest guides Blog and glossary content aims to be practical — how tools work, what to watch for, how to ship. ## Questions? For common topics on vibe coding, AI-assisted game dev, and the hub, see the FAQ — or reach out via the contact page. ================================================================================ ## FAQ: What is vibe-coding in game development? URL: https://vibecode.game/faq Source: src/content/faqs/01-what-is-vibe-coding.md ================================================================================ Order: 1 Category: vibe-coding Related terms: Prompt Engineering, AI Pair Programming, Intent-Driven Development, Scaffolding, Vibe-coding, Cursor, Rosebud AI, Bolt, Replit **Vibe-coding** is an AI-assisted development approach where you build software — including games — by describing what you want in plain language, and letting an AI write the implementation. Instead of manually writing every line of code, you direct the process through natural language prompts while the AI handles syntax, boilerplate, and structure. In game development specifically, vibe-coding means you can describe a game mechanic, an enemy behavior, a UI layout, or an entire game loop in plain English — and have a working prototype running in minutes. Tools like **Cursor**, **Rosebud AI**, **Bolt**, and **Replit** have made vibe-coding accessible to both experienced developers looking to accelerate their workflow and complete beginners building their first game. Vibe-coding doesn't remove the developer from the equation — it changes what the developer does. Instead of writing code, you're making creative decisions, directing AI outputs, and refining the result. The best vibe-coded games come from developers with strong creative vision, not from people who simply hand everything to an AI and accept the first output. ================================================================================ ## FAQ: What are vibe-coded games? URL: https://vibecode.game/faq Source: src/content/faqs/02-what-are-vibe-coded-games.md ================================================================================ Order: 2 Category: vibe-coding Related terms: Solo Dev, Slop, Human-in-the-Loop, Generative Assets, Playable Prototype, Vibe-Coded Game **Vibe-coded games** are games built primarily through natural language direction to AI tools, where the developer's core contribution is creative vision, design judgment, and iterative guidance — rather than manual code authoring line by line. The term covers a wide spectrum. At one end: a game jam prototype built over a weekend by a solo developer using Rosebud AI or Replit Agent, where every system was scaffolded via prompts. At the other: a commercially released indie game where an experienced developer used AI tools like Cursor or Claude throughout production to accelerate development, generate assets, and write content at scale. What vibe-coded games are *not* is a fixed quality tier. A vibe-coded game can be just as polished, original, and intentional as a traditionally built one. What separates a great vibe-coded game from low-quality AI output — sometimes called **slop** — is the quality of the creative direction behind the prompts. The AI writes the code; the developer makes the game. As of 2026, vibe-coded games are appearing in commercial storefronts, game jam winners' circles, and indie showcases. The category is growing fast and blurring the boundary between "who can make a game" and "who used to be able to." ================================================================================ ## FAQ: What are the best vibe-coded games? URL: https://vibecode.game/faq Source: src/content/faqs/03-best-vibe-coded-games.md ================================================================================ Order: 3 Category: vibe-coding Related terms: AI-Assisted Game Jam, Game Jam, Playable Prototype, Generative Assets, Rosebud AI The vibe-coded game landscape is young and moving fast, but several titles and categories stand out as benchmarks for what AI-assisted game development can produce. **Game jam standouts** are currently the richest source of high-quality vibe-coded games. AI-assisted game jams — 48 to 72-hour events where AI tools are explicitly permitted — have produced a wave of creative, technically impressive games built by solo developers in timeframes that would have been impossible without AI assistance. Platforms like **itch.io** host the largest concentration of these games, and jam results pages are the best place to discover them. **Rosebud AI** hosts a growing library of games built entirely on its platform using natural language prompts — making it one of the most accessible places to both play and study vibe-coded games in their purest form. Beyond specific titles, the best vibe-coded games tend to share a few qualities: a strong, specific creative concept (not generic genre execution), tight core loops with polished feel, and evidence of deliberate human direction rather than raw AI output. The creative vision behind the prompts is what elevates them. As the category matures, expect dedicated showcases, storefronts, and critical coverage specifically for AI-assisted games to emerge. The best titles of 2025–2026 are being built right now. ================================================================================ ## FAQ: How do I make a vibe-coded game? URL: https://vibecode.game/faq Source: src/content/faqs/04-how-to-make-a-vibe-coded-game.md ================================================================================ Order: 4 Category: vibe-coding Related terms: Scaffolding, Iterative Prompting, Prompt Engineering, Debugging Loop, Playable Prototype, Human-in-the-Loop, Rosebud AI, Verse8, Cursor, Bolt, Replit, Lovable, Claude Making a vibe-coded game follows a fundamentally different workflow from traditional game development — and a much faster one. Here's how to approach it: **Step 1 — Define your concept clearly** Before opening any AI tool, know what you're building. Write a clear, specific description of your game's core loop, target feel, and one or two defining mechanics. The more specific your creative vision, the better your AI outputs will be. Vague concepts produce generic games. **Step 2 — Choose your tool based on your goal** - No coding experience at all → Start with **Rosebud AI** or **Replit**. Both are designed for natural language game creation with no technical prerequisites. - Some coding experience, want maximum speed → Use **Cursor** (VS Code with deep AI integration) or **Bolt** for web-based games. - Want a full-stack companion app alongside your game → **Lovable** handles web interfaces fast. **Step 3 — Scaffold first, refine second** Use AI to generate your project's skeleton — the game loop, core classes, basic movement — before adding any specific mechanics. This gives you a working foundation to iterate on. **Step 4 — Iterate through prompts, not rewrites** Vibe-coding works through successive, increasingly specific prompts rather than rewriting from scratch. Describe what's wrong or what you want improved, feed the AI the error message or the specific behavior you want changed, and build on each working output. **Step 5 — Stay in the loop** Review everything the AI generates before shipping it. AI produces confident-sounding code that can contain subtle bugs, non-existent API calls (called **hallucinations**), or generic implementations that miss your design intent. Your creative judgment is the quality filter. **Step 6 — Use AI for content and assets too** Beyond code, AI can generate NPC dialogue, enemy stat tables, level layouts, sprite variations, ambient audio, and item descriptions. Tools like **ComfyUI** handle image generation; LLMs like **Claude** handle writing and design document work. **The honest timeline:** A vibe-coded prototype of a focused concept is achievable in one to three days. A polished, shippable game still takes weeks to months — AI accelerates implementation, but playtesting, balancing, and polish require human time regardless. ================================================================================ ## FAQ: What tools can I use to vibe-code a game? URL: https://vibecode.game/faq Source: src/content/faqs/05-vibe-code-tools.md ================================================================================ Order: 5 Category: vibe-coding Related terms: Prompt Library, Scaffolding, Generative Assets, ComfyUI, LoRA, Rosebud AI, Replit The vibe-coding tool landscape in 2026 is rich and growing. The right choice depends on your experience level, your target platform, and what kind of game you're building. **Purpose-Built Game Creation (No coding required)** - **Rosebud AI** — The most accessible starting point for non-developers. Describe your game in natural language and Rosebud generates playable game logic and assets in real time. Built specifically for vibe-coded game creation. - **Verse8** — An AI-assisted creative development platform focused on games and interactive experiences. Designed for rapid creative iteration from concept to playable build. **General AI Development Environments (Some familiarity helps)** - **Cursor** — The leading vibe-coding IDE. Built on VS Code with deep LLM integration — understands your full codebase, supports multi-file edits, and handles natural language refactoring. The tool most adopted by developers who want to accelerate real game projects. - **Bolt** — Browser-based, zero setup. Best for web-based games and companion apps. Fast prototyping without touching a local environment. - **Replit** — Cloud IDE with a built-in AI agent. Strong for browser games, game jam prototypes, and educational projects. - **Lovable** — Best for game companion web apps: leaderboards, lore wikis, landing pages. **AI Assistants (Used alongside your main IDE)** - **Claude** — Excellent for long-context reasoning: GDD analysis, NPC dialogue systems, debugging complex logic, game economy design. - **GitHub Copilot** — Inline code completion inside any supported IDE. Handles boilerplate and repetitive patterns fast. **Asset Generation** - **ComfyUI** — Node-based local pipeline for generating game sprites, concept art, and textures using Stable Diffusion or FLUX. Best for developers with a GPU who want cost-free, high-volume asset generation. - **Midjourney / Stable Diffusion** — Concept art, environment mood boards, and character design references. **The honest answer on tool choice:** Don't chase the newest tool. Pick one that matches your current skill level, build one complete project with it, and *then* evaluate whether a different tool would serve your workflow better. The best vibe-coding tool is the one you finish a game with. ================================================================================ ## FAQ: Where can I play vibe-coded games? URL: https://vibecode.game/faq Source: src/content/faqs/06-where-to-play.md ================================================================================ Order: 6 Category: vibe-coding Related terms: Game Jam, AI-Assisted Game Jam, Solo Dev, Playable Prototype Vibe-coded games are distributed across the same platforms as any indie game, but a few destinations have the highest concentration: **itch.io** The largest and most active hub for vibe-coded and AI-assisted games. Game jam results — especially from AI-assisted jams — are published here. Searching for "AI-assisted," "vibe-coded," or browsing jam result pages surfaces the most current releases. Free to play, free to publish. **Rosebud AI** Rosebud hosts a native library of games built on its platform. Because it's purpose-built for vibe-coded creation, every game here was made using natural language prompts. The best place to see what pure vibe-coding produces at scale. **Replit** Many games built in Replit are published directly from the platform and playable in the browser without installation. The Replit community pages surface active game projects. **Game Jam Showcases** Events like Ludum Dare, Global Game Jam, and dedicated AI game jams publish all submissions with playable builds. Following these showcases is the best way to track the leading edge of vibe-coded game quality over time. **Steam and Commercial Storefronts** AI-assisted indie games are increasingly appearing on Steam. They aren't labeled as "vibe-coded" in any official category yet, but developer blogs, post-mortems, and community discussions often disclose AI-assisted workflows. Following indie game dev communities on X and Reddit surfaces these releases. ================================================================================ ## FAQ: Is vibe-coding cheating in game development? URL: https://vibecode.game/faq Source: src/content/faqs/07-is-vibe-coding-cheating.md ================================================================================ Order: 7 Category: vibe-coding Related terms: Slop, Human-in-the-Loop, AI-Assisted Game Jam, Generative Assets, AI Licensing Ambiguity No — but it's a question worth taking seriously, because the concern behind it is legitimate. The "cheating" framing usually comes from one of two places: the idea that real game development requires writing every line of code by hand, or the concern that AI-generated games displace human creative work. Both deserve honest responses. **On writing code by hand:** Every generation of game developers has used tools that automated previously manual work — game engines, visual scripting, asset stores, procedural generation libraries. No one calls Unity "cheating" because it handles the rendering pipeline. AI tools are the next layer of abstraction. The value a developer creates is in their creative vision, design decisions, and the quality of what they ship — not in how many lines they typed. **On creative displacement:** This concern has more weight. There is a real difference between a developer who uses AI as a force multiplier for their creative vision, and someone who accepts raw AI output without direction or refinement. The latter produces **slop** — generic, forgettable games that dilute the market. But the solution to that is better creative standards, not a ban on AI tools. **The practical reality:** Most game jams now have explicit AI use disclosure policies rather than outright bans. Commercial developers are integrating AI across their pipelines. The industry is treating vibe-coding as a tool category, not a moral question. The question that actually matters isn't "did you use AI?" It's "did you make something worth playing?" ================================================================================ ## FAQ: Do I need to know how to code to vibe-code a game? URL: https://vibecode.game/faq Source: src/content/faqs/08-need-to-know-code.md ================================================================================ Order: 8 Category: vibe-coding Related terms: Natural Language Programming, Scaffolding, Debugging Loop, Hallucination, Iterative Prompting, Rosebud AI, Bolt, Replit Not necessarily — but the honest answer is more nuanced than a flat "no." **If you have zero coding experience**, tools like **Rosebud AI**, **Bolt**, and **Replit** are genuinely accessible starting points. You can describe a game concept in plain English, generate a working prototype, and iterate on it without writing a single line of code manually. For simple game concepts — a casual puzzle, a basic platformer, a text-based adventure — you can ship something real. **Where coding knowledge helps:** The more complex your game concept, the more likely you'll encounter AI outputs that look correct but don't quite work, systems that need to integrate with each other in ways the AI doesn't anticipate, or performance issues that require understanding what the code is actually doing. A developer with coding fundamentals can catch these problems, correct them, and push past them. A developer without any coding background may get stuck when the AI's output fails in ways they can't diagnose. **The practical recommendation:** If you want to make games seriously using vibe-coding, learning the fundamentals of at least one language — GDScript for Godot, C# for Unity, JavaScript for web games — will dramatically increase the ceiling of what you can build. You don't need to become a professional programmer. You need enough to read AI-generated code, understand roughly what it does, and identify when something is wrong. Think of it like directing a film. You don't need to operate every camera yourself, but understanding how cameras work makes you a better director. ================================================================================ ## FAQ: How long does it take to vibe-code a game? URL: https://vibecode.game/faq Source: src/content/faqs/09-how-long-to-vibe-code.md ================================================================================ Order: 9 Category: vibe-coding Related terms: Playable Prototype, Scaffolding, Technical Debt, Iterative Prompting, Game Jam It depends entirely on the scope of the game — but across every scope, vibe-coding is significantly faster than traditional development. Here are realistic timelines: **A game jam prototype (core loop only)** 1–3 days. With a focused concept, a clear prompt strategy, and a tool like Rosebud AI or Cursor, a solo developer can have a playable prototype with basic mechanics, a win/lose state, and minimal UI in a weekend. This is where vibe-coding's speed advantage is most dramatic. **A polished game jam entry** 3–7 days. Adding proper game feel — juice, sound effects, visual polish, difficulty tuning — still requires time regardless of how fast the code was generated. The AI builds the skeleton fast; human iteration fills in the quality. **A small commercial release** 4–12 weeks. A focused, well-scoped indie game — think a short narrative game, a mobile casual title, or a roguelike with limited content — is achievable in this window for a solo developer using AI throughout. Traditional equivalent: 6–18 months solo. **A mid-scale indie game** 3–6 months with a small team. AI compresses implementation time on individual systems, but design iteration, content production, QA, and platform certification still take real time. The team spends less time on code and more time on what actually makes the game good. **The most common mistake:** Underestimating how much time goes into everything *after* the code works. Vibe-coding gets you to "it runs" fast. Getting from "it runs" to "it's worth playing" to "it's worth paying for" is where the traditional game development timeline still applies. ================================================================================ ## FAQ: What is the difference between vibe-coding and traditional game development? URL: https://vibecode.game/faq Source: src/content/faqs/10-vibe-coding-vs-traditional.md ================================================================================ Order: 10 Category: vibe-coding Related terms: Intent-Driven Development, Scaffolding, Prompt Engineering, Human-in-the-Loop, Technical Debt The difference is in the developer's primary activity — and everything downstream of that. | | Traditional Development | Vibe-Coding | |---|---|---| | **Primary activity** | Writing and debugging code | Directing and refining AI output | | **Speed to prototype** | Days to weeks | Hours to days | | **Skill floor** | High (programming required) | Low (natural language sufficient) | | **Skill ceiling** | Unchanged | Unchanged | | **Creative bottleneck** | Implementation speed | Prompt quality and creative direction | | **Risk profile** | Bugs, scope creep | Hallucinations, technical debt, slop | | **Asset production** | Manual or outsourced | AI-generatable | | **Team size required** | Usually 2+ for full game | Viable solo at small-to-mid scope | **What stays the same:** Game design fundamentals don't change. What makes a game fun, balanced, and worth playing is entirely human judgment — no AI tool generates good game feel automatically. Playtesting, iteration, and creative decision-making are as important in vibe-coding as in traditional development. **What changes:** The barrier to getting something running is dramatically lower. A game designer who isn't a programmer can now implement their own designs. A developer who is a programmer can ship features in a fraction of the time. The ratio of creative work to technical execution shifts significantly in favor of creative work. The best way to think about it: traditional game development is limited by how fast you can write code. Vibe-coded game development is limited by how clearly you can think about what you're building. ================================================================================ ## FAQ: Are vibe-coded games lower quality than traditionally made games? URL: https://vibecode.game/faq Source: src/content/faqs/11-quality-comparison.md ================================================================================ Order: 11 Category: vibe-coding Related terms: Slop, Human-in-the-Loop, Hallucination, Playtesting AI, Technical Debt Not inherently — but the failure modes are different and worth understanding. **The case that they can be lower quality:** AI tools generate the most likely output, not the best output. Without strong creative direction, the result is **slop** — games that are technically functional but creatively generic. Enemy designs that feel copy-pasted, level layouts that have no spatial logic, dialogue that sounds like placeholder text. The speed advantage of vibe-coding can lead developers to ship before a game has been meaningfully playtested or refined, because the prototype came together so quickly it felt done. **The case that they're not:** Quality in games has never been a function of how the code was written. It's a function of how well the design was conceived and executed. Some of the most interesting, creative games released in 2025–2026 were built primarily through AI-assisted workflows. The developers who made them had strong creative visions, used AI as a precision tool rather than a crutch, and applied the same standard of care to playtesting and polish as any traditional developer. **The realistic picture:** The *distribution* of quality in vibe-coded games is probably wider than in traditionally made games. The floor is lower — it's easier to ship something generic — but the ceiling isn't. What's changed is access: more people can now make games, and more games means more mediocrity alongside more genuine creativity. The question to ask of any game isn't "was it vibe-coded?" It's "is it worth playing?" ================================================================================ ## FAQ: Can I make money from a vibe-coded game? URL: https://vibecode.game/faq Source: src/content/faqs/12-make-money.md ================================================================================ Order: 12 Category: vibe-coding Related terms: AI Licensing Ambiguity, Solo Dev, Technical Debt, Generative Assets, Playable Prototype Yes — with the same caveats that apply to any indie game, plus a few specific to AI-assisted development. **The straightforward answer:** Vibe-coded games can be sold on Steam, itch.io, the App Store, Google Play, and any other storefront. The workflow used to build a game has no bearing on its commercial eligibility. If the game is good, it can sell. **The AI licensing caveat:** If your game contains AI-generated assets — art, audio, or other content — you need to understand the terms of service of the tools you used and the current legal status of AI-generated IP in your jurisdiction. This is an evolving area of law. Most major AI image generation tools have commercial use clauses in their terms, but they vary significantly. Using a tool without reading its commercial terms is a risk. **The practical monetization picture:** Vibe-coding dramatically lowers the cost of production, which changes the economics of indie development. A game that costs two weeks of a solo developer's time to build has a very different break-even point than one that took two years. This makes smaller, more focused commercial releases more viable — short narrative games, mobile casual titles, niche genre entries — because the investment required to recoup is much lower. **What still matters commercially:** Marketing, discoverability, and review scores are identical challenges for vibe-coded and traditionally made games. Building an audience, getting visibility on storefronts, and generating press coverage require the same effort regardless of how the game was built. The production shortcut doesn't extend to distribution. ================================================================================ ## FAQ: What are the best AI tools for game development in 2026? URL: https://vibecode.game/faq Source: src/content/faqs/13-best-ai-tools-2026.md ================================================================================ Order: 13 Category: vibe-coding Related terms: Prompt Engineering, Prompt Library, Scaffolding, Generative Assets, LoRA, Rosebud AI, Verse8, Cursor, Bolt, Replit, Claude The best AI tools for game development in 2026 break down by use case: **For building game logic and code** - **Cursor** — The most capable vibe-coding IDE for developers with some technical background. Deep codebase understanding, multi-file editing, natural language refactoring. - **Rosebud AI** — The most accessible for non-developers. Purpose-built for AI game creation from natural language. - **Replit** — Best for browser-based games and rapid game jam prototypes with zero local setup. - **Bolt** — Fast web-app and game UI prototyping entirely in the browser. **For AI assistance within your existing workflow** - **Claude** — Best for long-context reasoning tasks: GDD analysis, complex debugging, NPC dialogue systems, game economy design. - **GitHub Copilot** — Inline code completion in any major IDE. Handles boilerplate and repetitive implementation fast. **For generating game assets** - **ComfyUI** — Local pipeline for high-volume sprite, texture, and concept art generation. Best for developers with a GPU. - **Midjourney** — High-quality concept art and environment reference generation. - **Stable Audio / Suno** — AI-generated music and ambient sound for game soundtracks. **For game design and content** - **Claude / GPT-4o** — Writing NPC dialogue, quest text, item descriptions, lore documents, and game design analysis. - **Verse8** — AI-assisted creative development for interactive experiences. **The meta-tool that matters most:** Your **Prompt Library** — a personal collection of tested, refined prompts for the game dev tasks you do repeatedly. The developers getting the most out of AI tools are the ones who treat their prompts as a professional asset. ================================================================================ ## FAQ: Can I enter a vibe-coded game in a game jam? URL: https://vibecode.game/faq Source: src/content/faqs/14-game-jam-entry.md ================================================================================ Order: 14 Category: vibe-coding Related terms: AI-Assisted Game Jam, Game Jam, Solo Dev, Playable Prototype, Scaffolding Yes — and game jams are currently one of the best places to build and showcase vibe-coded games. **AI-Assisted Game Jams** are now an established format that explicitly embraces AI tools as first-class development instruments. These events are designed around the vibe-coding workflow and attract developers who want to explore what's possible when AI handles implementation speed and humans handle creative direction. **Traditional game jams** have varying policies on AI use that are evolving rapidly. Most major jams — including Ludum Dare and itch.io-hosted events — now require disclosure of AI tool usage rather than prohibiting it outright. Some have created separate AI-assisted categories. A few still restrict AI use entirely. **The practical checklist before entering:** - Read the jam's rules on AI tool usage carefully — they vary significantly - Understand the disclosure requirements — most jams now require you to declare which AI tools you used - Check whether AI-generated assets (art, audio) are treated differently from AI-generated code — some jams permit one but not the other - Know that other participants and judges may have opinions about AI use — factor that into how you present your work **Why game jams are ideal for vibe-coded games:** The time compression of a 48-72 hour jam is where vibe-coding's speed advantage is most dramatic. A solo developer using AI tools can compete with teams of three or four in terms of scope and polish. Some of the most creative vibe-coded games to date have come out of jam environments precisely because the constraints forced focused, creative prompt direction. ================================================================================ ## FAQ: What are the risks of building a game with AI? URL: https://vibecode.game/faq Source: src/content/faqs/15-risks-of-ai-game-dev.md ================================================================================ Order: 15 Category: vibe-coding Related terms: Hallucination, Technical Debt, Slop, AI Licensing Ambiguity, Determinism, Human-in-the-Loop, Grounding Building with AI is faster and more accessible than traditional development — but it introduces a specific set of risks that every vibe-coder should understand before shipping. **Hallucination** AI tools generate plausible-sounding code that can be factually wrong — inventing function names that don't exist, producing API calls that were never real, writing logic that looks correct but fails at runtime. Hallucinations are the most common and most dangerous quality risk in vibe-coded games. Mitigation: always test AI-generated code, use **grounding** techniques (pasting real documentation into your prompts), and run a linter before trusting any output. **Technical Debt** AI prioritizes working code over clean code. A prototype built entirely through vibe-coding tends to accumulate tangled, unoptimized, hard-to-maintain systems fast. For a jam game this doesn't matter; for a commercial release it can make the codebase nearly impossible to extend or debug after six months. Mitigation: schedule deliberate refactoring passes and use **code review automation** tools throughout development. **Slop** Without strong creative direction, AI produces generic output — forgettable level designs, flat dialogue, uninspired mechanics. The risk isn't that AI can't produce quality content; it's that it defaults to average. Mitigation: be specific in your prompts, maintain a strong creative vision, and apply **human-in-the-loop** review to all content. **AI Licensing Ambiguity** The legal status of AI-generated assets in commercial games is still being established. If you use AI-generated art, audio, or other content in a game you sell, you carry IP risk that varies by tool, jurisdiction, and how the content was generated. Mitigation: read the terms of service of every AI tool you use commercially, document your process, and consult legal advice before a significant commercial release. **Determinism Issues** AI-generated code frequently introduces unseeded randomness and non-deterministic behaviors that cause problems in multiplayer games, replay systems, and anything requiring consistent simulation. Mitigation: audit all AI-generated code for random calls and ensure they're properly seeded. **Over-reliance** The speed of vibe-coding can create a false sense of completeness. A game that runs in 48 hours still needs weeks of playtesting, balancing, and polish before it's ready to ship. Mitigation: treat the working prototype as the start of development, not the end. ================================================================================ ## FAQ: Do I need an account to use vibecode.game? URL: https://vibecode.game/faq Source: src/content/faqs/16-do-i-need-an-account.md ================================================================================ Order: 16 Category: accounts **No** — if you just want to explore. You can browse games, read the blog, and use this FAQ without signing in. **Yes** — if you want to: - **Like games, leave star ratings, and write reviews** on game pages (sign in required) - Set up a creator profile - Submit a game or enter a game jam When you're ready, click **Sign in** in the top menu and choose **Sign up** — or visit the [sign-up page](/sign-up). ================================================================================ ## FAQ: How do I create an account? URL: https://vibecode.game/faq Source: src/content/faqs/17-how-to-create-account.md ================================================================================ Order: 17 Category: accounts 1. Click **Sign in** in the top menu, then **Sign up** at the bottom of the form — or go to the [sign-up page](/sign-up). 2. Pick one of three options: - **Continue with Google** — quick if you already use a Google account - **Continue with Discord** — quick if you already use Discord - **Email and password** — use any email address and a password of at least 8 characters. We block passwords that have been leaked online, so pick something safe. 3. If you sign up with email, check your inbox and click the confirmation link **before** you try to sign in. Check your spam folder if you don't see it within a few minutes. ================================================================================ ## FAQ: How can I sign in? URL: https://vibecode.game/faq Source: src/content/faqs/18-how-to-sign-in.md ================================================================================ Order: 18 Category: accounts You can sign in three ways: - **Google** — one click if you use Gmail or any Google account. - **Discord** — one click if you have a Discord account. - **Email and password** — the email and password you chose when you created your account. If you signed up with Google or Discord, you won't have a separate password for vibecode.game — just use the same social sign-in button each time. ================================================================================ ## FAQ: What can I change in my profile settings? URL: https://vibecode.game/faq Source: src/content/faqs/19-profile-settings.md ================================================================================ Order: 19 Category: accounts After signing in, open **Profile** from the menu. From there you can: - Switch between light, dark, or system theme - Turn the newsletter on or off - **Change your password** — only if you signed up with email (not Google or Discord) - **Log out** Your **username** is shown on the site when you leave reviews, but it **can't be changed** in settings at the moment. If you need help with your username, email us at [hello@vibecode.game](mailto:hello@vibecode.game). ================================================================================ ## FAQ: I forgot my password — or I want to delete my account. What do I do? URL: https://vibecode.game/faq Source: src/content/faqs/20-password-and-account-deletion.md ================================================================================ Order: 20 Category: accounts **Forgot your password?** There isn't a "Forgot password?" button on the site yet. Email us at [hello@vibecode.game](mailto:hello@vibecode.game) and we'll help you get back in. **Want to change your password while signed in?** Open **Profile** and use the change-password section. This only works if you signed up with email — Google and Discord sign-in don't use a site password. **Want to delete your account?** Email [hello@vibecode.game](mailto:hello@vibecode.game). We'll remove your data within about 30 days, as described in our [Privacy Policy](/privacy). **A few rules to know:** - You must be at least **13 years old** to use the site. - Please use **one account per person**. ================================================================================ ## FAQ: What is a developer profile — and do I need one? URL: https://vibecode.game/faq Source: src/content/faqs/21-what-is-developer-profile.md ================================================================================ Order: 21 Category: developer-profile Your **developer profile** is your public creator page on our Developer Hub. It's where people can learn about you, see what genres and tools you work with, and find your games. **You need an approved developer profile before you can submit a game** to the site. Each account gets **one** developer profile. If you're just browsing and playing games, you don't need one — only creators who want to list their work. ================================================================================ ## FAQ: How do I set up my developer profile? URL: https://vibecode.game/faq Source: src/content/faqs/22-set-up-developer-profile.md ================================================================================ Order: 22 Category: developer-profile 1. Sign in and open **Profile** from the menu. 2. Go to the **Developer Profile** tab. 3. Click **Create my developer profile**. **You'll need to fill in:** - A **display name** (how you want to appear on the site) - At least one **game genre** you work in - At least one **AI tool** you use - An **avatar** — we generate one for you based on your name. You can't upload your own photo, but you can pick a style and refresh until you like the look. **Optional extras:** studio name, short bio, website, and social links (X, GitHub, LinkedIn). Your public page link on the site is created automatically from your display name. ================================================================================ ## FAQ: When will other people be able to see my profile? URL: https://vibecode.game/faq Source: src/content/faqs/23-when-profile-goes-live.md ================================================================================ Order: 23 Category: developer-profile After you submit your developer profile, our team **reviews it** before it goes public. You'll see the status in your **Profile** — waiting for review, approved, or needs changes. **While it's waiting or needs fixes**, you can: - **Edit** your submission - **Preview** how it will look on the site - **Withdraw Draft** if you want to start over **Once our team has approved it**, you **can't edit it yourself** — even if it's not on the public Developer Hub yet. If something important changed (new studio name, updated links), email us at [hello@vibecode.game](mailto:hello@vibecode.game). **One note:** job title and location are optional fields on the form, but we **don't show them** on your public page — only your preview shows them while you're setting up. ================================================================================ ## FAQ: My developer profile wasn't approved — what now? URL: https://vibecode.game/faq Source: src/content/faqs/24-developer-profile-rejected.md ================================================================================ Order: 24 Category: developer-profile Don't worry — you can fix it and try again. 1. Open **Profile** and click **Edit** on your developer profile. 2. Read the **feedback** we left explaining what to change. 3. Update your profile and click **Resubmit for review**. If you'd rather start fresh later, you can **remove** your submission instead. Common reasons for feedback include missing information, links that don't work, or a bio that needs more detail about you as a creator. ================================================================================ ## FAQ: How do I submit my game? URL: https://vibecode.game/faq Source: src/content/faqs/25-how-to-submit-game.md ================================================================================ Order: 25 Category: game-submission **Before you start:** sign in and get your **developer profile approved** (see the Developer profile questions above). **Then:** 1. Open **Profile** → **Developer Profile** tab → **Submit my game** 2. Fill in details about your game (title, description, play link, genres, tools, and more) 3. Add a cover image and screenshots if you have them — optional, but they help your game stand out 4. Click **Submit for review** Check progress on that same tab, or at [/profile/submissions](/profile/submissions). ================================================================================ ## FAQ: What do I need to include when I submit a game? URL: https://vibecode.game/faq Source: src/content/faqs/26-game-submission-requirements.md ================================================================================ Order: 26 Category: game-submission **Required:** - **Game title** - A **short blurb** — about one or two sentences describing your game - A **link where people can play** your game - What **genre**, **AI tools**, and **game engine** you used - Which **platforms** it runs on (web browser, PC, and/or console) - How people play — solo, multiplayer, or co-op - A **longer description** for your game's page — at least a few sentences **Optional but recommended:** - A **cover image** in wide format (like a YouTube thumbnail) - Up to **8 screenshots** (each up to 4 MB) - A **trailer** link (for example, a YouTube video) Your game gets its own page on the site, based on your game's title. ================================================================================ ## FAQ: What happens after I submit my game? URL: https://vibecode.game/faq Source: src/content/faqs/27-after-game-submission.md ================================================================================ Order: 27 Category: game-submission Your game goes into a **waiting for review** state. Our team checks it before it appears in public game listings. **While it's waiting for review**, you can **edit** or **Withdraw** your submission. Withdrawing deletes your uploaded images permanently — so only do that if you're sure. **If we asked for changes (rejected)**, you can **edit** and **Resubmit for review**. Withdraw is not available for rejected submissions. **Once approved**, your game usually goes **live within about a day**. You'll see a **View my game** button on your submissions page when it's ready. **If we can't accept it**, we'll tell you **why** on your submissions page. Read the feedback, make changes, and submit again. ================================================================================ ## FAQ: Is there a limit on how many games I can submit? URL: https://vibecode.game/faq Source: src/content/faqs/28-game-submission-limit.md ================================================================================ Order: 28 Category: game-submission You can have up to **5 games waiting for review** at the same time. That count includes both regular submissions and game jam entries. Each submission needs a **title that doesn't match a game already listed** on the site — we generate the page link from your title. If you hit the limit, wait until one of your submissions is reviewed, or withdraw a submission that's still waiting for review. ================================================================================ ## FAQ: How do I enter a game jam on vibecode.game? URL: https://vibecode.game/faq Source: src/content/faqs/29-how-to-enter-game-jam.md ================================================================================ Order: 29 Category: game-jam-submission 1. Visit **[Game jams](/game-jams)** and find a jam that's **happening now**. 2. Open the jam's page and click **Participate Now**. 3. Fill out the game form — it's the same as a regular submission, but linked to that jam. 4. Click **Submit for review**. **You'll need:** - A signed-in account - An **approved developer profile** Each jam has its own **theme, rules, and deadline** on its event page — read those carefully before you start building. ================================================================================ ## FAQ: Is submitting to a jam different from submitting a regular game? URL: https://vibecode.game/faq Source: src/content/faqs/30-jam-vs-regular-submission.md ================================================================================ Order: 30 Category: game-jam-submission Mostly the same form — but a few things can differ: - Your entry is tied to that **specific jam**, not just the general game listings. - Some jams let you **credit teammates** — up to 7 other creators who already have a **published profile on the Developer Hub**. - If the jam offers **token prizes**, you may need to add a **wallet address** on the submission form. Use an address for the **same network the organizers chose** for that jam (for example Ethereum, BNB, Solana, or Abstract) — the form will tell you which one applies. Once approved, your game appears in our listings like any other submission. For questions about **using AI tools at jams** and disclosure, see the [Can I enter a vibe-coded game in a game jam?](/faq#vibe-coding-faq) entry in the Vibe-coding FAQ section. ================================================================================ ## FAQ: How are jam winners picked? URL: https://vibecode.game/faq Source: src/content/faqs/31-jam-winners.md ================================================================================ Order: 31 Category: game-jam-submission **Each jam sets its own rules** for how entries are judged and ranked. Read the jam's event page before you submit — that's where organizers explain what they're looking for, how winners are chosen, and any prize details. After the event ends, organizers pick the top entries according to **that jam's rules**. Winners are shown on the jam's page once results are in — usually on past jam pages under the results section. **For jams that haven't started yet**, click **Remind Me** on the jam page (when available) and we'll notify you before kickoff so you don't miss the deadline. ================================================================================ ## FAQ: Something is broken or I need help — who do I contact? URL: https://vibecode.game/faq Source: src/content/faqs/32-who-to-contact-for-help.md ================================================================================ Order: 32 Category: support **Start with this FAQ** — especially the [Platform FAQ](/faq#platform-faq) section — for account, profile, and submission questions. Many answers are already here. **Still stuck? Reach out:** 1. **[Contact us](/contact)** — use the message form on our contact page for bugs, broken pages, submission problems, or general questions. 2. **Email [hello@vibecode.game](mailto:hello@vibecode.game)** — same inbox if you prefer email directly. **When reporting a bug**, it helps if you tell us: - What you were trying to do - What happened instead (error message, blank page, button not working, etc.) - Which page you were on - Your browser and device (for example, Chrome on Windows or Safari on iPhone) **For submission or profile issues**, check your **Profile** first — status messages and reviewer feedback are shown there. Include your account email and the name of the game or jam if you contact us about a specific submission. We read every message and will get back to you as soon as we can. ================================================================================ ## Blog: Why the Browser Is Winning Back Players in 2026 URL: https://vibecode.game/blog/browser-games-comeback-2026 Source: src/content/blog/en/browser-games-comeback-2026.mdx ================================================================================ Description: Install-and-wait is losing to click-and-play. WebAssembly, WebGPU, and cross-platform-by-default are turning the browser from the compromise build into the smart default for your next game. Published: 2026-09-11 Author: YGG Tags: Analysis, Web games, Industry A player deciding whether to try your game makes that decision in the time it takes a page to load. **Friction**, not quality, is what kills that decision most often: a multi-gigabyte download, an account wall, a launcher update. Browser games have spent the better part of two decades treated as the lightweight option, the thing you build when you cannot build the "real" version. That framing is out of date, and it is worth understanding exactly why before you default to a native build out of habit. ### The Friction Problem, Quantified Every extra step between a player seeing your game and playing it costs you players. A native game commonly asks for an install of up to **100 gigabytes** at times, and a wait for patches before the first playable moment. A browser game asks for a click and loads in seconds. That gap used to come with a real trade-off: browser games looked worse, ran worse, and could not do what a native build could. That trade-off is the part that has actually changed. ### The Three Shifts That Made This Real **WebAssembly (Wasm)** lets code written in languages like C++ or Rust run inside the browser at speeds close to native execution, instead of everything having to route through JavaScript. That is what makes heavier game logic, physics, and simulation viable in a browser tab in a way it was not a few years ago. **WebGPU** is the browser's modern graphics API, the successor to WebGL, and as of 2026 it now ships across every major browser engine. That matters because it raises the ceiling on what a browser can render: more complex lighting, more geometry, more of the visual work that used to require a native GPU pipeline with no browser sandbox in the way. **Cross-platform by default** is the part that gets undersold. A responsive browser game runs on a desktop, a phone, and a Chromebook without you building three separate versions, because the browser is already handling the platform differences you would otherwise have to code around yourself. | Shift | What It Replaces | Why It Matters for a Solo Builder | | --- | --- | --- | | WebAssembly | JavaScript-only performance ceiling | Heavier logic and physics stop being off-limits | | WebGPU | WebGL's rendering limits | More visual headroom without a native build | | Responsive, browser-native design | Separate builds per platform | One codebase reaches desktop, mobile, and everything in between | ### The .io Formula Still Works, and It Is Instructive Titles like Slither.io built an entire genre on the opposite instinct from "more production value": incredibly simple controls, instant respawns, no account required, and a URL you can hand to a friend mid-conversation. That is not a lesser version of game design, it is a different design goal entirely, one that plays directly to what a browser can do that a native install cannot. A link travels faster than a download ever will, and a game that opens the moment someone clicks it gets tried by people who would never have bothered installing something first. Cloud gaming services like Xbox Cloud Gaming, GeForce Now, and Amazon Luna are proof of the same appetite at the other end of the spectrum, streaming demanding, native-built titles through a browser tab so a basic laptop can run them. Different technique, same underlying bet: the browser is where players already are, so bring the game to them instead of asking them to come to the game. ### What This Actually Means for a Vibe-Coded Game None of this is an argument that browser is the only right choice. A native build still wins for certain genres and certain scale. But for a solo or small-team project moving fast on AI-assisted tooling, browser-first removes the exact friction points that make a project take longer than a weekend: no store submission process, no platform-specific build pipeline, no installer to debug. You ship a link. Someone clicks it. That is the whole distribution problem solved before you have written a single line of marketing copy. The remaining real limits are worth naming honestly: very large asset budgets still strain browser memory limits, and WebGPU support, while now present in every major browser, still varies enough in performance that a fallback to WebGL is worth building in rather than assuming. Browser-first is the strong default. It is not a guarantee you can skip testing on real devices. ### Next Steps - Curious what "instant, shareable, click-and-play" looks like when it is done well? [Play through recent jam entries](https://vibecode.game/vibe-coded-games) built entirely for the browser. ================================================================================ ## Blog: Your NPCs Can Finally Talk Back: A Prompting Guide for Reactive Dialogue URL: https://vibecode.game/blog/reactive-npc-dialogue-prompting-guide Source: src/content/blog/en/reactive-npc-dialogue-prompting-guide.mdx ================================================================================ Description: GDC 2026 showed AAA studios giving NPCs real conversations instead of dialogue trees. Here's a Persona, Memory, Constraint framework and a copy-paste prompt for browser games. Published: 2026-08-26 Author: YGG Tags: How-To, AI tools, AI Game Dev ## Why Dialogue Trees Feel Dead A dialogue tree fails the moment a player says something the designer did not anticipate. The player picks from a menu of pre-written lines because that is the only input the system understands, and the NPC's "personality" is really just whichever branch got written that day. The GDC 2026 demos worked differently because the NPC was not matching input to a script. It was reasoning about intent using a defined personality and the current game state, then generating a response that fit both. That is a pattern any AI assistant can help you build, at a much smaller scale than an AAA production pipeline. ## The Framework: Persona, Memory, Constraint Three things turn a generic chatbot into an NPC that feels like it belongs in your game. **1. Persona.** Give the AI a fixed character sheet: personality traits, speech patterns, what they want, what they are afraid of, and what they would never say. This is the single highest-leverage thing you can write, and it should not change between conversations. **2. Memory.** Decide what the NPC actually remembers. It does not need a full conversation log. A short running summary ("player helped me twice, player stole from the shop once") is usually enough to make responses feel earned rather than random. **3. Constraint.** This is the part teams skip, and it is the part that keeps the system from wandering off into nonsense. Tell the AI explicitly what the NPC cannot do: reveal plot points ahead of schedule, break tone, or generate content outside your game's setting. ## A Working Prompt Template ``` You are [NPC NAME], a character in [GAME NAME]. PERSONA: - Role: [e.g. grizzled dockworker, nervous shopkeeper] - Speaks in: [short sentences / dry humor / formal and clipped] - Wants: [specific goal in the story] - Will never: [say something out of tone or reveal X] MEMORY (update after each exchange): [Running 2-3 sentence summary of what this NPC knows about the player] CONSTRAINTS: - Stay under [X] words per response. - Do not reveal: [specific plot points] - If the player asks something unrelated to the game world, redirect in character. CURRENT SITUATION: [What's happening in the scene right now] Respond as [NPC NAME] would, given everything above. ``` Feed this into your AI assistant with the player's actual input appended at the bottom, and update the MEMORY block after each exchange. That update step is the part most builders forget, and it is the difference between an NPC that feels reactive and one that resets to zero every time you talk to it. ## What to Still Hand-Write The GDC 2026 developer survey that came out of the same conference found something worth taking seriously: only 5% of AI-using professionals currently let generative AI touch player-facing features directly, versus 81% who use it for brainstorming and research behind the scenes. That gap is not caution for its own sake. Story-critical lines, the ones that reveal a twist or close out a character arc, are worth writing yourself. Save the generative layer for the hundreds of small, forgettable exchanges that would otherwise cost you a dialogue tree with a thousand dead branches. ## Next Steps * See this pattern in a real, playable browser game on [vibe-coded games](/vibe-coded-games). * Building dialogue into your own project? Start from a [one-page design doc](/blog/game-idea-to-one-page-design-doc-for-ai-tools) so your NPC's constraints are defined before you prompt. --- **Sources:** * [Sean Kim, "GDC 2026 AI Game Development: NPCs That Finally Talk Back"](https://blog.imseankim.com/gdc-2026-ai-game-development-npcs-procedural-content-voice-acting/) * [aibuzz.blog, "AI in Gaming 2026: How Studios Use AI for NPCs and Worlds"](https://aibuzz.blog/ai-in-gaming-game-development/) --- ================================================================================ ## Blog: Balancing a Game Economy With an AI Co-Designer: Where It Helps and Where It Guesses URL: https://vibecode.game/blog/balancing-a-game-economy-with-an-ai-co-designer Source: src/content/blog/en/balancing-a-game-economy-with-an-ai-co-designer.mdx ================================================================================ Description: AI can generate leveling curves and drop-rate tables fast, but it can't tell you how your economy feels in play. A practical split for what to hand to AI and what stays human. Published: 2026-08-14 Author: YGG Tags: Game Design, AI Game Dev, AI tools Every game with currency, crafting, or progression eventually runs into the same problem: the spreadsheet that looked elegant on paper turns hour three of actual play into a grind, or a currency sink that seemed reasonable in isolation floods the economy within a week of launch. Economy balancing has always been part math and part guesswork disguised as math. AI changes the ratio of those two, but it's worth being precise about which part it actually changes, because the honest answer here is narrower than "AI balances your economy for you." ## What AI Is Actually Good At Here Modern models are genuinely strong at the arithmetic layer of an economy: damage curves, cost scaling, drop rates, currency sinks, and progression pacing. Asked to "build a leveling curve for levels 1–50 where early levels feel fast and the grind ramps after level 30," a model will return a defensible starting table with the underlying formula exposed: not a black box, but a spreadsheet you can inspect and argue with. That's a meaningfully different starting point than guessing at numbers by feel, because you get the reasoning alongside the output and can push back on a specific assumption rather than the whole table. Beyond the arithmetic, a more sophisticated layer of tooling has emerged specifically for pre-launch simulation: platforms that build a visual graph model of an economy's systems, then run iterative simulations against a range of player-profile archetypes to surface emergent imbalances before anything reaches a real player. That's the closest thing to "AI balances your economy" that currently exists: running your economy against simulated whales, grinders, and casual players before launch, rather than discovering the imbalance from angry Discord messages after. ## What It Still Guesses At Here's the load-bearing caveat, and it's not a hedge: balancing purely on a spreadsheet (with or without AI involved) rarely survives first contact with actual playtesting. The number that looks elegant in isolation is frequently the number that makes hour three feel like a chore, and no simulation of archetypal player behavior fully captures how your actual specific playerbase will interact with your actual specific game. AI shortens the math. It does not shorten the testing, and treating simulated-archetype results as equivalent to real playtest data is the single most common way small teams end up shipping an economy that looks balanced on paper and isn't. The reliable loop current practitioners describe is consistent and worth internalizing exactly as stated: AI produces the numbers, you put them in a real build, you play it, and you feed the actual result back to the model to adjust. Skip the middle two steps (put the AI's numbers straight into a shipped build without a human actually playing through the consequences) and you've reintroduced the exact failure mode a good economy design process is supposed to prevent. ## A Concrete Split For a small team building an AI-assisted economy, the useful mental model is a clean division of labor rather than "let the AI handle the economy": - **Hand to AI:** initial curve generation, cost-scaling tables, drop-rate math, currency-sink sizing, and running those numbers through archetype-based simulation to catch obvious imbalances before a human ever opens the build. - **Keep for humans:** playing the actual build with the actual numbers, noticing where pacing feels wrong in a way no spreadsheet predicted, and deciding whether an imbalance the simulation missed is actually a problem or an intentional design choice the simulation had no way to evaluate. That split mirrors the pattern [we've argued before about AI agents](/blog/your-ai-agent-isnt-your-cofounder): the well-defined, verifiable, checkable part of the work goes to the agent. The part that depends on how an economy actually *feels* to a real person spending real time in it stays with a human, because no current tool, however good the simulation, has a mechanism for knowing what "feels right" means for your specific game. ## Why Now Economy balancing tooling has existed in some form for years. Game studios have run internal simulations against player archetypes since well before generative AI entered the picture. What changed is accessibility: that same simulation-against-archetypes approach used to require dedicated tooling and a data science function most small teams couldn't afford. Now a general-purpose model can produce the starting math directly from a plain-English design brief, and purpose-built simulation platforms that used to be enterprise-only are increasingly available to teams without a dedicated economist on staff. The ceiling of what's possible didn't move as much as the floor did: what a two-person team can now attempt on day one used to require a specialist hire. --- **The takeaway** AI is trustworthy for the math of an economy and useful for catching obvious imbalances via simulation. It is not trustworthy as a substitute for actually playing your build with real numbers in it. The gap between "balanced on paper" and "balanced in practice" is exactly where human playtesting still has to live. **Next steps** - Ask your AI tool for the underlying formula alongside any generated curve or table, not just the numbers. You need to be able to inspect and argue with the reasoning, not just the output. - Never ship a generated economy straight from simulation to build. Always insert a real human playtest pass between the AI's numbers and your launch build, and feed the results back in. --- ### Sources and further reading - Summer Engine, ["AI Tools for Game Design in 2026 (A Practical Guide by Job)"](https://www.summerengine.com/blog/ai-tools-for-game-design) - PatSnap Eureka, ["In-Game Economy Balancing Algorithms 2026"](https://www.patsnap.com/resources/blog/rd-blog/in-game-economy-balancing-algorithms-2026-patsnap-eureka/) - Yenra, ["AI Game Level Generation and Balancing: 20 Updated Directions (2026)"](https://yenra.com/ai20/game-level-generation-and-balancing/) --- ================================================================================ ## Blog: Your AI Agent Isn't Your Co-Founder, Stop Treating It Like One URL: https://vibecode.game/blog/your-ai-agent-isnt-your-cofounder Source: src/content/blog/en/your-ai-agent-isnt-your-cofounder.mdx ================================================================================ Description: Vibe-coding teams keep calling their AI agent a co-founder. It's a category error that quietly lets nobody take responsibility for the calls that actually matter. Published: 2026-08-11 Author: YGG Tags: Opinion, AI tools, Vibe coding Scroll through enough vibe-coding Discord servers and you'll see the phrasing creep in: "my AI co-founder," "we built this," "the agent and I disagreed about the boss fight." It's charming. It's also a category error, and it's starting to cost teams real decisions. A co-founder has skin in the game. They lose sleep over the launch date because it's their launch date too. They push back on a bad idea not because a prompt told them to be critical, but because they'll personally live with the consequences of staying quiet. An agentic coding tool does none of that. Not because current models aren't capable, but because "having something at stake" isn't a property compute has, no matter how fluently it argues. That distinction matters more than it sounds like it should, because of what happens when a team blurs it. ## The Failure Mode Nobody Names The actual risk isn't that the AI writes bad code. Modern agentic tools, [the ones covered in Part 2 of *The Pipeline Is the Game*](/blog/pipeline-part-2-the-50-dollar-studio), are genuinely good at the boilerplate, the systems work, the repetitive scaffolding that used to eat a junior developer's first two years. The risk is upstream of code quality entirely: it's a team outsourcing the disagreements a co-founder would have started. "Does this boss fight actually serve the pacing we promised in the first biome?" is a judgment call. An agent will happily generate three variations if you ask, and just as happily generate three more if the first three don't land, but it won't tell you the boss fight is wrong for reasons that have nothing to do with what you asked for, the way a real collaborator with their own taste and their own stakes in the outcome would. It optimizes what you point it at. A co-founder tells you what you should be pointing at in the first place. Teams that lean on "the AI and I decided" as a stand-in for "I decided, using the AI as a tool" tend to notice the gap only after ship, when a design decision that should have gotten pushback sailed through six weeks of agent-assisted iteration because nobody in the loop was actually incentivized to say no. ## What the Data Actually Supports Even the most enthusiastic industry coverage of AI-assisted development draws this line clearly — a tension [we explored in Part 3](/blog/pipeline-part-3-what-the-studios-know), where 96% of studios report integrating AI tools while a majority of developers say generative AI is bad for the craft. Analysis of coding tools in 2026 consistently frames the technology as accelerating design decomposition and boilerplate (entity systems, save/load serialization, input handlers) while noting that the parts requiring taste, like tuning a jump to actually feel good, still take human iteration no AI shortcut has replaced. That's not a hedge. It's the actual shape of where these tools are strong and where they aren't, and it maps precisely onto the co-founder distinction: AI is extremely good at execution velocity, and it has no mechanism for caring whether the destination is right. ## The Fix Is Boring, Which Is Why Nobody Does It Name the role correctly. "Agent" isn't a downgrade from "co-founder", it's just accurate, and accuracy changes how a team makes decisions. If your two-person team is really a two-person team plus a very fast intern with no long-term memory of why you made your last three decisions unless you wrote them down, you structure your workflow around that. You keep a persistent project memory file specifically so continuity doesn't quietly become the human's unpaid, unacknowledged job. You designate (explicitly, out loud) who on the team is responsible for the "does this serve the game" call, because "the AI and I decided" is never going to be a real answer to that question, and pretending otherwise just means nobody was actually responsible. ## The Counterargument, Fairly Stated There's a reasonable version of the "co-founder" framing that isn't wrong: for a genuine solo developer, an agentic tool functioning as a tireless collaborator that never gets tired of a fourth revision pass is a real and valuable change in what one person can attempt alone. The framing becomes a problem specifically when a *team* uses it to obscure who's actually accountable for a call. Not when a solo dev uses it as shorthand for "this tool changed what I can do by myself." The distinction worth holding onto isn't "never call it a co-founder." It's "know exactly what you mean when you do." --- **The takeaway** An agent has no stake in your launch date and no mechanism for caring whether your decisions are right, only for executing them well. Naming that accurately, out loud, is what keeps a team from quietly outsourcing the calls a real co-founder would have pushed back on. **Next steps** - As a team, explicitly name who's responsible for the "does this serve the game" call on every major decision: never default to "the AI and I decided." - Start keeping a persistent project memory file so continuity of vision doesn't silently become one person's unacknowledged job. --- *Have a different read on this? We'd genuinely like to hear it: reply to this post or find us on Discord.* ================================================================================ ## Blog: Design a Game Hook Before You Build URL: https://vibecode.game/blog/designing-a-game-hook-before-you-build Source: src/content/blog/en/designing-a-game-hook-before-you-build.mdx ================================================================================ Description: A player decides whether to keep playing in seconds. Here's how to design your hook, front-load the payoff, and make the first failure feel fair — before you build the rest of the game. Published: 2026-07-29 Author: YGG Tags: How-To, Game Design, Vibe coding, Beginners *A player decides whether to keep playing your game faster than you'd like to admit.* AI tools have made building fast. They haven't made caring fast. That part is still entirely on you, as the designer. A game can be mechanically sound and still lose a player in the first thirty seconds if it doesn't give them a reason to stay. Here's how to think about that reason before you're deep into building. ## Know your hook before you write a line of code Your hook is the one thing a player understands and wants within the first few seconds, not your whole game, just the reason to take the next action. "Collect gems while dodging enemies" is a hook. "An open-world crafting RPG with twelve biomes" is a scope, not a hook. If you can't state yours in one sentence before you start building, that's worth fixing before you build anything else, because every system you add afterward should be reinforcing that one sentence, not distracting from it. ## Front-load the moment that sells the idea Players decide whether they're interested almost immediately, so the most compelling part of your game shouldn't be something they earn access to after ten minutes of setup. If your best moment is a late-game power fantasy, find a way to give players a taste of it early. Even a scripted preview works, rather than making them just trust you that it's coming. ## Give immediate, understandable feedback on progress Players stick around when they can tell they're getting better or getting somewhere, even in small increments. That can be as simple as a visible score, a shrinking timer, or a clear "one more attempt" loop. Ambiguity about whether progress is happening is one of the fastest ways to lose someone, even in a game that's otherwise well-made. ## Design the first failure to feel fair The first time a player loses or fails matters disproportionately. A failure that feels like the game's fault (unclear rules, an unfair hit) makes players quit. A failure that feels like their fault, with an obvious path to do better next time, makes players try again. If you only have time to tune one moment carefully, tune this one. ## Playtest for the emotion, not just the function When you watch someone play your build, don't just check whether the mechanics work — watch their face and their body language. A confused pause, a shrug, a "wait, what am I supposed to do" — these tell you more about whether your hook is landing than any bug report will. ## The takeaway AI tools can build almost anything you describe. They can't tell you what's worth building, or why a stranger should care about it once it exists. That's still a design problem, and it's worth solving with the same intention you'd bring to any prompt — before the mechanics, not after. ## Next steps * Watch how top-voted [VibeBlitz](/game-jams) entries hook players in their first few seconds. * Share an early build in the [Discord](https://discord.gg/ygg) and ask specifically: "did you want to keep playing, and why or why not?" ================================================================================ ## Blog: Vibe Loaded Games URL: https://vibecode.game/blog/vibe-loaded-games Source: src/content/blog/en/vibe-loaded-games.mdx ================================================================================ Description: Gameslop is really about mortality, not quality. Four vibe-coded games that are still shipping updates months after launch, and each built on a mechanic no template could hand you. Published: 2026-07-24 Author: YGG Tags: Roundup, Vibe coding, AI tools, Web games Most criticism of vibe-coded games isn't really about quality. It's about mortality. A game gets built in a weekend, goes viral for four or five days, and then the repository goes quiet. No patch notes, no roadmap, nobody home. That's most of what people actually mean by gameslop: not that the games look bad, but that they're disposable, built to catch one wave of attention and then abandoned the moment it passes. > These four games break that pattern twice over. All four are still in active development months after launch, with real patch notes, devlogs, and features that weren't in the original release. But staying alive isn't the only thing they share. None of them could have been assembled from a game-creator platform's template library. A voice-scoring engine that grades your actual freestyle in real time. A puzzle mechanic built around letters collapsed into a single tangled glyph. An AI judge with an actual personality reacting to your drawing as you make it. A no-code platform doesn't hand you any of that. It shows up when someone writes real, custom code, AI-assisted or not. Longevity is one axis these four sit on. Building something a platform couldn't have handed them is the other. ## ARTbitrator *Built with Claude* ARTbitrator doesn't reinvent the drawing-game wheel. Quick-draw-and-guess is Pictionary with extra steps, and Skribbl and Gartic Phone already do the multiplayer version. What it actually changes is who's judging and how many ways you can play it. An AI judge, voiced as Bob Ross, Picasso, or Dalí, reacts to your drawing in real time instead of a human silently guessing, and the same core loop now supports five different modes: competitive, collection, narrative, practice, plus a viral couples spinoff (Paint Your Partner) aimed at long-distance couples. The mechanic is old. The social surface area wrapped around it isn't.  **Play:** [artbitrator.com](https://artbitrator.com/) ## Tetra Troopers *Built with Codex* Tetra Troopers is what happens when someone refuses to pick a genre: the core loop is a Tetris riff where block-shaped squads get dropped onto an 8x12 grid with no gaps allowed, except the placement rule isn't just fitting pieces together, it's stacking them, since dropping one unit directly on top of another fuses them (a Medic landed on a Sniper doesn't occupy the same tile, it becomes a different unit entirely, a hybrid veteran with both kits), and whatever survives that morning puzzle phase becomes the army that has to hold a persistent 60x60 home base once night falls and the tower-defense waves start auto-resolving.  **Play:** [tetra-jet.vercel.app](https://tetra-jet.vercel.app/) ## Rap Battle *Built with Antigravity* Rap Battle does something genuinely different from most AI music toys: it judges your actual voice. Instead of typing lyrics into a generator, you freestyle live over a beat through your microphone, and a real-time audio analysis engine scores beat sync, vocal energy, and flow consistency as you go. Most "AI rap" tools generate the performance for you. This one listens to yours and grades it.  **Play:** [make-a-beat.com/rap-battle](https://make-a-beat.com/rap-battle/) ## Glyph *Built with Claude, Codex* Glyph is the one with a genuinely new mechanic underneath the daily-puzzle formula. Instead of guessing letters into open slots like Wordle, you're handed a word already collapsed into a single tangled glyph, its letters stacked and overlapping, and you work backward to figure out which letters are which. It also shipped a multiplayer layer that wasn't in the original release: a build-your-own-glyph mode where you challenge a friend to decode a word you picked. Where the other three lean on AI or social features wrapped around a familiar core loop, Glyph's core loop itself is the new part.  **Play:** - Web: [glyph.today](https://glyph.today/) - Android: [Google Play](https://play.google.com/store/apps/details?id=com.glyphtoday.app) - iOS: [App Store](https://apps.apple.com/us/app/glyph-daily-word-puzzle/id6759539411) ================================================================================ ## Blog: Looped In: Loop Engineering for AI Game Development URL: https://vibecode.game/blog/looped-in-loop-engineering-for-ai-game-dev Source: src/content/blog/en/looped-in-loop-engineering-for-ai-game-dev.mdx ================================================================================ Description: Loop engineering is six weeks old and already running in production at Verse8 and Roblox. What the six parts actually are, and the one job never to hand a loop. Published: 2026-07-23 Author: YGG Tags: Analysis, Vibe coding, AI tools, Game Design Loop engineering is a term barely six weeks old, but if you're building anything with an AI agent right now, it's worth understanding properly rather than skimming past as another piece of jargon. Here's what it actually means, what Verse8 and Roblox are already doing with it in production, and where you still need to stay sharp yourself. ## What loop engineering actually means Here's the shift, in Peter Steinberger's words: **stop prompting your coding agents, start designing loops that prompt them for you.** Boris Cherny, who runs Claude Code at Anthropic, describes his own workflow the same way these days, he's writing loops instead of typing instructions directly into the model. Worth remembering this is brand new as a named idea, it caught on in June, so don't feel behind if you haven't built one yet. Almost nobody has. Strip away the terminology and it comes down to six things, easier to recognize against an actual bug than as an abstraction. Say enemies in your fighting game have stopped taking damage. | Part | In this bug | | --- | --- | | **Intent** | What "done" looks like. Attacks deal damage again, plainly enough that you can check it without reading code. | | **Context** | Whatever the loop needs before it touches anything. Here, the attack's hitbox and the enemy's hurtbox, the two shapes that are supposed to overlap when a hit lands. | | **Action** | The actual attempt. A small, reversible edit, expanding the hitbox rather than rewriting your whole combat system. | | **Observation** | The check that follows. Does damage land now, yes or no, read off an actual test run instead of guessed at. | | **Adjustment** | What happens on a no. Nudge the hitbox's alignment and try again. | | **Stopping condition** | The gate that decides whether to run again. Damage registering cleanly on the test run, not another guess dressed up as progress. |  > The stopping condition is the piece most people skip, and it's the one that actually matters. Without one, you're not debugging anymore, you're thrashing, burning compute on a wrong assumption instead of surfacing it. **Build the exit condition before you build the loop, not after.** ## Why this matters more in games than almost anywhere else Most software fails at generation time, in ways a compiler or linter catches before you ever hit run. Games fail at runtime, in ways that only show up once something is actually moving on screen. Physics that behave until a specific collision angle. An asset that loads fine thirty-nine times and chokes on the fortieth. A multiplayer state that stays in sync until two players do something you never tested for. None of that is visible to a model reading its own generated code. It's only visible to something watching the thing run, which is exactly what the observation stage is for. That's why games are turning into one of the better proving grounds for this whole approach. ## Debugging is just the easiest loop to build first Don't mistake what you're about to read for the whole idea. Nothing about loop engineering is actually scoped to debugging. The same six parts work for any agentic process you want running unattended. A content loop can draft dialogue or a quest chain, check it against your style guide, revise, repeat. A balance loop can run simulated playtests against a weapon or a difficulty curve, check whether it lands right, adjust the numbers, repeat. Neither has anything to do with a crash log. Debugging is just where the pattern is most mature right now, for a specific, practical reason worth remembering when you're deciding what to automate first yourself: it has an unambiguous success signal. Code either throws an error or it doesn't. That clean pass or fail is what makes the observation step easy to build. Whether a quest is interesting or a weapon is balanced doesn't have that same clean check, so those loops are harder to build and you'll see fewer examples of them out in the wild. That's a gap in maturity, not a gap in what the term covers, and it's probably where you'll find the most room to build something before everyone else catches up. ## Verse8 runs this in production Somewhere on Verse8 right now, a creator with zero coding background is typing a prompt for a game that doesn't exist yet. It generates. It breaks, because things generated in seconds tend to. And then nothing happens. No error lands in anyone's lap, no ticket gets filed. The code just gets quietly rewritten and redeployed, and the creator never finds out there was anything to fix. That's a loop doing its job. It's also a good one to study if you're thinking about building your own. Agent8, Verse8's core engine, generates the game code, runs it in a sandbox, captures whatever error comes back, and feeds that log to the model for a rewrite, on repeat, without a human debugging step in the middle. Verse8 calls this **"invisible engineering."** That's their own language for it, but in this case it's a fair description of what's actually happening, not just a nice phrase. ## Roblox runs the same loop under a different name Roblox's Studio Assistant runs the identical cycle. Roblox calls it agentic loops, a playtest subagent that spawns a character, runs it through the game, reads the logs, and folds the result back into the next attempt. Same six parts as Verse8's, just with a live playtest standing in for the sandbox at the observation step. If you want to know what this actually feels like to build with, go read the people who've done it rather than the company's own writeup. Josh English gave Codex CLI, connected to Roblox Studio through the same kind of MCP bridge, one instruction: build a ten-stage procedural obstacle course, complete with moving hazards, health pickups, a leaderboard, and score persistence, then keep fixing itself until the whole thing actually worked. He describes the resulting loop as one continuous pass, inspection, implementation, runtime observation, debugging, refinement, with his own job shrinking down to framing the problem and judging whether the result is any good. ## Where you still need to stay sharp Andy G. built a full Roblox mining-tycoon game through Claude Code and MCP, and along the way hit a bug where respawned blocks turned permanently white, invisible through the MCP tooling in real time, the same invisibility Verse8 sells as the whole feature, working against him here instead of for him. It took him forty-five minutes to track down something he could've spotted in five just by watching the screen directly. That's the trade you're making the moment you stop watching your own game run: the loop is supposed to catch exactly this kind of problem, and here it didn't. That's one way a loop can fail you, the mechanism itself misses something. There's a second way that has nothing to do with the mechanism working correctly, and it's the one to keep in the back of your mind no matter how good your tooling gets. A loop can pass every check it has and still hand you a broken game, in the sense that actually matters, whether a player has fun. A sandbox run succeeding doesn't mean your level design is good. You can have a debugging loop with a perfect track record and still ship something fully functional and completely unfun. > Keep that split in mind as you build one of these yourself: trust the loop to catch what it's built to catch, and don't quietly hand it the one job it was never built for, deciding whether your game is actually good. **Fixing your code faster was never the same project as making your game better.** ## Sources - [CodeRabbit, "What is Loop engineering?"](https://www.coderabbit.ai/blog/loop-engineering) - [Kilo, "What Is Loop Engineering? AI Feedback Loops"](https://kilo.ai/articles/what-is-loop-engineering) - [MindStudio, "What Is Loop Engineering? The New Meta for AI Coding Agents"](https://www.mindstudio.ai/blog/what-is-loop-engineering-ai-coding-agents) - [Google Cloud, Verse8 case study](https://cloud.google.com/customers/verse8) - [Roblox, "Roblox Studio is Going Agentic"](https://about.roblox.com/newsroom/2026/04/roblox-studio-going-agentic) - [Andy G. on Medium, "I Built a Roblox Game Using Only AI Agents — Here's What Happened"](https://medium.com/@andy.a.g/i-built-a-roblox-game-using-only-ai-agents-heres-what-happened-ed57b553facc) - [Josh English on Medium, "Advanced Agentic Game Development in Roblox with MCP"](https://medium.com/@jengas/advanced-agentic-game-development-in-roblox-with-mcp-8a56a439413a) ================================================================================ ## Blog: How Phaser Rebuilt Itself to Make Games for People Who've Never Coded URL: https://vibecode.game/blog/how-phaser-rebuilt-itself-for-people-whove-never-coded Source: src/content/blog/en/how-phaser-rebuilt-itself-for-people-whove-never-coded.mdx ================================================================================ Description: Phaser built a new engine, Phaser AE, designed around how a language model reasons rather than how a human learns, and put a Game Agent on top of it. Here's the wager. Published: 2026-07-22 Author: YGG Tags: Analysis, Vibe coding, AI tools, Web games Before the agent, there was just Phaser: the JavaScript framework Richard Davey started building in 2013, presumably because somebody told him no and he took it personally. Four major versions and thirteen years later, it's one of the most-used tools for making 2D games in a browser, free, open source, and maintained with the kind of dedication normally reserved for sourdough starters. Play a scrappy little Itch.io platformer or a shooter embedded in somebody's portfolio site and there's a decent chance Phaser is quietly underneath it, handling the canvas rendering and the sprite collisions so nobody had to reinvent physics from scratch. That framework was built for people. Which turns out to matter a lot once you try to hand it to something that isn't one. ## The mismatch the agent is built to fix The Phaser Game Agent launched at the end of June, and the thinking behind it comes down to a mismatch anyone who's watched a non-programmer talk to an AI will recognize instantly. People describe games the way they picture them: a boss that swoops in low and slams the ground, an enemy that gets faster the angrier it gets, a door that only opens once you've collected everything in the room. Nobody pictures a scene graph, and nobody's going to learn one for a five-minute idea. Traditional engines, Phaser's own included, were never built to close that gap; they assume a developer willing to spend weeks internalizing a manual and doing the translation themselves. Handing that same manual to a language model doesn't shortcut the problem, it just moves the guessing somewhere less visible. Most AI game generators handle this by pointing an LLM at an existing engine's documentation and improvising from there. Phaser Studio's own description of what that usually produces isn't flattering: broken physics, invented methods that don't exist, and art that looks stitched together by committee. They built a new engine underneath the product instead, from the ground up, designed around how a model actually reasons rather than how a human eventually learns to. That engine is called **Phaser AE**, and it's the real foundation the Game Agent sits on. ## A small vocabulary of intentions The design is narrower than you'd expect for something meant to build entire games. Phaser AE trades a sprawling reference API for something closer to a small vocabulary of intentions: a sprite flashes because you told it to flash, an enemy follows a flight path defined as data, a starfield exists because you asked for a Starfield object. Everything error-prone — collision detection, sprite pooling, input handling — sits behind that surface where the agent never has to touch it directly. The bigger structural choice is what the engine was deliberately never taught, which is any actual game. Ask for something built like a vertical shooter and the system doesn't reach into a shooter template. It searches a growing library of components, indexed by what each one does rather than which game it was built for, and assembles your request out of pieces that already work and have already been debugged. Every new component gets built by an agent, run through automated checks, and then played by an actual person before it's allowed into that shared library, because some flaws, a background that stutters instead of gliding, say, only show up once a person is watching it move. The payoff compounds: an early build needed everything from scratch; a few games later, most of what a new request needs already exists. ## What it can actually build As of July, that pipeline produces three distinct kinds of game: - **2D arcade titles** with the tilemaps and animation polish you'd expect. - **Glowing vector-line games** in an Asteroids or Thrust register. - **Full 3D worlds** with a physics engine underneath that stacks crates, ragdolls a defeated enemy down a staircase, and lets a hinge and a motor become a working elevator. You build any of it through Phaser's own guided web flow, picking a model tier, or skip the interface and run it through Claude Code, Cursor, or whatever coding agent you already use, for a few cents a minute. Whatever gets built is yours: playable instantly in a browser, exportable to desktop, shareable with a link that needs no account to open. ## A second way in, through your coding agent There's a second way in for people who already live inside an AI coding tool. A dedicated MCP server plugs the same pipeline into Claude Code, Cursor, Copilot, Codex, Gemini CLI, or Windsurf: one setup prompt, and whatever you already use to write software gains the ability to generate a complete game, code, art, and music included, without touching the web interface at all. It's billed separately from your existing subscription, a few cents a minute against a Phaser account, and it means iterating on a generated game inside the same agent and terminal you already use for everything else. ## Phaser AE is not the Phaser you know Worth knowing before you go digging through an exported project: Phaser AE isn't the Phaser most working developers already have opinions about. It's a separate, purpose-built framework that sits underneath the Game Agent specifically, distinct from the open-source Phaser 4 that ships game jams and commercial releases alike. Poke around in a generated game's code and you're reading a smaller, verb-shaped API designed for a model, not the one in the official docs. Professional developers who want the familiar framework, or full manual control from line one, still have that: the open-source engine and the standalone Phaser Editor are untouched by any of this. > The wager is straightforward: Phaser Studio spent over a decade learning what makes game code reliable, and is betting that knowledge doesn't evaporate just because the reader of the API stopped being human. It just needs a different shelf to sit on. ## Sources - Phaser (game framework), Wikipedia — [en.wikipedia.org](https://en.wikipedia.org/wiki/Phaser_\(game_framework\)) - ["How We Built The Phaser Game Agent With Claude Managed Agents And Superserve"](https://phaser.io/news/2026/06/how-we-built-the-phaser-game-agent-with-claude-managed-agents-and-superserve) — Phaser (June 12, 2026) - ["Phaser Game Agent: Build a Game from a Single Sentence"](https://phaser.io/news/2026/06/phaser-game-agent) — Phaser (June 30, 2026) - ["Phaser Game Agent — Describe a game, and an agent builds it for you"](https://phaser.io/agent/about) — Phaser - ["Phaser Game Agent adds Box3D Physics: Stacking, Ragdolls, Machines and more"](https://phaser.io/news/2026/07/phaser-game-agent-3d-physics-update) — Phaser (July 8, 2026) - ["Phaser Game Agent MCP: Use Claude Code, Cursor, Copilot and More to Build Games"](https://phaser.io/news/2026/07/phaser-game-agent-mcp-setup) — Phaser (July 8, 2026) - ["How to Export a Phaser Game Agent Game for Web and Desktop"](https://phaser.io/news/2026/07/phaser-game-agent-export) — Phaser (July 7, 2026) ================================================================================ ## Blog: The Weekend MMO URL: https://vibecode.game/blog/the-weekend-mmo Source: src/content/blog/en/the-weekend-mmo.mdx ================================================================================ Description: fly.pieter.com took three hours. Four AI-native MMOs, a pirate world, an open-source WoW, a custom-engine browser brawler, and a hardcore RPG, take a weekend to months. Published: 2026-07-21 Author: YGG Tags: Roundup, Vibe coding, Web games, AI tools Every vibe-coded game origin story loops back to the same three hours in February 2025, when Pieter Levels opened Cursor, typed something close to "make a 3D flying game in the browser," and had a flyable prototype before lunch. Seventeen days later, fly.pieter.com was pulling in enough from floating sponsor logos and a $29.99 F-16 upgrade to hit $1M in annualized revenue. Elon Musk retweeted it to 200 million followers around day three. What barely anyone brings up is what kind of game it actually was. It was a real-time multiplayer flight sim, strangers spawning into the same sky, finding each other, and shooting each other down. The first vibe-coded game anyone actually paid attention to was already an MMO. > That's the thread worth pulling here. If a persistent multiplayer world was possible in three hours in early 2025, what does one look like now that someone's actually taken the time to build one properly with more advanced AI models? These three answer that differently, and a fourth shows up at the end because it's too ambitious to leave out. ## ARRR arrr.fun swaps the lone developer for a crowd. Log in and you're sailing a real 3D ocean within seconds: ship combat, a bounty board, a twelve-piece treasure hunt where a PvP kill has a real chance of stripping a rival of what they've found, a live item marketplace. It's built on modd.io, a browser game engine whose founder, [m0dE](https://x.com/bboym0dE), also runs the project, and it's coordinated through RunHQ, a job board where contributors pick up coding tasks and get paid in in-game points for whatever they ship. The pirate MMO everyone plays is also, quietly, an open call for whoever wants to keep building it. **Play at** [arrr.fun](https://www.arrr.fun/)  ## World of ClaudeCraft This is the one that actually earns the genre label without an asterisk. Nine playable classes, a real talent tree, three connected zones, roughly 80 quests, all running as one persistent shared world across a browser client, a self-hosted server, and even a headless version built for training AI agents to play it. A small studio called [Levy Street](https://levystreet.com/) built it over a single 48-hour weekend and put out an actual press release when it shipped. It's fully open source, has pulled over a thousand GitHub stars and around 300 forks, and got a public nod from a16z partner Justine Moore. Almost nothing in it is a shipped asset. The towns, monsters, and sound all generate at runtime from the same fixed world seed, so every player's Eastbrook Vale is the same place. **Play at** [worldofclaudecraft.com](https://worldofclaudecraft.com/)  ## Mana Blade Mana Blade is the one built by someone who stuck around after the viral moment most vibe-coded games chase. A solo developer going by [Verekia](https://verekia.com/) didn't just build the game, he built the engine underneath it: a custom WebGPU renderer called VoidCore, written specifically for Mana Blade and nothing else, entirely AI-generated. It renders around 250 independently animated characters at once using raycasts instead of instancing, and it still runs fine on older phones, a detail that matters more than it sounds like it should, since most browser MMOs quietly give up on that. Four classes: a wind-magic gunblade duelist, a sword-and-shield tank, a support mage, a trap-and-gun ranger. Free to play in-browser or through VIVERSE, still labeled "in development," with an original score composed for it rather than licensed or AI-generated filler. **Play at** [manablade.com](https://manablade.com/)  ## Special mention: Valenfeld Worth naming even though it doesn't quite qualify. Valenfeld, from [Arcos Labs](https://x.com/metatransformr), is solo or co-op, not a persistent shared world, and it's a Windows/Mac download rather than something that loads in a browser tab. But the ambition is real: a hardcore open-world RPG with no fast travel and no quest markers, shipping alongside its own 301-plate, 758-entry world atlas that the in-game books quote word for word. Climb, glide, and grapple across a vast procedural world hunting named artifacts through 100+ dungeons. If the question here is how much world one person can generate fast, Valenfeld might have the best answer of the four. **Download at** [valenfeldgame.com](https://valenfeldgame.com/)  --- fly.pieter.com took three hours. These four took anywhere from a weekend to several months, and every single one of them is still, by any normal measure of how long an MMO is supposed to take, absurdly fast. ================================================================================ ## Blog: Built in Public: 4 AI-Native Game Developers Worth Watching URL: https://vibecode.game/blog/built-in-public-4-ai-native-game-developers-worth-watching Source: src/content/blog/en/built-in-public-4-ai-native-game-developers-worth-watching.mdx ================================================================================ Description: Four developers narrating the actual process, prompts and all: a browser UFO horror game, a gothic co-op ARPG, a Roblox tycoon built in 7 days, and an agent bake-off. Published: 2026-07-17 Author: YGG Tags: Roundup, Vibe coding, AI tools, Creators *4 AI-Native Game Developers Worth Watching* --- "Build in public" used to mean posting a revenue screenshot on X and calling it transparency. Lately it's turned into something more useful: developers narrating the actual process, prompts and all, while they work. That shift matters more for AI-native development than almost anywhere else, because the process now includes something a reader can actually reuse — the specific instruction that fixed a shader bug, the exact prompt that got a dungeon crawler running in an afternoon. A revenue chart tells you someone succeeded. A devlog with the fix included tells you how they got there. > The four developers below post the way engineers write commit messages: because someone else might need this later. Take what's useful, skip what isn't. That's the whole point of the format. ## The Four | Game | Developer | Built with | | --- | --- | --- | | [*Taken*](https://www.taken-game.com/) | [André Figueira](https://x.com/voidmode) | Claude Code + Codex, traffic-control, Suno | | [*Gravecrawl*](https://www.gravecrawl.com/) | [Majid Manzarpour](https://x.com/majidmanzarpour) | threejs-game-skills, Claude Fable 5 | | [*Monster Dungeon Tycoon*](http://t.co/BoqdxUi6UQ) | [Mark Price](https://x.com/PlayUGC) | Claude Code Opus 4.8, Roblox MCP, Roblox Cube | | *Emberbound* | [Jeff Hunter](https://www.facebook.com/jhunter101) | Codex GPT 5.6 Sol Ultra (bake-off winner) | ### Taken [*Taken*](https://www.taken-game.com/) is a UFO abduction horror game that runs entirely in a browser tab, no install, built by [André Figueira](https://x.com/voidmode) across evenings and weekends. The stack was Claude Code and Codex running against the same checkout, coordinated through his own traffic-control tool so the two agents wouldn't step on each other's edits, with Claude also brought in to direct the music before the results went through Suno. The sound work on Taken is especially good and is a great example of how attention to detail can elevate the quality of a project.  ### Gravecrawl [*Gravecrawl*](https://www.gravecrawl.com/) is a co-op gothic survival ARPG: four classes, escalating waves, cinematic bosses, playable with friends in a browser. [Majid Manzarpour](https://x.com/majidmanzarpour) built it on top of his own open-source [threejs-game-skills kit](https://github.com/majidmanzarpour/threejs-game-skills), with the procedural dungeon generator underneath it built using Claude Fable 5.  ### Monster Dungeon Tycoon [*Monster Dungeon Tycoon*](http://t.co/BoqdxUi6UQ) is a Roblox game where you play the villain building the dungeon, built by [Mark Price](https://x.com/PlayUGC) and his 15-year-old daughter over seven days. He ran Claude Code Opus 4.8 through the Roblox MCP, used Roblox Cube to generate assets, and reused a personal Roblox dev template he'd already built out for UI, combat, and purchases. QA ran through Roblox's own Test Agent, which played the game itself and captured screenshots to check the visuals held up.  ### Emberbound *Emberbound* came out of a deliberate bake-off: [Jeff Hunter](https://www.facebook.com/jhunter101) ran the same prompt against Codex GPT 5.6 Sol Ultra, Claude Code Fable 5, and Grok 4.5 to see which agent actually delivered. By his own account, Codex won by a wide margin, and the finished game is that result. The game is not currently deployed but you can get early access by engaging with this [post](https://www.facebook.com/share/v/192VUy2Fh2/).  ================================================================================ ## Blog: Inside Crayon: A Conversation with Co-Founder Aniket Jatav URL: https://vibecode.game/blog/inside-crayon-a-conversation-with-co-founder-aniket-jatav Source: src/content/blog/en/inside-crayon-a-conversation-with-co-founder-aniket-jatav.mdx ================================================================================ Description: Crayon's Aniket Jatav on agentic game development: a 15-step multi-agent harness, why AI games look muddy, no revenue share, and breaking out of the browser. Published: 2026-07-16 Author: YGG Tags: Interview, Vibe coding, AI tools, Web games [Aniket Jatav](https://www.linkedin.com/in/aniketjatav/) is co-founder of [Crayon](https://app.usecrayon.ai/), a game-development platform built around "agentic game development," positioned as something between a traditional game engine and an AI coding assistant. His own background runs through an engineering degree before he pivoted into design and visual arts, spending years on visual pipeline and product work across venture-backed companies. His co-founder, Tushar Sharma, brings a more traditional, hands-on game-development background, including work on AAA titles and past web3 projects. The two have known each other for roughly five years and previously worked together building a metaverse project. Crayon is currently in open beta. Jatav says the company recently closed a term sheet for a small pre-seed round, capital he says will help the team scale the platform to more users. We talked through what Crayon actually does under the hood — a multi-agent system that breaks game development into steps handled by dedicated agents for mechanics, art, and asset production — and where he wants to take it next, from exporting to third-party portals to an eventual move beyond browser-based games. | At a glance | | | --- | --- | | **Platform** | [Crayon](https://app.usecrayon.ai/) — agentic game development | | **Status** | Open beta | | **Under the hood** | Multi-agent harness, ~15 steps, routed across multiple models | | **Business model** | Subscription — no revenue share, no platform lock-in | | **Export targets** | Crayon Arcade, itch.io, Poki, CrazyGames | | **Funding** | Pre-seed term sheet recently closed | --- ## Who Crayon Is Actually For > **Vibecode.game:** Every few months another "anyone can make a game" tool shows up promising to turn a total beginner into a game developer overnight — and most of them top out at something you'd be embarrassed to show a friend. You've built something that leans the opposite way: toward people who already know what a game economy or a voxel style is. Who's actually supposed to sit down and use this thing? **Jatav:** Our ideal customer is the experienced web game developer or studio — that's where we're most useful today. That said, we do get newer developers on the platform too, so first-time experience is something we pay real attention to; the abstraction we've built is meant to work across skill levels. Technically, anyone can build a game with it. But it's still a little technical under the hood — we give you granular control over assets, a dedicated editor to tune scenes and levels — so someone building their very first game with zero programming or game-dev familiarity might not get as much out of it as someone who already knows the basics. ## Inside the Build: How Crayon Turns a Prompt Into a Game  > **Vibecode.game:** Are you using a proprietary model? **Jatav:** Not a proprietary model — what we have is our own harness, a system that routes across multiple existing models and learns from the process, which is why output quality keeps improving over time. On the UI you might see four visible steps, but underneath it's closer to a **15-step process** built to mirror how an actual game studio operates — which makes sense given our backgrounds: my co-founder from game-studio development, me from the visual/product side. We route to different models depending on what we've found performs best at each step — we're not necessarily using the newest or biggest model everywhere, because we're balancing cost against output quality. > **Vibecode.game:** That harness you just described isn't one model wearing a trenchcoat — it's a whole invisible org chart. Do you actually have separate agents for separate jobs in there, the way a studio would have separate departments? **Jatav:** Yes — it's a multi-agent architecture, with sub-agents inside each agent. If you're just generating assets, that routes through a game-artist agent, which itself has sub-agents handling coloring, structure, texturing and materials separately. It's a fairly complex orchestration layer. The real depth of the platform shows up once you dive into one game specifically — you can add or edit textures and materials directly, similar to a game-dev tool you'd already be familiar with. > **Vibecode.game:** So with all that machinery running in the background, does the developer still keep full creative control? **Jatav:** Full control, yes — we're not trying to replace developers, we want to help people build more games. What we're taking off their plate is the repetitive stuff. > **Vibecode.game:** What happens when someone's prompt is vague, or just bad? **Jatav:** We saw this early — friends we gave early access to were prompting pretty lazily. There are two things that help. First, a prompt-enhancer button that improves what you've written. Second, if someone gives something broad, like "build a Minecraft-style game," we run a clarification flow: roughly six to eight questions per round, covering things like world structure, economy, and visual style — is it an alien world, day or night, and so on. After that, our planning agent writes out a full plan before anything gets built. It's still better to come in with a detailed prompt — a lot of users show up with their own existing game design documents, and they tend to get the strongest results that way. Game development itself is complicated enough that this can't be a one-prompt process; a lot of ideas people come in with are pretty unrefined to start.  > **Vibecode.game:** Are you seeing people bring in unfinished projects to complete on Crayon? **Jatav:** Yes, and it's one of the more interesting patterns we've seen — people coming in with ideas they'd parked for a while, building them out, sometimes spending hours polishing, then coming back days later with more ideas and continuing to build. > **Vibecode.game:** You mentioned someone might type "Minecraft" or "Fortnite" into a prompt. Does Crayon actually recognize specific existing game titles? **Jatav:** It does — partly because we've fed it that information over time, and partly because the underlying models already recognize a lot of these titles, even if consumer tools like Gemini would usually refuse to build something derivative for copyright reasons. If the output is transformative enough, it's fine — there's already a Minecraft-inspired title live on both Poki and CrazyGames. You obviously can't build the exact same game, but taking inspiration is recognized and accepted. ## The Visual Quality Problem > **Vibecode.game:** AI-generated games have a look — muddy textures, assets that don't quite agree with each other, environments that feel like they were assembled rather than designed. It's the thing that gives the whole category away. You just described agents dedicated purely to coloring and texturing, which suggests this isn't an accident on your end. How much does your own background drive that? **Jatav:** It's been a personal frustration of mine too. My co-founder cares a lot about mechanics and functionality — that's his lane. I come from a visual background; I have an engineering degree but pivoted my whole career into design and visual arts. I've spent a lot of time with art books from games like The Last of Us, and I kept asking myself why AI-generated games didn't look anywhere near that good. There's obviously a human factor a platform like ours may never fully replicate, but we want what comes out to at least be publishable-quality wherever you take it. Getting the visual quality right was actually the first real problem we focused on, after getting basic game functionality working — because that's where LLMs tend to drift. We're still not 100% there, but we're getting closer.  > **Vibecode.game:** I thought I'd seen messaging positioning Crayon as a hyper-casual platform. Was that accurate? **Jatav:** That's outdated — pretty standard startup A/B testing on messaging to see what drives traffic. We're not built exclusively for hyper-casual games. We're seeing FPS-style games and others come out of the platform just as well, so that positioning wouldn't be accurate anymore. > **Vibecode.game:** Are there other game-dev tools you're personally impressed by? **Jatav:** Prompt-to-3D tools, specifically Tripo — we're actually in touch with them about a possible partnership. What used to take hours in a tool like Blender, they've automated well, and they give you real control, like hard caps on vertex count, while still producing quality output from a good concept. > **Vibecode.game:** Does Crayon generate all its own assets, or is there a shared library? **Jatav:** Both. We have our own asset generation, but also a library for generic assets — a tree doesn't need to be regenerated from scratch every time, so we don't make people spend credits or compute on that unless they want a custom version. ## Publishing, Platforms, and What's Next > **Vibecode.game:** You've got Crayon Arcade, but I also saw on your site that games can be published to Poki or CrazyGames. Do you have formal partnerships there, or can people just take their code wherever? **Jatav:** No partnerships yet, though we're in touch with CrazyGames and hoping to get something formal there eventually. What we do have is the technical piece: Poki and CrazyGames each have their own build checklists and SDK requirements. Most platforms just hand you a basic HTML5 build and leave you to deal with that yourself — we transform your codebase to match whichever platform's requirements and integrate their SDK directly, based on where you say you want to launch. > **Vibecode.game:** Does that mean you need to know your target platform before you start building? **Jatav:** Most people already do — most of our users are web game studios or developers who came in with a clear destination in mind. itch.io is very flexible, so nothing special is needed there; we have a direct bridge to it. For Poki or CrazyGames, it's better if you plan for it upfront, but you can still export at the end either way — it just takes extra processing time, since we're rewriting the codebase for that platform. > **Vibecode.game:** Is Crayon Arcade open to everyone, or is there curation? **Jatav:** No curation. Any game built on the platform can be published to the arcade, and there's no exclusivity — you're free to publish elsewhere too. The arcade honestly isn't our primary focus; it came out of us testing games internally and wanting to share them. Our focus is the developer tool itself. We might build the arcade into something bigger down the line, similar to a Poki or CrazyGames model, but that's a separate effort we're not focused on right now. > **Vibecode.game:** You've talked about wanting better visual quality than what these AI platforms usually produce — but nearly everyone in this space, including you right now, is still stuck making web games. Is Crayon actually going to break out of the browser, or is "web" just the ceiling this whole category lives under? **Jatav:** Web-only right now, but going client-based is very much the plan. Adjacent markets — YouTube Playables, Snapchat's own games, Discord — all run on similar underlying tech, just different SDKs, and that's where we want to play for the next couple of months before going fully native. The long-term vision is: **build a game once, take it anywhere** — Steam, PC, eventually mobile on Android and iOS alongside web. We're not looking at console platforms like PlayStation anytime soon. > **Vibecode.game:** How do you differentiate from other prompt-to-game platforms? **Jatav:** The real differentiator is control: unlike Unity or Unreal, which take a cut once you're making real money off a game, there's no platform lock-in with us. You build your game, you own it, you can take it wherever you want. Our model is a subscription, not a revenue share. > **Vibecode.game:** You mentioned you'd just closed a pre-seed round. What's that capital earmarked for? **Jatav:** The R\&D work is done — we've proven the platform works. This capital is mainly runway to scale it to a lot more users, and to keep advancing the platform itself. --- ## What's Already Live Crayon is currently in Open Beta. Sign up at [app.usecrayon.ai](https://app.usecrayon.ai/). Check out some of the games being built with Crayon: - [*Void Muncher*](https://app.usecrayon.ai/play/4108024c-9a2f-4dba-9da0-3db532ea682a) - [*Air Smash*](https://app.usecrayon.ai/play/4f478c6b-4bbd-4263-89f4-1ad6c228cec0) - [*Rune Blade Arena*](https://app.usecrayon.ai/play/9ec20f7f-6f47-4053-8c14-c349d583be82) ================================================================================ ## Blog: Prompt It Again. This Time With Feeling. URL: https://vibecode.game/blog/prompt-it-again-this-time-with-feeling Source: src/content/blog/en/prompt-it-again-this-time-with-feeling.mdx ================================================================================ Description: As AI tools improve, taste becomes the difference between slop and a marketable game. Lessons from Ira Glass, Miyamoto and Justin Gary on how to develop it. Published: 2026-07-15 Author: YGG Tags: Opinion, Vibe coding, Game Design, Creators *As AI models and tools improve, "taste" becomes the difference between slop and a marketable game. Some advice from some legends to help you develop it.* --- Ira Glass said something about creative work that's been circulating online for over a decade, and it applies to AI game creation more directly than anything written specifically about games. He said: all of us who do creative work get into it because we have good taste. But there is this gap. For the first couple of years you make stuff, it's just not that good. Your taste is still killer. And your taste is why your work disappoints you. That gap, between what you know is good and what you can currently produce, is what every creative person runs into when they start. But the AI game creation version of it is different from every other creative discipline that came before it. > The gap has never been smaller. And because of that, what matters most is not learning to code, not learning a specific tool, not learning game theory. It's the taste you already have. The question is whether you know how to use it. ## What Taste Actually Means in a Game Context Taste is not the same as preference. Preference is "I like puzzle games." Taste is "that puzzle game's difficulty curve peaks too early, the player loses agency in the final third, and that's why it feels unsatisfying even though the mechanics are technically sound." Taste is the ability to diagnose. Knowing not just that something doesn't work, but *why*. Noticing the gap between what a game is and what it was trying to be, and being able to articulate it, even vaguely, even imperfectly, in a way that points toward the fix. In traditional game development, taste was necessary but not sufficient. You also needed to know how to code, or model, or animate, or compose, or you needed the money to hire people who did. The technical barrier was high enough that plenty of people with genuine taste never made games because they couldn't bridge the gap between knowing what they wanted and building it. AI changes that. The technical barrier is now low enough that taste is the determining variable. The AI handles syntax while you handle feel. The AI generates the core loop while you decide whether the core loop is actually fun. The AI produces an enemy that moves and shoots correctly while you notice that the movement pattern isn't surprising enough and players will tune out after the third encounter. The 2026 Summer Engine review of AI game generators put it plainly: > "AI can build a working platformer. It cannot decide whether your platformer is fun. Pacing, feel, and difficulty curves still need a human in the loop." That human is you. The question is whether you're doing that job, or accepting whatever the AI gives you and calling it done. ## The Problem with Accepting Everything The fastest way to make a mediocre AI-generated game is to accept everything the AI produces. The output will be technically functional. Mechanics that work, assets that render, a loop that's completable. What it won't have is the thing that makes you want to play one more round. It won't have the texture of decisions made by someone who cared deeply about how a player felt in a specific moment. The GDC 2026 State of the Game Industry survey found 52% of professionals believe generative AI is having a negative impact on the field, up from 30% the year before and 18% the year before that. The people most opposed are those in visual art and game design: people who've spent careers developing exactly the kind of taste that AI can't replicate. They're not reacting to the tools. They're reacting to the output of people using tools without taste, accepting whatever the AI produces, publishing it, and calling it a game. That output has a name. **Gameslop.** Over 7,300 games on Steam carry an AI content disclosure label as of March 2026. Most of them exist because someone accepted what the AI gave them without asking whether it was actually good. This is the context in which taste becomes decisive. The market is flooded with AI-generated games nobody edited. The ones that stand out will be the ones where someone cared enough to ask whether what they made was good, and then changed it until it was. ## The Miyamoto Principle Shigeru Miyamoto has been designing games for nearly fifty years. The through-line of his philosophy is simple: **function first, form follows.** He doesn't start with characters. He starts with how a player will feel in specific moments. The Goomba, Mario's most basic enemy, exists because Miyamoto needed an enemy that beginners could defeat by stomping. He needed a specific function: a teachable defeat mechanic for new players. The visual, the name, the personality came after the function was clear. Zelda started as "Adventure Mario," a placeholder character in a binder of design specs for a game he was still figuring out. He worked on the feel first. The character who best suited that feel came later. As he told Time: "When I create a game, I try to focus more on the emotions that the player experiences during the gameplay." Justin Gary, designer of Ascension and Solforge Fusion and author of *Think Like a Game Designer*, names this same principle through the MDA framework: Mechanics lead to Dynamics, which produce Aesthetics. In his framing, Aesthetics are not visual style. They're the emotional responses the game evokes. The framework is a reminder that mechanics are not the point, they're the mechanism. The emotion is the point. Good taste, in Gary's model, is the ability to trace the path from a mechanic to the feeling it produces, and ask whether that feeling is the one you intended. For AI game creation, this means: know what you want the player to feel before you generate anything. Not the genre. Not what the main character looks like. The specific emotion you're trying to produce in the player when they first encounter the core mechanic. If you can answer that in one sentence, you have a standard to evaluate everything the AI produces. Does this feel like the thing I was trying to make? If yes, keep it. If no, change it. That's how taste works in practice. ## Five Ways to Develop It Taste isn't fixed. "You either have it or you don't" is wrong. The fact that you can play a game and feel something is off, even without being able to explain it, means you have taste. What develops is the ability to use it more precisely. ### 1. Play games as an analyst, not a passenger Most people play in passenger mode: experiencing what the designer created, reacting emotionally, moving on. Developing taste means switching to analyst mode some of the time. When you feel something, boredom, frustration, delight, the pull to play one more round, stop and ask why. What specifically produced that? What was the designer's decision that created it? A sound effect? A timing? A camera angle? Something revealed or withheld? You don't need to analyze every moment. But you need to practice noticing when something lands and asking why. Over time that builds a vocabulary, a mental library of cause-and-effect relationships between design decisions and player feeling. ### 2. Make things you know are bad, intentionally The fastest path through the Ira Glass gap is volume. Make a game in a day. Know it's not good. Make another one. The purpose isn't to produce good games. It's to produce the experience of noticing what isn't working, which is taste in action. Gary's core design loop runs on one principle: the faster you move through create, test, and revise, the better your game gets. Every iteration is a chance to notice a gap between what you intended and what the player experienced. That gap, identified and fixed, is how taste converts into skill. Gary applied this across formats, most recently with Solforge Fusion, a digital card game built on a decade of iterative thinking. The medium changes. The loop doesn't. AI game creation is the fastest version of that loop available to a new creator. A hypothesis about how something should feel can be tested in hours rather than months. That speed only matters if you're making judgments at each iteration, not just generating and accepting, but generating, evaluating, and changing. The practice is the point. A specific exercise: build a game with one deliberate flaw. Make the jump feel wrong. Make the enemy too fast. Make the level too short. Then fix just that one thing. The act of diagnosing and correcting a specific problem is the fundamental motion of taste. Do it enough times and it becomes instinct. ### 3. Write the emotional experience before you prompt Before you open any AI tool, write one sentence describing what you want the player to feel in the first thirty seconds. Not what the game is about. What the player feels. "Curiosity with a slight edge of dread." "The satisfaction of a system clicking into place." "Momentum that makes you feel fast and in control." "The warmth of something familiar being slightly subverted." Then build. When the AI produces something, measure it against that sentence. Not a genre convention. Not another game. The specific emotional experience you defined. This turns taste from a vague aesthetic preference into a functional design tool. ### 4. Steal like a designer, not like a player There's a difference between being inspired by a game and studying it. Players remember games they loved. Designers study games they admire, including ones they didn't particularly enjoy, because they're extracting mechanisms, not experiences. Pick one game. Find what you think is its single best design decision. Articulate it precisely: not "the combat feels good" but "the parry window is generous enough to feel achievable but tight enough to feel satisfying, and the audio feedback is loud enough that success feels like a reward rather than an accident." Then try to apply the underlying principle to something you're making. Not the mechanic. The principle. That's how design vocabulary accumulates. Not by copying what other games look like, but by understanding why specific decisions produce specific feelings. ### 5. Show your work to one person and ask one question Not "do you like it." One specific question about the experience you were trying to create. "Did you want to try the next level, or were you satisfied stopping there?" "When the enemy appeared, did you feel surprised or did you see it coming?" "Was there a moment where you felt confused about what you were supposed to do?" You're not looking for general feedback. You're looking for data on whether the specific feeling you intended is the feeling the player had. When there's a gap, when they felt confused where you intended curiosity, or bored where you intended tension, that's taste in operation. You know what you wanted. They told you what they got. Now you have something to fix. ## Volume Is Still the Answer There's no shortcut to taste. Ira Glass knew this. Do a lot of work. Volume is how taste, the ability to see what isn't working, converts into skill, the ability to fix it. What AI changes is the economics of volume. It used to take months to make something worth evaluating. Now it takes hours. A professional team used to need a year to go through that cycle. Now it runs in a weekend. The judgment work is the same: notice what isn't working, form a hypothesis about why, change it. But the volume of practice is now accessible in a way it wasn't before. The traditional developer's version of taste was built through constraint. Limited memory forced decisions about what mattered. Technical barriers demanded clarity about what was essential. AI game creation imposes its own constraint: the tools are fast enough that the bottleneck is judgment. What do I change, and why, and how do I know when it's right? That judgment is taste. The way to develop it hasn't changed. Make a lot of things, pay attention to what doesn't work, and care enough to fix it. --- ## Sources - [Ira Glass on Taste and the Gap](https://jamesclear.com/ira-glass-failure) — James Clear - [The Gap Between Having Good Taste and Doing Good Work](https://kottke.org/20/12/the-gap-between-having-good-taste-and-doing-good-work) — Kottke.org - [A Miyamoto Design Pillar: Forget Characters, Focus on Experiences](https://www.gamedeveloper.com/design/a-miyamoto-design-pillar-forget-characters-focus-on-experiences) — Game Developer - [Shigeru Miyamoto Quotes](https://time.com/3747708/nintendo-shigeru-miyamoto/) — TIME - [Game Creator Shigeru Miyamoto: The Philosophy and Ideas of Game Creation](https://note.com/m_hayase256/n/n0c2d8442d9ca?hl=en) — Casa BRUTUS via Hayase (Dec 2025) - [AI in Game Development: Why the 2026 Backlash Is Real](https://www.techbuzz.ai/articles/ai-in-game-development-why-the-2026-backlash-is-real) — TechBuzz AI - [20 Best AI Game Generators and Tools (2026)](https://www.summerengine.com/blog/how-to-make-games-with-ai) — Summer Engine (May 2026) - [Vibe Coding AI Games: The New Way to Build Games by Feel, Not by Friction](https://tesana.ai/en/blog/vibe-coding-ai-game-the-new-way-to-build-games-by-feel-not-by-friction) — Tesana AI (Jan 2026) - [How Vibe Coding is Revolutionizing Game Development in 2025](https://lab.rosebud.ai/blog/vibe-coding-is-eating-game-development) — Rosebud AI (Sep 2025) - [Think Like a Game Designer](https://www.thinklikeagamedesigner.com/) — Justin Gary (2018); also via [Amazon](https://www.amazon.com/Think-Like-Designer-Step-Step/dp/1947937391) ================================================================================ ## Blog: The a16z Thesis: What Andreessen Horowitz's Bet on AI Games Actually Means URL: https://vibecode.game/blog/the-a16z-thesis-ai-games-bet Source: src/content/blog/en/the-a16z-thesis-ai-games-bet.mdx ================================================================================ Description: In 2024, a16z argued AI would do to games what CGI did to film. Twenty months on, we audit the citizen-creator thesis against the evidence, including the Speedrun pivot. Published: 2026-07-14 Author: YGG Tags: Analysis, Vibe coding, AI tools, Industry *Vibecode.game — Industry Analysis* --- In September 2024, Andreessen Horowitz published an essay arguing that generative AI would do to interactive entertainment what CGI did to film — and that the company sitting at the top of that wave could be the next Pixar. They named Rosebud AI and Astrocade as early examples of what that future looked like. They called it the citizen creator moment. That essay is now twenty months old. Enough has happened since then to audit it. > Not to celebrate it. Not to debunk it. To actually check whether the evidence is moving in the direction a16z said it would — and where it isn't. ## What the Thesis Actually Said The Pixar argument is worth being precise about, because it's doing more work than it first appears. A16z wasn't just saying generative AI would make game creation easier. They were saying a foundational technology shift was underway, and that the companies built natively on top of it — not retrofitting it into existing workflows — would define an entirely new category of creative output. Pixar didn't use 3D graphics to make slightly better animated films. They built the creative language of 3D storytelling from scratch, and everything that followed was downstream of what they figured out in the 1980s and 1990s. The a16z bet is that someone will do that with generative AI. That there will be a company, or a small number of companies, that define what AI-native game creation looks like at the cultural level — not just the technical one. Their term for the people who would drive this was "citizen creators": people who have ideas and can now execute them without the years of technical training that used to be the price of admission. Rosebud AI, in this framing, wasn't just a tool. It was evidence that the citizen creator class was real and growing.  ## Where the Evidence Supports It The citizen creator thesis has one very strong data point: the games that won in 2025 were made by smaller and smaller teams. Schedule I — $151 million on Steam, 414,000 concurrent players, more than GTA V at the same moment — was made by one Australian. PEAK — over 10 million copies sold — started as a game jam. Lethal Company, which established the friendslop formula that both those games benefited from, was made by a single developer who used to make Roblox games. The direction of travel is clear. The team size required to make a culturally significant game keeps shrinking. That's the citizen creator thesis playing out in the market, even without AI game creation platforms as the mechanism. Rosebud itself has grown. The platform now hosts over 2.3 million community-created games. The product has matured: multifile architecture for complex projects, FlutterFlow integration for publishing to iOS and Android, multiplayer via InstantDB, commercial rights on paid plans, and a tipping system that lets creators earn from players directly. Gen Z and Generation Alpha make up roughly 65% of active users. The fastest-growing segment is the 22-35 "side hustle creator" — people using AI asset generation to prototype monetizable games, not just hobbyists making things for fun. The citizen creator class exists. A16z was right about that. ## Where the Evidence Complicates It Here's what the thesis didn't account for: **making a game is now easy. Getting anyone to play it is not.** Rosebud has 2.3 million games. The overwhelming majority of them are played almost exclusively within the Rosebud platform, by other Rosebud creators. The discovery problem — the gap between "I made a thing" and "people found the thing and kept playing it" — has not been solved by AI creation tools. If anything, it's gotten worse. The same forces that made creation easier have flooded every distribution channel with more content than any discovery algorithm can surface effectively. This is the Pixar analogy's blind spot. Pixar didn't just have generative technology. They had John Lasseter and Pete Docter and a story trust that operated with a specific creative philosophy about what made a film emotionally true. The tools were necessary but not sufficient. What made Pixar iconic was taste, applied at every stage of production, by people who were willing to tear things apart and rebuild them until they were right. AI creation tools give you the tools. They don't give you the taste. And they don't solve distribution. The citizen creator class is real, but most of what it's producing is circulating inside creator communities rather than breaking into mainstream culture. That gap — between prolific and culturally significant — is the thesis's open question. ## The Speedrun Tell The most honest signal about where a16z's thesis actually stands isn't in their published essays. It's in their Speedrun accelerator data. Speedrun was born from the a16z Games Fund in 2023. The name is gaming terminology — completing a game as fast as possible. In SR001, the first cohort, 56% of the 25 companies were game studios. Demo Day ran during GDC. The mentor list featured Mark Pincus and Sean Rad. The DNA was entertainment. Open the SR006 roster — the sixth cohort, completed in spring 2026 — and the picture is unrecognizable. 87% of the 60 companies carry an AI tag. More than half are B2B. A third put revenue numbers directly in their one-sentence descriptions. Game studios: **one. Out of sixty.** > Three years. Six cohorts. Gaming went from protagonist to footnote. This isn't a betrayal of the original thesis. It's a rational response to where the evidence went. When the a16z Games Fund launched Speedrun, building an AI product required 10 to 30 engineers and the technology itself was the barrier. By SR006, two or three people could ship a complete B2B SaaS product in weeks using tools like Claude Code. The build barrier collapsed — and when it did, "can you sell" became the only question that mattered. Revenue proof replaced team size as the selection criterion. The citizen creator thesis ran into the same reality: when everyone can build, the bottleneck moves downstream. A16z didn't abandon the games thesis in their public writing. They quietly redirected their early-stage capital toward sectors where citizen creators were generating revenue — not just games. That's a meaningful distinction. ## What They've Actually Backed The a16z direct investments in AI game creation are real but concentrated. - **Rosebud AI** is the flagship. - **Series AI**, which is building an end-to-end platform for AI game creation and licensing major IP, is the more ambitious infrastructure bet. - **Kaedim**, which built AI-powered 3D art outsourcing, addresses the asset bottleneck that professional studios face when integrating AI into existing pipelines. - **Speedrun's game-adjacent investments** include Hedra, which focuses on content creation, and various companies working in XR and interactive entertainment. Over $180 million has been deployed through Speedrun across more than 150 startups. The total a16z investment across gaming and entertainment is substantially larger. But the portfolio tells a more nuanced story than the essays suggest: a16z is betting on the infrastructure and tooling layer more than the consumer platform layer. They invested in Rosebud as a citizen creator platform, but their broader pattern looks more like "what tools will the next generation of creators use" than "which platform will host the breakout games." That's actually a smarter bet. Infrastructure tends to win regardless of which specific games or creators break through. The tools matter whether or not any particular Rosebud game ever goes viral. ## Benchmark and Supercell as Corroboration A16z's thesis doesn't stand alone. Two other investors have made independent bets that point in the same direction, from completely different angles. **Benchmark** — whose portfolio is built on eBay, Uber, Instagram, Twitter, and Snapchat — quietly added their name to HypeHype's website without a press release. Benchmark doesn't invest in categories. They invest in platforms with network effects, where value compounds as more participants join. HypeHype's remix mechanic — where every game becomes a building block for the next creator, with revenue attribution flowing back to the original — is that kind of system. Benchmark's presence says: there is a structural platform play here, at the creator economy layer, that could become infrastructure. **Supercell** — €3 billion in revenue in 2024, majority owner of HypeHype since 2016 — is the operator bet. A decade-long relationship with a team that built Badland and Rumble Stars, now pivoting hard into AI-native creation from a foundation of real mobile game credibility. Supercell's signal is the most specific: we know this team, we've watched them for a decade, and we believe they can build the mobile-native version of what a16z is describing.  Three investors. Three frameworks. The same conclusion. When that happens, the category question is settled. This market is real. HypeHype's social channels have been quiet for at least a month, and their release notes page no longer renders content publicly. The most recent confirmed activity is CEO Johannes Vuorinen at a Supercell hackathon in March 2026 and an app update in January 2026. No shutdown announcement, no layoff reports. But the silence is worth noting — the platform may be in a head-down rebuild around its Live Gaming pivot, or it may be experiencing the same friction that a16z's Speedrun data suggests: building was the easy part. ## The Question the Thesis Still Hasn't Answered A16z was right that generative AI would change who could make games. The citizen creator class is real, it's growing, and the data from Rosebud's 2.3 million games confirms it exists at meaningful scale. They were right that the team size required to make a culturally significant game would keep shrinking. Schedule I, PEAK, and Lethal Company proved that in 2023 through 2025, even without AI creation platforms as the primary mechanism. What the thesis hasn't yet answered — and what the Speedrun pivot quietly acknowledges — is the distribution problem. Creation tools solve the supply side. Nobody has solved the demand side. Nobody has built the mechanism that reliably connects citizen creator output to the audience it deserves. Crayon AI's Poki and CrazyGames distribution angle is the most interesting unsolved move in the space precisely because it's the only platform explicitly attacking that problem rather than assuming it away. But Crayon is still pre-launch. The problem remains open. The Pixar analogy works on the technology side. The part a16z left out is that Pixar also had Steve Jobs, who understood distribution and positioned the company so that Disney had to buy them. The citizen creator moment needs its distribution answer. Until that exists, the thesis is half right — which, in venture capital terms, may be enough. The capital is in position. The tools exist. The creators are building. The games that break into mainstream culture from this infrastructure are still coming. When they do, a16z will have been right. The more interesting question is whether the platforms they backed will be the ones that catch that moment — or whether it happens somewhere else entirely. ## Sources - [The Next Generation Pixar: How AI will Merge Film & Games](https://a16z.com/the-next-generation-pixar/) — Andreessen Horowitz (Sep 2024) - [The Generative AI Revolution will Enable Anyone to Create Games](https://a16z.com/the-generative-ai-revolution/) — Andreessen Horowitz (Apr 2024) - [GAMES FUND ONE: Building the Future of Games](https://a16z.com/games-fund-one-building-the-future-of-games/) — Andreessen Horowitz - [Investing in Series AI](https://a16z.com/announcement/investing-in-series-ai/) — Andreessen Horowitz (Sep 2023) - [Investing in Kaedim](https://a16z.com/announcement/investing-in-kaedim/) — Andreessen Horowitz (Mar 2024) - [Speedrun's Pivot Is the Playbook: What a16z's Accelerator Reveals About the AI Opportunity Map](https://genaiassembling.substack.com/p/speedruns-pivot-is-the-playbook-what) — Gen AI Assembling (Apr 2026) - [Why a16z's 'Speedrun' accelerator is playing a new game](https://fortune.com/2025/04/02/why-a16zs-speedrun-accelerator-is-playing-a-new-game/) — Fortune (Apr 2025) - [Two Kings, One Throne — Is it YC vs A16Z in the arms race for AI startups?](https://lobstercap.substack.com/p/two-kings-one-throne-is-it-yc-vs) — Lobster Cap (Nov 2025) - [Speedrun — a16z](https://a16z.com/speedrun/) — Andreessen Horowitz - [Rosebud AI — 2026 Review, Pricing & Alternatives](https://aigearbase.com/tool/rosebud-ai) — AI Gear Base (Apr 2026) - [Rosebud AI customer demographics and target market](https://businessmodelcanvastemplate.com/blogs/target-market/rosebud-ai-target-market) — Business Model Canvas Template (Mar 2026) - [Benchmark (venture capital firm) — Wikipedia](https://en.wikipedia.org/wiki/Benchmark_(venture_capital_firm)) - [Supercell (company) — Wikipedia](https://en.wikipedia.org/wiki/Supercell_(company)) - [HypeHype — Johannes Vuorinen LinkedIn](https://www.linkedin.com/in/johannesvuorinen/) — LinkedIn (Mar 2026) ================================================================================ ## Blog: What AI Is Actually Doing Inside Mobile Studios URL: https://vibecode.game/blog/what-ai-is-actually-doing-inside-mobile-studios Source: src/content/blog/en/what-ai-is-actually-doing-inside-mobile-studios.mdx ================================================================================ Description: AI hasn't reinvented game design, it has quietly become production infrastructure. A data-backed look at how mobile studios really use AI, from an analyst who built a game herself. Published: 2026-07-10 Author: YGG Tags: Analysis, Vibe coding, AI tools, Mobile games  > *Today's post is from [Aylin Yazici's](https://www.linkedin.com/in/aylinyazici/) [Games & Takes](https://www.linkedin.com/newsletters/games-takes-7477402886986072064/), a newsletter dedicated to mobile games and monetization. She has graciously allowed us to republish it here.* > > *I first became aware of Aylin on LinkedIn, where she was posting these wonderful breakdowns of popular mobile games as an Analyst for [Liquid and Grit](https://www.linkedin.com/company/liquid-and-grit/). Everything from sticky mechanics, liveops features and monetization strategies. She's also an editor for [Deconstructor of Fun](https://www.deconstructoroffun.com/) and manages BD and Partnerships for [Ciao Games](https://ciao.games/), so you know she's worth listening to.* ## AI Has Already Won Inside Mobile Studios If you spend enough time on LinkedIn, you could easily believe that AI is about to reinvent game development. Every week there's another post about AI-generated characters, autonomous game designers, or one-person studios building the next billion-dollar hit. Then you look at what successful mobile studios are actually doing. The picture is much less dramatic and, in my opinion, much more interesting. Over the past few weeks, I went through dozens of reports, studio interviews, case studies from companies like [Supercell](https://www.linkedin.com/company/supercell/), [King](https://www.linkedin.com/company/king/), [Scopely](https://www.linkedin.com/company/scopely/), [Unity](https://www.linkedin.com/company/unity/) & more. I also did something else, which I'll get to at the end: I spent the last two months building a mobile game with AI myself, as someone who can't code. So this isn't just a reading list. Some of these conclusions I tested with my own hands. What I expected to find was evidence that AI was beginning to change how successful games are designed. > AI isn't changing what successful studios build. It's changing how efficiently they build it. And I don't think most of the industry has understood what that actually means yet. ## AI has quietly become infrastructure Two years ago, the industry debated whether AI would become part of game development. Today, that debate is largely over. - [Unity](https://www.linkedin.com/company/unity/) reports that **96% of studios** surveyed are already using AI somewhere in their workflows. - [Google Cloud](https://www.linkedin.com/showcase/google-cloud/) found that **90% of developers** now use generative AI in at least part of their daily work. Those aren't experimental numbers anymore, they suggest AI is becoming standard infrastructure rather than a competitive advantage.  What's interesting is where the adoption happens. **Almost never where players can see it.** Studios aren't asking AI to invent the next Clash Royale. They're asking it to generate fifty creative variations, summarize thousands of player reviews, automate regression testing, and write faster codes. This is exactly right, and the studios doing it quietly are smarter than the ones doing keynotes about it. That may sound less exciting than AI-generated games, but it's also where nearly all of the measurable business value currently exists. ## The biggest winner is production One pattern appeared repeatedly across almost every studio case study. The companies seeing the largest gains weren't necessarily creating better games. **They were creating more opportunities to discover better games.** [MAG Interactive](https://www.linkedin.com/company/mag-interactive/) may be my favorite example. Historically, the company tested around five or six new game concepts per year. Their CEO now believes AI could allow them to test five or six concepts *every quarter* without significantly increasing team size. It fundamentally changes how many bets the studio can place. Same people, four times the shots on goal. The efficiency gains reported elsewhere are just as striking: | Studio | Reported gain | | --- | --- | | [TapNation](https://www.linkedin.com/company/tapnation/) | ~90% faster asset creation, 30–40% faster coding | | [Games United](https://www.linkedin.com/company/gamesunitedhq/) | +240% production productivity ([Layer AI](https://www.linkedin.com/company/layerai/) case study) | | [LBC Studios](https://www.linkedin.com/company/lbcstudios/) | Character workflow cut from ~320 hours to ~40 hours |  In April 2024, King was publicly talking about how it balances human and AI-powered design in Candy Crush. In July 2025, it cut around 200 roles as part of Microsoft's wider Xbox layoffs. The official line to staff was about removing layers and merging overspecialized crafts. But multiple insiders told [mobilegamer.biz](https://mobilegamer.biz/) something more uncomfortable: level designers and copywriters were effectively being replaced by the AI tools they had spent months building and training. "Most of level design has been wiped, which is crazy since they've spent months building tools to craft levels quicker," one staffer said. ## User Acquisition is where AI already pays for itself If development is becoming faster, user acquisition is becoming almost unrecognizable. [AppsFlyer](https://www.linkedin.com/company/appsflyerhq/) reports that leading mobile advertisers now produce roughly **2,400–2,600 creative variations every quarter**, and [Century Games](https://www.linkedin.com/company/century-game/) reportedly pushed that concept even further during *Kingshot*, producing as many as **3,000 AI-assisted creatives per day** while scaling one of the fastest-growing mobile launches of 2025.  The production cycle with AI is crazy, but of course, one thing comes to mind when I see those numbers: what's the lift of creating that many AI creatives? We know AI makes almost every production process faster now, but if that next winner creative isn't coming from that 3000 batch, then what's the point? This is the part of the AI story I think the industry has backwards. UA was always the natural home for AI because it's a pure optimization problem. Clear objective, instant feedback, measurable success. AI eats problems like that. Ironically, however, AI has also created a new bottleneck. > Creative production is no longer infrequent. Player attention is. The challenge has shifted from *creating* hundreds of ads to identifying which handful actually deserve a spend. Everyone's paying for generation, but are they also paying for evaluation? ## So... has AI made games better? This was the question I kept coming back to while reading all of these reports. The answer, surprisingly, is that we don't really have evidence that it has. We have plenty of evidence that AI makes studios more efficient. We have evidence that teams prototype faster, ship LiveOps content more frequently, analyze data more effectively, and optimize acquisition campaigns more efficiently. But there is very little public evidence showing that AI consistently improves D30 retention, creates stronger core loops, or increases the probability of launching a hit. Even former [Voodoo](https://www.linkedin.com/company/voodoo.io/) executives, discussing AI-assisted development, described the primary benefit as reducing development cycles from roughly 14 days to 10 days, while arguing that "game feeling" remains fundamentally human. > I think this is the biggest misconception about AI right now. People assume productivity compounds into quality, it doesn't. Productivity compounds into volume. Quality still comes from the same place it always did, and there's no API for it. ## The industry is adopting AI faster than it is trusting it - GDC's 2026 State of the Industry survey found that **52% of game developers** believe generative AI is having a negative impact on the industry, even though AI adoption continues to rise. - [Quantic Foundry](https://www.linkedin.com/company/quantic-foundry/) reported that **85% of surveyed players** hold negative attitudes toward generative AI in games, particularly when AI is used for artwork, dialogue or music rather than invisible backend systems. Put those together and you get the strangest dynamic in the industry right now: studios rely on AI more every quarter and talk about it less. The more invisible the AI, the more comfortable everyone is. I think it's the market correctly pricing where AI adds value and where it destroys it. Players aren't rejecting AI, they're rejecting visible shortcuts which is honestly fair. ## So I decided to stop reading about AI and actually build with it There's something I've only shared with a handful of people. Over the last couple of months I've been building my own mobile game almost entirely with AI. I'm not a programmer. I have no engineering background. Before AI, building a game alone wasn't something I'd have seriously considered. Which is exactly why I had to try it. I wanted to know where AI actually helps and where the LinkedIn posts are lying. One thing mattered from day one: **it couldn't feel like an "AI game."** You know the ones. After a while you recognize the patterns. Generic art, UX with no intention behind it, gameplay that feels assembled rather than designed. I wasn't interested in proving AI could generate a game. I wanted to see whether it could help me build one. So I used AI for the things I genuinely couldn't do. It wrote code I'd never be able to write, debugged problems I couldn't diagnose, explained concepts I didn't know, and cleared a hundred small blockers that would normally end a non-technical person's project. The product decisions stayed mine. The mechanic, the progression, the visual direction, the pacing, every one of the countless small calls that make a game feel coherent. Because I started right in the middle of the current AI explosion, my workflow never sat still. Every few weeks brought a better coding model, a new MCP, a more capable IDE. I switched agents multiple times, rebuilt parts of my setup, and honestly spent more time tuning the workflow than building the game. Two months in, and I'm thinking, "if I started over today with what I now know, I'd reach the same point in under a month". A third game, faster still. > That's the real story of AI for individuals, and it mirrors what's happening inside studios. AI didn't build my game. It compressed the learning curve so hard that someone like me could climb it at all. It didn't replace my thinking. It multiplied what I was already capable of. *(If you're curious, the project is still in a very early stage, but you can take a look here: [Jigtile — Sort World Landmarks](https://apps.apple.com/tr/app/jigtile-sort-world-landmarks/id6758719573))*  ## My biggest takeaway For years, execution was expensive. Building assets, writing code, testing levels, creating marketing materials, and shipping LiveOps content all required significant time and manpower. AI is steadily reducing those costs. When execution becomes cheaper, something else becomes more valuable. Judgment, taste, product intuition, understanding player psychology, knowing which prototype deserves another month of development, understanding why one creative resonates while another doesn't. AI can help generate options. It still doesn't reliably tell us which option players will love. And that, to me, is why I don't think the studios that win over the next years will simply be the ones using the most AI. **The winners will be the ones whose judgment can keep up with their new output.** --- *You can find Aylin Yazici on [LinkedIn](https://www.linkedin.com/in/aylinyazici), and read more of her work in the [Games & Takes](https://www.linkedin.com/newsletters/games-takes-7477402886986072064/) newsletter.* ================================================================================ ## Blog: From Wishes to Earnings: A Conversation with Astrocade Creator Erika Zucker URL: https://vibecode.game/blog/from-wishes-to-earnings-astrocade-erika-zucker Source: src/content/blog/en/from-wishes-to-earnings-astrocade-erika-zucker.mdx ================================================================================ Description: Astrocade ambassador Erika Zucker on publishing 600+ games from her phone, chasing Player's Choice, and turning AI 'wishes' into steady income. Published: 2026-07-09 Author: YGG Tags: Interview, AI tools, Vibe coding, Community [Erika](https://www.astrocade.com/profile/erika) Zucker is a Brooklyn-based creative with a background in animation, digital video, and social media production, most recently as a senior social media specialist, where she built out content strategy and video work for brand clients. A Communication Design graduate of City Tech, CUNY, she came to game development sideways: through a stint building mini-apps at a content platform, which led her to [Astrocade](https://www.astrocade.com/), an AI "wish-to-game" platform where users describe the game they want and watch it get built in real time. In her time on Astrocade, Zucker has published more than 600 games, become one of its brand ambassadors, and turned what started as curiosity into a steady, meaningful income. Titles like "Frosting Frenzy" have crossed 2 million plays, and by her own count it took her seven months to reach 30 million plays total. We sat down with her to talk about how she got started, how her workflow has evolved, and what she'd tell someone opening the platform for the first time. | At a glance | | | --- | --- | | **Platform** | [Astrocade](https://www.astrocade.com/) — AI "wish-to-game" creation | | **Games published** | 600+ | | **Total plays** | 30 million in seven months | | **Breakout title** | "Frosting Frenzy" — 2M+ plays | | **Typical earnings** | $1,000–$3,000 per month | | **Main workstation** | Her phone | ---  ## Finding her way in > **Vibecode.game:** What first got you into game development? I know your background was more in marketing and social content. **Erika:** I actually did animation in college, and I really enjoyed that. Before Astrocade, I was working as a mini-app developer, making small apps and games. While I was there I did some research on people who worked at other companies in the space, and I came across someone at Astrocade. I checked it out. I didn't know how to make games at all. I brought in something I'd made elsewhere to see how it would translate, they gave me advanced model access, I became an ambassador, and I started going to their office hours and [Astro Academy](https://www.astrocade.com/create/academy) courses. That's really how I improved. I just enjoyed doing it. ## Learning the ropes > **Vibecode.game:** Many of these platforms just drop you into the deep end and present you with an open field; "What would you like to build?" That can be intimidating for some. Is there a more gradual descent into becoming a game creator? You mentioned the Astro Academy. **Erika:** Definitely. It started as a season-by-season course: we went through it lesson by lesson, made our first games, and got better from there. I've been through it two or three times. It's especially useful for the practical stuff: how to lazy-load your game, how to build in-game tutorials, why you shouldn't overload your screen with text or menus, how to optimize performance. They've since made it accessible to everyone through the website, not just people going through it live. > **Vibecode.game:** Walk me through what that actually looks like in practice, from an empty prompt box to something playable. **Erika:** Start in Astro Academy if you have access to it. If you don't know what kind of game you want to make, you can literally ask the AI to inspire you, or describe a vague idea, say "a fantasy world game," and it'll suggest directions. Use the wish builder, keep your prompts small rather than one long request, and lean on the community: join the Discord, ask questions, look at what's performing well, and just build something simple to start. Before you publish, test it on desktop, Android, and iPhone, because something that works fine on one device can break on another. Get a friend to actually play it, not just look at it. > **Vibecode.game:** And once something's built, is publishing open to everyone? Is there an approval process? **Erika:** Anyone can publish. If you're under 18, a family member would need to approve your account so you can earn money. Every game goes through a review process, usually one to four days, and once it's live it sits in a community testing window for about 300 views before it can earn a permanent spot on the site or become Featured or Trending if it meets the qualifications. You can publish up to two games a day and push five updates a day if you need to fix something. ## The daily grind > **Vibecode.game:** Now that you've had all this experience developing 600 games, how has your workflow changed since you started? **Erika:** I focus a lot more now on the games I'm good at and the ones that are performing well, and I try to expand slowly into harder games instead of rushing. I used to remix a lot, which isn't really the best approach. Now I mostly work from what we call **"wishes"** (Astrocade's word for a prompt), and I keep a library of wishes I've used before. If I'm building a shooter, for example, I'll go back to one of my own earlier shooter games and reuse the wish that handled the polish and feel well, rather than starting from zero each time. I even built a small chatbot on Astrocade: part project manager, part brainstorming tool. You can use it to come up with game ideas, generate prompts and characters, put together a game design document, keep track of your assets, even get marketing tips. It took me about seven hours to build. It's not the most polished thing, but it's been genuinely useful, both for me and for other creators I share it with.  > **Vibecode.game:** What about your own workstation, are you building on a laptop, or something else? **Erika:** Almost all of my games are made **on my phone**. I found ways to work around the limitations: for dress-up games, for example, I add sliders directly into the game so I can position assets myself instead of needing a desktop editor. I only switch to desktop for things like precise asset placement. Most of the time I'm just lying in bed, typing out what I want built. ## Getting seen > **Vibecode.game:** One thing that jumps out scrolling through Astrocade is how much familiar IP shows up: Barbie, Pokémon, characters everyone already recognizes on sight. It's the fastest way to borrow someone else's built-in audience, but it's also the shakiest ground to build a career on. What's the actual situation there, including for you? **Erika:** I'm actually trying to pivot away from that. It's technically allowed in the terms of service, but the platform has started restricting it: sometimes the AI will just tell you it can't make that type of game, or the output starts to distort the further you get into it. They also won't run ads on known IP games. I didn't want my whole catalog to be one thing, so I've been focusing more on original IP games, even though I've noticed those don't always perform quite as well right out of the gate. > **Vibecode.game:** Every platform has its own black box, and creators spend half their time trying to reverse-engineer it from the outside. What actually decides which of your games gets seen? **Erika:** There's an analytics dashboard where you can see plays, significant plays, and (most importantly) **median play duration**. The longer people stay in your game, the better your chances of landing in Trending or, even better, Player's Choice. Player's Choice is the big one: once your game gets pulled into that list, growth can jump dramatically, sometimes tens of thousands of plays a day. But it drops off just as fast once you're out of it. If people are dropping off in the first 10 or 30 seconds, that's usually a sign something's wrong: either performance or the core loop just isn't landing. > **Vibecode.game:** Is there a creator you'd point to as a model for doing this well? **Erika:** There's one creator, [Djam](https://www.astrocade.com/profile/Djam), who's been on the platform since almost the start. He only has around a dozen published games, but nearly all of them are in the millions of plays. He spends two to four weeks per game instead of rushing, and almost everything he makes lands in Player's Choice and stays there for months. He's proof that **quality over quantity** really does work, even on a platform built for speed.  ## Making it pay > **Vibecode.game:** This is probably the question every skeptic asks first: can you actually make real money doing this, or is "creator economy" just a nice phrase platforms use to keep people making content for them for free? Walk me through how creators actually get paid. **Erika:** Astrocade doesn't run ads during the game itself: we get paid per view once a game hits enough **"significant plays,"** which is anyone who plays for 30 seconds or more. At 25K significant plays you qualify for the [Ambassador Program](https://astroblox.notion.site/Be-a-Part-of-the-New-Generation-of-Game-Creators-3226eca6308f8020bf36c58ca9617e77) and can start earning rewards if you rank on Player's Choice. Once you cross 100K significant plays you're invited into the Creator Program and start earning per play. Right now the bonus rate is 10 cents per thousand plays, with multipliers on top. There's also a referral program: new creators get $25 for their first game once they post it, plus small bonuses at milestones. Referrers can earn up to $160 per referral. Then there are weekly game jams with a $500 prize pool, plus smaller giveaways. > **Vibecode.game:** What's it actually added up to for you? **Erika:** I hit a million plays in my first month, and it took me seven months to reach 30 million plays total. That put me among the fastest-growing creators on the platform. The exact revenue is a little hard to pin down since I wasn't earning from all of it, but on average I make somewhere between **$1,000 and $3,000 a month** now. However, it's subject to change. I don't want people to join and get discouraged if their first games don't take off right away. I try to help newer creators one at a time when I can, testing their games and giving feedback. ## Parting words > **Vibecode.game:** We've covered the algorithm, the money, the workflow, but I'd guess what actually stops most people isn't any of that, it's just never hitting "go." Any last piece of advice for someone still on the fence? **Erika:** Just start showing up and keep building. You don't need years of coding experience or a huge team: you need to keep learning and keep putting things out. Some of my most successful games came from ideas I almost didn't take seriously. **You won't know what works until you try it.** --- ## Keep exploring - Erika's full catalog on Astrocade, where new games go up several times a week: [astrocade.com/profile/erika](https://www.astrocade.com/profile/erika) - Astro Academy: [astrocade.com/create/academy](https://www.astrocade.com/create/academy) - How to earn on Astrocade: [Ambassador & Creator Programs](https://astroblox.notion.site/Be-a-Part-of-the-New-Generation-of-Game-Creators-3226eca6308f8020bf36c58ca9617e77) - Apply to the [Referral Program](https://discord.com/channels/1029475141668839515/1482623605845131357) on the [Astrocade Discord](https://discord.com/invite/ekVMRbqCag). Include Erika (@rika427) in your application for up to $160 in cash bonuses. ================================================================================ ## Blog: How to Write a Short Description for Your Game URL: https://vibecode.game/blog/how-to-write-a-short-description-for-your-game Source: src/content/blog/en/how-to-write-a-short-description-for-your-game.mdx ================================================================================ Description: You get 200 characters to convince a player to try your game. Three proven formulas and pro tips to make every word of your short description count. Published: 2026-07-09 Author: YGG Tags: How-To, Vibe coding, Game Design, Creators *Craft a compelling bite-sized overview of your game and attract players.* The Short Description is the first thing players see before they decide to try your game. You have **200 characters**, equivalent to roughly one or two sentences. Here's how to make every word count and help players decide if your game is for them. ## Pick your formula ### 1. Genre first Best when the genre label itself attracts the right players: puzzle games, RPGs, tower defense. > **Formula:** [Genre] where you [Action] to [Goal or Stakes]. **Example:** *Puzzle game where you rebuild a collapsing bridge piece by piece while the river rises beneath you.* ### 2. Action first Best for fast-paced games where the energy is the hook: racing, arcade, shooters. > **Formula:** [Action Word] through [Place or Challenge] before [Stakes or Consequence]. **Example:** *Race through neon-lit circuits, drift past rivals, and take the podium before the clock runs out.* ### 3. Character first Best when playing as a specific character creates immediate intrigue or emotional investment: narrative games, unusual roles, survival scenarios. > **Formula:** You're a [Role] in [World or Situation], [What You Do] while [Challenge]. **Example:** *You're the last gardener on an abandoned space station. Keep your plants alive, ration your water, and decide what's worth saving before the lights go out.* ## Pro tips - **Put the most important information first.** Your description may show up on different web pages at different lengths, so lead with the most compelling part to hook your target players from the first word. - **Swap vague describing words for specific details.** "Immersive" and "addictive" could fit almost any game. Describe what causes that feeling instead. "No two runs play out the same" tells players why it's replayable. "90-second rounds" tells them why it's fast. - **Don't try to cover everything.** Ask yourself: What's the goal, and how does the player reach it? Do they need to escape a dungeon before time runs out? Do they need to cross the finish line before the tank hits empty? Think about what they have to do to win the game, and lead with that. - **Unique in-game terms add personality, but players should understand what they mean.** "Collect Fluxcores that boost your speed" is easier to understand for someone still discovering your game than just "Collect Fluxcores" on its own. ## Next steps - Browse popular [vibe-coded games](https://vibecode.game/vibe-coded-games) for more examples. - [Create](https://vibecode.game/profile/developer/new) your own Developer profile and wait for approval. - [Submit](https://vibecode.game/vibe-coded-games/submit) your game. ================================================================================ ## Blog: How to Write Your Builder Bio URL: https://vibecode.game/blog/how-to-write-your-builder-bio Source: src/content/blog/en/how-to-write-your-builder-bio.mdx ================================================================================ Description: Your Bio is how the vibecode.game community gets to know you as a creator, no shipped game required. Prompts, tips, and an example to get you started. Published: 2026-07-09 Author: YGG Tags: How-To, Vibe coding, Creators, Community *Get people curious about you and what you're building.* If you're interested in building your first game, your Bio is how the vibecode.game community gets to know you as a creator. You don't need a shipped game to get started. Here are some tips for writing a Bio that gives people a reason to follow your journey. ## What to write about Not sure where to start? Try answering one or two of these questions: 1. What got you into gaming, and what made you want to start making games? 2. What are you building, or what kind of game do you want to build? 3. What do you do outside of gaming that might show up in the games you make? 4. What's a game you've always loved, and why? Your answers don't need to be polished. The goal is to give people a glimpse into your story and what drives you as a creator. ## A few things worth considering - **Go deeper on your genres and tools.** Your Bio is a great place to share more about what draws you to those games or what you're trying to figure out with your toolkit. - **Mention where you're from.** Saying a little about where you're from can add context to how you see games, and it's often the first thing that starts a real connection with someone reading about you. - **New builder? Write about the games that got you here.** Your perspective as a player is an interesting part of your creator journey, and it can say more about you as a builder than you might think. ## Example > I've spent years losing track of time playing city builders. Now I'm creating my first game on Verse8, a resource management game where rival factions chip away at everything you've built. Born and raised in Seoul, I spend all my weekends at PC bangs and love watching esports. I have a soft spot for games that make you feel clever. ## Next steps - Browse [developer profiles](https://vibecode.game/developers/) to meet other creators. - [Create](https://vibecode.game/profile/developer/new) your own Developer profile and wait for approval. - [Submit](https://vibecode.game/vibe-coded-games/submit) your first game. ================================================================================ ## Blog: YGG Launches vibecode.game & Partners With Minds by Animoca Brands for First Game Jam URL: https://vibecode.game/blog/ygg-launches-vibecode-game-minds-game-jam Source: src/content/blog/en/ygg-launches-vibecode-game-minds-game-jam.mdx ================================================================================ Description: Yield Guild Games debuts vibecode.game, a discovery destination for vibe-coded games, alongside a 4-week global game jam powered by Minds by Animoca Brands. Published: 2026-07-09 Author: YGG Tags: News, Vibe coding, Game jams, AI tools, Web games > **[12:00PM SGT, 9 JULY 2026]** — Yield Guild Games (YGG) has officially announced the launch of **vibecode.game**, a premier editorial and discovery destination for vibe-coded games, the fastest-growing category in browser gaming. To celebrate the launch, YGG is partnering with Minds by Animoca Brands ("Minds") to host the vibecode.game X Minds by Animoca Brands Game Jam. Kicking off on July 13, 2026, the global, virtual four-week competition serves as the inaugural event of **VibeBlitz**, a game jam series hosted by vibecode.game. This first installment marks the public release of Minds' specialized "Game Designer Mind," a personal AI agent that helps game creators overcome game design hurdles and rapidly ship playable titles.  ## The bottleneck isn't building anymore — it's being found Vibe coding has unlocked an era of frictionless creation, enabling anyone (regardless of coding skills) to build games, with agents assisting in critical decision-making. According to a 2026 report by MarketsandMarkets, the AI code assistant market is projected to surge from **$8.14 billion in 2025 to $127.05 billion by 2032**. However, a 2026 Naavik Digest study highlighted that despite agentic AI fueling a **77% surge in mobile game releases**, commercial success rates have remained flat. While the production time, costs, and skills required to create a game have plummeted, discoverability, player attention, and customer acquisition remain the primary obstacles to growth. vibecode.game directly addresses these obstacles, acting as a **permissionless launchpad** where any creator can publish a game, find an audience, and build a community. It features curated rankings, reviews, developer profiles, guides, and game discovery, allowing community validation to determine what rises to the top. Together, vibecode.game and YGG's community-driven infrastructure own the vibe-coded games category, from a creator's first build to a player's discovery. > "vibecode.game is the ultimate discovery portal for vibe-coded games, and game jams are the perfect way to bring content, creators, and the community together. Partnering with Minds by Animoca Brands will make sure that anyone can learn, experiment, and publish a game, no matter their level of experience." > > — **Gabby Dizon**, co-founder of YGG ## A shared history, extended into the AI era Animoca Brands became an early seed-round investor in YGG in 2021, and the two companies share a history of lowering barriers to entry in digital economies. This partnership brings that shared vision directly into the AI era. While vibe coding tools greatly simplify code generation, many creators still struggle with core game design decisions, mechanics, and balance. To bridge this gap, Animoca Brands developed the **Game Designer Mind**, a type of specialized persistent AI agent that acts as a co-creator, turning a user's one-line prompt into a fully designed, balanced game concept. Users can design game systems using their Game Designer Mind on its own or combined with other AI tools. > "The synergy between Minds and YGG centers on digital empowerment and making game creation fun and accessible to all. Vibe coding has democratized coding, but great games still require great design. By putting the Game Designer Mind in front of YGG's builder community, we are removing the final creative hurdle. Creators can now instantly brainstorm, refine, and balance their games using our persistent AI agents, then publish them on vibecode.game to tap into an immediate player base." > > — **Yat Siu**, co-founder and executive chairman of Animoca Brands ## vibecode.game x Minds by Animoca Brands Game Jam The global, virtual game jam is designed to showcase the ability and opportunity to create games by combining AI agents with rapid game development and permissionless web publishing. | Game jam at a glance | | | --- | --- | | **Runs** | July 13 – August 10, 2026 | | **Format** | Global, virtual, four weeks | | **Prize pool** | $2,500 in Minds platform credits + $2,500 in $YGG tokens | | **Tooling** | Game Designer Mind AI agent (+ any AI coding tools you like) | | **Judges** | Gabby Dizon (YGG) · Mo Ezeldin (Animoca Labs) | ### The event will run from July 13 to August 10, 2026 - **July 13 – July 27 · Build Phase** — Creators sign up, use the Game Designer Mind AI agent alone or in conjunction with any other AI coding tools of their choice, and submit their completed games on vibecode.game. - **July 27 – August 2 · Community Voting** — The global player community plays the submitted titles on vibecode.game and votes for their favorites. - **August 3 – August 9 · Judging Period** — Final evaluations will be conducted by an expert judging panel consisting of Gabby Dizon, co-founder of YGG, and Mo Ezeldin, VP of Animoca Labs. Winners will be announced on August 10, 2026. To support builders during the game jam, a **live Game Design Masterclass workshop** will be held on the official YGG Discord server on **July 16, 2026, at 21:00–22:00 GMT+8**. Hosted by the game jam judges themselves, this practical session will demonstrate how builders can use the Game Designer Mind to streamline their creation workflows, refine their economics, and maximize their chances of winning the competition. ## How to participate 1. **Register** — Sign up for the game jam from July 13 to July 27 via the [official event page](https://vibecode.game/game-jams/vibeblitz-x-minds-by-animoca-minds-hackathon) at vibecode.game. 2. **Access the tools** — Visit the Minds website at [hellominds.ai](https://hellominds.ai) to activate your personalized Game Designer Mind companion (select "Game Designer" in "One-Click Minds"). 3. **Build and submit** — Use the Game Designer Mind to design your game mechanics and code the game using your preferred prompt-based pipeline. Upload your entry by July 27 via the event page. Information about the vibecode.game X Minds by Animoca Brands Game Jam is available at [vibecode.game/game-jams](https://vibecode.game/game-jams/vibeblitz-x-minds-by-animoca-minds-hackathon). --- ### About YGG Yield Guild Games (YGG) is a global collective of gamers, creators, and builders turning play into opportunity. Known for pioneering the Web3 guild model, YGG is developing systems for digital coordination where skill is verifiable, contribution is visible, effort is valued, and rewards are shared. Today, YGG is positioned at the center of the AI data economy where the demand for specialized data types is just beginning to scale. Because real human data is vital for training AI models, video games act as the perfect testing grounds where YGG's community can generate these behavioral datasets just by playing. ### About Minds by Animoca Brands Minds by Animoca Brands ("Minds") is a personal AI that starts with a single message on Telegram or email. No hardware, no setup, no technical knowledge needed. Your Mind remembers your context and picks the right tools for each job, handling the work that usually scatters across various apps, from sorting out your week to launching an online store. You can share a Mind with a friend, a team or across organisations to help you coordinate and stay ahead of your tasks. Unlike the tools you use today, it never resets: the more you use it, the more useful it gets, and the more it becomes attuned to you. To learn more, visit [hellominds.ai](https://hellominds.ai). ### About Animoca Brands Animoca Brands Corporation Limited (ACN: 122 921 813) is a global digital assets leader building and investing in impactful technologies and ecosystems to reimagine future economies through AI and the agentic web. It has received broad industry and market recognition including Fortune Crypto 40, Top 50 Blockchain Game Companies 2025, Financial Times' High Growth Companies Asia-Pacific, and Deloitte Tech Fast. Animoca Brands is recognized for building digital asset platforms such as the Moca Network, Open Campus, Anichess, and The Sandbox, as well as institutional-grade platforms; providing digital asset services to help Web3 companies launch and grow; and investing in frontier Web3 technology, with a portfolio of over 600 companies and digital assets. For more information visit [www.animocabrands.com](https://www.animocabrands.com/) or follow on [X](https://twitter.com/animocabrands), [YouTube](https://www.youtube.com/channel/UC3_ecLbtx9DYslrZhWgiA-Q), [Instagram](https://www.instagram.com/animocabrands/), [LinkedIn](https://www.linkedin.com/company/animoca-brands), [Facebook](https://www.facebook.com/animocabrands), and [TikTok](https://www.tiktok.com/@animocabrands_). ### Press contacts - **YGG:** [media@yieldguild.games](mailto:media@yieldguild.games) - **Animoca Brands:** [press@animocabrands.com](mailto:press@animocabrands.com) ================================================================================ ## Blog: AAA Is Not Dead, It's Irrelevant URL: https://vibecode.game/blog/aaa-is-not-dead-its-irrelevant Source: src/content/blog/en/aaa-is-not-dead-its-irrelevant.mdx ================================================================================ Description: 2025 was the year of the indies. Why Steam's indie takeover, friendslop hits and sub-$20 price tags matter more to AI-native devs than AAA ever will. Published: 2026-07-08 Author: YGG Tags: Opinion, Indie games, Vibe coding, AI tools The three best-selling new games on Steam in 2025, by unit volume, were all indie titles priced under $20. R.E.P.O. moved 18.4 million copies. PEAK sold 15.7 million. Schedule I hit 8 million. Combined, 42 million units from three games made by small teams, none of which had a marketing budget you'd notice. Meanwhile, Monster Hunter Wilds, Capcom's tentpole release, $70 price tag, years of hype, shipped 6.1 million units on Steam and landed a 49% review score. Below the "Mixed" threshold. For a Monster Hunter game. And yet the games industry spent most of 2025 asking the wrong question: can AI-built games compete with AAA? The answer doesn't matter. Because AAA is no longer the relevant frame of reference for anyone building games today. Not as competition. Not as aspiration. Not as a benchmark for quality. The more useful question is whether AAA is even playing the same game anymore and the evidence of 2025 suggests it isn't.  ### AAA Is a Budget Category, Not a Quality Category This distinction matters more than it sounds. AAA doesn't mean "great game." It means a game that cost $100 million or more to make and requires mass market recoupment to justify its existence. That model creates specific, inescapable constraints: five-year development cycles, risk-averse design by committee, lowest-common-denominator targeting, and a structural dependency on platform holders who take 30% off the top before a single player boots up the game. None of those constraints apply to indie game development in 2025. Not even slightly. Asking whether an AI-native game can compete with a AAA title is like asking whether a food truck can make food as good as a Michelin-starred restaurant. The food truck isn't trying to. It's optimizing for speed, accessibility, personality, and a direct relationship with its customer that a Michelin restaurant will never have. The indie creator who builds a game for their community in a weekend is not competing with Naughty Dog. They're doing something Naughty Dog literally cannot do. --- ### The Formula That Beat AAA — And Why It Works The three games that dominated Steam in 2025 look different on the surface. One is a horror extraction game. One is a mountain climbing simulator. One is a drug empire management sim. But they share a remarkably consistent set of mechanics underneath, and understanding them matters — because this formula is the clearest possible evidence of what players actually want right now. **Physics-based interactions** are the first pillar, not as a gimmick but as the primary source of comedy and chaos. In R.E.P.O., a grand piano careens down a staircase and kills two teammates. In PEAK, someone falls asleep from a sugar crash mid-climb and slides off a cliff face. The physics don't just create gameplay. They create clips. **Proximity voice chat** is the single most important mechanic in this formula. When you can only hear teammates nearby, separation becomes terrifying. Screams fade in the distance. A teammate's voice cuts out mid-sentence as something kills them. One Steam review of Lethal Company, the 2023 game that codified this mechanic for the current generation, captured it perfectly: "My friend was slowly being killed in a room and all I could do was listen to his horrified screams over the radio. Anyways, we met quota. 10/10." **Procedural generation with daily resets** means nothing is ever the same twice. PEAK changes its mountain every 24 hours. Every session produces new stories, and new clips. **Early Access community building** at under $20. Schedule I launched at $20 in March 2025 and hit 414,000 concurrent players, more than GTA V at the same moment, within a week. **Streamability as a mechanic.** These games don't just happen to produce good clips. They're structurally engineered to. Short sessions. Shared suffering. Unexpected betrayal. The #lethalcompany hashtag hit 2.4 billion TikTok views. PEAK broke Twitch records. Content creation isn't adjacent to the game loop. It is the game loop. The genre has a name now: **friendslop**. It started as dismissive slang for cheap, simple multiplayer games, and is now being worn as a badge of honor by the developers who built it. Aggro Crab's Nick Kaman, co-creator of PEAK, said it plainly: "There's a real desire to connect and hang out in online worlds, and friendslop games put that at the front and center of the experience. These are games that emphasize teamwork and communication, as opposed to just testing your individual skill in a group setting." A AAA studio cannot build a friendslop game. Not because they lack talent. Because the formula requires things the AAA model structurally prevents: a six-week development cycle, an $8 price point, a willingness to ship something unpolished and let the community define what it becomes. --- ### How We Got Here The friendslop formula didn't appear in 2025. It has a clear lineage, and following it matters because the same underlying human need has driven every iteration. It starts with **Mafia and Werewolf**, party games played in living rooms with cards, where a hidden group of killers eliminates innocents while everyone argues about who's lying. The psychological DNA of every game in this lineage lives here: information asymmetry, social pressure, the thrill of deception, and the memory of that one round where everything went perfectly wrong. **Among Us (2018)** is the breakthrough that proved the formula could reach mass culture. Released in 2018 by a three-person studio in Redmond, Washington, it was ignored for two years. Then in July 2020, Twitch streamer Sodapoppin played it on stream and the clip spread. By September that year, 4 billion hours of Among Us content had been watched on YouTube in a single month. By November, it had 500 million monthly active players across all platforms. Downloads surged 661% month-over-month in August 2020. It didn't scale through paid marketing. It scaled because the product was perfect for streaming: short rounds, social tension, funny accusations, betrayal, and endless clip potential. Among Us also benefited from COVID lockdowns, millions of people isolated at home, desperate for social connection. The game became a substitute for physical presence. That social need didn't go away when lockdowns ended. It evolved.  **Phasmophobia (2020)** was the first game to translate that energy into co-op video games at real scale. A ghost hunting game built by a solo developer, it proved that proximity voice chat could be a primary mechanic rather than an accessory. You and friends enter haunted buildings with equipment, try to identify the ghost type, hope you don't die. It peaked at 112,000 concurrent players and established the template: small teams, dark environments, voice chat as a terror amplifier. It's still running in 2026. **Lethal Company (2023)** codified the modern formula. Made by a single developer, Zeekerss, formerly a Roblox game creator, released in Early Access at $9.99 in October 2023. Within its first week it had 100,000 concurrent players, topping Steam's Global Top Seller list and beating Resident Evil 4 and Baldur's Gate 3 as the highest-rated new game of the year. The concept was brutally simple: work for a faceless corporation, scavenge abandoned moons for scrap, meet quota or die. Lethal Company didn't just popularize proximity chat. It made proximity chat table stakes for an entire genre. Every game that followed either had it or was asked why it didn't. By 2024 and 2025, the formula was producing itself. PEAK co-creator Nick Kaman has described watching Landfall Games build Content Warning in roughly six weeks while his own studio spent three years on Another Crab's Treasure, and feeling "raging jealousy." That jealousy became PEAK, a game jam project turned into one of the biggest games of 2025. Successful friendslop games were now inspiring their creators to make more friendslop games, faster, cheaper, and with shorter feedback loops between idea and player.  ### The Comparison Trap Every time a new AI game platform launches, someone asks: "But can it make a game as good as an AAA title?" This is the wrong question, and asking it reveals a fundamental misunderstanding of what is actually happening. Solo developer TVGS made $151 million on Steam in 2025 with Schedule I. Nobody called it a AAA game. Nobody needed to. PEAK, a game jam project, sold 10 million copies and generated $87 million at $7.99. Stardew Valley, one person, 4.5 years, has sold 41 million copies. Buckshot Roulette, one developer, built in Godot, sold 8 million copies within a year of launch. These games were not trying to be AAA. They were optimizing for something entirely different: a specific audience, a specific social experience, a price point that removes any friction from the decision to play. The game that cost $200 million to make and the game that cost $200 are not in the same market. They are reaching different people, in different ways, for different reasons. The sooner anyone building AI-native games internalizes this, the sooner they can stop apologizing for what they're making. --- ### The Hard Numbers Indie games accounted for 25% of Steam's total revenue in 2025, roughly $4.5 billion out of $17.7 billion, which was itself 15% higher than 2024. The top five new indie releases alone — Schedule I, R.E.P.O., PEAK, Hollow Knight: Silksong, Escape from Duckov, generated over $500 million combined. Five games. Most of them made by teams smaller than a AAA studio's QA department, accounting for 3% of Steam's entire yearly revenue. Meanwhile, 83% of gaming executives identify AI as a top priority for their three-year strategy. Most of them are talking about using it to cut costs in existing AAA pipelines, not to rethink what games are or who makes them. That is the kind of response that happens when an industry is optimizing for the wrong benchmark. --- ### Will Friendslop Last? And What Comes After? The underlying need driving friendslop is not a trend. Social connection, shared chaos, the desire to play something with friends that creates stories worth telling — these are permanent human behaviors that games satisfy in a way no other medium does. Among Us proved that a $5 game with two-dimensional cartoon graphics could reach 500 million monthly players if the social loop was right. That observation doesn't expire. The 2026 evidence supports continuation. Yapyap, a magic-themed co-op horror game described as "R.E.P.O. in reverse," sold 500,000 copies in its first week in February 2026. Big Walk, the next game from the creators of Untitled Goose Game, is explicitly positioned in the same space. PEAK's own co-developer Landfall launched Evil Landfall, a publishing arm specifically funding friendslop games. Its CEO is already fielding pitches that say "This is like Peak, please fund it."  The Peak co-creator's public message to indie developers in March 2026 was direct: "Please, make friendslop game, before the fad dies." That last phrase is the tell. The person who did the most to cement this category is already hedging. There are structural reasons to think the formula will wear out, or at least diversify. The first risk is saturation. The same market dynamics that flooded Steam with 20,000 games in 2025 will flood it with friendslop games in 2026 and 2027. When every indie studio is making a physics-based co-op horror game with proximity chat and procedural maps, the formula stops being a differentiator and becomes a commodity. The games that break through next will find the thing that makes them feel different within that structure or abandon it entirely. The second risk is platform lock. PEAK, R.E.P.O., and Lethal Company are all PC-only. Console versions are coming but haven't shipped. Mobile is essentially untouched. The next breakthrough friendslop game may be the one that solves cross-platform co-op, bringing proximity chat and physics chaos to the living room or the phone in your pocket. That's a different design and distribution problem than building for Steam. The third signal, and the most relevant for this publication's audience, is that the next formula will be shaped by AI game creation tools. The reason friendslop succeeded is that it's mechanically simple enough for small teams or solo developers to build, but socially rich enough to feel infinitely replayable. AI game creation platforms are now eliminating even the small-team requirement. If a solo creator can build a physics-based co-op game with proximity chat in a weekend using tools that didn't exist two years ago, the barrier to entry collapses further. The next wave of breakout games will come from people who aren't professional developers at all. They'll come from streamers, community managers, and content creators who know exactly what their audience wants to play together, and can now build it. The formula evolves when the tools evolve. Among Us came from a three-person studio. Lethal Company came from one developer who used to make Roblox games. Schedule I came from one Australian. The trend toward smaller and smaller teams making bigger and bigger hits is not reversing. It's accelerating.  ### The Case for Ignoring AAA Entirely AAA games are often spectacular, and the craft that goes into them is real. But as a strategic reference point for anyone building AI-native games, AAA is simply not useful. The tools, the economics, the timelines, the distribution, the audience relationship, the creative process, none of it maps. Building an AI-native game while benchmarking against Assassin's Creed is like writing a newsletter while benchmarking against the New York Times print edition. Technically the same medium. Completely different game. The most interesting thing AAA studios could do right now is learn from the friendslop wave, not the other way around. The ones that survive the next decade will be the ones that figured out how to ship faster, build community earlier, price more accessibly, and stop treating a five-year development cycle as evidence of seriousness. The actual story of 2025's indie year is not that small studios beat AAA. It's that the category of "small studio" is itself dissolving and what's replacing it doesn't have a name yet. It will soon. And it will be built on an AI game platform. Probably in a weekend. Probably by someone who doesn't think of themselves as a game developer at all. --- **Sources** - [Steam in 2025: The Year Indie Games Ate the Industry Alive](https://medium.com/@research_86150/steam-in-2025-the-year-indie-games-ate-the-industry-alive-666abf04551f) — SteamData Research / Medium (Feb 2026) - [Indie games accounted for 25% of Steam's revenue in 2025](https://www.notebookcheck.net/Indie-games-accounted-for-25-of-Steam-s-revenue-in-2025.1189429.0.html) — Notebookcheck / Alinea Analytics (Dec 2025) - [Indie projects generated a quarter of total game revenue on Steam by end of 2025](https://gameworldobserver.com/2025/12/22/indie-projects-generated-a-quarter-of-the-total-game-revenue-on-steam-by-the-end-of-2025-analytics) — Game World Observer (Dec 2025) - [How Much Do Indie Games Actually Make on Steam?](https://ziva.sh/blogs/indie-game-revenue) — Ziva (Mar 2026) - [Lethal Company — Wikipedia](https://en.wikipedia.org/wiki/Lethal_Company) - [Among Us — Wikipedia](https://en.wikipedia.org/wiki/Among_Us) - [The 10-Year Journey Behind Lethal Company's Success](https://www.pushtotalk.gg/p/how-lethal-company-sold-10-million-copies) — Push to Talk (Oct 2024) - [Co-op horror game Lethal Company hits over 100k concurrent players on Steam](https://www.destructoid.com/co-op-horror-game-lethal-company-hits-over-100k-concurrent-players-on-steam/) — Destructoid (Nov 2023) - [Lethal Company becomes top-rated game of 2023 on Steam](https://gameworldobserver.com/2023/11/28/lethal-company-top-rated-steam-game-2023-above-re4-bg3-pizza-tower) — Game World Observer (Nov 2023) - [Among Us Revenue and Usage Statistics (2026)](https://www.businessofapps.com/data/among-us-statistics/) — Business of Apps - ["Make friendslop games before the fad dies": Peak co-creator encourages indie devs](https://www.gamesradar.com/games/co-op/make-friendslop-games-before-the-fad-dies-peak-co-creator-encourages-indie-games-to-free-themselves-from-traditional-dev-practices/) — GamesRadar (Mar 2026) - [Peak came about after a bet between Content Warning and Another Crab's Treasure leads](https://www.gamesradar.com/games/co-op/whoever-sells-more-copies-pays-for-the-others-therapy-peak-came-about-after-a-bet-between-content-warning-and-another-crabs-treasure-leads-and-ironically-the-friendslop-collab-that-followed-sold-more-than-both-games-combined/) — GamesRadar (Mar 2026) - [Peak's success was a surprise because the co-op romp didn't launch with "much of what we thought was required to make a hit"](https://www.gamesradar.com/games/co-op/peaks-success-was-a-surprise-because-the-co-op-romp-didnt-launch-with-much-of-what-we-thought-was-required-to-make-a-hit-but-lead-wants-to-keep-its-game-jam-like-spirit-for-future-updates/) — GamesRadar (Jan 2026) - [Peak is $8 because the devs wanted you to see a $5 price tag](https://www.gamesradar.com/games/co-op/peak-is-usd8-because-the-devs-wanted-you-to-see-a-usd5-price-tag-and-hey-eight-bucks-is-still-five-bucks/) — GamesRadar (Jan 2026) ================================================================================ ## Blog: Inside The Sandbox Studio: How AI Is Rewiring the Game Design Workflow URL: https://vibecode.game/blog/inside-the-sandbox-studio-ai-game-design-workflow Source: src/content/blog/en/inside-the-sandbox-studio-ai-game-design-workflow.mdx ================================================================================ Description: A live look at The Sandbox's AI-native Studio editor: agent-driven scene building, design docs as prompts, and on-the-fly AI asset generation. Published: 2026-07-07 Author: YGG Tags: Analysis, AI tools, Vibe coding, Game Design The Sandbox recently pulled back the curtain on its in-development Studio editor during a live Twitch demonstration, with executive producer David joined by game designer Phil and senior technical artist Matt. The session, unscripted and occasionally chaotic, offered a genuine look at how AI-native tooling is changing the day-to-day workflow of building games, particularly for designers not traditionally hands-on with code. ## An Editor Built Around a Conversation Sandbox Studio is built on Three.js, but its defining feature is an AI agent panel sitting alongside the traditional editor view. Creators can work with agent interfaces like Cursor or Codex — the team keeps the platform IDE-agnostic — to modify scenes, actors, and components through natural language rather than manual scripting. David demonstrated this with an in-progress project, "Outfoxed," a point-and-click game about a fox chasing escaped chickens. Rather than building systems by hand, he described what he wanted — a chicken actor with wandering, fleeing, and alert states, plus idle durations and wander distances — and the agent generated the actor and behavior components directly in the editor, with editable variables in the inspector. New chickens could then be typed into the editor like any other asset. Onboarding starts with templates built around what the team calls the "three Cs" — character, camera, control — covering genres like first-person shooters, third-person games, vehicle titles, and even VR. The intent is for these base templates to expand into subgenre-specific packs bundling assets, skills, and mechanics, so a side-scroller template could become the foundation for a Metroidvania.  ## Design Documents as the Starting Point Both David and Phil stressed that the workflow begins away from the editor, with a design document. David works through feature ideas with his coding agent, using its Q&A process to sharpen a concept before building. Phil favors a different route: iterating on ideas with ChatGPT, asking it to pose one question at a time until a document takes shape, then feeding the plan into Cursor. Phil's live example was "Sword of Lawn," a roguelite prototype born from the impulse to "cut grass in Zelda with a sword." Built largely through Sandbox's MCP integration, the entire early scene — grass variants, obstacles, coins, the exit — came from a single conversational prompt listing the objects needed. From there, Phil worked step by step: asking the agent what the next milestone should be, agreeing to a plan (a results screen, upgrade cards, a shop, then the next field), and letting the agent implement it before testing the result live on stream. It worked largely as planned, with functioning upgrades and a coin shop. Phil was explicit about resisting the temptation to "one-shot" entire games from a single prompt, a trend he sees often online. His preferred method is modular: build a core loop, refine it fully in conversation with the agent, confirm it works, then move to the next system. Both designers argued this produces less generic results and makes debugging tractable — building everything at once tends to leave several broken systems tangled together. ## Generating Art and Assets on the Fly A second major capability on display was Sandbox's built-in AI art generation suite. Rather than generating assets itself, it routes prompts to third-party image models (Gemini and GPT Image were both mentioned) and includes a "magic prompt" feature that expands a rough description into a fuller one before generation. David used it live to produce a cartoon cow character, then converted the 2D image into a 3D model for placement directly in the scene. Matt, the technical artist, showed a complementary path: sourcing free, appropriately licensed (Creative Commons Zero) 3D models from sites like Sketchfab, then customizing textures with the same AI tools. Phil described a similar pipeline built around Meshy, the 3D generator he used for nearly every model in an earlier project, "Grim": generate a full-resolution model first, then re-mesh it down to the target polygon count — a method he found more reliable than generating low-poly assets from scratch. Both also demonstrated Sandbox's asset-naming conventions, a lesson learned after struggling to locate generically-named objects in that project.  ## Different Roles, Different Workflows The stream highlighted a genuine split in how team members use the tools. David and Phil, both designers by background, lean almost entirely on conversational prompting, treating the agent as the primary interface for building systems. Matt, by contrast, prefers working hands-on inside the editor's traditional UI — closer to familiar tools like Unreal or Unity — while still using the agent for complex or unfamiliar tasks, including asking it to explain how to perform an action manually, partly to manage token costs. Model choice varied by task and person. Phil described using GPT-5 for planning and Claude Sonnet for implementation, while Matt reported the opposite instinct — leaning on ChatGPT for encouragement-heavy ideation and Claude for blunter, critical feedback. Both agreed Opus tends to be the fallback for stubborn problems other models can't resolve. Matt's own live build — a spectator-mode drone feature dictated almost entirely via voice-to-text, described as speaking to the agent "like a caveman" — took a single ambitious prompt and, despite garbled transcription, produced a working, camera-following, WASD-controlled drone pawn with a weapon within the stream's runtime.  ## The Bigger Picture Underpinning the demonstration was a consistent theme: Sandbox Studio compresses the distance between a raw idea and a testable prototype, letting designers validate concepts — including, as Phil put it, "crazy ideas at 2 a.m." — without a programmer or a lengthy R&D cycle. David noted bosses and vehicles that would traditionally take a team days can now be generated, animated, and scored with AI-composed music in under an hour. The editor remains in alpha, with roughly ten external creators testing it and a wider release planned later this year. The team's stated goal is to hand new creators as much of a head start as possible — templates, packs, shared assets — so they can spend their time on design decisions, not rebuilding common systems from scratch. [Watch the full video on Twitch](https://www.twitch.tv/videos/2805033645) Play the games featured in this article: **Grim:** [play on Sandbox Studio](https://studio.sandbox.game/play/2061d7b5-550f-4517-b4be-a383cf1059b2) **Vendetta:** [play on Sandbox Studio](https://studio.sandbox.game/play/b2fb4243-fe57-4d2c-af4e-8ad9f57111d7) ================================================================================ ## Blog: The Pipeline Is the Game — Part 4: The Accidental Developer URL: https://vibecode.game/blog/pipeline-part-4-the-accidental-developer Source: src/content/blog/en/pipeline-part-4-the-accidental-developer.mdx ================================================================================ Description: Each tech wave multiplied who could make games. AI is the next. Where the path from vibe coder to game developer leads — and what the title is worth now. Published: 2026-07-03 Author: YGG Tags: Opinion, AI Game Dev, Game Dev, Vibe coding, YGG ## Part 4 of 4: The Accidental Developer *Where the path leads — and what the title is even worth anymore* Each major wave of technology in game development multiplied the number of people who could participate in it. The PC era supported thousands of developers. Console and online gaming expanded that to hundreds of thousands. Mobile brought it to millions. UGC platforms like [Roblox](https://roblox.com), with 380 million monthly active users and a creator economy built around its toolset, pushed the number of people making things that could be called games to somewhere in the tens of millions. AI is the next wave. Owen Mahoney's read: it will multiply the creator count again, by a factor nobody has put a firm number on yet, by giving new developers tools and compressing the distance between a professional studio and a solo creator to something approachable. The question worth asking at the end of this series isn't whether that's going to happen. The numbers in Part 1 suggest it's already happening. The question is what it produces — and who gets to claim the result. ## The Title Is Already Dissolving "Game developer" has always been a job title more than a precise description. It covered level designers who never wrote code, writers who never touched an engine, producers who never shipped a build themselves. The boundary around it was maintained mostly by access: access to tools, to teams, to the institutional knowledge that lived inside studios and didn't travel well. AI has punched through that boundary from both sides simultaneously. From the outside, it's given people with no formal training the ability to produce work that meets or exceeds the output of entry-level professionals. From the inside, it's given professionals the ability to operate above their previous ceiling, doing in a month what used to require a team and a budget. What's left of the boundary is taste and judgment. Those have always been what actually mattered. The credential was a proxy for them. The tools are collapsing the proxy, which means taste and judgment are now the only defensible distinction between someone who makes games and someone who makes games well. Manik Bhat used AI to acquire those things, slowly, over 2.5 years. Adam Clegg brought them in from 15 years of professional work and used AI to deploy them at greater scale. The tools are different for each of them. The underlying requirement is the same. ## What the Infrastructure Suggests The platforms and funding patterns in this space point toward a future that's closer than most people's intuitions suggest. General Intuition, a research lab based in the Netherlands, has raised $454 million to build foundation models for spatial and temporal reasoning, trained on interactive video data. They are not building a consumer game creation platform. They are building the model layer that future game creation platforms will run on. That's the largest single bet in this entire landscape, and it's not aimed at any specific genre or platform. It's infrastructure for a generation of tools that don't fully exist yet. [Rosebud AI](https://rosebud.ai)'s roadmap runs from its current text-to-game capability to local world generation on devices by 2027 and, by 2030, worlds indistinguishable from designed experiences. Whether that schedule holds is debatable. The direction is not. The tools available to an individual creator in 2028 will be materially different from what's available today, in the same way that what's available today is materially different from what existed in 2022. What this means practically is that the ceiling Clegg hit his $50 prototype against is not fixed. It's a moving threshold. Every six months, the floor rises and the ceiling lifts. Work that requires professional expertise and 60 hours of focused iteration today will require less of both in 18 months. The judgment and taste will still matter. The technical barrier to expressing them will keep falling. ## The Model That's Emerging Clegg's dream team post described something specific: a 6-person studio where every seat is a craft role paired with AI, moving fast without production management overhead, building a $15 Steam game. No publisher required. No 200-person org chart. Just people with skills, tools that multiply those skills, and a shared goal. That model is becoming real faster than the industry expected. [HypeHype](https://hypehype.com), the studio behind BADLAND, rebuilt itself entirely around it. [Jabali.ai](https://jabali.ai)'s founder, former CPO of Skillz and game tech lead at AWS, is building tooling explicitly to support it. [Astrocade](https://astrocade.com)'s $10 million creator fund is designed to seed it. YGG is ready to bring attention to all of it. The economic logic is straightforward: if AI compresses a 200-person production to 20 people, and the tools are available to anyone with $50 a month and the right instincts, then the studio model that survives is the one that attracts the right instincts rather than the one that can afford the most headcount. Mahoney described the incumbent risk directly: "The mass production apparatus that once gave AAA publishers leverage is now an albatross." The companies most at risk are the ones whose competitive advantage was built entirely on their ability to manage large teams and large budgets. That advantage is exactly what AI is dissolving. The companies least at risk are the ones whose advantage is creative identity, craft reputation, and the trust of a specific audience. That's not an accident. It's what happens at every platform shift. Roblox looked absurd when it first appeared. Spotify looked absurd on early mobile. Waze was a map app that asked you to report potholes. Each of them used a new capability to create something that didn't fit the existing mental models, and then became the mental model. The next Roblox probably looks like something nobody in the current industry would greenlight. ## What the Path Actually Requires This series started with a specific claim: that the distance between having a game idea and shipping a game has collapsed, and that the path from game creator to game developer is now real and walkable. Parts 1 through 3 built the evidence for that. The platforms are real and growing. The individual practice is documented and reproducible. The studio-level adoption is broad, contested, and economically inevitable. Part 4 should be honest about what the path requires, because the series doesn't do anyone a service by ending on a motivational note. It requires iteration past the point where the output is already good enough to share. Most people stop there. The ones who don't are the ones who develop judgment. It requires treating AI as a collaborator with specific strengths and specific failure modes, not as a solution. Clegg's workflow worked because he knew when the agent's level design was wrong and could articulate why. Manik's 2.5 years worked because he kept asking until he understood, not just until he had an output. It requires caring about the player's experience more than the creator's convenience. The gameslop crisis on Steam is a direct consequence of treating generation as an end rather than a beginning. The games that matter, the ones that find audiences and hold them, are the ones where a human made a decision about what should feel good and kept iterating until it did. None of that is new. Those are the same things that have always separated games people play from games people close after four minutes. The tools are new. The requirement is the same. Mahoney closed his essay with a quote from Eric Hoffer: "In times of change, learners inherit the earth, while the learned find themselves beautifully equipped to deal with a world that no longer exists." The game industry is full of the learned. People who know exactly how a production pipeline should work, what a greenlight process looks like, how to manage a team of 200 across three studios and two time zones. That knowledge is not worthless. But it is increasingly beside the point for the specific question of how to make a game that connects with people. The learners in this context are the creators on Rosebud who got curious about why their mechanic didn't feel right and started iterating. The developers using Claude Code to build something they couldn't have built with a team two years ago. The designers like Clegg who looked at what AI could actually do, said "this changes everything," and started building in public to figure out what that meant. The title "game developer" is dissolving. What's replacing it is something more honest: someone who makes games, understands why they work, and keeps getting better at both. That's always been what it was. The tools just made it accessible. **Sources and further reading** **Roblox 2025 Annual Report (10-K, SEC EDGAR, filed Feb 11, 2026)** [https://www.sec.gov/Archives/edgar/data/1315098/000131509826000024/rblx-20251231.htm](https://www.sec.gov/Archives/edgar/data/1315098/000131509826000024/rblx-20251231.htm) **General Intuition — Series A announcement (June 25, 2026)** [https://techcrunch.com/2026/06/25/general-intuitions-2-3b-bet-that-video-games-can-train-ai-agents-for-the-real-world/](https://techcrunch.com/2026/06/25/general-intuitions-2-3b-bet-that-video-games-can-train-ai-agents-for-the-real-world/) ================================================================================ ## Blog: The Pipeline Is the Game — Part 3: What the Studios Know (and Won't Say) URL: https://vibecode.game/blog/pipeline-part-3-what-the-studios-know Source: src/content/blog/en/pipeline-part-3-what-the-studios-know.mdx ================================================================================ Description: 96% of studios use AI; 52% of developers say it's bad for the craft. Both are true. The real picture of AI adoption inside established game development. Published: 2026-07-02 Author: YGG Tags: Analysis, AI Game Dev, Game Dev, Vibe coding, YGG ## Part 3 of 4: What the Studios Know (and Won't Say) *AI adoption inside established game development — the real picture* Here is a number worth holding in your head while reading this piece: 52%. That's the share of game developers who told GDC's 2026 State of the Game Industry survey that generative AI is bad for the industry. Up from 18% two years earlier. At the same time, 96% of studios told Unity's 2025 report that they're integrating AI tools into at least some workflows. Google Cloud's survey puts 90% of developers already using AI in some capacity. Those numbers don't contradict each other. They describe the same situation from two angles. Studios are adopting AI broadly and quietly while a majority of the people inside them think it's a net negative for the craft. That's not hypocrisy. It's an industry caught between economic pressure and professional identity, trying to figure out what it actually believes. Part 2 showed what AI-native game development looks like when one person with professional instincts runs it with intention. The studio picture is messier. More political. And in some ways more revealing about where this is actually heading. ## What Adoption Looks Like in Practice Owen Mahoney, who ran Nexon for a decade, organized the studio-level picture into three layers in his essay "Deus Ex Machina." It's a useful frame because it separates what's actually happening from what gets conflated in most industry coverage. The first layer is power tools that help humans build faster. This is where most visible studio adoption lives right now. Ubisoft's Ghostwriter AI generates NPC dialogue across eight major franchises, with a claimed 40% reduction in narrative development time. Embark Studios, building ARC Raiders and The Finals, rebuilt its environment pipeline around procedural generation: satellite laser-scanned terrain, AI-generated trees, weather, and rivers, instead of hand-painted assets. Slower to set up, faster and more flexible forever. All first-party Microsoft studios are required to use AI in production, with $2 billion invested in supporting tools. Sony's PlayStation Studios has a dedicated AI initiative across its first-party titles. None of this is vibe coding. It's targeted AI integration into specific, defined parts of a production pipeline, with human review at every step. The GDC data supports this: the top applications are playtesting and balancing (47%), localization and translation (45%), and code generation and scripting support (44%). Repetitive, high-volume tasks where AI provides clear leverage and humans retain creative direction. The second layer is what Mahoney calls things humans can't do: AI systems that act autonomously at a scale and speed no human team could match. Nexon's work is the clearest documented example. Starting in 2017, their Korea team used AI to detect bots in MapleStory — identifying scripted characters with more accuracy and fewer false positives than manual review, at massive scale. Players noticed immediately. With bot farmers gone, the world felt more alive because every other character was a real person. The team then applied the same approach to matchmaking in FPS games, using AI to analyze keyboard and mouse patterns in real time to assess skill more accurately than kill-death ratios, and to form teams based on playstyle compatibility rather than raw metrics. The result was better matches, higher retention, stronger revenue. No human team could have evaluated and adjusted player dynamics across thousands of simultaneous sessions. This layer is genuinely different from the first. It's not AI assisting human decisions. It's AI making decisions humans couldn't make at all. The third layer — AI changing what a game fundamentally is — is where things get speculative but interesting. Whispers from the Star, from Anuttacon (founded by former miHoYo leadership), puts the player as the sole contact for a stranded astrophysicist. Communication happens through voice, text, and video, and the player's words shape how she survives. Talking to a character who responds to what you actually say, rather than selecting from a dialogue tree, is a qualitatively different experience. It's a small game. It's pointing at something large. The most significant move at this layer, announced in June 2026, came from [Roblox](https://roblox.com). The company acquired Morpheus AI and brought in the founders of Dynamics Lab and Lucid AI, three separate research teams assembled around a specific technical thesis: that the future of multiplayer gaming is photorealistic worlds generated by AI in real time. Roblox calls it Roblox Reality, targeting 4K resolution at 60 frames per second. Each acquisition addressed a different technical problem that has blocked every other company working on generative world models. Morpheus AI's Xun Huang invented Self Forcing, a technique that converts slow offline video generation into real-time interactive generation — solving the latency problem. Dynamics Lab's Joe Chen built a world engine where users upload any image and step into it as a live interactive world — solving the creation interface problem. Lucid AI's Alberto Hojel invented what Roblox calls the game cartridge harness, which combines AI-generated video worlds with the deterministic logic of a traditional game engine — solving the consistency problem that makes multiplayer unreliable in pure world models. The Roblox blog was direct about what standalone world models can't do: "they fundamentally lack the long-term memory, consistent logic, and structured user input required for a massive multiplayer platform." The three acquisitions are a direct answer to that gap. Whether Roblox Reality delivers on its technical promises is still ahead. What isn't speculative is the research talent now assembled to pursue it, and the fact that Google, Alibaba, and Tencent are all working on the same problems. Roblox just acquired named researchers with published solutions to the two hardest ones. ## The Politics of Adoption The technical picture is one thing. The human picture inside studios is another. Larian Studios, maker of Baldur's Gate 3, became the year's most prominent case study in how politically charged this territory is. CEO Swen Vincke told Bloomberg in December 2025 that the studio was using generative AI for ideation during development of their next game, Divinity. The backlash was immediate. Vincke spent weeks clarifying: the studio uses AI to explore concepts internally, not to generate final assets or replace their 23 concept artists. "Any ML tool used well is additive to a creative team or individual's workflow, not a replacement for their skill or craft," he said. By January 2026, he had posted a public commitment on Reddit: "There is not going to be any GenAI art in Divinity." A studio with 530 developers, one of the most critically acclaimed RPGs of the decade on their record, had to make a public pledge about their internal tool usage to avoid losing audience trust. Obsidian Entertainment, currently developing Avowed, stated flatly that the team isn't using AI at all. That's a meaningful data point in a different direction: for studios whose identity is bound up in handcrafted narrative and artistic integrity, the reputational risk of AI adoption may outweigh the productivity gain at this moment in the discourse. Krafton went the other direction entirely. The South Korean publisher behind PUBG announced an AI-first strategic pivot, offering voluntary resignation packages to employees whose roles it expected AI to absorb. The backlash there came from developers, unions, and press simultaneously. What this tells you is that "96% of studios are integrating AI tools" means something different depending on who's doing it and what they're integrating. A localization team using AI translation with human review looks nothing like a studio using AI to generate final assets. The number flattens a spectrum into a headline. ## Where the Advantage Actually Sits Mahoney's investor read on all of this is the most clarifying thing written about AI and games in 2025. His argument: AI will lower the cost of producing high-quality games by an order of magnitude. A studio with the right tooling can deliver what was once a $300 million AAA production for roughly $30 million. Embark has already demonstrated this in early form. Others are following. The implication for incumbents is uncomfortable. AAA publishers built their competitive advantage on the ability to finance and manage large teams to produce content at scale. As production costs soared over the past decade, fewer companies could compete, and that scarcity reinforced their dominance. AI removes the cost basis that made the moat. A 6-person team with the right tools and the right craft skills can now approach quality levels that previously required 200 people. Not in every genre, not for every kind of game, but in more contexts every month. Mahoney's position: go short on AAA incumbents whose advantage came from scaling large teams. Go long on small teams free of legacy methodologies. That framing connects directly to what Adam Clegg described in Part 2: a nimble team of 5-6, each person paired with AI in their lane, no production management overhead, just implementing, playtesting, and iterating. Clegg arrived at that model from the inside of a $50 prototype. Mahoney arrived at the same model from a decade of running one of the largest online game companies in the world. The convergence is notable. ## The Problem That Hasn't Been Solved None of this means the transition is clean or that the incumbents are simply going to be displaced. The "gameslop" problem is real. Steam is already managing a flood of low-quality AI-generated titles, and the platform's disclosure policies haven't caught up to the volume. Valve is under pressure from larger studios to minimize consumer-facing AI disclosure, which creates a transparency gap that erodes trust across the whole category. When every AI-generated game looks like the worst AI-generated game, the legitimate ones suffer. The GDC data on developer sentiment reflects something real. Game feel, the quality that separates a satisfying combat system from one that just technically works, requires iteration, taste, and judgment in ways that AI generation doesn't address and may never fully address. The developers who are most negative about AI in games aren't wrong about the risk. They're worried about the right thing. The question is whether the risk materializes at the craft level or at the business level, and the evidence suggests it's mostly a business-level disruption so far: it's changing who can afford to make games and how, not yet changing what the best games feel like to play. That distinction, between what AI changes about the economics of game development and what it changes about the experience of playing games, is where the industry's real argument is happening. It's also where the most interesting work is being done. Part 4 looks at what that work points toward. *In Part 4: Where the path from vibe coder to game developer leads — and what the medium looks like when the tools that built it become available to everyone.* **Sources and further reading** **GDC 2026 State of the Game Industry survey** [https://reg.gdconf.com/2026-SOTI/](https://reg.gdconf.com/2026-SOTI/) **Google Cloud's 2025 game developer AI report** [https://cloud.google.com/resources/games-report](https://cloud.google.com/resources/games-report) **Unity: AI in game development report, 2025** [https://unity.com/blog/2025-unity-gaming-report-launch](https://unity.com/blog/2025-unity-gaming-report-launch) **Kotaku — "Larian Studios Leaning Into Generative AI Despite Internal [backlash]"** [https://kotaku.com/larian-studios-gen-ai-divinity-bg3-2000653850](https://kotaku.com/larian-studios-gen-ai-divinity-bg3-2000653850) **Game Developer — "Larian CEO says any AI tool 'used well' is additive"** [https://www.gamedeveloper.com/production/larian-ceo-says-studio-is-more-or-less-ok-around-gen-ai-use](https://www.gamedeveloper.com/production/larian-ceo-says-studio-is-more-or-less-ok-around-gen-ai-use) **Embark Studios — "The Content Revolution to Come"** [https://medium.com/embarkstudios/the-content-revolution-to-come-f2432dc6a434](https://medium.com/embarkstudios/the-content-revolution-to-come-f2432dc6a434) **Nexon/MapleStory AI — Korea Herald** [https://www.koreaherald.com/article/3296675](https://www.koreaherald.com/article/3296675) ================================================================================ ## Blog: The Pipeline Is the Game — Part 2: The $50 Studio URL: https://vibecode.game/blog/pipeline-part-2-the-50-dollar-studio Source: src/content/blog/en/pipeline-part-2-the-50-dollar-studio.mdx ================================================================================ Description: A 15-year veteran built a playable Castlevania-style vertical slice in one month for $50, running 8 AI agents like a compressed studio. The workflow, in detail. Published: 2026-07-01 Author: YGG Tags: Case study, AI Game Dev, Vibe coding, Game Dev, YGG ## Part 2 of 4: The $50 Studio *What AI-native game development actually looks like when a professional runs it* Adam Clegg has been making games professionally since 2012. He worked as a level designer on PlanetSide 2, then as Senior Game Designer on H1Z1, where he led a team of 30 and grew the game from under 700 concurrent players to 12,700 concurrent and over a million monthly active users, with zero marketing spend. Creative Director at NantG. Most recently Studio Design Director at Liithos. He's currently exploring the AI-native studio model he's been building toward in public. Fifteen years of live service, multiplayer, online world design. He knows what a production pipeline looks like because he has run one. He had been messing around with AI coding tools since 2022. Kept putting them down because, in his words, "the coding was never in a good enough spot to really talk to the AI and get something out of it that looked great, or played great, without a ton of extra effort hand editing it." That changed recently. And what he built once it changed is worth understanding in detail. ## What He Built Over roughly one month, Clegg built a vertical slice of a 2D Metroidvania, with combat areas modeled on Castlevania: Symphony of the Night. Not a demo reel. A functional prototype with connected rooms, enemy spawning and death handling, collision cleanup, damage rules, a miniboss encounter with an intro sequence and arena gates, a route-end boss, music switching for stage, miniboss, and end boss states, an SFX pass covering movement, attacks, pickups, shards, chests, enemies, and combat feedback, tool usage, shard pickups, HUD display, chests, item rewards, equipment flow, destructible torches, pickup drops, room button and gate logic with a timing obstacle, and a production map with boss room markers, gate indicators, and a legend. The total cost in AI tools: $20 for Codex, $20 for Claude Pro, $10 for Suno. Fifty dollars. Total focused work: about 60 hours over one month. That number is worth sitting with. A vertical slice of a Metroidvania, built to a playable standard, with audio, with boss encounters, with a production map, for fifty dollars and sixty hours of one person's time. ## How He Did It The workflow is the part that matters, and it's not what most people picture when they hear "vibe coding." Clegg didn't describe what he wanted and accept whatever came back. He built a small AI-assisted game studio around the project. Claude Code ran focused production lanes: gameplay programming, level design, audio direction, art direction, QA. Codex acted as technical lead and integration reviewer, checking architecture, validating diffs, protecting the main branch, accepting work only after review and testing. The structure mirrors a real studio org chart, just compressed. He ran up to 8 agents in parallel, each handling a separate story, none stepping on the others. To get there, he and Codex did ground work first to set up the cluster, separating the agent stories so they could run without conflict. Then he fired the prompt, Claude assembled the agents, and they worked. He playtested the outputs, marked them as fixed or gave feedback, and the cycle continued. Level design was the hardest part. The AI kept placing long diagonal ramps across entire rooms, blocking character movement, or stacking platforms too close together so the player couldn't jump between them. Clegg worked through it in feedback loops: the agent learned that downward traversal required a platform at the end of a ramp, not just the ramp itself. It learned that upward traversal needed platforms spaced far enough apart to allow both clearance below and a jump above. Once the level design agent had enough knowledge to block out a full playtest area, Clegg moved on to other systems. The agent had, in his framing, leveled up. The process he describes is not "tell AI to make game." It's closer to: scope a story, assign it to a specialized agent, validate the output against a QA checklist, give playtest feedback, iterate, and commit only after review. Structured story cards, memory files, relay packets, validation scripts. The AI made mistakes. The process caught them. "It feels less like a one-off experiment now," he wrote, "and more like a small production pipeline: creative direction, scoped implementation, automated validation, human playtesting, review, and iteration." ## What the Workflow Actually Requires The skill the platform stage builds, and the agentic stage requires more of, is judgment. Clegg's 15 years of professional experience didn't become irrelevant when he switched to AI tooling. They became load-bearing. He knew what good traversal felt like. He knew why a ramp placed diagonally across a room was wrong. He knew what an SFX pass should cover. He knew what a vertical slice needed to demonstrate. The AI handled a large portion of the implementation work. He handled the decisions about what to implement, whether it worked, and what to fix. Owen Mahoney, former CEO of Nexon, describes this as AI operating as "power tools that help humans build." In his framework, the first layer of AI in game development consists of tools that multiply human creativity and speed up production without replacing the human driving them. What Clegg built is a live demonstration of that layer operating at full capacity. The AI didn't design the game. It built what a designer with 15 years of taste and experience told it to build, checked against acceptance criteria that designer wrote. The important thing is that this workflow is not exclusive to people with 15 years of experience. The judgment required scales with what you're trying to make. A creator on Rosebud who has spent 20 hours iterating on a platformer has developed real judgment about what works in that genre. That judgment is the asset. The agentic tools are what let you deploy it faster and at greater depth than manual implementation allows. ## The Business Model Hiding in Plain Sight Clegg posted something else worth flagging. After documenting the workflow, he described what he actually wants to do with it: "A dream of mine right now would be to lead a nimble AI focused dev superteam of 5-6 people to create a game. Creative Design Director + AI. Tech Lead/Gameplay Engineer + AI. 2D/3D Artist + AI. Technical UI Artist + AI. Animator + AI. Audio + AI." His framing: "AI is used as the big machinery, coming in to dig the big holes, the cranes to lift things into place. People then use their hand crafted skills to add the paint, create all the finer details, place things into place that make it better. Nimble, focused, not stuck in meetings or production logistics. Just implementing, playtesting, and iterating toward a goal." This is a new studio model, and it's not theoretical. The math works. A team of 6, each with a craft specialty and AI acceleration in their lane, building toward a $15 Steam game. No publisher required. No production management layer between the creative people and the work. The AI handles the machinery; the humans handle the taste. Mahoney made the same point from the investor side, estimating that the right AI tooling could deliver what was once a $300 million AAA production for roughly $30 million. Clegg arrived at the same conclusion from the inside of a $50 prototype. The direction of travel is consistent. ## What This Means if You're Not Adam Clegg The $50 vertical slice belongs to someone with 15 years of experience. That's the honest version. The workflow Clegg built is not a beginner's workflow, and pretending otherwise would be misleading. But that raises the real question: where does the judgment come from, if not from 15 years in the industry? Manik Bhat is one answer. He's the solo developer behind Future Vibe Check, a Unity game currently wishlisted on Steam with Akupara Games signed as publisher, built over 2.5 years starting from zero coding experience. What's notable about his approach is that he didn't use AI to build the game whole-hog. He used AI to teach himself how to build it. The AI wasn't the pipeline. It was the mentor. He asked it to explain what he didn't understand, worked through problems iteratively, and accumulated the kind of practical game development knowledge that used to require a computer science degree or years of self-directed study. That's a different relationship with the tools than Clegg's, and it points to a different rung on the same ladder. Clegg brought judgment to AI and used it to compress a team into one person. Manik used AI to acquire judgment he didn't have, then built the game with it. The destination is the same. The starting point is different. This matters because it means the path isn't gated by prior experience. It's gated by patience and the willingness to treat AI as a learning environment rather than a shortcut. The platform stage, covered in Part 1, is where you build taste through iteration. The AI-as-teacher stage is where you convert that taste into craft knowledge. The agentic pipeline stage, which is where Clegg operates, is where you deploy both. All three are available to anyone. None of them are instant. That's the path. It's slower than a $50 month with 15 years behind you, and faster than it would have been without these tools. What it requires at every stage is the same thing: the decision to stop generating and start directing. Part 3 looks at what happens when that logic reaches studio scale — and what it means that the answer there is more complicated than anyone expected. *In Part 3: How established studios are actually using AI across their pipelines, what it reveals about where the industry is heading, and why the gap between a 6-person AI studio and a 600-person AAA team is closing faster than either side expected.* **Sources and further reading** **Adam Clegg (arclegger): LinkedIn build-in-public posts, Apr–Jun 2026** [https://www.linkedin.com/in/arclegger/](https://www.linkedin.com/in/arclegger/) **Adam Clegg — "A Journey with AI and my Son" (arclegger.itch.io)** [https://arclegger.itch.io/fishgame/devlog/1404637/a-journey-with-ai-and-my-son](https://arclegger.itch.io/fishgame/devlog/1404637/a-journey-with-ai-and-my-son) **Future Vibe Check (Steam wishlist)** [https://store.steampowered.com/app/3525890/Future_Vibe_Check/](https://store.steampowered.com/app/3525890/Future_Vibe_Check/) **daily.dev — "Vibe Coding in 2026: How It Works and When to Use It"** [https://daily.dev/blog/vibe-coding-how-ai-changing-developers-code/](https://daily.dev/blog/vibe-coding-how-ai-changing-developers-code/) ================================================================================ ## Blog: The Pipeline Is the Game — Part 1: The Idea Is Enough Now URL: https://vibecode.game/blog/pipeline-part-1-the-idea-is-enough-now Source: src/content/blog/en/pipeline-part-1-the-idea-is-enough-now.mdx ================================================================================ Description: The distance between a game idea and a shipped game just collapsed. A tour of the AI-native game creation platforms growing faster than the industry admits. Published: 2026-06-30 Author: YGG Tags: Analysis, AI Game Dev, Vibe coding, Game Dev, YGG ## Part 1 of 4: The Idea Is Enough Now *An overview of the AI game creation platform landscape — and what it means that anyone can ship a game today* There's a line on the [Crayon AI](https://usecrayon.ai) website that stops you if you've spent any time thinking about game development: "Most people who want to make a game never make one. The idea is there. The world is there. But between that idea and a real game sits an entire stack of tools, tutorials, engines, code, assets, and production work." It's a diagnosis that’s held true for fifty years. The distance between having an idea and shipping a game was measured in years of learning, thousands of dollars in tools, and the willingness to become a different kind of person. A writer had to become a programmer first. An artist had to learn to think like an engineer. A designer had to figure out what "designer" even meant in software terms. That distance has collapsed in the last 18 months. It has effectively disappeared for a wide category of game ideas, and the platforms responsible are growing faster than the traditional industry wants to admit. ## The Numbers In 2025 and early 2026, a cluster of AI-native game creation platforms crossed thresholds that would have seemed implausible three years ago. [Rosebud AI](https://rosebud.ai) hosts over 500,000 games made by more than 70,000 creators on a platform that is essentially bootstrapped. No Sequoia check. CEO Lisha Li, a former Amplify Partners principal with a Berkeley PhD, has mapped out a roadmap from "text-to-game" to "prompt-to-world," with local world generation on devices by 2027 and, by 2030, worlds indistinguishable from designed experiences. Whether the timeline holds is debatable. The 500,000 games exist right now. [Astrocade](https://astrocade.com), backed by Sequoia, Google's AI Futures Fund, and NVIDIA, with Fei-Fei Li of Stanford's Human-Centered AI Institute as a co-founder, hit 5 million monthly active users and 140 million game plays per month eight months after launch. The company raised $56 million, including a $10 million creator fund. [Verse8](https://verse8.io), backed by Nexon, Netmarble, and Google, reached 3.5 million monthly active users since launching in July 2025, and is the only platform with native real-time multiplayer generated from a single prompt. [Playabl.ai](https://playabl.ai), a Y Combinator entry, crossed 100,000 beta users and solved the problem nobody else thought to solve: not making game creation easier, but making game discovery easier, with a TikTok-style feed that surfaces a new playable game every scroll. [Playo.ai](https://playo.ai), a Tel Aviv startup backed by iAngels and Overwolf, is running a different kind of numbers game. It isn't a creator platform. Complete 3D games from a single prompt, under a minute, at roughly three dollars each. The plan is to go from 50 games in year one to 5,000 in year three with a team under thirty. The bet isn't on creators getting better tools. It's on AI generating the supply side of games entirely. And then there's [HypeHype](https://hypehype.com). Formerly Frogmind, the Helsinki studio behind BADLAND (Apple Design Award winner, hundreds of millions of players), now backed by Supercell and Benchmark with its entire identity rebuilt around one sentence: "We've always believed that anyone with an idea should be able to build a game. AI is finally making that real." Supercell had €2.65 billion in revenue in 2025. They know what it costs to make games and what it takes to make games people actually play. They also back Bitmagic, Nilo, and 721 Games. Four coordinated bets on AI-native game creation, from the people who built Clash of Clans. That's worth paying attention to. ## What These Platforms Do The category moved past "type a sentence and watch a game appear" about a year ago. The better platforms work more like a design conversation than a generation event. Crayon AI runs a clarification step before building anything. It asks what kind of game you want ("Chill pearl-collecting ride? Fast arcade dodger? Level-based?"), negotiates scope, then generates. Games publish directly to Poki and Crazy Games, actual web distribution channels with real audiences. [Jabali.ai](https://jabali.ai), backed by Sony's Innovation Fund and BITKRAFT Ventures, offers two modes: Vibe Code for mechanics-minded creators, Design Mode for visual storytellers. Full source code ships with every project. Sony backing a platform that hands creators their own code outright is a quiet statement about where the industry thinks ownership is heading. Arcade ([joinarcade.ai](https://joinarcade.ai)) is pre-launch, lean, and has early adopters from Epic Games, Meta, Microsoft, Nintendo, and Riot Games. When people from Nintendo use your tool personally before it's publicly available, something is being communicated about the gap between what these companies build for professionally and what they believe is actually possible. [SEELE AI](https://seeles.ai) exports to Unity, Three.js, and Unreal Engine 5, the only platform with that triple coverage, meaning games built there aren't locked to any single distribution channel. [GDevelop](https://gdevelop.io) sits in a different category from all of them. The open-source, no-code engine has been used in thousands of schools long before AI entered this conversation. What its AI agent adds is not text-to-game but text-to-feature: describe a mechanic and the AI writes the event logic against your specific objects and configuration. It already knows your game. That's a narrower claim than generating a whole game from a blank prompt, but a more reliable one for creators who want to stay in control of what they're building. [The Sandbox Studio](https://sandbox.game), announced June 2026 and in closed alpha, inverts the standard model entirely. It doesn't come with its own AI. The pitch is bring-your-own-LLM: connect Claude Code, Cursor, or Codex, and the Studio provides the runtime, six TypeScript templates, 300,000-plus voxel assets, and distribution rails to browsers and Telegram Mini Apps, with Steam to follow. CEO Robby Yung's framing is direct: "AI tools generate code. The Sandbox Studio generates games. Players will see the difference." The claim is that the runtime, the asset library, and the publishing pipeline are the hard parts — and the model you use to write the code is interchangeable. Public access is Q4 2026. Real thesis, roadmap not yet shipped. And then there's [Roblox](https://roblox.com), which is doing all of this at a scale that makes every other platform in this piece look like a prototype. Roblox has 380 million monthly active users, 144 million daily active users as of Q4 2025, and $4.9 billion in revenue last year. In April 2026, the company reported that 44% of its top 1,000 creators already use Roblox Assistant or third-party AI tools via MCP to plan, build, and test their games. Their 4D generation feature, launched in February 2026, lets creators generate fully interactive in-game objects from a text prompt — not static props but objects that behave correctly in the game world. Players in games using it showed a 64% increase in play time. Roblox has also built MCP server integration into Studio, connecting directly to Claude, Cursor, and Codex. Roblox is not a platform watching AI game creation happen. It is one, at massive scale, and has been for longer than most of its competitors have existed. ## Pieter Levels, and the Wall He Found Pieter Levels built a multiplayer MMO flight simulator in hours in February 2025. It scaled to hundreds of thousands of users and was earning over $50,000 a month in sponsorships. He organized the Vibe Coding Game Jam, which drew 1,170 submissions, all at least 80% AI-generated. The 2026 edition has $40,000 in prizes. Every winner of the Jam was a free browser game. The Great Taxi Assignment, Vibeware, Vector Tango: fun, technically impressive, genuinely creative. Not commercial products. There's a documented complexity ceiling with AI-generated game code, the point where a 1,400-line JavaScript file becomes unnavigable and the AI, as one developer put it, "reaches a dead end and can't recover." That ceiling is real. But it's not a ceiling on the tools. It's a ceiling on the workflow. Prompting an AI and accepting whatever it produces is one approach. It has a complexity wall. A different approach, where the person's taste, judgment, and understanding of what makes something good are doing real work alongside the AI, doesn't hit that wall the same way. Most creators on Rosebud and Astrocade haven't found that yet. Some have. That's the more interesting story, and it's what Part 2 is about. ## Why Now Owen Mahoney ran Nexon for a decade. His essay "Deus Ex Machina" offers the clearest framework I've read for what's actually happening. He traces the history of communication as a series of unbundlings: writing unbundled speech from presence, the printing press unbundled creation from duplication, the internet unbundled duplication from distribution. Each one changed who the winners were. AI, he argues, is unbundling the substantiation of an idea from the idea itself. Every previous tool still required you to do the work of turning a thought into a functional artifact. Engines, asset stores, no-code editors: all of them still needed you to build the thing. AI removes that last step. When you describe a game to Rosebud or Verse8 or Crayon, you form the thought and the AI gives it form. The 70,000 creators on Rosebud have shipped half a million games. Most of them are rough. That doesn't mean they don't count. The printing press's first commercial outputs were indulgence certificates and calendars, not bibles. The medium proves itself before it gets good. What's more interesting than the platform numbers is what happens to the creators inside them who start caring about quality. Who iterate past the first playable build. Who tune a mechanic, question a design decision, and somewhere in that process stop asking "how do I make this work?" and start asking "how do I make this good?" That shift, from generation to judgment, isn't a departure from the platform. It's the platform working exactly as intended. The tools don't cap you. They open a door. What's on the other side isn't harder. It's just different, and considerably more powerful than anything a single prompt can reach on its own. *In Part 2: What that next layer looks like in practice, and how a professional game designer with 15 years of experience built a complete Castlevania-style vertical slice in one month for $50, using AI agents and the instincts he already had.* **Sources and further reading** **Rosebud AI — "From Text-to-Game to Prompt-to-World"** [https://lab.rosebud.ai/blog/from-text-to-game-to-prompt-to-world](https://lab.rosebud.ai/blog/from-text-to-game-to-prompt-to-world) **Fortune — Sequoia-backed Astrocade raises $56 million** [https://fortune.com/2026/05/05/astrocade-raises-56-million-series-b-sequoia-video-games-platform-ali-amir-sadeghian/](https://fortune.com/2026/05/05/astrocade-raises-56-million-series-b-sequoia-video-games-platform-ali-amir-sadeghian/) **Verse8 seed funding (PocketGamer.biz)** [https://www.pocketgamer.biz/verse8-secures-5m-to-scale-its-ai-driven-game-creation-platform/](https://www.pocketgamer.biz/verse8-secures-5m-to-scale-its-ai-driven-game-creation-platform/) **Supercell Investments portfolio** [https://investments.supercell.com/investments/](https://investments.supercell.com/investments/) **Owen Mahoney — "Deus Ex Machina"** [https://www.owenmahoney.ai/owen-mahoney-blog/deus-ex-machina](https://www.owenmahoney.ai/owen-mahoney-blog/deus-ex-machina) **Vibe Jam 2025 results (Indie Hackers)** [https://www.indiehackers.com/post/tech/pieter-levels-just-announced-the-winners-of-the-2025-vibe-code-game-jam-Uz0wHG4pI3KBOiFhP5YR](https://www.indiehackers.com/post/tech/pieter-levels-just-announced-the-winners-of-the-2025-vibe-code-game-jam-Uz0wHG4pI3KBOiFhP5YR) **Jabali.ai seed funding (BITKRAFT Ventures)** [https://www.jabali.ai/blog/jabali-raises-funding](https://www.jabali.ai/blog/jabali-raises-funding) **Crayon AI** [https://usecrayon.ai](https://usecrayon.ai) **Arcade** [https://joinarcade.ai](https://joinarcade.ai) **GDevelop AI agent blog** [https://gdevelop.io/blog/gdevelop-ai-build-games-faster-ai-powered-tools](https://gdevelop.io/blog/gdevelop-ai-build-games-faster-ai-powered-tools) **The Sandbox Studio announcement (Crypto Briefing)** [https://cryptobriefing.com/sandbox-ai-game-engine-studio-launch/](https://cryptobriefing.com/sandbox-ai-game-engine-studio-launch/) **Playo.ai — "5,000 games in two years" (Calcalist Tech)** [https://www.calcalistech.com/ctechnews/article/z25izg7su](https://www.calcalistech.com/ctechnews/article/z25izg7su) ================================================================================ ## Blog: A Note on Why We're Here URL: https://vibecode.game/blog/a-note-on-why-were-here Source: src/content/blog/en/a-note-on-why-were-here.mdx ================================================================================ Description: AI collapsed the distance from idea to playable game. Here's why YGG built vibecode.game, and what The Pipeline Is the Game covers next. Published: 2026-06-29 Author: YGG Tags: Editorial, Vibe coding, AI Game Dev, YGG, Game Dev For about thirty years, making a game meant paying the toll. Years of education and experimentation, likely a degree and the debt that comes with it, getting a job at a game company if you were lucky enough to score one, and working yourself to the bone on unpaid hours just to miss a launch date. You learned the engine, you fought the compiler, you crunched, and you probably cried. The distance between *“I have an idea for a game”* and *“here is a game you can play”* was measured in years and heartbreaks. That distance just collapsed, and not gradually. In the last 18 months, AI tools have crossed the line from “That’s pretty cool” to “This is taking jobs,” and a solo creator can now go from prompt to prototype before the coffee gets cold. - **Verse8** has 3.5 million monthly active users. - **Rosebud** is sitting on 500,000 games. - **Astrocade, Playabl, and a dozen others** are all racing to be the place where some stranger’s weekend idea turns into a real thing. These are not the kind of numbers you can wave away as a hype cycle. ## Here’s where Yield Guild Games comes in If you know YGG, you know the guild, the scholarships, the Axie Infinity era, and the conviction that players in emerging markets deserved a real seat at the table. That was real. The publishing arm that grew out of it, **YGG**, has proven with the release of **LOL Land** that casual crypto-native games can pull genuine audiences rather than mercenary airdrop farmers. So when YGG looked at the vibe-coding explosion, it didn’t see a meme. It saw the same problem it has always been weirdly good at solving: **turning attention into a living.** YGG’s answer is to make **[Vibecode.game](https://vibecode.game)** the place where a game built over a weekend can get found and earn. We’ve got a massive community of eager players chomping at the bit for innovative and fun content. It will be harder than we make it sound, but now, with AI, it’s entirely possible. You just have to git gud. We’ll give you plenty of opportunity and incentive to hone your craft or pick up the tools for the first time with hackathons and tournaments. More on that in an upcoming update. If you’ve already developed something, set up your profile, post your game, and let’s see where this goes together. We, like you, believe AI game development is an evolving opportunity, not a fad. ## Honestly, and with a pulse [Vibecode.game](https://vibecode.game), the editorial side, exists to cover this pipeline as it deserves to be covered; honestly and with a pulse. We’ll cover the platforms, the tools, the workflows, and the best AI-native games currently out there. If AI game development and best in class examples are your jam, go ahead and add us to your bookmark bar. There’s a complexity ceiling where a vibe-coded prototype slams into a wall and the AI simply cannot carry it further without the creator developing actual craft. The $50 AI-assisted pipeline a veteran designer builds is not the same animal as a beginner’s first Rosebud experiment, and pretending otherwise insults both. > Ninety-six percent of studios use AI somewhere in their workflow, while 52% of developers told GDC it’s bad for the industry. Both numbers are real. We’ll balance the hype with the reality. ## The Pipeline Is the Game The four-part series dropping tomorrow, **“The Pipeline Is the Game,”** is our opening move. It’s an honest attempt to chart a medium that’s moving faster than anyone’s coverage has managed to keep up with. --- *From the editors of [Vibecode.game](https://vibecode.game)* ================================================================================ ## Blog: Find The Fun by Animoca Brands URL: https://vibecode.game/blog/find-the-fun-animoca-brands Source: src/content/blog/en/find-the-fun-animoca-brands.mdx ================================================================================ Description: Every great game was a messy prototype first. Here's how Minds by Animoca Brands helps you find what makes your game worth playing — faster than you ever could alone. Published: 2026-06-09 Author: Animoca Brands Tags: Game Design, Indie Dev, AI tools, Game Dev, Animoca Brands Every game you've loved went through a stretch where someone built a crude version, played it, felt that something was off, changed one thing, and played it again, over and over, until it clicked. Designers call that search *"finding the fun."* Everything around that search is getting cheaper. With AI tools we're able to skip a timesink in scaffolding that used to come first. That's a real gift. It's also a trap, because a game that runs is not a game that's fun. Players will open something perfectly functional, give it thirty seconds, and leave, and nothing in the build will tell you what went wrong. Fun isn't a feature you implement. Legendary Game Designer Raph Koster said it cleanest: fun is the dopamine your brain pays out for learning a pattern. You enjoy a game while you're still figuring it out, and you put it down the moment you've mastered it. So finding the fun is hands-on work. Build the smallest version that plays, feel it, change one variable, feel it again, and keep going until the loop won't let you stop. Doing that well takes three unglamorous things. 1. Iterating has to be cheap, or you'll quit before you get there. 2. You have to remember what each attempt taught you. 3. And a second set of eyes, someone who's watched a hundred games die the same way, saves you months. We've really honed Minds by Animoca Brands to help fulfill these requirements so aspiring Game Designers can just jump right in and feel secure that there's the right AI agent that's got their back. **Cheap to try.** A Mind costs nothing to spin up. No install, and CLI tools that are launching soon will be optional. You just talk to it over email or Telegram like a teammate. That's the whole point: finding the fun is mostly throwing ideas in the bin, and you only throw freely when each idea is cheap to make. Spend a week on a prototype and you'll defend it. Spend an hour and you'll happily kill it. **It doesn't forget.** A Mind isn't a chat that wipes itself every morning. It remembers your pillars, your last playtest, why you killed that mechanic back in build three. Your design gets sharper over time instead of starting from zero every session. **It's not alone.** Minds live in Circles, which means they connect to each other. Your design Mind can hand work straight to an art Mind and a code Mind, like a tiny studio that fits inside your inbox. And here's the part that levels the field for anyone who's never shipped a game: you can borrow a veteran designer's instincts off the shelf. Soon you'll be able to spawn a ready-made Game Design Mind that already knows the playbook, eleven things a great designer would catch that you'd miss, sitting in your corner from day one. ## Get the idea right - **Concepting** turns one sentence into a real pitch. The whole game on a page before you sink a week into it. - **Pillars** lock down what your game is actually about, then call you out when you start bolting on stuff that doesn't belong. ## Make it feel good to play - **MDA** names the kind of fun you're chasing, so you're aiming instead of guessing. - **Skill Chain** maps how players get good, and catches the exact spot where they'll get bored or rage-quit. - **Fun Diagnostic** is the one you'll lean on most. "This feels boring" goes in, seven specific reasons why come back out. - **Schell's Lenses** is 100 questions the best designers ask their own games. Now you can point them at yours. ## Keep them coming back - **PENS** checks whether your game scratches the three itches that build loyalty: feeling free, getting better, and playing with other people. - **Octalysis** shows what's really pulling players in, and flags the cheap manipulative tricks before you accidentally ship a slot machine. ## Make the economy hold up - **Balance** runs the math you'd rather skip: fair prices, no broken cards, a real rock-paper-scissors instead of one obvious best pick. - **Value Chains** map your economy so there's always a reason to keep earning and spending. - **Faucets & Drains** spots inflation and hoarding before your players are raging about it in Discord. --- As games become easier and cheaper to make, knowing how to make it fun is the part that used to take years, the part you couldn't shortcut. Now you can drop a designer's brain next to yours, one that remembers everything and works while you sleep. Use it. Find the fun first. ================================================================================ ## Blog: Build a Tiny Multiplayer Game with Cursor in One Evening URL: https://vibecode.game/blog/how-to-multiplayer-game-cursor-two-hours Source: src/content/blog/en/how-to-multiplayer-game-cursor-two-hours.mdx ================================================================================ Description: A practical evening sprint: lobby, shared state, and a playable loop—using Cursor to move fast without drowning in boilerplate. Published: 2026-04-22 Author: YGG Tags: How-To, Cursor, Multiplayer, Web games, Vibe coding You do not need a perfect netcode stack to **learn multiplayer** or to ship a jam-sized proof. You need a **tight scope**, a single transport choice, and a workflow that keeps you coding instead of debating architecture. This guide assumes you are comfortable with JavaScript or TypeScript, have [Cursor](https://cursor.com) installed, and want a **two-hour ceiling** you can defend when motivation is high but time is not. ## What you will have at the end - A **browser game** where two tabs (or two devices on your LAN) see the same world state update in near real time. - A **minimal message protocol** (JSON over WebSockets) you can explain in one slide. - A **checklist** for turning the prototype into something you would list on [Vibecode.game](/vibe-coded-games) with screenshots and a clear “how it was built” story. ## Hour zero: lock the design Pick **one verb** for players: *dodge*, *tag*, *collect*, or *push*. Cap interactions at **three inputs** (e.g. WASD). One arena, no menus, no accounts. If you cannot describe the win condition in **one sentence**, cut scope until you can. | Scope lever | Tight (good) | Too wide (cut) | |-------------|--------------|----------------| | Players | 2–8 | MMO-style persistence | | State | One shared JSON object | Per-entity physics engine | | Auth | Room code in URL | Accounts + ELO | ## Hour one: server + socket skeleton Use a tiny Node server (`ws` or your framework’s WebSocket helper). **Rooms** map to random four-letter codes. On join, push the current state snapshot; after that, broadcast **only deltas** you care about (player position, score ticks). Cursor shines when you **paste your constraints** into the chat: transport (WebSocket), message shape, and “no database.” Ask for a single-file server plus a matching client module, then refactor once it runs. **Milestone:** two clients connect; server logs two sockets; you can broadcast a `{ type: 'ping' }` and see it in both tabs. ## Hour two: game loop + playtest Run the simulation at a fixed tick (e.g. 10–20 Hz) or event-driven if movement is sparse. **Client prediction** can wait—start with server-authoritative positions to avoid desync rabbit holes in a short sprint. Playtest with a friend or a second browser profile. Watch for **message storms** (sending full state 60 times a second) and **NaN positions** from bad input handling. ## Common mistakes in two-hour multiplayer sprints 1. **Starting with matchmaking** instead of a hard-coded room. 2. **Encoding everything as strings** with no schema—add a one-page TypeScript `type` for messages. 3. **Skipping disconnect handling**—at minimum, remove stale players server-side. ## FAQ **Is WebSocket always the right choice?** For browser prototypes with continuous state, usually yes. For turn-based games, HTTP + polling can be enough. **Can AI tools replace understanding netcode?** No—but they accelerate boilerplate if *you* keep the scope and invariants clear. **Where do I list the shipped build?** When you have a stable URL, add your game to the community catalog and polish your [developer profile](/developers) so players see your stack and tools. ## Next steps - Compare AI coding stacks in our [AI tools directory](/ai-tools). - Plan a jam submission using [game jams](/game-jams) as your deadline. - Browse [vibe-coded games](/vibe-coded-games) for pacing and presentation ideas from other listers. --- *YGG publishes hands-on guides for builders who ship browser-first games with modern AI-assisted workflows.* ================================================================================ ## Blog: Your First Browser Game: Vibe-Coding from Zero to Playable URL: https://vibecode.game/blog/vibe-coding-first-browser-game-beginners-guide Source: src/content/blog/en/vibe-coding-first-browser-game-beginners-guide.mdx ================================================================================ Description: No engine PhD required—start with HTML canvas or a micro-framework, let AI handle glue code, and finish with something you can share. Published: 2026-04-18 Author: YGG Tags: How-To, Beginners, Web games, Vibe coding, Indie games **Vibe-coding** is not a single tool—it is a loop: *clarify intent → generate scaffolding → test → tighten prompts → ship a slice*. For your **first browser game**, the goal is not originality; it is **closure**: a URL you are proud to hand someone, running on mobile Safari and desktop Chrome without a lecture. ## Choose your rendering surface You have three sane starting points: 1. **Canvas 2D** — maximum control, minimal dependencies. Great for arcade prototypes. 2. **DOM + CSS** — surprisingly strong for puzzle and narrative micro-games. 3. **Light framework** (Phaser, Kaboom, Pixi)—faster if you already know one; slower if you are fighting docs. For week-one success, **canvas or DOM** usually wins because the mental model stays small. ## The one-loop rule Define **one core loop** that takes under sixty seconds per run: *spawn → interact → resolve → score*. Everything else—menus, skins, audio packs—is **stretch goals** tracked in a “later.md” file you do not open until the loop feels juicy. ## Prompting patterns that actually work Paste a **fixed template** into your assistant: - **Goal:** one sentence player fantasy. - **Constraints:** language, max files, no build step (or Vite only). - **Acceptance tests:** “Space starts the game,” “collision reduces HP,” “game over shows score.” Ask for **the smallest diff** that passes tests, not a rewrite. Rewrites burn beginners; diffs teach. ## Performance and guilt-free corners Ship at **30 FPS** if 60 is fighting you. Use **integer math** where possible. Lazy-load assets. Your first game teaches **habits**; optimization culture comes after you have shipped twice. ## Accessibility and fairness Even jam games benefit from **keyboard focus**, **color contrast**, and **mute**. Add a single toggle early; players remember thoughtfulness. ## Table: first-game stack shortcuts | If you want… | Start with… | Avoid on day one… | |--------------|-------------|-------------------| | Fast movement feel | Canvas rAF loop | Full ECS | | Grid puzzles | DOM grid + CSS | Custom render pipeline | | Learning multiplayer | Single-screen hot-seat | Dedicated game server | ## Mistakes we see in beginner listings - **No build instructions** in the README or itch page. - **No loop video**—three seconds of GIF beats three paragraphs of lore. - **Mystery controls**—show them on first paint. ## FAQ **Do I need TypeScript?** Helpful, not mandatory. If errors confuse you, start JS and migrate hot files later. **Where does AI help most?** Boilerplate, collision helpers, and refactors—not high-level taste. You still direct tone and pacing. **How do I join the ecosystem?** Publish your stack honestly on your [developer profile](/developers) and browse [AI tools](/ai-tools) others used. ## What to do this weekend 1. Pick canvas or DOM. 2. Implement the loop with touch + keyboard. 3. Deploy to static hosting. 4. Add your page to [vibe-coded games](/vibe-coded-games) when you are ready for players. --- *YGG helps builders ship browser-first games and find players who care how games are made.* ================================================================================ ## Blog: Ship Every Jam Build with Claude and GitHub Actions URL: https://vibecode.game/blog/ship-game-jam-build-claude-github-actions Source: src/content/blog/en/ship-game-jam-build-claude-github-actions.mdx ================================================================================ Description: Turn “it works on my machine” into repeatable artifacts: CI checks, tagged releases, and itch uploads you can trigger from main. Published: 2026-04-14 Author: YGG Tags: How-To, Game jams, Claude, GitHub, Vibe coding Game jams punish **manual deploys**. The last hour should be **tuning feel**, not watching a stalled upload. Pairing **Claude** (or any strong coding model) with **GitHub Actions** gives you a boring pipeline—exactly what you want when adrenaline is high. ## What a minimal jam CI does 1. **Install** dependencies with a lockfile. 2. **Build** your static export or bundled `dist/`. 3. **Archive** the playable folder as an artifact you can download—or push to itch with `butler` if you use secrets. You do not need Kubernetes. You need **repeatability**. ## Designing the workflow file Keep jobs split: `lint` (optional), `build`, `package`. Use concurrency groups so double-pushes cancel stale runs. Cache your package manager directory. When prompting Claude, include: - Your **package manager** and **build command**. - Target **Node version** pinned in `.node-version` or `engines`. - Whether you deploy **WebGL**, **static HTML**, or **Electron** (Electron needs signing—often out of scope for 48h jams). ## Secrets and itch.io Store `BUTLER_API_KEY` as an Actions secret. Never echo secrets in logs. Test `butler push` locally once before wiring CI so failures are understandable. ## Branch strategy that survives sleep deprivation - `main` always **builds green**. - Jam experiments live in **short-lived branches** merged via PR even if you are solo—PRs force a diff story you can revert. ## Table: when to skip automation | Situation | Automate? | |-----------|-----------| | First hour of jam | No—prototype freely | | 6h before deadline | Yes—one-button package | | Post-jam polish | Yes—release tags | ## Common failures - **Missing lockfile** → CI installs random minors. - **Case-sensitive paths** → works on Windows, fails on Linux runners. - **Huge artifacts** → trim unused assets before upload. ## FAQ **Can Claude write my workflow YAML?** Start from official templates, then ask it to adapt—verify every action pin. **What if my game is client-only?** Static export to `dist/` + upload is enough; add Lighthouse CI only if you care about perf budgets. **Where do jams fit in discovery?** Track upcoming events on [game jams](/game-jams) and cross-link your release from your [developer hub entry](/developers). ## Next steps - Browse [vibe-coded games](/vibe-coded-games) for how shipped jams present builds. - Compare AI assistants in [AI tools](/ai-tools) for your next jam stack. --- *YGG publishes practical pipelines for builders who ship on deadlines.* ================================================================================ ## Blog: From Prompt to Playable: A Lovable-First Web Game Workflow URL: https://vibecode.game/blog/prompt-to-playable-lovable-web-game-workflow Source: src/content/blog/en/prompt-to-playable-lovable-web-game-workflow.mdx ================================================================================ Description: Use Lovable’s UI velocity for scaffolding, then tighten gameplay in focused passes—without losing your creative north star. Published: 2026-04-10 Author: YGG Tags: How-To, Lovable, Web games, AI tools, Vibe coding **Lovable**-style builders reward **clear prompts** and punish vague dreams. Treat the tool like a senior UI engineer who needs acceptance criteria, not a mind reader who invents your game design. ## Frame the vertical slice Write a **one-paragraph design brief** before touching the generator: - Camera perspective (top-down, side, isometric-lite). - Win/lose in one line. - Input scheme (touch-first vs keyboard-first). Attach **reference games** as comparisons (“*Downwell*-style gravity” not “something cool”). ## Structure prompts in layers 1. **Layout shell** — navigation, canvas region, HUD placeholders. 2. **State module** — score, lives, timers as plain data structures. 3. **Interaction pass** — collisions, spawning, juice (particles later). Ask for **file names** explicitly so you can navigate diffs. Reject drive-by rewrites; insist on **patch-sized** changes when something already works. ## Playtest cadence Every **20 minutes**, play one round on **phone + desktop**. Input latency shows up differently. Note framerate dips before adding shaders. ## Integration with hand-written code Export or sync to your repo early. **Lock dependencies** and add a tiny unit test around scoring if you plan competitive leaderboards later. ## Table: prompt smells vs strong prompts | Weak | Strong | |------|--------| | “Make it fun” | “Increase difficulty every 30s by +10% spawn rate cap 200%” | | “Fix bugs” | “On Safari iOS, touchmove prevents scroll; lock body overflow during play” | | “Better art” | “Replace circles with 32×32 placeholder tiles; keep hitboxes AABB” | ## Pitfalls - **Over-automating juice** before core loop is tight. - **Hidden magic numbers**—centralize tuning in one config object. - **Skipping sound off** during meetings—mute is a feature. ## FAQ **Is Lovable “real” engineering?** Shipping is real engineering. Generated code still needs review, perf passes, and ownership. **When do I list on Vibecode.game?** When you have a stable URL, honest tool tags, and a short making-of—see [vibe-coded games](/vibe-coded-games). ## Next steps - Compare other stacks in [AI tools](/ai-tools). - Find a deadline via [game jams](/game-jams). --- *YGG connects builders, tools, and players in the vibe-coded games space.* ================================================================================ ## Blog: Leaderboards and Saves for AI-Built Web Games (Without Regret) URL: https://vibecode.game/blog/add-leaderboards-save-data-ai-built-web-game Source: src/content/blog/en/add-leaderboards-save-data-ai-built-web-game.mdx ================================================================================ Description: Start with anonymous scores, add tamper resistance later, and pick storage that matches your honesty bar. Published: 2026-04-06 Author: YGG Tags: How-To, Web games, Indie games, Vibe coding Persistence turns a toy into a **habit**. It also turns debugging into **nightmares** if you bolt on databases before you understand your threat model. For AI-assisted prototypes, bias toward **boring technology** until players ask for more. ## Local-first saves `localStorage` or `IndexedDB` fits single-player progression: settings, unlocked levels, best times. **Version your save schema** (`save.v3`) so migrations do not brick testers. **Pitfalls:** quota limits, private browsing wipes, and **no sync** across devices—communicate that in UI. ## Anonymous leaderboards Post scores with `{ score, name?, seed? }` to a tiny serverless endpoint. **Rate-limit** by IP and cap name length. Expect cheating; decide if you care for v1. | Approach | Effort | Integrity | |----------|--------|-----------| | Client-only high score | Trivial | None | | Signed payloads | Medium | Better | | Server-simulated runs | High | Strong | ## Privacy and compliance If you store emails or IDs, publish a **short privacy note**: what you collect, retention, delete path. Kids’ games add extra obligations—know your audience. ## FAQ **Do I need Redis day one?** No. A single table or KV with TTL often suffices for jam traffic. **Can AI write my backend?** Yes—with tests. Ask for idempotent handlers and structured logs. **Where to showcase?** List on [vibe-coded games](/vibe-coded-games) once your save flow is stable. ## Next steps - Read [AI tools](/ai-tools) to pick assistants for API code. - Meet builders on [developer profiles](/developers). --- *YGG helps indies ship trustworthy web games.* ================================================================================ ## Blog: Testing and Debugging Browser Games You Built with AI URL: https://vibecode.game/blog/test-debug-browser-games-built-with-ai Source: src/content/blog/en/test-debug-browser-games-built-with-ai.mdx ================================================================================ Description: Make AI-generated code legible: reproducible bugs, DevTools habits, and checklists that survive midnight shipping. Published: 2026-04-02 Author: YGG Tags: How-To, Web games, Vibe coding, Indie games AI accelerates typing, not **observability**. Treat debugging as a **first-class skill**: log with intent, reproduce with scripts, and refuse “it works on my laptop” as a closing statement. ## Build a reproduction recipe For every bug: **URL**, **browser + version**, **steps**, **expected vs actual**, **console trace**. Paste that into your assistant—models solve faster with receipts. ## DevTools habits - **Performance panel** for rAF spikes. - **Network** throttling before blaming “lag.” - **Mobile emulation** then a **real device** pass. ## Deterministic seeds Wire a `?seed=123` query or debug overlay to replay RNG-heavy levels. Screenshots from the same seed should match—if not, you have nondeterminism to hunt. ## Automated checks that pay rent - **Unit tests** for scoring and inventory rules. - **Smoke test** that boots the game and clicks start. - **Lint** to catch undefined vars introduced by giant diffs. ## Table: bug classes common in AI prototypes | Symptom | Likely cause | Quick fix | |---------|--------------|-----------| | Works once then blank | Event listener duplication | Teardown on scene change | | Drift on Safari | `100vh` quirks | Use dvh or measure container | | Desync multiplayer | Full state spam | Throttle + authoritative server | ## FAQ **Should AI write tests?** Let it draft—**you** pick invariants worth locking. **When is logging enough?** Until you have paying players or tournaments—then metrics. ## Next steps - Browse [vibe-coded games](/vibe-coded-games) for polish references. - Compare assistants in [AI tools](/ai-tools). --- *YGG publishes reliability guides for fast-moving indies.* ================================================================================ ## Blog: Prepare Your Indie Game for a Community Hub Listing URL: https://vibecode.game/blog/prepare-indie-game-for-community-hub-listing Source: src/content/blog/en/prepare-indie-game-for-community-hub-listing.mdx ================================================================================ Description: Screenshots, honest tool tags, and a ‘making of’ blurb players trust—before you hit publish. Published: 2026-03-28 Author: YGG Tags: How-To, Indie games, Community, Vibe coding Hubs like **Vibecode.game** work when listings answer three questions in **ten seconds**: *What is it?* *Can I play now?* *Why should I trust this build?* AI-assisted development makes disclosure **more** important, not less—players celebrate craft when you are transparent. ## The five-minute scroll test Open your listing on a phone you have never used before. If the **first screen** does not show gameplay, fix that before writing lore. ## Media package - **Cover:** 16:9, readable at thumbnail size—no micro-text. - **3–5 GIFs or short clips** showing **input → outcome**. - **Still of controls** on first-run overlay. ## Honest tool tags List **primary** tools (engine, major AI assistants, art pipeline). Players use tags to **filter** and learn. Misleading tags burn trust. ## Copy that converts Structure: 1. **One-line hook** (genre + twist). 2. **How to play** in bullets. 3. **What is vibe-coded** about it—constraints, jams, stack. 4. **Roadmap** if early access. ## Performance truthfulness State target devices. “**Desktop Chrome** recommended” is fine; silent failure on mobile is not. ## Table: listing readiness | Item | Ready? | |------|--------| | Stable play URL | ☐ | | Credits + license for assets | ☐ | | Privacy if you collect data | ☐ | | Contact or Discord for bugs | ☐ | ## FAQ **Do I need a trailer?** Nice, not mandatory—**GIF loop** often beats a padded trailer. **Where do I start?** Open [vibe-coded games](/vibe-coded-games), study listings you admire, then polish your [developer profile](/developers). ## Next steps - Explore [AI tools](/ai-tools) to tag accurately. - Join momentum via [game jams](/game-jams). --- *YGG helps players find AI-built games worth their time.* ================================================================================ ## Blog: Local Co-op in an Afternoon: Cursor + Phaser 3 URL: https://vibecode.game/blog/local-co-op-prototype-cursor-phaser-afternoon Source: src/content/blog/en/local-co-op-prototype-cursor-phaser-afternoon.mdx ================================================================================ Description: Shared keyboard, simple physics, and a finish line you can hit before dinner. Published: 2026-03-22 Author: YGG Tags: How-To, Cursor, Web games, Multiplayer, Vibe coding **Local co-op** avoids networking complexity while still teaching **input routing**, **collision layers**, and **game feel**. Phaser 3 gives you scenes, arcade physics, and sprite plumbing—Cursor helps you avoid boilerplate traps if you describe **inputs and win rules** crisply. ## Afternoon schedule | Block | Focus | |-------|-------| | :00–:45 | Scene boot, two sprites, tilemap or bounds | | :45–1:30 | Controls (WASD + arrows), collisions, score | | 1:30–2:30 | Juice: screenshake lite, sfx hooks, pause | | 2:30–3:00 | Build + static deploy smoke test | ## Input map Explicitly bind **separate key sets**. On gamepad day two, you will thank yourself for clean abstraction (`p1`, `p2` objects). ## Physics honesty Start **arcade**; swap to matter only if puzzles need it. AI often over-engineers physics—reject that diff. ## Deploy Phaser bundles cleanly with Vite. Ensure **asset paths** work from `/` and from nested routes if your host uses subpaths. ## FAQ **Controllers?** Defer unless afternoon scope creeps—keyboard proves the loop. **Online later?** Finish hot-seat first; read our [multiplayer Cursor guide](/blog/how-to-multiplayer-game-cursor-two-hours). ## Next steps - List when playable on [vibe-coded games](/vibe-coded-games). - Tag tools on [AI tools](/ai-tools). --- *YGG celebrates small slices that ship.* ================================================================================ ## Blog: How to Choose an AI-Friendly Stack for 2D Web Games URL: https://vibecode.game/blog/choose-ai-coding-stack-2d-web-games Source: src/content/blog/en/choose-ai-coding-stack-2d-web-games.mdx ================================================================================ Description: Match tooling to loop length: canvas microgames, Phaser midweight, or engines when you need editors. Published: 2026-03-16 Author: YGG Tags: How-To, AI tools, Web games, Indie games Stacks are **temporary contracts** between you, your players, and your calendar. The “best” stack is the one that lets you **ship your current loop** with the fewest unknowns. ## Decision axes 1. **Time to first input** — how fast from `git init` to moving sprite. 2. **AI leverage** — does your assistant know the framework’s idioms? 3. **Deploy shape** — static, server, or hybrid. 4. **Escape hatch** — can you eject without rewriting everything? ## Three tiers we recommend | Tier | Good for | Watch-outs | |------|----------|------------| | Canvas/DOM micro | Weekend toys, learning | You own all systems | | Phaser/Kaboom mid | Jam + early access | Scope creep into RPG features | | Full engine (Godot export web) | Content-heavy | Build size, load time | ## When to switch Switch when **two** of these hurt: tooling friction, perf ceiling, hiring/collab needs, or port targets (mobile wrapper). ## FAQ **TypeScript everywhere?** Prefer yes for multi-file games; JS is fine for small toys under 500 lines of code. **Do hubs care about stack?** Players care about **playability**; builders browse stacks on [AI tools](/ai-tools) and [developer profiles](/developers). ## Next steps - Browse [vibe-coded games](/vibe-coded-games) for proof of what ships. - Commit to a [game jam](/game-jams) date. --- *YGG helps you pick boring-winning stacks.* ================================================================================ ## Blog: WebSockets for Vibe-Coded Games: A Primer Before You Code URL: https://vibecode.game/blog/websockets-multiplayer-vibe-coding-primer Source: src/content/blog/en/websockets-multiplayer-vibe-coding-primer.mdx ================================================================================ Description: Messages, rooms, ticks, and failure modes—so your first socket project does not become a science project. Published: 2026-03-10 Author: YGG Tags: How-To, Multiplayer, Web games, Vibe coding **WebSockets** give you a persistent, bidirectional pipe—great for frequent state updates. They are not magic: you still design **schemas**, **authority**, and **failure recovery**. ## Mental model - **Server** owns truth for competitive games (usually). - **Clients** send intents (`move`, `jump`), not outcomes (`I scored`). - **Broadcast** deltas, not the universe—bandwidth is a UX issue. ## Message design Start JSON for readability; optimize to binary if metrics prove need. Always include **`type`**, **`seq` or `tick`**, and **`roomId`**. ## Rooms and matchmaking v0 Random room codes in URL query are enough for prototypes. Swap to a matchmaker when retention demands it. ## Failure modes - **Silent disconnects** — heartbeat/ping. - **Replay floods** — rate limit. - **Cheaty clients** — validate bounds server-side. ## FAQ **UDP instead?** Browsers do not expose raw UDP; WebRTC data channels exist but add signaling complexity—graduate when needed. **Hands-on next?** Try [our Cursor multiplayer sprint](/blog/how-to-multiplayer-game-cursor-two-hours). ## Next steps - Explore listings in [vibe-coded games](/vibe-coded-games). - Compare tools at [AI tools](/ai-tools). --- *YGG helps you learn multiplayer without myth-making.* ================================================================================ ## Blog: Turn a Game Idea into a One-Page Design Doc AI Tools Understand URL: https://vibecode.game/blog/game-idea-to-one-page-design-doc-for-ai-tools Source: src/content/blog/en/game-idea-to-one-page-design-doc-for-ai-tools.mdx ================================================================================ Description: Constraints, loops, and acceptance tests—so your assistant stops freelancing your design. Published: 2026-03-04 Author: YGG Tags: How-To, Vibe coding, AI tools, Indie games Great prompts start as **boring documents**. One page forces **clarity**; clarity reduces hallucinated features. ## Sections (in order) 1. **Elevator** — 2 sentences. 2. **Core loop** — bullet timeline of one round. 3. **Inputs & platforms** — keyboard, touch, gamepad? 4. **Entities** — player, enemies, pickups; max counts. 5. **Progression** — what changes between rounds? 6. **Non-goals** — explicit cuts. 7. **Acceptance tests** — verifiable sentences. ## Example acceptance test > Given two players join room `ABCD`, when player one presses **Space**, round starts within **200ms** and timer counts down from **60**. ## Why non-goals matter AI fills silence. Tell it **what not to build** (no accounts, no shop, no story mode). ## FAQ **Length?** One page, 12pt, no appendix. Link art references instead of embedding essays. **Versioning?** `design-v3.md` in repo; mention version in prompts. ## Next steps - Ship something listable on [vibe-coded games](/vibe-coded-games). - Meet collaborators via [developers](/developers). --- *YGG turns vague ideas into shippable constraints.* ================================================================================ ## Blog: Your First itch.io Page for a Vibe-Coded Game URL: https://vibecode.game/blog/first-itch-io-page-vibe-coded-game Source: src/content/blog/en/first-itch-io-page-vibe-coded-game.mdx ================================================================================ Description: Metadata, embeds, and pricing psychology for browser-first indies—without burying the play button. Published: 2026-02-26 Author: YGG Tags: How-To, Indie games, Web games, Community **itch.io** remains the friendliest home for **experimental browser games**. Your job is to reduce friction: **play in one click**, understand controls in **five seconds**, and trust you with **updates**. ## Page structure - **Title + genre tag** in first line of description. - **Embed** above the fold on desktop; mobile gets a giant **Play** link. - **Controls** section duplicated near embed and in README. ## Pricing Pay-what-you-want with a **suggested price** signals confidence. Free with tip jar works for portfolio builds—say so honestly. ## Builds For HTML5, zip the **smallest** `dist/` that runs standalone. Test unzip → open `index.html` locally (or host static) before upload. ## Devlogs Short, dated entries beat manifestos. “**0.2 — fixed Safari audio**” builds follower trust. ## FAQ **Do I need a trailer?** Helpful; a **30s capture** is enough at first. **Cross-link hub listing?** Yes—link your [vibe-coded games](/vibe-coded-games) entry and [developer profile](/developers). ## Next steps - Join a [game jam](/game-jams) to force a deadline. - Compare AI stacks in [AI tools](/ai-tools). --- *YGG helps indies meet players where they already browse.* ================================================================================ ## Blog: The AI Game Dev Tool Landscape in 2026 (So Far) URL: https://vibecode.game/blog/ai-game-dev-tools-landscape-2026 Source: src/content/blog/en/ai-game-dev-tools-landscape-2026.mdx ================================================================================ Description: Assistants, app builders, and runtimes are converging—here is how working teams actually pick tools today. Published: 2026-02-18 Author: YGG Tags: News, AI tools, Indie games, Vibe coding If 2024 was the year of **wow demos**, and 2025 the year of **shipping arguments**, 2026 is shaping up as the year of **workflow integration**: teams mix **IDE assistants**, **browser builders**, and **classic engines** without treating any as a religion. ## What “landscape” means now - **Coding copilots** (Cursor, Copilot, Claude Code) excel at **refactors, tests, glue**—not taste. - **Higher-level builders** (Lovable-class tools) compress **UI iteration**—not netcode. - **Engines** still win on **tooling depth** for 3D and large content teams. We are seeing **more hybrid repos**: generated UI shell + hand-tuned gameplay module. ## Evaluation criteria that survive hype 1. **Export story** — who owns the `git` history? 2. **Latency budget** — AI suggestions must not block flow states. 3. **Licensing clarity** for generated assets. 4. **Offline / airplane mode** needs for crunch travel. ## Risks to name plainly - **Over-trust** in unverified snippets for security-sensitive code. - **Hidden vendor lock** when projects cannot build locally. - **Marketing claims** about “full game in a prompt”—buyer beware. ## What builders should do this quarter - Pick **one** assistant + **one** deployment path; log decisions in your README. - Tag tools honestly when you list on [vibe-coded games](/vibe-coded-games). - Compare notes on [AI tools](/ai-tools) pages before switching stacks mid-jam. ## FAQ **Is there one best tool?** No—there is a best **fit** for your loop length and team skill. **Will engines disappear?** Unlikely—**abstraction layers** shift, craft remains. ## Next steps - Follow [game jams](/game-jams) for real-world stress tests. - Read [developer](/developers) profiles for stack receipts. --- *YGG covers the vibe-coded games ecosystem with a builder-first lens.* ================================================================================ ## Blog: Why Game Jams Hit Different in the Vibe-Coding Era URL: https://vibecode.game/blog/game-jams-vibe-coding-era Source: src/content/blog/en/game-jams-vibe-coding-era.mdx ================================================================================ Description: Deadlines still matter—but prototypes arrive denser, and judges read tool tags with more curiosity than suspicion. Published: 2026-02-10 Author: YGG Tags: News, Game jams, Vibe coding, Community **Game jams** always rewarded **clarity of vision** over raw engineering hours. Vibe-coding tools tilt the curve: more teams reach **playable vertical slices**, which raises the bar for **polish, narrative framing, and originality**. ## What is improving - **Iteration velocity** during the first 12 hours—UI and scaffolding arrive faster. - **Cross-discipline solo entries** where one person covers code + rough art passes. - **Documentation**: assistants help README and control schemes appear earlier. ## What still hurts - **Integration bugs** when generated modules disagree. - **Performance surprises** on low-end laptops if testing is desktop-only. - **Judging fairness** when disclosure of AI use varies by region and platform. ## Community norms we support - **Say what you used**—players are curious, not allergic. - **Credit human collaborators** explicitly. - **Separate “AI-assisted” from “AI-generated art”** when possible. ## Builders: treat jams as marketing labs A jam build is a **time-boxed trailer** for your skills. Link it from your [developer profile](/developers) and consider a hub listing on [vibe-coded games](/vibe-coded-games) if the URL stays stable. ## FAQ **Are AI games “less legit”?** Players reward **fun**; historians reward **context**. Provide both. **Where to find jams?** Start at [game jams](/game-jams) on Vibecode.game and follow organizers you trust. --- *YGG champions jams as on-ramps for new listers.* ================================================================================ ## Blog: Discovering AI-Built Games: Platforms, Feeds, and 2026 Signals URL: https://vibecode.game/blog/discovering-ai-built-games-platforms-trends Source: src/content/blog/en/discovering-ai-built-games-platforms-trends.mdx ================================================================================ Description: Curated hubs, Discord deep cuts, and the slow return of RSS—how players find weird, wonderful web games now. Published: 2026-02-04 Author: YGG Tags: News, Indie games, Community, Web games Discovery is **balkanized**: TikTok spikes, Itch buries, Steam ignores your `.html` unless wrapped. **Curated hubs** and **maker transparency** are rising as antidotes—players want “**play now**” plus “**built how?**” ## Channels that still convert - **Short video** with three seconds of uninterrupted gameplay before talking. - **Curated hubs** with honest tool tags—see [vibe-coded games](/vibe-coded-games). - **Newsletters** from communities that respect your inbox. ## Signals we watch - **Tool-literate players** asking smarter questions in comments. - **Cross-posting** between jams, hubs, and personal portfolios shrinking. - **Credit screens** listing assistants and human roles—becoming standard. ## Advice for listers - One **primary URL** everywhere. - **GIF + controls** in first screen of any social post. - Link your **stack writeup** on [AI tools](/ai-tools) pages you actually used. ## FAQ **Is SEO dead?** No—**long-tail** searches (“browser roguelike cursor”) still work with good copy. **Do I need Discord?** Only if you will **staff** it; otherwise use issue trackers or email. --- *YGG connects discovery demand with builder supply.* ================================================================================ ## Blog: Cursor vs Claude Code vs Copilot for Game Prototypes URL: https://vibecode.game/blog/cursor-claude-copilot-game-prototypes-compared Source: src/content/blog/en/cursor-claude-copilot-game-prototypes-compared.mdx ================================================================================ Description: No crown—just trade-offs: repo awareness, inline edits, and where each tool shines in a jam weekend. Published: 2026-01-28 Author: YGG Tags: News, AI tools, Cursor, Vibe coding Headline truth: **the best tool is the one your team already ships with**. That said, prototypes expose different **failure modes** per assistant family. ## Cursor (IDE-native) **Strengths:** inline refactors, multi-file awareness inside the editor, fast “apply diff” loops. **Watch-outs:** temptation to accept giant patches without tests. ## Claude Code / terminal-first flows **Strengths:** strong planning responses, good for **scaffolding services** or **CI** when you feed repo context. **Watch-outs:** still need human verification on gameplay feel. ## GitHub Copilot **Strengths:** frictionless in VS Code; great for **micro-completions**. **Watch-outs:** less “project narrator” unless paired with chat features you actually use. ## Comparison rubric | Need | Lean toward… | |------|--------------| | Jam UI iteration | Cursor | | Backend + scripts | Claude-flavored workflows | | Daily typing speed | Copilot | ## Disclosure YGG does not partner with vendors for rankings; revisit this piece as models update quarterly. ## Next steps - Deep-link tool pages from [AI tools](/ai-tools). - Ship something to [vibe-coded games](/vibe-coded-games) and **tag honestly**. --- *YGG publishes criteria, not endorsements.* ================================================================================ ## Blog: How AI Prototyping Compresses Indie Marketing Timelines URL: https://vibecode.game/blog/ai-prototyping-indie-marketing-timelines Source: src/content/blog/en/ai-prototyping-indie-marketing-timelines.mdx ================================================================================ Description: Earlier playable hooks, shorter feedback loops, and new expectations for ‘first look’ content. Published: 2026-01-20 Author: YGG Tags: News, Indie games, AI tools, Community Marketing timelines assume **assets exist**. When prototypes arrive **48 hours sooner**, your content calendar shifts left—but **player expectations** shift too: more WIP footage, more candid tool talk, less “big reveal only” mystique. ## What compresses - **Vertical slice** availability for streamers. - **Screenshot iteration** (lighting passes, HUD tweaks). - **Pitch deck** diagrams if you fundraise. ## What does not compress - **Trust building** with communities. - **Platform policy** reviews for commercial releases. - **Localization** and **accessibility** hardening. ## Practical GTM stack for web-first indies 1. **Stable play URL** + changelog. 2. **Short-loop social** (GIF > essay). 3. **Hub presence** on [vibe-coded games](/vibe-coded-games) with tool tags. 4. **Developer story** on [developers](/developers). ## FAQ **Wishlist before polish?** Only if your page sets honest expectations. **Influencers?** Lead with **30s hook**, not roadmap fantasies. --- *YGG connects build velocity with audience reality.* ================================================================================ ## Blog: IP Essentials for Vibe-Coded Games (High Level, Not Legal Advice) URL: https://vibecode.game/blog/vibe-coded-games-ip-essentials Source: src/content/blog/en/vibe-coded-games-ip-essentials.mdx ================================================================================ Description: Trademarks, music, and AI outputs: where teams ask lawyers—and where common sense saves you first. Published: 2026-01-12 Author: YGG Tags: News, Indie games, Vibe coding, Community **Not legal advice.** If you ship commercially, **hire counsel** in your jurisdiction. This article orients **solo and micro teams** toward the questions lawyers expect you to have already considered. ## Content buckets - **Code** you wrote vs generated—keep licenses and attribution straight in your repo. - **Art & audio**—prefer assets with **clear licenses**; track provenance. - **Names & logos**—trademark conflicts hurt storefront visibility. ## AI outputs Policies evolve. Maintain **prompt logs** and **model/version notes** for commercial work where contracts require it. When platforms ask **how** something was made, clarity protects you. ## Fan works and jams Read jam rules **before** using third-party IP—even “obvious” homages. ## When to call a lawyer - Revenue crosses thresholds you are uncomfortable self-judging. - You receive **cease/desist** correspondence. - You sign **publisher** or **platform** agreements. ## FAQ **CC0 everything?** Possible for jam toys; commercial branding usually needs more thought. **Where to list safely?** Use honest tags on [vibe-coded games](/vibe-coded-games) and keep credits visible. --- *YGG encourages informed builders—not anonymous risk.* ================================================================================ ## Blog: The Rise of Browser-First Indie Games from AI Builders URL: https://vibecode.game/blog/browser-first-indie-games-ai-builders Source: src/content/blog/en/browser-first-indie-games-ai-builders.mdx ================================================================================ Description: URLs beat installers for experiments—and discovery is learning to love the link again. Published: 2026-01-06 Author: YGG Tags: News, Web games, Indie games, Vibe coding **Browser-first** does not mean “lesser”—it means **friction budget** spent on gameplay, not installers. AI tooling lowers the cost of **UI + glue**, so more teams ship **playable URLs** before greenlight politics begin. ## Why players benefit - **Instant try** on lunch break. - **Cross-platform** without store gates for experiments. - **Iteration** visible refresh-by-refresh during early access. ## Why builders benefit - **Analytics** simpler at small scale. - **Embedding** in jams, hubs, and portfolios with one iframe. ## Constraints to respect - **Storage limits** and **audio autoplay** policies. - **Safari** testing non-optional for global reach. ## Connect the ecosystem List builds on [vibe-coded games](/vibe-coded-games), tag tools via [AI tools](/ai-tools), and signal jam history on [game jams](/game-jams). ## FAQ **Desktop-only OK?** Say so loudly in the first screen. **Monetization?** Start cosmetic or tip jar; ads complicate perf. --- *YGG champions linkable games in a hub-friendly web.* ================================================================================ ## Blog: YGG and the Vibe-Coded Games Community URL: https://vibecode.game/blog/ygg-vibe-coded-games-community Source: src/content/blog/en/ygg-vibe-coded-games-community.mdx ================================================================================ Description: Why we care about transparent listings, builder profiles, and players who read credits. Published: 2025-12-18 Author: YGG Tags: News, Community, Indie games, Vibe coding **YGG** backs a simple idea: **players and builders both win** when games are easy to try and **honest about how they were made**. Vibe-coding is a **method**, not a genre—arcade, puzzle, and narrative games all belong. ## What we optimize for - **Fast play** paths and clear controls. - **Builder identity** through [developer profiles](/developers). - **Tool literacy** via [AI tools](/ai-tools) pages you can cite. - **Deadlines** that ship art via [game jams](/game-jams). ## For listers Bring a **stable URL**, **media**, and **truthful tags**. We surface games to players who want **new mechanics** and **new workflows**, not only AAA polish. ## For players Expect **browser-first** experiments alongside downloadable titles. Use filters and follow creators whose taste you trust. ## FAQ **Is everything AI-generated?** No—**AI-assisted** spans a spectrum; read credits and tool tags. **How to contribute?** Ship something listable on [vibe-coded games](/vibe-coded-games) and tell your story. --- *YGG grows communities that respect craft and context.* ================================================================================ ## Blog: Engine & Tooling Updates Web-First Indies Should Watch URL: https://vibecode.game/blog/web-first-indies-engine-tooling-updates Source: src/content/blog/en/web-first-indies-engine-tooling-updates.mdx ================================================================================ Description: WASM maturity, GPU defaults, and export pipelines—without chasing every changelog. Published: 2025-12-08 Author: YGG Tags: News, Web games, Indie games, AI tools You cannot read every **release note**—so track **themes**: runtime performance, **bundle size**, **audio**, and **mobile GPU** behavior. ## Themes for 2026-era web games - **WebGPU availability** improving on Android—test fallbacks. - **Compression** codecs for textures/audio affecting cold load. - **Threading models** in WASM ports impacting physics-heavy titles. ## Process Set a **quarterly calendar reminder** to read your engine’s **breaking changes** section only—skip marketing fluff. ## Builder actions - Maintain **device lab** of one iPhone + one budget Android. - Log **load time** beside feature work in changelog. ## Links Discover what ships in the wild via [vibe-coded games](/vibe-coded-games) and compare stacks on [AI tools](/ai-tools). ## FAQ **Upgrade day one?** Only if security or store compliance demands it. --- *YGG prefers boring upgrade discipline over hype chasing.* ================================================================================ ## Blog: How Niche Game News Finds Sources—and How to Be One URL: https://vibecode.game/blog/niche-game-news-backlinks-source-guide Source: src/content/blog/en/niche-game-news-backlinks-source-guide.mdx ================================================================================ Description: Be quotable, fast to verify, and generous with embeds: the boring playbook for earning links. Published: 2025-11-28 Author: YGG Tags: News, Community, Indie games **Backlinks** follow **credibility**. Niche outlets want **primary sources**: builds that run, founders who reply, and facts that check out. ## Make a /press page - **Factsheet** (bullet studio, genre, platforms, price). - **Logo & screenshots** ZIP. - **Contact** with SLA you can keep (e.g. 48h). ## Be quotable Share **measurable** claims: load time, player count order-of-magnitude, jam placement—avoid unverifiable superlatives. ## Embeds and exclusives Offer **GIF-first** assets; journalists live on deadlines. ## Ethical outreach - Personalize **one** sentence proving you read their column. - No mass mail merge guilt trips. ## Tie-ins List where you **ship** on [vibe-coded games](/vibe-coded-games); point to [developers](/developers) for bio depth. ## FAQ **Follow up?** Once, politely; then move on. **Harassment?** Never—reputation is a long game. --- *YGG helps builders earn attention without burning bridges.* ================================================================================ ## Game: 1%: The Battery Risk! URL: https://vibecode.game/vibe-coded-games/1-the-battery-risk Source: src/content/games/en/1-the-battery-risk.mdx ================================================================================ Description: Release Description Welcome to the first release of 1%: The Battery Risk Challenge! Start every run with just 1% battery and race to reach the charger before your phone dies. Developer: MistaGreat Developer slug: mistagreat AI tools: ChatGPT, Verse8, Minds Genres: platformer, adventure, casual Engines: HelloMinds, Chatgpt, Verse8 Play URL: https://verse8.io/dl/games/F5r3Y5w Community score: 0 Gameplay Mechanics: Players control a phone with only 1% battery and must platform through increasingly difficult levels to reach a charger before the battery runs out. Along the way, players collect battery pickups, avoid hazards, use checkpoints, and make quick decisions when incoming notifications appear, as these choices can either help or hinder their chances of survival. Key Features: • 8 handcrafted platforming levels with escalating difficulty. • Three playable phones with unique battery drain rates. • Real-time battery countdown that creates constant pressure. • Interactive notification choices that affect gameplay. • Battery pickups, charging stations, checkpoints, and hazards. • Mobile-friendly controls with intuitive touch gameplay. What makes your game stand out from others in its genre: Instead of relying solely on difficult platforming, the game combines precise movement with battery management and real-world phone notifications. Every second matters, forcing players to balance speed, risk, and decision-making while racing to recharge before their phone dies. AI Tools Used: HelloMinds, Verse8 and ChatGPT How AI was integrated into the development process: AI was used throughout the project to accelerate development, including gameplay programming, level design, UI implementation, bug fixing, feature iteration, balancing, and creative brainstorming. It also assisted with refining mechanics, improving the player experience, and polishing the overall game for release. ================================================================================ ## Game: Agent Fighter™ URL: https://vibecode.game/vibe-coded-games/agent-fighter Source: src/content/games/en/agent-fighter.mdx ================================================================================ Description: A browser 2D fighting game where humans and AI agents share one queue, economy, and leaderboard. Custom deterministic engine; agents are first-class players, not NPCs bolted on. Fight for Credits. Developer: sedano.dev Developer slug: sedano-dev AI tools: Cursor, Gemini, Claude, Minds Genres: action, arcade, fighting, sports, casual Engines: PixiJS Play URL: https://agentfighter.wtf Published: 2026-08-14 Community score: 0 ## An AI + Web3 Fighting Game. Connect & Train your Agent, Wager in the Arena, & dare friends to fight for credits. - **6 buttons** (LP/MP/HP, LK/MK/HK), walk/dash, jump, super jump - **Magic-series chains** via cancel graphs; launcher → air combos with juggle points - **Specials:** 236 fireball, 623 DP, 214 advancing kick; **super** (1 of 3 bars, flash freeze) - **Defense:** mid/low/overhead block + chip, pushblock, throws + techs - **Systems:** damage scaling, hitstun decay, hitstop, best-of-3, 99s timer - Modes: ranked solo, wager, arcade gauntlet, friendly/dare challenges **Key Features**Full MvC-style combat on a custom engine - **TRAIN MY AGENT** — coach personality/style in-game or via Minds API - Autonomous agent accounts + headless runners (`npm run agent` / fleet) - Credits economy (daily grant, ranked fees, wager escrow) - AIR Kit (Moca) identity + reputation credentials - **Studio** — AI sprite pipeline + frame/hitbox/cancel editors (characters as data) - Server re-sims every match from the input ledger (anti-cheat for wagers) **What makes it stand out\*\***Agents as players\*\* — same matches, economy, leaderboards as humans; coachable via API/Minds. - **Deterministic trust** — server re-simulates the full match to settle credits/wagers; no “client said I won.” - **Zero-latency ranked solo** — client plays locally; server re-derives the AI and verifies. Offline feel, on-chain-grade settlement logic. - **Characters are data** — no per-character code; Studio + AI pipeline ships fighters as bundles. - **Built for agents and humans together** — headless coaching, TRAIN MY AGENT, and real online play on one engine. ## **_Sim_** ## Pure TypeScript, zero deps, 60 Hz, 24.8 fixed-point, bit-identical **_Auth_** ## AIR Kit (Moca) JWKS ## **_Deploy_** ## Vercel (client) + Railway (server) ## **_AF Studio Engine_** ## An autonomous AI Agent game engine (bring your own image model) - create your fighter instantly \*easily connect your Animoca Minds AI Agent by installing the "Agent Fighter Coach" Bazaar skill. [https://hellominds.ai/bazaar/skills](https://hellominds.ai/bazaar/skills) \*Equip yourself with the skill "Agent Fighter Coach" (ID: 92a24a3e-f36b-1410-8465-00039ce7df11) More Information: [https://game.agentfighter.wtf](https://agent-fighter.vercel.app) ================================================================================ ## Game: Alokadoprint URL: https://vibecode.game/vibe-coded-games/alokadoprint Source: src/content/games/en/alokadoprint.mdx ================================================================================ Description: Lost in the tunnels of the São Paulo subway, navigate a fog of neon ghosts within a labyrinth that shifts with every step. Survive the chaos of São Paulo. Developer: DENISE NUVEM Developer slug: denise-nuvem AI tools: Claude, Lovable, Minds, ChatGPT Genres: arcade, casual, puzzle Engines: full ai Play URL: https://alkdprintlostsp.lovable.app/ Published: 2026-07-26 Community score: 0 ### Gameplay Mechanics Alokadoprint is lost in the tunnels of the São Paulo subway. The game is an idle neon labyrinth: you guide the character through corridors that transform and reorganize with each section traveled, while escaping ghosts that haunt the platforms and dark passages. The main cycle is simple — observe the path, react to approaching ghosts, and advance without losing light, which serves as your survival resource. The deeper you go into the subway, the tighter and more unpredictable the labyrinth becomes. ### Key Features Labyrinth generated with neon aesthetics inspired by the São Paulo subway Idle system: the game progresses even with little direct intervention, rewarding quick decisions Ghosts with pursuit patterns that increase tension as the player advances Fictional setting of São Paulo, mixing the familiar (stations, tracks, signage) with the supernatural Risk and reward loop: going faster costs light, proceeding cautiously costs time ### What makes your game stand out from others in its genre? Alokadoprint: Neon Maze combines the tranquil mechanics of an idle game with the constant tension of being chased—a contrast that few games in the genre explore. Instead of a generic maze, the setting is the São Paulo subway reimagined as a liminal space between the real and the haunted, creating a unique visual and narrative identity within the idle/arcade game universe. The Brazilian urban setting, treated with neon aesthetics, is what differentiates the game from traditional fantasy or sci-fi mazes. ================================================================================ ## Game: ASHLIGHT RUINS URL: https://vibecode.game/vibe-coded-games/ashlight-ruins Source: src/content/games/en/ashlight-ruins.mdx ================================================================================ Description: A very addictive game in which you shoot at the enemy and avoid being shot at and also dodge their attacks Developer: assguardeth Developer slug: assguardeth AI tools: Minds, ChatGPT Genres: arcade, shooter Engines: HTML5 Canvas Play URL: https://sites-moca.ethoswarm.ai/assguardeth.minion/play/ashlight-ruins Community score: 0 Ashlight Ruins ## High-Level Concept / Design ### Working title Ashlight Ruins ### Concept statement Aim a warding light to expose and banish ghosts, dodge cursed volleys, and break three seals to escape haunted ruins. The fun comes from converting precise aim and perfectly timed movement into control of a hostile arena. ### Target audience TBD - audience was not supplied. The first playable assumes players comfortable with real-time mouse and keyboard action. Accessibility and age targets require steward confirmation. ### Player experience and point of view A single player sees the arena from a top-down view and inhabits a lone ruin warden. The intended fantasy is fragile but capable: survival comes from reading danger, committing the aim, and escaping at the last possible moment. ## Product Design ### Unique selling points 1. The warding light is both weapon and flashlight, so the direction of the player's aim determines which threats are clearly visible. 2. A well-timed dash burns away nearby curse projectiles, converting defensive movement into a brief counterattack window. 3. Every broken seal changes which enemy pattern dominates, so the route the player chooses creates a different escalation and forces new aiming and dodging decisions. ### Genre Top-down action-survival shooter with a compact arena-escape structure. ### Visual and audio style Stylized 2D gothic silhouettes built from original procedural shapes: charcoal stone, amber warding light, pale ghosts, and violet curses. Audio uses sparse wind, low drones, sharp shot chimes, and distinct attack-warning pulses. ### Platform and technology TBD - final platform was not supplied. The first playable is implemented as a dependency-free HTML5 Canvas browser game for rapid testing, with mouse and keyboard controls. ### Schedule and scope TBD - schedule depends on team confirmation. First-playable scope is one arena, one weapon, one dash, three enemy behavior patterns, three cursed seals, health, score, pause, win, loss, and restart. Metagame, inventory, crafting, narrative scenes, multiplayer, and monetization are out of scope. ### Game world and fiction The Ashlight Order once pinned a living curse beneath three seals. With the order gone and the ruins waking, the last warden enters carrying a lantern that can expose spirits and fracture the seals. Breaking them opens the exit but releases stronger manifestations, so every victory makes the final escape more dangerous. ## Detailed and Game Systems Design ### Core loops **Core loop** 1. Read enemy telegraphs, projectile lanes, and seal positions. 2. Move and dash to avoid contact and cursed volleys. 3. Aim the warding light to reveal and damage the highest-priority threat. 4. Break seals while controlling nearby ghosts. 5. Reach the opened exit after all three seals fall. **Secondary systems** - Health and brief post-hit invulnerability. - Score and completion-time tracking for replay value. - Pause, restart, procedural effects, and lightweight audio feedback. ### Objectives and progression Win by destroying all three cursed seals and entering the opened exit. Lose when health reaches zero. Each destroyed seal advances the encounter and alters the threat mix rather than adding a separate progression economy. All tuning is a prototype assumption and remains unvalidated until playtested. ### Game systems - Eight-direction movement with collision against ruin walls. - Mouse aim and continuous warding-light fire. - A cooldown dash with brief invulnerability and nearby projectile cleansing. - Three readable enemy patterns: chase, ranged volley, and telegraphed charge. - Three destructible seals that influence spawning and open the exit. - Health, damage feedback, scoring, pause, win, loss, and restart states. - Directional light, particles, screen shake, and procedural sound for immediate feedback. ### Interactivity - **Perceptual:** Read color-coded telegraphs, projectile paths, enemy silhouettes, seal health, and the directional light cone. - **Short-Term Cognitive:** Continuously choose whether to aim at a ghost, commit damage to a seal, reposition, or spend the dash cooldown. - **Long-Term Cognitive:** Learn spawn rhythms, enemy tells, safe routes around walls, and the best order for attacking seals across repeated attempts. - **Emotional:** Build dread through limited visibility and relief through crisp banish, dash, seal-break, and escape feedback. - **Social:** TBD - no social play is included in the first playable; score sharing can be evaluated only after the solo loop proves fun. - **Cultural:** Uses haunted-ruin and warding-light motifs without relying on a licensed setting; cultural framing needs review if the fiction is expanded. ## Validation and open questions Validation result: pass. Required field count: 14. Concept statement length: 235 characters. Unique selling point count: 3. All six canonical interactivity kinds are addressed. No schedule numbers or unverified comparables are included. Open questions: 1. What audience, age range, and accessibility targets should the final game serve? 2. Should the browser prototype remain the target platform or only serve as a test harness? 3. What team and schedule constraints should replace the current TBD scope note? 4. Does the combined aim, visibility, dash, seal, and enemy-pattern load remain readable in playtests? 5. Which enemy pattern and seal order produce the intended difficulty curve? 6. Is score sharing worth adding after the solo core loop proves fun? ================================================================================ ## Game: Attack on Idol URL: https://vibecode.game/vibe-coded-games/attack-on-idol Source: src/content/games/en/attack-on-idol.mdx ================================================================================ Description: Attack on Idol is a 3D action RPG where you venture through elemental stages, defeating waves of hostile monsters and powerful bosses to unlock higher difficulty tiers Developer: KuingBoy Developer slug: kuingboy AI tools: Verse8 Genres: action, rpg Engines: Verse8 Play URL: https://verse8.io/a6A5D7s Published: 2026-03-30 Community score: 0 ## Description Between battles, increase your strength by upgrading equipment, merging items, and utilizing a gacha system for rare gear. Recruit a pet companion to provide tactical support in combat, and purchase consumable buffs from village shops to gain advantages in tougher encounters. ## Gameplay **Goal:** Protect the village by defeating waves of enemies and bosses. Unlock Infinite Abyss for endless survival, or grind earlier stages with upgraded gear to climb the leaderboard. **Mechanics:** - Press forward (W or ↑) to advance through stages and automatically attack enemies in your path. - Defeat bosses to clear stages and unlock progressively harder difficulty levels. - Build combo chains by attacking without pausing to fill your Skill Gauge faster. - Unleash a Skill attack when your Skill Gauge is full for massive damage output. - Upgrade equipment in your Inventory to increase weapon and gear stats. - Merge items together to create stronger gear with enhanced abilities. - Equip and level up pets that fight alongside you. - Purchase consumable buffs from village shops: Desserts for ATK and CRIT, Burgers for Max HP, and Convenience Store items for quick recovery. ## Key Features - **Unique Stages:** Forest of Echoes, Frozen Tundra, Deep Sea Abyss, Golden Ruins, Canyon of Fire, and Demon Castle, each with 10 difficulty levels. - **Infinite Abyss Endless Mode**: Unlock Stage 7 to play a special endless mode. Survive as long as possible and compete on the leaderboard. - **Equip and Upgrade Pets:** Attack (damage), Heal (HP recovery), Poison (damage over time), Paralyze (stun), and Knockback (push) abilities provide combat support. - **Combo and Skill System:** Chain attacks build combos, fill your Skill Gauge, and unleash devastating power attacks. **Village Hub:** Visit shops for gear, food buffs, random equipment, rare accessories, and mini-games. ## What Makes It Stand Out Attack on Idol strips action RPG combat to its essentials: press forward, manage positioning, react to boss patterns. The combo system rewards aggressive offense while the Skill Gauge creates high-stakes moments for overwhelming power bursts. Six distinct stages and ten difficulty levels per stage mean hundreds of encounters before hitting a ceiling. Infinite Abyss offers no ceiling at all. The pet system transforms combat from solo repetition into team dynamics, changing how you approach each stage. ## How AI Is Used Verse8 provided the full development environment and 3D game engine. ================================================================================ ## Game: Bank or Plank URL: https://vibecode.game/vibe-coded-games/bank-or-plank Source: src/content/games/en/bank-or-plank.mdx ================================================================================ Description: Bank or Plank is a tactical pirate board game for 2-4 players where you loot gold, sabotage rivals, and try to bank your bounty before you lose it all in 5-minute cutthroat sprees. Developer: Cosmin Sherban Developer slug: cosmin-sherban AI tools: Verse8, Suno Genres: casual, strategy Engines: Verse8 Play URL: https://verse8.io/B2t8u2N Published: 2026-04-04 Community score: 0 ## Description In Bank or Plank, you’re a pirate captain moving your ship around a 24-tile board on a candlelit tavern table. Roll the dice, land on Bounty Isles for gold, multiply your earnings at the Wager Den, draw Sabotage Cards from Dead Man’s Chests, and steal from rivals you pass through. The catch: gold in your hold can be taken at any moment, and you have to bank it all at the Vault to win. Every tile you hit can mean fortune or peril. Miss your window, walk the plank. ## Creator background A prolific builder, Wabbs has created 20 games on Verse8, several of which have earned thousands of plays. His game Bank or Plank won 1st place at the YGG x Verse8 Casual Degen game hackathon at Korea Buidl Week’s BuidlHack 2026. As part of his winnings, he received 2,000 Verse8 credits, which he gave back to the community to support Verse8 rookies. [Follow on X](https://x.com/CosminSerban10) ## Gameplay **Goal:** Roll the dice and move around a 24-tile circular board to get to the Vault. First to bank 150 gold at the Vault or whoever has the most banked after 5 minutes wins. **Mechanics:** - Roll to move. Make a wish before rolling to influence your result. - Land on Bounty to earn gold, Wager to multiply or halve your hold, or Chest to draw Sabotage Cards. - Use Sabotage Cards to steal from other pirates as you pass them or disrupt their plans. - Gold in your hold is always at risk from rivals and perils like the Maelstrom and Tides. ## Key Features - **Easy to Learn:** Simple mechanics with deep tactical richness. - **Ship Builder:** Progress and build your ship with gacha pulls, part upgrades, and fusion. Optimize across 8 ship stats and 5 gear sets with unique bonuses. - **Ongoing Challenges:** Daily quests, bounty contracts, and achievements give you goals to chase. - **Dynamic Narration:** Narrated action brings every move to life. ## What Makes It Stand Out? Bank or Plank’s simple roll-and-move core pairs with genuine tactical depth. Anyone learns it instantly, but ship building, sabotage timing, and the Dice Wish mechanic influence how sessions unfold. Every game feels unique because there’s no “perfect” strategy. Success comes down to how you react on the fly to the unpredictable, cutthroat choices of the other pirates in the lagoon. ## How AI Is Used Perplexity was used to generate the initial game design document, establishing core mechanics and conceptual framework. Verse8 handled full development and procedural generation, eliminating the need for external 3D assets or textures. Suno was used to compose the music. ================================================================================ ## Game: BEAT THE SCROLL URL: https://vibecode.game/vibe-coded-games/beat-the-scroll Source: src/content/games/en/beat-the-scroll.mdx ================================================================================ Description: Train your focus by tapping important notifications and ignoring distractions before time runs out Developer: DaveWeb3Saint Developer slug: daveweb3saint AI tools: Verse8, Minds Genres: arcade, casual Engines: verse8 Runtime Play URL: https://verse8.io/dl/games/B8b4Z2g Published: 2026-07-25 Community score: 0 **Beat the Scroll** Every day, we’re flooded with notifications competing for our attention. **Beat the Scroll** turns that challenge into a fun, fast-paced game that tests your focus. You have **60 seconds** to tap important notifications like meeting reminders, deadlines, family calls, and bank alerts while ignoring distractions such as memes, viral videos, social media likes, and random notifications. Every correct decision increases your **Focus Score**, while mistakes cost points and Focus Hearts. As the timer counts down, notifications appear faster, making it harder to stay focused. Build combos, collect power-ups, and see how long you can stay in control under pressure. At the end of each run, you’ll receive a personalized summary showing your Focus Score, completed tasks, distractions ignored, and a daily insight to encourage better focus habits. ## Can you beat the scroll and prove your focus? ================================================================================ ## Game: BIG-BANG URL: https://vibecode.game/vibe-coded-games/big-bang Source: src/content/games/en/big-bang.mdx ================================================================================ Description: 🎮 Um jogo indie feito do zero. Big Bang combina diversão, desafios e uma experiência rápida para jogar a qualquer hora, sem precisar instalar nada. Developer: patrick Developer slug: patrick AI tools: HERMES AGENT Genres: stealth, fighting, management Engines: HTML5 Canvas Play URL: https://patrickmpk.github.io/big-bang/ Published: 2026-07-17 Community score: 0 🌌 Big Bang Um jogo indie em desenvolvimento para navegador. ✨ Feito com paixão. 🎮 Fácil de jogar, difícil de dominar. 🚀 Feedback é sempre bem-vindo. ================================================================================ ## Game: Black Hole Survivor URL: https://vibecode.game/vibe-coded-games/black-hole-survivor Source: src/content/games/en/black-hole-survivor.mdx ================================================================================ Description: Black Hole Survivor is a top-down auto-shooter set in a circular arena collapsing around a central black hole. Survive various stages as the playfield shrinks after every boss kill. Developer: shkimkim1919 Developer slug: shkimkim1919 AI tools: Verse8, Claude Genres: casual Engines: Verse8 Play URL: https://verse8.io/G3C9N9e Published: 2026-05-10 Community score: 0 ## Description Pick one of four pilots, each with a distinct fire pattern, and navigate the tightening arena through a roguelike draft of upgrade cards. WASD only, no clicks to shoot — every decision lives in three choices: which pilot you bring, which upgrades you draft, and where you stand. Proximity to the center means danger, but it's also where your damage amplifies most. Three game modes let you pace the experience your way: Campaign, Quick Run, and Endless. ## Gameplay **Goal:** Survive multiple stages and defeat bosses as the arena shrinks around you. **Mechanics:** - Move with WASD or arrow keys. Your weapon fires automatically, so every choice is about positioning. - Clear stages by eliminating enemies. Boss encounters escalate the challenge and shrink the arena. - Draft upgrade cards after each stage to build your run's direction. - Navigate toward the center black hole where your projectiles gain bonus damage, but direct contact is fatal. - Choose your pilot and fire pattern: Starfire fires in four directions, Tempest unleashes a rapid stream, Blaster lobs explosive shells, or Cyclone launches orbiting projectiles. - Earn gold to unlock permanent progression that carries between runs. ## Key Features - **Shrinking Arena:** The playfield contracts after every boss, creating a tightening difficulty curve where positioning becomes your only real decision. - **Danger Equals Power:** The black hole at the center kills on contact but amplifies your damage. - **Choose Your Pilot:** Each character fires in a unique pattern and unlocks signature upgrades. - **Dynamic Upgrade Draft:** Cards reshape throughout your run, with early picks laying foundations and late picks unlocking powerful combinations. - **Three Play Modes:** Campaign offers the full experience, Quick Run fits into shorter sessions, and Endless pushes your survival time for leaderboard competition. - **Accessible for Everyone:** Colorblind modes, reduced-motion options, and responsive design for comfortable long-term play. ## What Makes It Stand Out Black Hole Survivor inverts how auto-shooters build tension. Instead of throwing more enemies at you, the arena itself becomes your opponent by contracting after each boss. The space you have shrinks steadily, forcing you into tighter, more dangerous positions where every pixel of positioning matters. The twist is that your greatest danger is also your greatest power. The black hole at the center kills instantly on contact, but it's also where your projectiles hit hardest. This paradox shapes everything: you're drawn toward the center by necessity, and every run becomes a dance between safety and damage. ================================================================================ ## Game: BODY//KNOT URL: https://vibecode.game/vibe-coded-games/body-knot Source: src/content/games/en/body-knot.mdx ================================================================================ Description: BODY//KNOT is a short biological-horror arcade game where you cross your own living chain to assimilate cells, survive severing attacks, and bind the Host Core while an eye tracks your cursor. Developer: Marcos Beltrão Developer slug: marcos-beltr-o AI tools: ChatGPT, Minds, Gemini Genres: arcade, puzzle, strategy, horror Engines: HTML5 Canvas Play URL: https://body-knot.vercel.app Community score: 0 BODY//KNOT is a short biological-horror arcade game built entirely around a continuous 32×32 host interface. Move a segmented parasite with the keyboard, cross your own living chain to close knots around immune cells, and use the mouse Focus to gather larger captures. A Cutter can telegraph and sever your body, leaving necrotic scars behind. After the host recognizes the hand controlling the parasite, the cursor becomes part of the threat: bait the Observer’s attacks away from your chain while completing one final knot around the Host Core. The game is free, desktop-first, playable without login, and includes captions, volume controls, reduced motion and contrast options. ## Controls - `WASD` or Arrow Keys — move - `Space` — dash - Mouse — gather cells and distract the Observer - `Esc` — pause ## Game Designer Mind usage note The Game Designer Mind was a recurring design collaborator across the project lineage that evolved from PATCH32 into BODY//KNOT. After an early prototype failed playtesting, it reframed the fantasy around an infected 32×32 system and an immune response, explored reactive cable topology, and repeatedly reviewed the design for strategic depth, first-90-second clarity, accessibility, minimalism and Game Jam judge impact. Several Mind-recommended prototypes were implemented and later rejected when testing showed they were too passive or shallow. BODY//KNOT retained the strongest foundations—parasite pressure, living connections, severance, constrained short-form play and a system that becomes visibly alive—while the final self-knot mechanic, Focus cursor, eye reveal, Host Core finale, implementation and release decisions remained under human direction with support from ChatGPT and Codex. Selected collaboration evidence: [https://github.com/k1ngS/body-knot/blob/main/docs/README.md](https://github.com/k1ngS/body-knot/blob/main/docs/README.md) The linked evidence contains selected screenshots from the Game Designer Mind conversations, including the immune-system redesign, reactive cable topology, first-90-second review, accessibility decisions and the “system becomes alive” direction. The evidence also clearly distinguishes the Mind’s contributions from the final mechanics and implementation developed under human direction. ## Credits Design and Development — Marcos Beltrão / Shadowchar Studio Game Design Collaboration — Game Designer Mind / Minds by Animoca Brands Development Assistance — ChatGPT, OpenAI Codex and ChatGPT Game Studio Voice — Gemini Text-to-Speech Voice Direction and Audio Editing — Marcos Beltrão Original Procedural Sound Design — Marcos Beltrão with ChatGPT ================================================================================ ## Game: BombIdle URL: https://vibecode.game/vibe-coded-games/bombidle Source: src/content/games/en/bombidle.mdx ================================================================================ Description: Is a nostalgic idle adventure packed with bombers, pets, upgrades, collectibles, and nonstop progression. Build your team, grow stronger, and enjoy the classic arcade spirit—even while you are away! Developer: EuSouOGiba Developer slug: eusouogiba AI tools: Claude Genres: idle Engines: HTML5 Canvas, 2D API Play URL: https://bombidle.com Published: 2026-07-12 Community score: 0 **Bomb Idle** is a browser-based, fully-idle bomber RPG where your squad of pixel-art heroes fights, farms and grows **24 hours a day — even while you sleep**. Inspired by the golden age of grid-bomber action and the addictive progression of modern idle games, Bomb Idle strips away the busywork and keeps the dopamine: you build the perfect team, gear them, breed pets, complete an ever-growing album, climb worlds, and watch the numbers go up. Then you close the tab, come back six hours later, and open a treasure chest overflowing with everything your bombers earned while you were gone. But the real story of Bomb Idle isn't the genre — it's how it was made. **This entire game — every line of client and server code, the pixel-art sprites, the 300-card sticker album, the economy math, the anti-cheat system, the game design document, even the marketing — was built in roughly four days by one person working hand-in-hand with AI.** No game engine off the shelf. No team. No publisher. A lawyer-turned-developer and a set of AI models, shipping a live, monetized, server-authoritative multiplayer economy that thousands of real players are hammering right now. Bomb Idle is a living proof-of-concept: that a solo creator, armed with the right AI collaborators and a clear vision, can build the kind of game that used to require a studio. It is playable today, in any browser, with nothing to download. Log in with Google or Discord, and your bombers are already fighting. The game launched into an open Pré-Alpha and immediately grew to hundreds of concurrent players. It runs a real economy with a burnable global pool, a premium currency (BombCoin), on-chain purchases, a VIP tier, gacha, an in-game marketplace, guilds, a PvP arena, a stat-boosting sticker album, a bestiary, and an event engine — all of it validated **server-side** so that the client is, quite literally, "just the art." Bomb Idle is not a tech demo. It is a shipped product, iterated live, in front of a community that reports bugs on WhatsApp and gets fixes deployed the same hour. If you want to see what one human and AI can do together in four days, open the tab. The bombers are waiting. ================================================================================ ## Game: BOUNCE URL: https://vibecode.game/vibe-coded-games/bounce Source: src/content/games/en/bounce.mdx ================================================================================ Description: Bounce is a classic 2D platformer game that was originally popular on early Nokia mobile phones. The game follows a simple but engaging concept where the player controls a small red ball that moves Developer: Ytbesope Developer slug: ytbesope AI tools: Minds Genres: platformer Engines: HTML5 Canvas, Unity, Phaser Play URL: https://magical-toffee-43c8a5.netlify.app/ Community score: 0 The core gameplay loop of Bounce revolves around simple but engaging moment-to-moment actions. Players control a red ball that moves left and right and jumps across platforms while being affected by realistic physics and gravity. As players progress through each level, they must carefully time their jumps, avoid obstacles like spikes and moving hazards, collect rings scattered across the map, and make their way to the exit door. The challenge comes from mastering movement, reacting quickly to level design, and maintaining control of the ball’s bouncing physics while navigating increasingly difficult environments. Key features of the game include smooth physics-based movement that gives the ball a natural bouncing feel, multiple levels with progressive difficulty, and a variety of obstacles such as spikes, moving platforms, water zones, and enemies. The game also includes collectible rings, a scoring system, a lives system, checkpoints for respawning, and simple but effective UI elements like a main menu, pause menu, and level selection. Additional features such as power-ups, hidden areas, and optional challenges help keep gameplay fresh and rewarding. What makes this game stand out is its nostalgic inspiration combined with modern polish. It captures the simplicity and charm of the original Nokia Bounce game while enhancing it with smoother controls, better physics, improved visuals, and cross-platform play on both mobile and PC. The balance between retro design and modern responsiveness creates a familiar yet upgraded experience that appeals to both old fans and new players. AI Tool used: Minds by Animoca AI was integrated into the development process primarily in the coding phase. It assisted in generating the core game logic, including player movement, physics systems, collision detection, and input handling. AI also helped speed up development by providing structured code, suggesting optimizations, and assisting with rapid iteration, making it easier to refine gameplay mechanics and ensure a smooth, functional experience. ================================================================================ ## Game: CARBON URL: https://vibecode.game/vibe-coded-games/carbon Source: src/content/games/en/carbon.mdx ================================================================================ Description: A survival game where your own trail is the enemy. Every tile you cross bleeds into wet ink, and the ink spreads. Outrun the stain you leave behind, or be swallowed by where you have a Developer: Eagle Developer slug: eagle AI tools: Minds, Claude Genres: arcade, puzzle, strategy Engines: HTML5 Canvas Play URL: https://carbon-amber-two.vercel.app/ Published: 2026-07-24 Community score: 0 ## Gameplay Mechanics You are a single point of crimson ink moving across a 32×32 page. You never stop moving, and you cannot cross your own path. Every tile you leave behind starts to bleed: first a faint damp wash, then, after a delay, solid wet ink that kills on contact. Wet ink spreads outward on its own, tile by tile, so the longer a run lasts the more of the page turns lethal. Marks appear on clean paper. Reaching one scores a point and cleans the ink from the area around it, the only way to win back ground. Reach a mark without touching any damp tile and it scores double and clears a wider area. Leave a mark uncollected and it ripens, growing the amount of board it will reclaim. Controls are one thing: direction. Arrow keys or WASD on desktop, swipe on mobile. Death is instant, the exact tile that killed you flashes crimson so you always understand why, and restart is immediate. ## What Makes It Stand Out Every other survival game gives you an external enemy to run from. CARBON makes the enemy the space you have already used. The threat is not chasing you, it is being generated by you, one step at a time, and it never forgets where you have been. That single inversion changes how you think: you stop reacting and start composing, carving deliberate clean corridors through a page you are simultaneously ruining. It could only exist at this scale. On an endless field you would run forever; the 32×32 page is what makes your own trail close the walls in. And it does not look like anything else in the field: while the genre defaults to dark screens and neon, CARBON is warm paper and a single stroke of crimson ink. **How AI Was Integrated** Two AI tools were core to building CARBON, each in a distinct role. Minds (a Game Designer Mind from [hellominds.ai](http://hellominds.ai)) was the design critic and shaped the game's direction, not just its details. It was used as a working collaborator across the build: it pressure-tested the scoring curve, diagnosed why an early version of the game died by slow attrition rather than by player error, and directly informed the reclaim-and-ripen risk-reward layer that fixed it, the mechanic where collecting a mark cleans a chunk of the board and an uncollected mark ripens for a bigger reclaim. An earlier puzzle-based concept was designed with the Mind, playtested, judged not fun, and deliberately discarded in favour of the trail-and-ink survival loop that shipped. The Mind's most valuable contribution was judgement: repeatedly cutting scope and killing ideas that diluted the single hook. Claude was the engineering partner and wrote the codebase, a hand-built deterministic Canvas2D engine in TypeScript with a fixed 60Hz simulation, chosen so the game's timing is bit-exact and reproducible. It implemented every system from movement and ink-spread to the synthesized WebAudio sound, and iterated through the design and tuning passes by hand. The throughline of both: the game does one thing completely, because the AI collaboration was used as much to remove features as to add them. ================================================================================ ## Game: Chef's Quest: The Hidden Flavors URL: https://vibecode.game/vibe-coded-games/chef-s-quest-the-hidden-flavors Source: src/content/games/en/chef-s-quest-the-hidden-flavors.mdx ================================================================================ Description: It's a casual cooking adventure where players explore different worlds, discover rare ingredients, create unique recipes, and take on challenges to become the ultimate Master Chef. Developer: Ayiiford Developer slug: ayiiford AI tools: Claude, Hellominds Genres: adventure, casual Engines: GameMaker Play URL: https://sites-moca.ethoswarm.ai/ayiiford-1/chefs-quest/play Community score: 0 - Discover rare ingredients, create unique recipes, and take on challenges to become the ultimate Master Chef ================================================================================ ## Game: Clipstorm: Viral Rush Arena URL: https://vibecode.game/vibe-coded-games/clipstorm-viral-rush-arena Source: src/content/games/en/clipstorm-viral-rush-arena.mdx ================================================================================ Description: Survive a live algorithm arena, collect hype shards, graze danger for combo, complete clip missions, and trigger Beat Drop to turn one chaotic run into a viral score chase. Developer: virtual vandal Developer slug: virtual-vandal AI tools: Claude Genres: action, arcade Engines: HTML5 Canvas Play URL: https://ygg-game.vercel.app/ Community score: 0 Clipstorm: Viral Rush Arena Submission ## Basics Game title: Clipstorm: Viral Rush Arena Short description: Survive a live algorithm arena, collect hype shards, graze danger for combo, complete clip missions, and trigger Beat Drop to turn one chaotic run into a viral score chase. ## Categorization Genres: - Action - Arcade - Sci-Fi AI tools: - ChatGPT Game engines: - HTML5 Canvas ## Platform & Play Play mode: - Single Player Platforms: - Web Browser Pricing: - Free ## Links & Dates Play URL: Use your deployed Netlify URL here. Do not use localhost. Published date: 07/15/2026 ## Game Page Body Clipstorm: Viral Rush Arena is a fast browser arcade game about surviving inside the algorithm while a live audience reacts to every risky move. You control a glowing stream ship in a neon arena, collecting hype shards, dodging hazards, and grazing close to danger to build combo. The core loop is simple: move with mouse, touch, WASD, or arrow keys; collect hype; avoid direct hits; complete the active clip mission; and press Space or the Beat button when hype reaches 100%. Beat Drop clears nearby threats, restores momentum, and creates the big score spike that makes each run feel shareable. Each run escalates with rotating events like Gold Rush, Laser Trend, Clone Chase, Blackout Stage, Magnet Storm, and Algorithm Boss. Clip missions give the player clear short-term goals such as collecting shards, grazing danger, reaching combo targets, growing the viewer count, and landing a perfect Beat Drop. What makes Clipstorm stand out is that the leaderboard chase is built directly into the fantasy. You are not just dodging shapes; you are trying to make a run look viral in real time, with live chat reactions, viewer growth, combo callouts, screen shake, neon stage visuals, and quick replay energy designed for short attention spans. ================================================================================ ## Game: Clock In: The Adventure URL: https://vibecode.game/vibe-coded-games/clock-in-the-adventure Source: src/content/games/en/clock-in-the-adventure.mdx ================================================================================ Description: You're a wage-delver on a foggy dungeon plot. Push for gold, retreat when you're bleeding, and punch out by extracting the floor key. Developer: GaspodeWD Developer slug: gaspodewd AI tools: ChatGPT, Cursor, Minds Genres: arcade, puzzle, adventure, casual, roguelite Engines: HTML5 Canvas Play URL: https://gaspodewd.itch.io/clock-in-the-adventure Community score: 0 ## Gameplay Mechanics Clock in at the gate camp, then click fog tiles to reveal the plot for free. Deeper colour-coded rings mean richer gold and nastier fights. Combat is optional pressure: roll your shield dice against enemy skull dice, then choose fight, retreat, or spend gold on the next shift’s gear. Camp healing costs a day. Win by finding the floor key and extracting through the exit gate — not by killing a boss. Clear floors to unlock deeper levels with sliding depth bands. ## Key Features - Fog-map delve on a 32×32 jam plot (played as parcels) - Dice-vs-dice combat you can avoid or retreat from - Gate-camp shop: hearts, dice, scout, lucky charm - Floor-key extract win condition + exit gate - Sliding depths across floors (shallow danger drops off as deeper work opens) - Meta Fortune bank between shifts - Free browser play — no login **Unique Selling Point** You’re not a chosen hero — you’re a broke wage-delver on the clock. The hook is workplace fantasy in a dungeon: the win is punching out with the key and banking take-home pay, while exploration stays free and combat stays a job hazard you can refuse. Built with a three-Mind council (engage / market / cost) plus Cursor implementation for the VibeBlitz plot jam. ================================================================================ ## Game: CODE//GUARD URL: https://vibecode.game/vibe-coded-games/code-guard Source: src/content/games/en/code-guard.mdx ================================================================================ Description: CODE//GUARD: defend a literal 32-tile territory by typing words to destroy descending enemies before they breach. Mistakes burn tiles. Features boss fights, difficulty scaling, and a live leaderboard. Developer: Tofu Developer slug: tofu AI tools: Minds, Claude Genres: action, arcade, sci-fi Engines: HTML5 Canvas Play URL: https://code-guard-vibeblitz.netlify.app/ Published: 2026-07-27 Community score: 0 Here's ready-to-paste content for each section: #### Gameplay Mechanics CODE//GUARD is a typing-survival game built around one core loop: type the word displayed above each incoming enemy to destroy it before it reaches your territory. Your territory is a literal 32-tile strip — the direct expression of the jam's 32×32 constraint. Every typing mistake burns one tile; total loss, or a single enemy reaching your line, ends the run immediately. Controls are entirely keyboard-based: just type. Once a keystroke matches an enemy's next letter, you're locked onto that target until it's destroyed or you make a mistake. Press Escape (or tap the pause icon) to pause anytime. #### Key Features - **Real difficulty engine** — word selection is driven by a computed typing-difficulty score (length, rare letters, repeated letters, QWERTY hand/finger transitions), rising on a smooth 5-phase curve instead of just spawning enemies faster - **Three distinct boss encounters** — AEGIS-WALL (multi-stage word sequence, randomized every fight), GLITCH-PHANTOM (multiple simultaneous words, only one is the real rotating target), and VELOCITY-CORE (strict sequence under a shrinking time limit) - **Skill-based scoring** — every kill scores Base (word length) + Speed bonus + Accuracy bonus + Combo multiplier, rewarding precision and pace, not just survival time - **Territory integrity system** — staged Stable → Warning → Critical → Emergency states, with kill-milestone tile regeneration letting skilled play reclaim lost ground - **Live shared leaderboard** — real-time via Supabase, tracking each player's personal best - **Fully procedural audio** — cyberpunk pad, bass pulse, and arpeggio music plus all sound effects generated live via Web Audio, zero external audio files #### What makes your game stand out from others in its genre? The 32-tile territory bar isn't a stylized health bar — it's the literal jam constraint made into the core stake of the game. Every design decision loops back to it: mistakes burn real tiles, skilled streaks reclaim them, and the "Territory Integrity" status genuinely shifts the game's intensity as you get closer to losing. Combined with a typing-difficulty engine that scores words by actual keyboard awkwardness (not just length) and three mechanically distinct bosses that each demand a different kind of pressure — prioritization, timing, or endurance — it pushes the typing-survival genre past "type fast, survive longer" into something with real decision-making depth. #### AI Tools Used Game Designer Mind (Minds by Animoca Brands), Claude #### How AI was integrated into the development process Game Designer Mind was used across six production stages: game identity and naming, core word-tier generation for the typing-difficulty engine, enemy archetype design (visuals and mechanics for all four ship types), UI flavor text, boss encounter naming and flavor text for all three bosses, and the expert-tier/boss-exclusive word lists used in late-game and boss content. Claude was used for the full implementation — game engine, rendering, boss state machines, the difficulty-scoring system, Supabase backend integration, and UI/UX — translating GDM's design and content decisions directly into working gameplay systems rather than using them as cosmetic flavor only. ================================================================================ ## Game: Coin Cascades URL: https://vibecode.game/vibe-coded-games/coin-cascades Source: src/content/games/en/coin-cascades.mdx ================================================================================ Description: Coin Cascade is a browser-based strategy puzzle game built around the 32×32 challenge. Drop a coin, create expanding ripples, and position collector tiles to maximize your score. Every move matters Developer: Dharmie Developer slug: dharmie AI tools: ChatGPT, Bolt, Minds Genres: puzzle, strategy Engines: HTML5 Canvas Play URL: https://coin-cascade-browser-bxiu.bolt.host/ Community score: 0 **How to play** You drop golden coins onto an 8×8 grid. Each coin lands with a satisfying thunk, then sends ripples outward in expanding square rings ring 0 (the tile itself), ring 1 (the 8 surrounding tiles), and so on out to ring 4. Scattered across the board are teal gem collectors, each with a few charges. When a ripple reaches a gem, it's captured and you score points based on which ring hit it: - Ring 0 (direct hit): 64 points - Ring 1: 16 points - Ring 2: 4 points - Ring 3: 1 point - Ring 4: 0 (too far) So landing directly on a gem pays the most, but you can also snipe gems from a distance by landing nearby and letting the ripples reach them. **Combos** Captures chain into combos. If you capture again within a short time window, your combo multiplier rises (each step adds 25% to the captured value), and a banner shows your streak. Higher combos also mean a bigger screen shake, brighter particle bursts, and a rising arpeggio sound. Your best combo is tracked for the final scorecard. **Turns and win condition** You get a fixed number of drops (turns). Each gem has limited charges, so a single gem can be captured multiple times before it goes dark. The game ends when you've used all your turns and every ripple has settled. Your final score is saved to a Bolt Database-backed leaderboard. ## Key features - **Coin-drop animation** — coins fall from above with a shadow and squash, then impact with a flash, dust, and shockwave. - **Ripple system** — expanding square rings with eased glow that decay smoothly. - **Combos** — chained captures with a multiplier, banner, and escalating audio/visual reward. - **Juice** — value-scaled screen shake, spark + rotating star particles, shockwave rings, and impact dust. - **Procedural audio** — all sounds (drop whoosh, impact thunk, capture chime, combo arpeggio) are synthesized live with the Web Audio API; no audio files. - **Pixel-art cover** — an inline-SVG cover image on the start screen. - **Leaderboard** — scores persist to Bolt Database and show the top entries. - **Responsive** — the board and HUD scale from mobile to desktop, with a mute toggle ================================================================================ ## Game: Color Circuit URL: https://vibecode.game/vibe-coded-games/color-circuit Source: src/content/games/en/color-circuit.mdx ================================================================================ Description: Color Circuit is a fun memory puzzle game where players match pairs of colorful fruit cards. Complete all matches as quickly as possible while earning the highest score. Developer: NBA Developer slug: nba AI tools: ChatGPT, Verse8 Genres: puzzle Engines: HTML5 Canvas Play URL: https://harunjack006-commits.github.io/color-circuit/ Published: 2026-07-25 Community score: 0 **Color Circuit is a fun memory puzzle game where players flip cards to find matching fruit pairs. Test your memory, improve your focus, beat the timer, earn the highest score, and challenge yourself to complete every level as quickly as possible.** ================================================================================ ## Game: Come -Come URL: https://vibecode.game/vibe-coded-games/come-come Source: src/content/games/en/come-come.mdx ================================================================================ Description: COME COME is a retro maze game where a brave cat collects fragments, escapes enemies, unlocks equipment, and faces the Vault Guardian. Developer: Shakal Developer slug: shakal AI tools: ChatGPT, Minds Genres: action, arcade Engines: Custom HTML5 Canvas Engine Play URL: https://playcomecome.netlify.app/ Published: 2026-07-21 Community score: 0 ## Gameplay Mechanics Guide Come Come through colorful 32×32 tile mazes, collect every energy fragment, avoid dangerous rats, and use temporary power-ups to turn the chase in your favor. Move with the Arrow Keys or WASD on desktop, or use the touch controls and swipe gestures on mobile. Complete each maze to unlock the next level. Players must manage three lives, find reward chests, equip useful items, improve abilities, and face increasingly difficult enemies. The final challenge is the Vault Guardian, a powerful boss protected by energy shields. ## Key Features - Five handcrafted maze levels and a final boss arena - Campaign, Endless, Daily Challenge, and Idle modes - Temporary power-ups, equipment, upgrades, and reward chests - Auto Core system for replaying completed levels automatically - Three lives, scoring, achievements, skins, and progression - Nickname profiles and a local high-score ranking - Ranking records score and completion time - Keyboard, touch controls, and swipe support - English, Portuguese, and Spanish language options - Progress and high scores saved using localStorage ## What Makes the Game Stand Out? COME COME combines the fast and accessible gameplay of a maze-chase arcade game with progression systems commonly found in idle and adventure games. Players can enjoy a completely manual arcade experience, improve their equipment over time, or unlock the Auto Core to replay completed stages automatically. Its cheerful cat protagonist, neon environments, giant rat enemies, rewards, multiple game modes, and final boss create a playful experience with both short-term action and long-term progression. All characters, gameplay systems, maps, interface elements, and visual concepts were created specifically for this project. ## AI Tools Used - ChatGPT by OpenAI - OpenAI image generation tools - Game Designer Mind on VibeCode How AI Was Integrated Into the Development ProcessThis game was developed entirely with the support of artificial intelligence, with **Game Designer by**[**Hellominds.ai**](http://Hellominds.ai) playing the central role throughout the project.[Hellominds.ai](http://Hellominds.ai) was responsible for creating the game’s initial foundation, defining the full project scope, organizing the development roadmap, and establishing the main gameplay systems, progression structure, mechanics, and implementation stages. It served as the primary creative and strategic tool behind the game’s concept and overall direction.During development, AI supported game design, gameplay balancing, JavaScript programming, interface creation, procedural audio, multilingual content, mobile controls, enemy behavior, pathfinding, automated movement, save systems, and debugging.After the core version was developed through [Hellominds.ai](http://Hellominds.ai), ChatGPT was used as a complementary technical tool to review the project, identify and fix errors, improve existing mechanics, implement additional features, refine the interface, and complete the final polishing process.AI also helped resolve issues involving disconnected maze areas, pause and resume behavior, keyboard input conflicts, menu organization, automatic movement, nickname registration, and local ranking data.Image-generation tools were used to explore the game’s visual identity, promotional cover artwork, and character concepts. All generated elements and technical improvements were reviewed, tested, adjusted, and integrated into the final project to ensure a consistent and playable experience. ================================================================================ ## Game: CoreFall URL: https://vibecode.game/vibe-coded-games/corefall Source: src/content/games/en/corefall.mdx ================================================================================ Description: CoreFall is a fast, no-login browser arena FPS built for complete six-minute runs and instant rematches. The jam's 32×32 plot constraint becomes one bounded orbital combat module: the Wrack Facility. Developer: ryukie Developer slug: ryukie AI tools: ChatGPT, Claude, Minds Genres: action, shooter Engines: WebGL Play URL: https://corefall.pages.dev Published: 2026-07-25 Community score: 0 ## Gameplay Mechanics - Move with WASD, aim with the mouse, and fire with the primary mouse button. - Collect weapons, ammunition, health, and armor while fighting across the WrackFacility. In 5v5 Team Deathmatch, you join four neon-blue allies against five neon-red hostiles. In Free For All, choose a barrage of 5, 10, or 15 independent bots; they fight one another as well as you, producing a true arena battle rather than a firing squad aimed only at the player. - Every match lasts six minutes. Easy, Medium, and Hard change bot aim and movement skill without secretly shrinking the battle. A five-second spawn shield prevents immediate spawn kills and breaks early if you fire. Live team scores or FFA standings, combat feed, hit feedback, and a focused debrief make the entire run readable from first shot to final result. **Key Features** - Two complete solo-versus-bots modes: 5v5 Team Deathmatch and Free For All. - Independent FFA population controls for 5, 10, or 15 enemies. - Three skill tiers that tune bot performance, not encounter size. - High-visibility neon-red enemies and neon-blue teammates. - Classic arena weapon, ammunition, health, and armor pickups. - Purpose-built crosshair, hit confirmation, kill feed, damage feedback, and mode-aware HUD. - Five-second respawn protection with clear visual feedback. - Six-minute sessions, local personal bests, full debrief, and one-click replay. - Runs directly in a desktop browser with no account or installation. **What makes CoreFall stand out?** CoreFall compresses the speed and chaos of a classic arena FPS into one self-contained 32×32-inspired orbital plot and a clean, judge-friendly browser run. Its key twist is honest combat configuration: population and difficulty are separate controls, so players decide how crowded the arena becomes without weakening the AI. The 15-bot FFA is a living battle of independent combatants, while 5v5 delivers a readable red-versus-blue team war. A unified neo-retro industrial interface carries the same visual language from setup and loading through combat, death, debrief, and instant rematch. **AI Tools Used** Minds by Animoca Brands (Game Designer Mind), OpenAI Codex, and Claude. **How AI was integrated into development** Minds was the game-design and orchestration copilot of production. The Game Designer Mind led the core-mechanics direction, mode and difficulty structure, asset-design briefs, logic decomposition, step-by-step build orchestration, and playtest iteration. Codex and Claude translated that direction into implementation, debugging, runtime validation, interface polish, release packaging, and deployment. AI was used as a continuous design-engineering loop rather than for a single isolated asset: every screen and combat rule moved from design intent to code, automated tests, browser verification, and revision. ================================================================================ ## Game: Cross Walk Chaos URL: https://vibecode.game/vibe-coded-games/cross-walk-chaos Source: src/content/games/en/cross-walk-chaos.mdx ================================================================================ Description: A simple arcade game that tests your timing and reflexes. Cross safely, dodge danger, and chase your highest score. Developer: Bridget Developer slug: bridget AI tools: Minds Genres: arcade Engines: HTML5 Canvas Play URL: https://crosswalkchaosbybridget.netlify.app/ Community score: 0 Crosswalk Chaos Game Overview Crosswalk Chaos is a simple, fast-paced arcade reflex game where the player's goal is to safely cross increasingly busy roads. The challenge revolves around one core mechanic: move only when the light is green and stop immediately when it turns red. The game is easy to learn, difficult to master, and designed for short, replayable sessions. --- Core Gameplay The player starts at one side of the road and must reach the other safely. The traffic light changes between Green and Red at unpredictable intervals. - Green Light: The player can move. - Red Light: The player must stop immediately. Moving during a red light results in a collision with traffic and the run ends. Each successful crossing increases the score and advances the difficulty. --- Core Gameplay Loop Wait → Move → Stop → Cross safely → Score points → Repeat. --- Difficulty Progression The game gradually becomes more challenging by introducing: - Faster and less predictable light changes. - More traffic lanes. - Faster-moving vehicles. - Narrower safe crossing windows. - Bonus objectives for experienced players. The challenge should always come from timing and quick decision-making rather than complicated controls. --- Controls Simple one-touch or keyboard controls. - Move Up - Move Down - Move Left - Move Right The player has full control during green lights but must react instantly when the light changes. --- Scoring Players earn points for: - Successfully crossing the road. - Consecutive perfect crossings. - Fast reaction times. - Maintaining a streak without mistakes. The objective is to achieve the highest score possible. --- Visual Style Bright, colourful, and minimalist. The road, traffic lights, vehicles, and pedestrians should be easy to recognise at a glance. Animations should be smooth and satisfying, making the game enjoyable for players of all ages. --- Audio Simple but impactful sound effects: - Traffic light change. - Car movement. - Footsteps. - Success chime after each crossing. - Crash sound on failure. Background music should be light and energetic. --- Design Goals - Extremely easy to understand. - Playable within seconds. - Short game sessions with high replay value. - One strong gameplay mechanic. - Smooth controls and responsive movement. - Suitable for a compact game jam project. --- Player Experience The player constantly feel the tension between moving quickly to earn points and stopping at exactly the right moment. Every successful crossing should feel rewarding, while every mistake should encourage an immediate retry. The game creates the classic "just one more try" feeling through simple mechanics, increasing challenge, and satisfying gameplay. ================================================================================ ## Game: Daily Dodge challenge URL: https://vibecode.game/vibe-coded-games/daily-dodge-challenge Source: src/content/games/en/daily-dodge-challenge.mdx ================================================================================ Description: A fast paced reflex game where every seconds counts Developer: neroboi Developer slug: neroboi AI tools: Minds Genres: endless-runner Engines: GameMaker Play URL: https://sites-moca.ethoswarm.ai/neroboi/play/daily-dodge Published: 2026-07-26 Community score: 0 Gameplay Mechanics Daily Dodge is a fast-paced endless runner where players dodge moving obstacles and survive for as long as possible. Use the keyboard to switch lanes, avoid hazards, and beat your highest score. Key Features - Endless gameplay - Simple one-touch controls - Increasing difficulty - Global high-score challenge What makes your game stand out? Daily Dodge is easy to learn but difficult to master. Every run feels different as the speed increases, rewarding quick reflexes and perfect timing. That alone will easily exceed the 100-character requirement. ================================================================================ ## Game: Danfo dash URL: https://vibecode.game/vibe-coded-games/danfo-dash Source: src/content/games/en/danfo-dash.mdx ================================================================================ Description: Danfo Dash: One Park, One Rush drops you into one Lagos motor park rendered as a 32×32 grid, where you drive a danfo through an endless rush hour, loading passengers at color coded bus stops Developer: maleekfrenzy Developer slug: maleekfrenzy AI tools: Minds, Claude Genres: racing, simulation, adventure Engines: HTML5 Canvas Play URL: https://sites-moca.ethoswarm.ai/maleekfrenzy/maleekfrenzy/danfodash/rush Published: 2026-07-25 Community score: 0
Danfo Dash - One Park, One Rush
The game in one line: Pilot a Lagos danfo (minibus) through a single motor park on a 32×32 grid. Tap a direction once, the danfo keeps rolling until you redirect or reach a destination.
What makes it stand out
Unique hook: One-tap auto-glide. Where arcade racers demand constant input, Danfo Dash rewards an early commitment and lets the bus roll. Paired with auto-turn at dead-ends (the danfo picks a valid perpendicular direction automatically), the bus behaves like a driver who knows the city - not a cursor on a grid.
Theme: Lagos danfo culture. The motor park, the tight turns, the hustle. Most transport games celebrate sports cars or city buses; this one celebrates a specific, beloved urban transit icon. There's a discovery angle for global players and a clear nostalgia angle for anyone who's ridden a danfo.
Twist: The pace settings - Chill, Normal, Fast. The patience timer and round length are tunable by player and persist between sessions. This is accessibility built into the core, not a difficulty toggle bolted on the side.
Feel: Snappy, low-cognitive-load, mobile-first. The grid is small enough to read at a glance, the inputs are forgiving, and the visual feedback is immediate.
Audience: Casual players who want a quick, satisfying arcade pick-up. Anyone with a Lagos connection for the nostalgia. Transportation and city-sim fans who want a one-screen, one-mechanic experience.
AI tools used and integration
Built end-to-end by maleekfrenzy, a senior game-designer mind running on Ethoswarm:
The build runs on desktop and mobile, persists progress locally, and ships as a single HTML file you can drop into any browser or static host.
================================================================================ ## Game: Degen Brawlers URL: https://vibecode.game/vibe-coded-games/degen-brawlers Source: src/content/games/en/degen-brawlers.mdx ================================================================================ Description: Degen Brawlers is a casual Web3 fighting game where crypto-culture icons throw down in chaotic, ragdoll-style brawls. Developer: Mallam Musa Developer slug: mallam-musa AI tools: Verse8 Genres: action, strategy, fighting, multiplayer Engines: Verse8 Play URL: https://verse8.io/X4G7t9B Published: 2026-05-05 Community score: 0 ## Description Beat wobbly fighters, fast rounds, and skill-based timing that rewards reads, parries, and combo discipline over button-mashing. Every match channels the meme-saturated chaos of trading floors, moon landscapes, and dumpster alleys where bulls, bears, apes, and doges settle their disputes the old-fashioned way: with fists. ## Creator Background Mallam is an indie game developer passionate about arcade-style games and Web3 ecosystems. Mallam uses AI for rapid prototyping, asset generation, and gameplay refinement while focusing on core mechanics and implementation. ## Gameplay **Goal:** Fight 1v1 matches across arcade mode, PvP degen duals, or creator challenges. Earn $BRAWL tokens through wins and streaks, then convert to onchain $DBT for cosmetics and leaderboard climbing. **Mechanics:** - Attack with Jabs (5 damage), Crosses (12 damage), and Kicks (10 damage). - Chain specific sequences like Jab-Jab-Cross to trigger 2x multipliers. - Parry within a tight 150ms window to negate all damage and stun your opponent, creating skill ceiling moments where reads determine advantage instead of ping or luck. - Diminishing returns on repeated attacks drop damage by 15% per repeat with a 40% floor, forcing variety and preventing cheese strategies while the AI actively pattern-reads to counter your playstyle. - Rage mode activates at low health, granting comeback potential and shifting momentum in final round clutch moments. - Best of 3 rounds creates tension where every decision compounds through the series. ## Key Features - **Wobble Physics with Real Skill:**Drunken fighter style with a legitimate timing system that rewards mastery over chaos. - **Three Multiplayer Modes:** Fight AI, challenge friends via shareable room codes, or face Mallam in live arena events for instant $5 prizes. - **HODL or FOLD Token Economy:** Secured winnings lock permanently safe while streak multipliers go up to 4x. ## What Makes It Stand Out Degen Brawlers layers genuine skill depth under drunken fighter humor. The parry window and combo multipliers create a legitimate skill ceiling where timing reads separate winners from button mashers, but the ragdoll brawl keeps things lighthearted. The HODL/FOLD dual-pool economy locks 100 $BRAWL permanently safe for every win, while streak multipliers up to 4x sit in a separate pool that resets on loss, so players get the degen thrill of chasing streaks without actually risking what they've earned. Three distinct modes prevent staleness, and the 8 original crypto-archetype fighters embody degen culture without IP risk. Matches stay tight at 30-45 seconds per round, so sessions feel snappy and replayable. ## How AI IS Used Claude, Verse8, and ChatGPT were used to architect the entire codebase across React components, hook design, and TypeScript implementation. AI image generation produced all character portraits and UI assets from text prompts. Sprite sheet generation created animation grids for fighter moves. AI powered the pattern-reading opponent logic, enabling opponents to read player attack sequences and counter spam without relying on random luck. Documentation and planning were AI-assisted to ensure tournament compliance and prevent scope creep. ================================================================================ ## Game: DRIFT URL: https://vibecode.game/vibe-coded-games/drift Source: src/content/games/en/drift.mdx ================================================================================ Description: A one-input neon arcade survival game where you hold to pull inward, release to drift outward, and thread rotating hazard rings for a new personal best. Developer: virtual vandal Developer slug: virtual-vandal AI tools: Claude Genres: action, arcade, casual Engines: HTML5 Canvas Play URL: https://drift-ecru-seven.vercel.app/ Published: 2026-07-16 Community score: 0 DRIFT is a fast one-input arcade survival game built around timing, pressure, and instant restarts. Gameplay Mechanics You control a glowing dot orbiting a central core. Hold the mouse, spacebar, or touch screen to pull your orbit inward. Release to drift outward. Rotating hazard rings move toward the center, and each ring has narrow gaps you must thread at the right moment. Every cleared ring adds to your score and increases the speed. Key Features - One-input controls that work on desktop and mobile - Rotating, pulsing, reverse, and decoy hazard rings - Instant restart after death for a fast “one more try” loop - Local personal best tracking - Neon canvas visuals with trails, particles, screen shake, and audio feedback - Shareable score card after each run What makes DRIFT stand out? DRIFT turns a simple hold-and-release input into a tense arcade skill test. The player is never managing menus or complex controls; every second is about reading the next gap, committing early, and surviving just one more ring. ================================================================================ ## Game: Dungeon Raising URL: https://vibecode.game/vibe-coded-games/dungeon-raising Source: src/content/games/en/dungeon-raising.mdx ================================================================================ Description: Dungeon Raising is a wave defense game where you command a monstrous horde tasked with protecting a central dark portal from invading human warriors. Developer: heliotrop1024 Developer slug: heliotrop1024 AI tools: Verse8, Claude, Cursor Genres: rpg, strategy, multiplayer, casual, arcade Engines: Verse8 Play URL: https://verse8.io/b6u2g7e Published: 2026-05-30 Community score: 0 ## Description As your slimes and monsters defeat enemies, you earn gold and crystals to spend on Monster Upgrades for attack power and Dungeon Upgrades to boost your core's health and worker capacity. Survive progressive waves, expand your stage capacity, and utilize progression systems like jewel management, forging, and AFK rewards to build your Infamy and climb the ranks. ## Creator Background Daniel [Visit my Github](https://github.com/GRyu1) ## Gameplay **Goal:** Defeat enemies through dungeon runs, collect rewards, and progress through stages by upgrading your character and core defenses. **Mechanics:** - Attack and clear stages by commanding your monster horde against invaders. - Earn gold and crystals from defeated enemies to invest in Monster Upgrades and Dungeon Upgrades. - Equip Jewel NFTs for different effects and customized character progression. - Trade Jewel NFTs through a player-driven Web3 market. - Utilize AFK rewards, jewel management, and forging systems to accelerate progression. ## Key Features - **Dungeon Clicker RPG Gameplay:** Simple, fast, and satisfying combat with clear progression and character growth. - **Restake-to-Play System:** Connect Web3 assets directly to gameplay progression, turning restaked assets into meaningful in-game advantages. - **Jewel NFT System:** Jewel NFTs act as active gameplay tools, creating different effects, strategies, and character builds. - **Player-Driven Web3 Trade Market:** Jewel NFTs can be traded between players, connecting gameplay value, asset ownership, and market activity. - **Web3 Made Simple:** Web3 concepts are woven into gameplay without feeling complicated. - **Diverse Playstyles:** Customize your dungeon progression through Jewel NFT combinations, enabling multiple build paths and strategic choices. ## What Makes It Stand Out Dungeon Raising's "Restake-to-Play" core distinguishes it from traditional clicker RPGs by connecting Web3 value creation directly with gameplay progression. Players don't simply click and level up but restake assets, earn strategic advantages, and use Jewel NFTs to shape their own playstyle inside the dungeon. The game bridges two worlds seamlessly. The game design delivers fast, satisfying clicker gameplay with simple controls and clear progression. Web3 integration introduces an intuitive DeFi expression layer, a Jewel NFT system enabling diverse builds, and a player-driven market where the community can trade assets. ## How AI Is Used AI tools were integrated throughout the planning and development process, from market research to implementation. Perplexity was used to analyze current problems in the Web3 and DeFi space, particularly around complexity and poor user accessibility, which informed the refined game concept and initial product direction. Codex and Claude served as development assistants and were used to cross-check architecture decisions, generate implementation plans, review code, and accelerate feature development. Verse8 handled frontend prototyping and validation of the user experience and core interaction flow. ================================================================================ ## Game: echo vaults URL: https://vibecode.game/vibe-coded-games/echo-vaults Source: src/content/games/en/echo-vaults.mdx ================================================================================ Description: A sci-fi stealth puzzle game where you infiltrate a disabled research facility, restore power to every terminal, avoid hostile security drones, unlock the vault, and escape alive Developer: Lamzy Developer slug: lamzy AI tools: ChatGPT, Minds Genres: puzzle, adventure, sci-fi Engines: Phaser Play URL: https://echo-vault-pi.vercel.app/ Published: 2026-07-23 Community score: 0 **Echo Vault** **Echo Vault** is a 2D sci-fi stealth puzzle game built with **Phaser.js** where players must infiltrate a futuristic vault, restore power by activating terminals, avoid autonomous security drones, and escape through the exit before being detected. The gameplay combines **stealth, exploration, and puzzle-solving**. Players navigate increasingly challenging levels, interact with power terminals, unlock security doors, and carefully plan their movements to stay out of drone patrol routes. Each level introduces a greater sense of tension while maintaining simple, responsive controls. ### Key Features - Two handcrafted stealth-based levels - Interactive terminals that power the facility - Intelligent security drones that patrol the vault - Unlockable exit doors after completing objectives - Immersive mission briefing and cinematic ending - Dynamic sound effects, background music, camera shake, screen flash, and fade transitions - Smooth restart and level progression system What sets **Echo Vault** apart from many games in the stealth genre is its focus on delivering a complete narrative-driven experience with minimalist mechanics. Rather than relying on combat, the game rewards observation, timing, and strategic movement, creating tension through environmental design and drone encounters. ### AI Tools Used - **ChatGPT** – game architecture, programming assistance, debugging, gameplay design, UI improvements, balancing, audio integration, transition effects, and code optimisation. - **Minds** – brainstorming ideas, refining mechanics, and assisting with creative planning during development. ### AI Integration AI was used throughout the development process as a collaborative assistant rather than a replacement for programming. It helped generate implementation ideas, troubleshoot Phaser.js issues, improve code structure, refine gameplay systems, polish the user interface, design transitions, and accelerate testing and iteration. This allowed the project to move from concept to a polished playable prototype while maintaining full control over the game's design and implementation. ================================================================================ ## Game: Escape from the Depths URL: https://vibecode.game/vibe-coded-games/escape-from-the-depths Source: src/content/games/en/escape-from-the-depths.mdx ================================================================================ Description: Guide four heroes out of a collapsing mine while an ancient demon of fire hunts you. One bridge stands between escape and the dark. Idle survival roguelite, "hand"- drawn pixel art (I used my mouse ). Developer: R2games Developer slug: r2games AI tools: Claude, Minds Genres: idle, rpg, roguelite Engines: HTML5 Canvas Play URL: https://escape-from-the-depths.netlify.app/ Published: 2026-07-26 Community score: 0 ## **Gameplay Mechanics** Four heroes descend through a procedurally generated mine. You steer the lead hero; the others follow in formation and fight on their own. Light burns down as you go — run out and you crawl in the dark. Halfway out, an Ancient Flame wakes and begins hunting you. From then on the run is a chase: clear rooms, gather gold and food, buy upgrades, and reach the bridge before it reaches you. ## **Key Features** - Four classes with distinct weapons, reach and abilities — dwarf, elf, wizard, ranger - A pursuing boss that never stops, turning every fight into a cost/benefit decision - Light as a resource: torches, the wizard's Staff Light, and real darkness - A scripted climax on the bridge — the mage stays behind so the company can cross - Persistent relics carried between runs ## **What makes it stand out** Most idle games let you sit still. This one punishes it. The Ancient Flame closes distance while you fight, so every extra room you clear is a gamble against the thing behind you. And it ends with an authored moment rather than a score screen: the mage turns, raises the staff, and holds the span. Every sprite, tile and screen in the game is hand-drawn pixel art made for this jam, along with the soundtrack and sound effects. ## **AI Tools Used** - **Claude** — implementation: engine code, sprite and audio integration, animation systems, debugging - **Minds (Game Designer Mind)** — design consultancy ## **How AI was integrated** Art, music and sound were made by hand. AI was used for engineering and for design analysis. The Game Designer Mind produced ten design artifacts that this build was tuned against: - Concept — FED24B3E-F36B-1410-8465-00039CE7DF11 - Design pillars — 0BD34B3E-F36B-1410-8465-00039CE7DF11 - MDA analysis — 25D34B3E-F36B-1410-8465-00039CE7DF11 - Skill chain — 63D34B3E-F36B-1410-8465-00039CE7DF11 - Fun classification — 89D34B3E-F36B-1410-8465-00039CE7DF11 - Player profile — A4D34B3E-F36B-1410-8465-00039CE7DF11 - Balance pass — 47D54B3E-F36B-1410-8465-00039CE7DF11 - Readability spec — 31D84B3E-F36B-1410-8465-00039CE7DF11 - Economy and balance v2 — 33D84B3E-F36B-1410-8465-00039CE7DF11 - Consolidated review — 65DB4B3E-F36B-1410-8465-00039CE7DF11 These are not decoration: the upgrade cost curve, the enemy effective-HP tiers and the threat-readability rules in the shipped game come directly from those documents. The economy pass in particular reshaped how quickly upgrades become affordable, which changed how far a run can push before the Flame catches up. Claude handled implementation across the whole build: the procedural mine generator, the pursuit AI, the sprite and animation pipeline, the Web Audio system, and the choreographed bridge climax. ## **Easter egg** The SHADE enemy found deep in the mine is a cameo of Dungeon Raising, a fellow entry in this jam — [https://verse8.io/b6u2g7e](https://verse8.io/b6u2g7e) ================================================================================ ## Game: FatCatSumoLite URL: https://vibecode.game/vibe-coded-games/fatcatsumolite Source: src/content/games/en/fatcatsumolite.mdx ================================================================================ Description: Fat Cat Sumo is a fast, funny arcade brawler where chunky cats clash, block, and time powerful pushes to knock rivals out of the ring. Developer: Sandro Developer slug: sandro AI tools: ChatGPT, Minds, Claude Genres: action, arcade, fighting Engines: HTML5 Canvas Play URL: https://fatcatsumo.sandropiresdesign.workers.dev/ Published: 2026-07-22 Community score: 0 Fat Cat Sumo is a 1v1 sumo brawler where two very fat cats try to shove each other out of the ring. There are no health bars, only stamina. Each round starts with both cats charging from behind the white line. They collide in a comic-book smoke cloud and lock into a grapple. From there it's a push war: - **W (mash)** — push forward. Every tap drains a bit of stamina and moves the deadlock toward your opponent's edge. - **Space (block)** — brace up. You regenerate stamina, but you slide backwards while doing it, because your opponent is unrelenting, so turtling forever is a guaranteed loss. - **Left click (Frenzy)** — only available when your stamina is empty. A wheel spins on screen and you have to click inside the target zone. Nail it and you get stamina back plus a burst of momentum; miss and you're wide open. You lose the moment your feet cross the ring line. Matches are short, loud and decided by timing rather than button speed alone. Single player is an arcade climb up a mountain staircase — one CPU opponent per step, difficulty rising each time, and a boss fight against the evil version of the cat you picked. You get three continues. ## Key Features - Playable straight in the browser. No install, no account, no email — you click and you're fighting. - Hand-made cat roster, each with their own name plate and voice callout on the select screen. - Stamina / block / frenzy triangle instead of health bars: every exchange is a resource decision, not a mash-off. - Arcade ladder with an evil mirror-match boss, three continues, and a KO cinematic. - Themed rings with ambient particles (sakura petals, neon specks, embers in the evil stages). - Full audio pass: stereo panning, separate FX and Music sliders, randomised fight tracks, and a pile of cat noises recorded by hand. - This is the Lite build — the full version is coming to Steam with the complete roster, all rings and the full music set. ## What makes your game stand out Most fighting games sell you fluid animation. Fat Cat Sumo does the opposite on purpose: the fight itself is two static, funny cat drawings locked together, and everything else — screen shake, chromatic aberration bursts, smoke clouds, particles, cat screams — does the work of making it feel violent. It reads like a comic panel that won't sit still. The result is a game that's genuinely tense to play and genuinely silly to watch. No lore, no tutorial, no health bars. Two fat cats, one ring, and a lot of screaming. ## AI Tools Used GPT (image and concept art generation), Pika (animating the stills into motion for sprite extraction), Claude Fable (code), Animoca Minds (creative and technical direction). ## How AI was integrated into the development process AI touched almost every layer, but in clearly separated roles. **Direction** — Animoca Minds acted as art and technical director: deciding how the game should be executed, what to build, in what order, and how the pieces fit together. It set the direction; the other tools carried it out. **Art** — GPT generated the cats, the rings, the UI panels, the result screens and the progression map. I then fed those stills into Pika to animate them, and pulled the frames back out as sprite sheets, which is how the charge and grapple poses were made. **Code** — Claude Fable wrote the game itself: canvas rendering, the stamina/block/frenzy loop, the CPU opponent, the Web Audio mixer with panning and volume sliders, and the whole screen flow. I worked with it conversationally — arguing about mechanics before a single line got written, then iterating build by build. **Human** — the concept, design decisions, all the voice acting , and every judgement call about what actually felt good to play. ================================================================================ ## Game: Fill and smash URL: https://vibecode.game/vibe-coded-games/fill-and-smash Source: src/content/games/en/fill-and-smash.mdx ================================================================================ Description: Drop shapes into glowing floor sockets — match exactly to smash, miss and the clutter piles up. Developer: Pandora Jason Developer slug: pandora-jason AI tools: Minds Genres: puzzle Engines: GameMaker Play URL: https://verse8.io/dl/games/W7F7Y7h Community score: 0 ## Gameplay Mechanics **Fill and Smash is a falling-block puzzle game. Shapes drop from the top of the board, and you move, rotate, or cycle them (swapping for another unlocked shape) to fit them into glowing floor sockets. Land a piece that matches a socket’s shape exactly, and it shatters into particles — score points and build your combo. Miss the shape, and the piece locks in place as permanent clutter, taking up board space and eating into your limited move count for the level. Controls: arrow keys/WASD to move, up to rotate, C to cycle pieces, down for soft drop, space for hard drop — with full touch controls on mobile.** ## Key Features ## • 100 handcrafted levels across 10 themed chapters **• Progressive shape unlocks — starting with simple dots and dominoes, building up to tricky S- and P-pentominoes** **• Boss levels every 10th stage, combining every shape unlocked so far under tighter move limits** **• Combo system that rewards consecutive exact matches** **• Star rating per level based on moves remaining, plus a persistent best score** **• Piece cycling mechanic — swap the current piece for another unlocked shape if it doesn’t fit** **• Full keyboard and touch/mobile controls with pause, reset, and mute options** ## What makes your game stand out **Fill and Smash takes the familiar falling-block format and flips the win condition: instead of clearing lines, you’re solving a spatial puzzle where every socket demands an exact shape match. That constraint forces real planning rather than reflexive stacking — a wrong guess doesn’t just cost you, it physically clutters your board and shrinks your options. The move-limited levels (rather than a timer) keep the pressure on precision over speed, and the chapter-based shape unlocks give the difficulty curve a natural rhythm across all 100 levels.** ================================================================================ ## Game: Frosting Blast URL: https://vibecode.game/vibe-coded-games/frosting-blast Source: src/content/games/en/frosting-blast.mdx ================================================================================ Description: Frosting Blast is a satisfying game. You spray frosting onto cakes, and now blast away mischievous critters with toppings Developer: Erika Zucker Developer slug: erika-zucker AI tools: Astrocade Genres: arcade, cozy Engines: HTML5 Canvas Play URL: https://www.astrocade.com/games/frosting-blast/01KT0MFC3G0B5T8JEDYV012236 Community score: 0 **Frosting Blast is a satisfying game. You spray frosting onto cakes, and now blast away mischievous critters with toppings** ================================================================================ ## Game: Galaxy space chicken shooter URL: https://vibecode.game/vibe-coded-games/galaxy-space-chicken-shooter Source: src/content/games/en/galaxy-space-chicken-shooter.mdx ================================================================================ Description: The idea is simple: you’re controlling a spaceship at the bottom of the screen, moving left and right while shooting at waves of space chickens flying in from above. It’s fast, a little chaotic, and Developer: Temii Developer slug: temii AI tools: ChatGPT Genres: action, shooter, simulation Engines: Unity Play URL: https://sites-moca.ethoswarm.ai/julia.bell/ethoswarm/space-chicken-invasion Community score: 0 Galaxy space chicken shooter **Blast. Collect. Survive.** **Chickenfall** is a fast-paced arcade shooter where Earth’s last defense stands between the galaxy and an invasion of mutant space chickens. Control a powerful spaceship at the bottom of the screen, moving left and right while automatically firing lasers upward. Waves of chickens descend from above in unpredictable formations, and every chicken you destroy transforms into a crispy fried drumstick. Collect them to increase your score, unlock upgrades, and survive even tougher waves. As the game progresses, enemies become faster, stronger, and more aggressive, leading to intense boss battles that test your reflexes and strategy. ## Core Features - 🚀 Smooth left-and-right spaceship controls - 🔫 Automatic laser shooting - 🐔 Endless waves of unique space chickens - 🍗 Collect fried drumsticks as rewards - ⚡ Upgrade your ship with powerful abilities - 👑 Epic boss fights and increasing difficulty - 🌌 Bright, colorful space-themed visuals - 🌐 Optional Web3 rewards and collectibles Easy to learn and hard to put down, **Chickenfall** delivers an addictive blend of action, humor, and progression. Every run is a chance to beat your high score, unlock new upgrades, and save the galaxy—one crispy drumstick at a time. ================================================================================ ## Game: Gas Wars URL: https://vibecode.game/vibe-coded-games/gas-wars Source: src/content/games/en/gas-wars.mdx ================================================================================ Description: Gas Wars is a fast-paced arcade game where you're an anon trader racing through a congested blockchain mempool, submitting transactions at exactly the right gas price while battling sandwich bots and whale transactions. Developer: Alecxandru Serban Developer slug: alecxandru-serban AI tools: Verse8, Suno, Gemini Genres: arcade Engines: Phaser Play URL: https://verse8.io/p9i8k5W Published: 2026-05-01 Community score: 0 ## Description The game tests your reflexes and timing. SAFE mode offers a wide timing window, RISKY mode demands precision for bigger rewards, and YOLO mode requires razor-thin timing and delivers massive combos. Set your gas price too low, and you're stuck in the queue. Too high, and you overpay. Too slow, and sandwich bots eat your transaction. Build streak multipliers up to 2.4x, survive sudden market events, and compete across four modes: Solo Survival, Daily Whale, 1v1 Duel, and Degen Pit. ## Gameplay **Goal:** Submit your transaction at the exact moment the gas price hits the optimal window for your chosen difficulty. Survive progressive waves of market volatility and avoid sandwich bots. **Mechanics:** - Watch the meter and click when the cursor is inside the target gas price window. - Extend the game’s 30-second countdown with every good hit. - Choose your lane before each round: play SAFE, RISKY, or YOLO. - Build streak multipliers up to 2.4x by executing consecutive successful transactions. - Survive market events that spice up every run. ## Key Features - **Live Transaction Dynamics:** Time your clicks as gas price bars sweep through difficulty windows. - **Fast-Paced Arcade Action:** Every millisecond matters in gameplay that demands quick reflexes and sharp decision-making. - **Difficulty Lanes:** SAFE mode with wide timing windows for accessibility, RISKY mode for bigger rewards, YOLO mode for split-second accuracy and combo multipliers. - **Streak Multiplier System:** Build consecutive successful submissions into multipliers scaling up to 2.4x. - **Game Modes:** Solo Survival for endless play, Daily Whale for daily seeded challenges, 1v1 Duel for competitive matchups, Degen Pit for 1v1 with a 100G entry fee where the winner takes the pot. - **Immersive Soundtrack:** Original tracks that capture the hustle of degen culture. ## What Makes It Stand Out? Gas Wars turns the degen experience into pure arcade entertainment by turning gas price optimization into a visceral, split-second competition. The three-lane system serves multiple audiences. Casual players can enjoy SAFE mode's forgiving windows, while competitive players pursue YOLO's razor-thin precision and monster combo multipliers. Daily Whale’s daily seeded challenges create community moments where everyone faces identical market conditions. 1v1 Duel modes transform a timing game into a competitive spectacle where millisecond reactions determine victory. ## How AI Is Used Verse8 provided the full development environment and procedural generation capabilities, enabling rapid iteration and prototyping. Suno generated the game's music, while Gemini contributed visual identity through logo design and animation work. ================================================================================ ## Game: Goat Universe URL: https://vibecode.game/vibe-coded-games/goat-universe Source: src/content/games/en/goat-universe.mdx ================================================================================ Description: Goat Universe is a platform featuring multiple games that share the same economy. We currently have two playable games and two games in development. Have a Goat Day! Developer: Badtripp Developer slug: badtripp AI tools: ChatGPT, Gemini, base44 Genres: rpg, idle, fighting, arcade, platformer, adventure, multiplayer, open-world, management, cozy Engines: no engines - full vibe coded Play URL: https://goatuniverse.base44.app Community score: 0 Goat Universe is being built using base44 AI. We believe in the future of AI, especially in the field of programming and computer languages. And we believe that this will be the most economical and advanced way to create any application for the internet and blockchain in the coming years. The more the base44 AI platform evolves, the more our project will keep pace with that evolution. In Goat Universe we use a mix of digitally hand-drawn designs and AI assistance. The standard goat artwork was hand-drawn by myself, Badtripp, and I used Dreamina to make some alterations to improve the artwork found in the goat universe. For the music, we use Suno to create songs from melodies previously created by our musical composer. So, yes. I make a melody on the keyboard, record it, put it in Suno and it gives me a complete song with the theme I built. Honestly, it's been a lot of fun creating these songs. ================================================================================ ## Game: Grid-Fu URL: https://vibecode.game/vibe-coded-games/grid-fu Source: src/content/games/en/grid-fu.mdx ================================================================================ Description: GRID-FU 3D: Cyber Samurai is an ultra-fast-paced, software-rendered 2.5D side-scrolling action platformer and arena shooter. Developer: Elaineney Developer slug: elaineney AI tools: ChatGPT, Claude, Minds Genres: action, arcade, shooter Engines: HTML5 Canvas Play URL: https://gridfu-3d-cyber-samurai.vercel.app/ Community score: 0 1. Gameplay Mechanics Core Loop GRID-FU 3D: Cyber Samurai is an ultra-fast-paced, software-rendered 2.5D side-scrolling action platformer and arena shooter. Players step into the cybernetic armor of a Ronin Cyber-Samurai Specialist battling through hostile sectors infested with rogue samurai clans, heavily armored shield warriors, airborne jetpack Tengu, and marksmen Ronin. 1. Infiltrate Arena Sectors: Navigate multi-tiered grid sectors (Sector A: Warehouse, Sector B: Neon Club, Sector C: Helipad), climbing platforms using high-rise navigation assists (Coyote Time grace frames, Variable Jump Height continuous boosts, and intermediate stepping-stone platforms). 2. Kinetic Firearm Combat: Engage wave after wave of hostile samurai variants using an arsenal of modern firearms (Dual Katana-Pistols, Heavy Shotguns, Dual Uzis, Rocket Launchers, and Plasma Railguns). 3. Slow-Motion Flips & Style Scoring: Execute acrobatic air-flips SPACE / W mid-air) to trigger time-dilation slow motion TIME_SCALE_SLOW). Killing enemies while flipping earns bonus style multipliers and instantly resets flip cooldowns. 4. Collectibles & Upgrades: Collect floating 3D spinning gold coins +50 score, +15 style) and glowing tactical medkits +40 health or +1 extra life). At the end of each wave, select temporary or permanent power-up upgrades (Rapid Fire, Gold Ammo, Double Tap, Jetpack flight, Bouncy Boots). 5. Boss Showdown: Clear all waves to confront the final supreme warlord boss, Shogun Cappuccino, in a high-stakes duel featuring dual plasma cannon salvos and rocket barrages. Controls - Movement: A / D or Left Arrow / Right Arrow (Horizontal run) - Jump / High Jump: W / Space (Hold down for continuous upward height assist; release early for precision landing) - Drop-Through / Crouch: S / Down Arrow (Pass through platform tiles) - Air Flip (Slow-Mo): Press W or Space while airborne to perform a 360° acrobatic combat flip triggering cinematic slow-motion time dilation. - Aim & Shoot: Mouse pointer relative targeting + Left Click to fire active weapon (or touch buttons on mobile). 2. Key Features - Custom 3D Software Rendering Engine: Built from scratch in pure Vanilla JavaScript without external 3D libraries (no Three.js, Phaser, or Unity). Utilizes perspective projection mathematics and the Painter's Algorithm to render 3D depth, camera rotation, and 3D grid tiles on a 2D HTML5 Canvas. - Dynamic Procedural Cyber-Samurai Graphics: 100% vector-drawn character models featuring black lacquered Yoroi plate armor, crimson red silk Odoshi lacing, Kabuto helmets with polished golden Kuwagata antler horn crests, Menpo facial masks with glowing cyan eyes #00f3ff), and dynamic waving silk Obi sashes. - 5 Distinct Enemy Samurai Factions: - Shinobi Grunts cop): Fast, agile ninja soldiers wielding tactical submachine guns. - Tate Shield Samurai shield): Heavy armored Daimyo carrying massive lacquered wooden/iron Tate war shields decorated with crimson clan emblems. - Ronin Snipers sniper): Marksmen wearing traditional bamboo Jingasa hats and red visors, tracing long-range laser scope lines. - Tengu Jetpack Samurai jetpack): Airborne warriors equipped with mechanical wing thrusters styled after samurai war banners (_Sashimono_). - Shogun Cappuccino boss): Supreme Shogun Warlord in gold-accented crimson plate armor, giant sweeping Kuwagata horns, glowing red eye aura, and dual plasma cannons. - High-Rise Navigation Assists: - Coyote Time: 8-frame grace period after running off platform edges. - Variable Jump Height: Continuous upward thrust while holding jump keys. - Stepping Stone Platforms: Floating pass-through platforms\_) placed strategically across all maps. - Procedural Web Audio API Synthesizer: Complete sound engine generating gunshots, rocket explosions, jump swooshes, coin chimes, health kit chords, hurt grunts, and slow-mo time warping in real-time using Web Audio API oscillators. - Arcade Style Meter & Upgrade Deck: Earn style grades (D -> C -> B -> A -> S -> SSS) and customize your combat style between waves with stackable upgrades. 3. What Makes Your Game Stand Out (The Unique Hook) The Hook: "Cyber-Samurai Gun-Fu in 3D Software Projection" Traditional platform shooters either rely on 2D pixel art or heavy 3D game engines (Unity/Unreal) that require multi-megabyte downloads. GRID-FU 3D: Cyber Samurai bridges the gap with a hyper-stylized 2.5D Software Renderer that delivers genuine 3D perspective, depth sorting, and camera movement inside a single, zero-dependency JavaScript file under 200KB. Visual & Aesthetic Feel - High-Contrast Sumi-e Cyberpunk Art: Merges traditional Japanese samurai aesthetics (Yoroi armor, Kabuto helmets, Kuwagata antler crests, silk sashes, Menpo masks) with high-octane cyberpunk neon aesthetics (glowing cyan visors, plasma trails, laser sight lines, CRT scanline overlays). - Matrix-Style Kinetic Time Dilation: Executing mid-air flips slows down game time while keeping player aiming responsive, allowing players to pull off cinematic multi-kill trick shots in mid-air. 4. AI Tools Used Minds AI Studio & Specialized Minds: The core orchestrator and specialized agent ecosystem driving end-to-end project development, including game design, multi-file refactoring, code architecture, syntax verification, and automated build pipelines. Gemini 3.6 & Claude Opus 4.6 (LLMs): Deep reasoning models integrated via Minds AI to power advanced code generation, 3D math formulation, physics tuning, procedural canvas vector rendering routines, and audio synthesizer algorithms. Minds AI Generative Engine (Imagen 3): Advanced generative AI image model utilized to create high-impact, 8K cinematic game cover box art (cover.jpg). Vercel CLI & Automated CI/CD: Cloud deployment tools for publishing the production web application instantly. 5. How AI Was Integrated into the Development Process Minds AI served as the primary creator, comprehensive pair programmer, architect, visual designer, and QA engineer, autonomously handling more than 50% of the heavy lifting throughout the entire creation of GRID-FU 3D: Cyber Samurai: 3D Mathematics & Software Rendering Architecture: Minds AI autonomously authored the core Camera projection equations and depth-sorting painter's algorithm loop, translating 3D coordinates (x, y, z) to 2D canvas coordinates without relying on WebGL or external frameworks. Procedural Vector Character Design: Minds AI independently designed and implemented the entire procedural drawing pipeline for Cyber Samurai characters, converting complex historical Yoroi plate armor elements (Kabuto helmets, Kuwagata horn crests, Menpo masks, Odoshi red silk lacing, Sode pauldrons, Obi sashes) into pure Canvas vector path math. Web Audio API Sound Synthesis: Rather than loading heavy static audio files, Minds AI engineered a procedural Web Audio API synthesizer (audio.js) that constructs audio nodes, frequency slides, gain envelopes, and white noise filters on-the-fly for every sound effect. Iterative Gameplay & Physics Tuning: Based on user feedback, Minds AI iteratively refined player movement mechanics ”implementing Coyote Time grace frames, variable jump height continuous acceleration, invulnerability grace frames (i-Frames), and procedural collectible spawning. Bug Extraction & Codebase Auditing: Minds AI subagents conducted automated line-by-line codebase audits to discover and patch critical runtime bugs (e.g., bullet memory leaks in render loops, rapid-fire state mutation bugs, boss re-spawning flag resets, responsive container clipping). Production Deployment & Asset Generation: AI autonomously generated the official box cover artwork, integrated responsive CSS styling, and executed automated production deployment to Vercel. ================================================================================ ## Game: Grovehold URL: https://vibecode.game/vibe-coded-games/grovehold Source: src/content/games/en/grovehold.mdx ================================================================================ Description: An endless top-down survival game where you defend a ruined grove against waves of enemies using a sword and dodge-roll. Playable on PC and mobile. Developer: Neptune Developer slug: neptune AI tools: Minds, Verse8, Claude Genres: action, arcade, fighting Engines: Verse8 Play URL: https://verse8.io/dl/games/E2M5P5Z Published: 2026-07-27 Community score: 0 Grovehold is an endless top-down action-survival game. Move with WASD (PC) or a virtual joystick (mobile). Attack with a directional sword swing (Left Mouse Button on PC, Attack button on mobile) and dodge-roll through danger (Spacebar on PC, Dodge button on mobile). Survive against waves of enemies spawning from the edges of a ruined grove arena — the threat escalates over time as more enemies spawn. Defeat enemies to increase your score, and collect heart drops to heal. The run ends when your HP reaches zero, and you can restart instantly. Two distinct enemy types: the fast, aggressive Rootling and the slower, tankier Golem. Heart pickups drop from defeated enemies to help you survive longer. A live score system tracking survival time and kills. Full cross-platform support — the exact same core combat feel on both PC and mobile, with dedicated touch controls. Zero tutorial needed — the game teaches its mechanics through play in the first few seconds. Grovehold focuses on tight, readable combat rather than overwhelming systems — one sword, one roll, and enemies you can learn to read at a glance. Built with true platform parity in mind: PC and mobile share the exact same underlying combat logic through a unified input model, so the game feels equally native on both devices instead of one being an afterthought port of the other. Game Designer Mind (Minds by Animoca Brands) for core game design, mechanics, and balance. Verse8 for full implementation, including code, art, and audio Game Designer Mind was used to develop the full game design foundation before any code was written — translating a one-line concept ("endless top-down survival game inspired by Zelda/Oceans Heart") into a complete design document covering the core loop, an intent-based control model (Move, Face, Swing, Roll) built for true PC and mobile parity, enemy behavior and telegraphs, a difficulty-scaling formula, scoring rules, and UI/HUD layout. This design doc directly drove every implementation prompt sent to Verse8, from the initial movement and combat system through enemy AI, the difficulty director, and the touch control layout. Design decisions were revisited with Game Designer Mind throughout development as requirements evolved, including the mobile input requirements and the scope-cutting decisions needed to hit the jam deadline (trimming from 3 enemy types and 7 upgrades down to a leaner, shippable feature set). ================================================================================ ## Game: Guess The Word URL: https://vibecode.game/vibe-coded-games/guess-the-word Source: src/content/games/en/guess-the-word.mdx ================================================================================ Description: Guess the Word is a word puzzle where you have six tries to identify a mystery word letter by letter. Developer: VibeCoder Developer slug: vibecoder AI tools: Verse8 Genres: puzzle Engines: Verse8 Play URL: https://verse8.io/F7V3s5n Published: 2026-05-05 Community score: 0 ## Description Each guess reveals whether you've found the right letter in the right spot (green), the right letter in the wrong spot (orange), or a letter that does not belong (black). Make smart guesses and use coins to multiply your rewards when you nail it. ## Creator Background VibeCoder is an indie game developer from Canada focused on multiplayer games and AI-driven mechanics on Verse8. Recent releases include a tactical game on Verse8, with a mining and digging game in development. ## Gameplay **Goal:** Identify the hidden word within six guesses by interpreting the feedback and refining your knowledge with each attempt. **Mechanics:** - Each incorrect letter turns black and confirms it is not in the word. - Correct letters in the wrong position turn orange, which means the letter exists but belongs elsewhere in the word. - Correct letters in the right position turn green, locking in that position and building toward the complete word. - Feeling confident? Charge your guess with coins to multiply your rewards when you get it right. ## Key Features - **Six Tries:** A tight guess limit forces you to choose each letter carefully and think strategically. - **Color Coded Feedback:** The three-color system (green, orange, black) creates instant clarity on what you know about the word. - **Coin Amplification:** Charge your guesses with coins to multiply your rewards on successful words. ## What Makes It Stand Out Guess the Word forces you to read patterns fast. The color feedback system is immediately readable, so you're never confused about what letters remain viable. The coin mechanic adds a layer of strategic decision-making in this simple word game, letting you test your instinct for bigger rewards. ## How AI Is Used Verse8 was used to prototype, build, and iterate on Guess the Word throughout development, streamlining the creation process and enabling rapid refinement of gameplay mechanics. ================================================================================ ## Game: Gunslinger: Last Stand URL: https://vibecode.game/vibe-coded-games/gunslinger-last-stand Source: src/content/games/en/gunslinger-last-stand.mdx ================================================================================ Description: One slingshot, five waves, and a burrowing horror called the Sentinel between you and sundown. Developer: Coachdee Developer slug: coachdee AI tools: Minds, Claude Genres: shooter, roguelite Engines: HTML5 Canvas Play URL: https://gunslinger-last-stand.netlify.app/ Published: 2026-07-26 Community score: 0 ## GAMEPLAY MECHANICS **Gunslinger: Last Stand** is a top-down survival shooter about one cowboy, one slingshot, and a desert that keeps sending things to kill him. No story screens, no tutorial wall. You press start and something is already walking toward you. You hold a 32x32 arena for five timed waves. Your slingshot fires on its own at a fixed rhythm, so the game is never about clicking fast, it is about where you stand. - **WASD / arrow keys** — move. On mobile, drag anywhere and a joystick appears under your thumb. - **Mouse** — aim. On mobile it aims for you, locking to whatever is closest. - **Firing** — automatic, 1.4 shots a second, always. You never press a fire button. - **The catch** — you move 10 percent slower while shooting. Standing still to deal damage is exactly how you die. Every standard enemy dies in three clean hits. That is deliberate. You always know what one enemy costs you, so the pressure comes from how many are arriving and from where, not from guessing at health bars. ## KEY FEATURES - Opens and plays in the browser. No download, no install, no account, no email. One 118 KB file that loads before you have finished reading this. - Zero image files. Every character, enemy, boss, icon and portrait is drawn live with canvas path commands. The whole game is code and nothing else. - Zero audio files. The music and all twelve sound effects are synthesized in the browser with Web Audio. The soundtrack is a slow, warm loop that never repeats the same way twice. - Every dangerous thing tells you first. Lunge lines, slam rings, barrage lanes. If you get hit, you were told. - Draft four of five power-ups per run, one per wave, never twice. Short runs, different build every time. - Two maps with two full interface themes. Pick Bank Heist and the entire game goes dark on you. - Pick your gunslinger, male or female, both drawn in the same hand as the character you play. - A full run is about five and a half minutes. ## WHAT MAKES THE GAME STAND OUT FROM OTHERS IN ITS GENRE Most survival shooters make you feel strong by inflating numbers, bigger damage, spongier enemies, upgrades stacked by the end. I went the other way. Every enemy dies in three hits from the first second to the last. Nothing ever gets tankier. The difficulty is purely how many are coming and from which direction, which keeps the screen readable when eleven things are moving at once. The other rule I set was that it never kills you without warning. Every dangerous attack paints itself on the ground first. And it's one file. No engine, no libraries, no sprite sheets, nothing to download. Every pixel is drawn by code and every sound is built at runtime. That started as a jam constraint and ended up defining the whole look. ## AI TOOLS USED - **Minds**by Animoca Brands (Game Designer Mind — full design document and system specification) - **Claude**(all code, balance iteration, automated testing) ## HOW AI WAS INTEGRATED INTO THE DEVELOPMENT PROCESS AI ran through the whole build, but in separate lanes with clear jobs. **Design** — I used the Game Designer Mind on Hellominds to write the design document before a single line of code existed. It gave me the wave table, the enemy roster with real stats and behaviors, the boss attack timings and phase thresholds, the HUD layout, and an ordered build checklist. Starting from a locked spec meant every conversation afterwards was about execution instead of arguing with myself about what the game was. **Code** — Claude built the entire thing, fourteen playable versions from the first grid to the final polish pass. I worked conversationally: I would play a build, say what felt wrong in plain words, and it would come back with the change. The core loop came first, then the enemies, then the boss, then audio and art, then the interface got rebuilt about four times because I kept changing my mind about the HUD. **Testing** — I iterated couple of times until I got something closer to what I actually want. **Human** — the concept, the cowboy, the red cloth on every monster, every difficulty call, every "no, that looks wrong," and the decision about what was actually fun to play. The AI was fast and it was honest with me. The taste was mine. Final touch, I used Grok to generate the game cover (image). ================================================================================ ## Game: Idle Brick Breaker URL: https://vibecode.game/vibe-coded-games/idle-brick-breaker Source: src/content/games/en/idle-brick-breaker.mdx ================================================================================ Description: Idle Brick Breaker is an idle game where you smash bricks and buy balls to boost your damage. Developer: VibeCoder Developer slug: vibecoder AI tools: Verse8 Genres: idle Engines: Verse8 Play URL: https://verse8.io/M8w9r9u Published: 2026-05-05 Community score: 0 ## Description Click bricks to speed through levels while your coins accumulate even when offline. Spend coins to purchase balls that multiply your destruction and unlock upgrades that speed up your progression even when you’re AFK. ## Creator Background VibeCoder is an indie game developer from Canada focused on multiplayer games and AI-driven mechanics on Verse8. Recent releases include a tactical game on Verse8, with a mining and digging game in development. ## Gameplay **Goal:** Smash bricks to progress through levels and buy balls to boost your power. **Mechanics:** - Click to break bricks and earn coins that accumulate toward level completion. - Purchase balls to multiply your clicking efficiency through increasingly dense brick formations. - Get bonuses for every upgrade purchased with coins. - Reset progress to reclaim multiplier bonuses that apply to all future runs. - Offline earning continues generating coins while you’re away. ## Key Features - **Idle Progression:** Keep earning while offline, letting sessions progress passively and rewarding extended play. - **Prestige Multiplier:** Resetting your progress grants upgrade multipliers that compound across runs. - **Online Competition:** Compete against other players to claim leaderboard positions. ## What Makes It Stand Out Idle Brick Breaker combines effortless clicking with strategic upgrade sequencing. Early clicks feel immediate and rewarding, but the real depth emerges through the prestige system where resetting unlocks multipliers that reshape your earning potential. Offline progression means the game rewards players who step away and return later, creating a natural rhythm of active bursts and passive accumulation. ## How AI Is Used Verse8 was used to prototype, build, and iterate on Idle Brick Breaker throughout development. ================================================================================ ## Game: Idle Tactics: Ascension URL: https://vibecode.game/vibe-coded-games/idle-tactics-ascension Source: src/content/games/en/idle-tactics-ascension.mdx ================================================================================ Description: Your hero fights alone. You handle the gear, the loot gambles, and the boss timing. A browser-based pixel idle auto-battler. Developer: H4rd Developer slug: h4rd AI tools: Claude, Minds Genres: rpg, idle Engines: Unity, WebGL Play URL: https://idletactics.xyz/ Community score: 0 ## Gameplay Mechanics You never control the hero directly. Pick one of three classes: Knight, Lancer, or Swordsman, and it takes over, fighting its way across platforms, always going after the weakest enemy first, unleashing its own skills as it goes, leveling up, dying, and coming right back. What you control is everything around the fight. Compare and equip whatever drops. Melt down gear you don't need into Shards, then gamble those Shards at the Forge for a shot at something better. Keep farming until the boss counter fills. The arena waits for you after that, but it's never going to pull you in. You decide when you're ready. ## Key Features Three heroes, each with a separate save, stats, and skill set 9 biomes with unique monsters and bosses, then a repeating harder loop 6 equipment slots, 7 rarities, and 12 sub-stats to hunt for A Forge system: dismantle gear into Shards, then gamble them for upgrades -Boss fights with a fury phase at 30% health, with no penalty for losing but the fight itself Runs entirely in browser, no install or account needed ## What makes your game stand out from others in its genre? Most idle games remove player input entirely. Idle Tactics keeps the fighting hands off but puts real weight on the decisions around it: what to equip, what to melt down, when to gamble shards at the Forge, and the one moment the game never automates, which is choosing when to walk into the boss arena. It's less about watching numbers go up and more about managing a hero you trust to fight, but not to decide. ## AI Tools Used Claude, and Mister.code (a Mind of species "moca", from Animoca's [hellominds.aii](http://hellominds.ai)). ## How AI was integrated into the development process Claude supported the build process end to end, helping with structure, gameplay logic, and iterating on ideas quickly throughout development. Mister.code was used for design consultation on the core loop, equipment slots, and balance review, including a Schreiber pass. It also helped with UI layout based on screenshots, opening screen UX, WebGL build configuration, tuning for Jam Mode, and naming. It generated two AI key art and promotional banner images used as visual reference. ================================================================================ ## Game: KILZ URL: https://vibecode.game/vibe-coded-games/kilz Source: src/content/games/en/kilz.mdx ================================================================================ Description: A fast-paced 2D endless survival game where you play as a lone survivor trapped on a rooftop. Fight off relentless waves of zombies, survive as long as you can, and climb the global leader Developer: Hardy Developer slug: hardy AI tools: Cursor, Gemini, Minds Genres: action, shooter, platformer, horror Engines: Phaser, HTML5 Canvas Play URL: https://kilz.vercel.app/ Community score: 0 🧟♂️KILZ A fast-paced 2D endless survival game where you play as a lone survivor trapped on ar rooftop. Fight off relentless waves of zombies, survive as long as you can, and climb the global leaderboard! ✨ Features - **Endless Survival**: Fight progressive waves of zombies that get faster and harder over time. - **Dynamic Combat**: Use WASD or Arrow Keys to jump, dodge, and shoot your way to survival. - **Login-Free Global Leaderboard**: Powered by Supabase, your top scores are automatically saved to the cloud—no signup required. - **Personal Stats**: Track your success rate, total kills, and average score seamlessly. 🛠️ Tech Stack - **Frontend**: Phaser.js , HTML5 Canvas, Vanilla JS - **Backend**: Supabase - **Data Persistence**: LocalStorage for fast client-side caching 🎮 How to Play 1. **Enter your name** on the main menu. 2. **Select your character** and hit New Game. 3. Use **W / UP / SPACE** to jump (hold for extended airtime). 4. Use **D / RIGHT** to shoot. 5. Survive as long as possible to secure your spot on the global leaderboard! 🧠 AI Collaboration (Game Designer Mind) This project was developed in deep collaboration with the **Game Designer Mind** by Animoca Brands, acting as a core co-creator throughout the entire development lifecycle. The AI was instrumental in: - **Ideation & Core Loop:** Prototyping the fast-paced, spatially-constrained endless runner mechanics. - **Code Structuring:** Architecting the Phaser.js state management system and transitioning to a modern cloud backend. - **Asset Integration:** Providing logic for sprite animation frames, hitboxes, and particle effects. ================================================================================ ## Game: Kingdom of Lost Prompts URL: https://vibecode.game/vibe-coded-games/kingdom-of-lost-prompts Source: src/content/games/en/kingdom-of-lost-prompts.mdx ================================================================================ Description: A top-down dungeon crawler where every level hides a lost prompt real vibe-coding wisdom disguised as treasure.Fight through corrupted dungeons, collect prompt fragments, and level up your game-build Developer: Mallam Developer slug: mallam AI tools: Verse8, Minds Genres: puzzle, strategy, adventure Engines: HTML5 Canvas Play URL: https://verse8.io/dl/games/k3o4z7M Published: 2026-07-23 Community score: 0 Gameplay Mechanics Kingdom of Lost Prompts is a top-down dungeon crawler set across levels in a corrupted digital kingdom. You control a knight navigating dark stone rooms, fighting enemies, avoiding traps, and hunting for hidden prompt fragments. Move with the D-pad, attack with slash, close the gap with dash. Each room must be cleared before the next door opens. Key Features Different levels with different puzzles and adventures Hidden prompt fragments in every level — real vibe-coding wisdom you collect as in-game treasure Dual world system — have two rooms or more in each level Built entirely with AI — every room, mechanic and asset vibe-coded using Minds by Animoca Brands What makes this game stand out Every prompt you collect is a real piece of advice for building games with AI. Kingdom of Lost Prompts is not just a game you play it is a game that teaches you how to build one. The dungeon is the classroom. The prompts are the lesson. The knight is you. ================================================================================ ## Game: Last Block URL: https://vibecode.game/vibe-coded-games/last-block Source: src/content/games/en/last-block.mdx ================================================================================ Description: Last Block is a turn-based zombie survival RPG where players explore a randomized city block, recruit survivors, collect equipment, complete missions, and repair an escape vehicle before infection ove Developer: Axerxis Developer slug: axerxis AI tools: ChatGPT, Minds Genres: rpg, strategy, simulation Engines: HTML5 Canvas Play URL: https://last-block.pages.dev/ Published: 2026-07-26 Community score: 0 Last Block is a strategic, Monopoly-inspired zombie survival RPG set across a dangerous 32-stop city block. Every run generates a different map with unique locations, district conditions, encounter cards, optional missions, and night bosses. Players roll to move, scavenge limited resources, recruit specialists with distinct traits, manage injuries and equipment, fight zombies, and make tactical decisions that affect their crew’s health, loyalty, noise, and infection level. The ultimate objective is to build three engine parts, survive until Night 3, and reach Evac Tower before the infected territory consumes the entire block. Players can choose the more forgiving Normal Mode or face the roaming Horde, pursuit system, and harsher consequences of Horde Mode. ================================================================================ ## Game: Last node URL: https://vibecode.game/vibe-coded-games/last-node Source: src/content/games/en/last-node.mdx ================================================================================ Description: Last Node: 32x32 is a fast-paced, strategy-defense game where you play as the final technician protecting a collapsing planetary relay. Build and route enemies through a 32×32 grid, manage scarce ener Developer: Fiyin Okanrende Developer slug: fiyin-okanrende AI tools: Cursor, Minds, ChatGPT Genres: shooter, strategy, action, roguelite Engines: Phaser Play URL: https://okanrende.github.io/last-node/ Community score: 0 **Game Mechanics** **Last Node: 32x32** is a strategic grid-based survival defense game where you play as the final technician protecting a planetary relay. Enemies spawn from the edges of a 32×32 battlefield and attempt to reach the central Node. Place defensive tiles, manipulate enemy paths, manage limited energy, and rely on the Node’s automated weapon to survive. After each wave, choose **1 of 3 upgrade cards** to shape your build and become stronger. Survive **10 increasingly difficult waves**, defeat two unique bosses, and keep the Node alive to claim victory. ## Key Features - 🧩 **32×32 strategic grid** with full battlefield visibility - ⚡ **Energy management** for placing tiles and activating abilities - 🧱 **8 unique tile types** including Walls, Spikes, Slow, Redirect, Beacon, and more - 👾 **6 enemy types** with different behaviors and strengths - 👑 **2 unique bosses** with multi-phase attacks and telegraphed abilities - 🃏 **30 upgrade cards** across 5 different upgrade families - 🔄 **Reroll system** for adapting your build during a run - 🗺️ **3 unlockable zones** with increasing difficulty - 🎲 **Seeded deterministic runs** for reproducible gameplay - 📱 **Mobile-first controls** with desktop support - 🏆 **10-wave runs** designed for approximately 8–12 minutes - 💾 **Local save system** with no accounts or backend required - ♿ **Accessibility options** including reduced flash, scalable UI, and speed controls - 📊 **Local run telemetry** for tracking performance and tuning balance ================================================================================ ## Game: Legends&Loot URL: https://vibecode.game/vibe-coded-games/legends-loot Source: src/content/games/en/legends-loot.mdx ================================================================================ Description: Your map, your empire: build cities, collect taxes, trade equipment on the global market, recruit heroes, and compete with rivals for gold and territory. Medieval strategy with a territorial economy. Developer: artur Developer slug: artur AI tools: Cursor, Claude, ChatGPT Genres: rpg, strategy, multiplayer Engines: Three.js, HTML5 Canvas Play URL: https://legends-and-loot-web.g6fkvx27fs.workers.dev/ Published: 2026-06-14 Community score: 0 **Your map. Your heroes. Your glory.** **Legends & Loot** is a browser-based **idle medieval strategy game** where you rule a kingdom on a shared world map — building cities, commanding autonomous heroes, and competing with other lords for gold and territory. You make the big decisions; the realm keeps working while you are away. _Every legend starts with a single coin._ ## **What kind of game is this?** This is **not** a clicker RPG or a real-time battle arena. It is **asynchronous kingdom management**: - You expand territory, set taxes, recruit heroes, forge gear, and plan attacks. - The world simulates city life, dungeon runs, and PvP outcomes on scheduled cycles (UTC). - Log in a few times a day to steer the empire; between sessions, heroes rest, fight, earn gold, and die. Three pillars define the experience: **PillarWhat it means** **Your map, your realm** A grid territory you expand cell by cell — place cities, apply visual themes, defend against rival camps **Autonomous heroes** Legends with their own stats, gold, and equipment; they recover in cities, raid dungeons, and return wounded or richer **Offensive camps** Dungeons you deploy on enemy maps; rival heroes enter on their own ## **How the world moves without you** Even with the tab closed, your realm keeps running: - **~Every 30 minutes** — camp adventures resolve: battles against minions and a final boss. Heroes win loot, wear down, or die. - **~Every 10 minutes** — heroes in cities visit buildings, pay your taxes, and recover strength, defense, intelligence, spirit, stamina, and gear integrity. - **Several times per day** — homeless, exiled, or fallen heroes may be reassigned to cities across the world. **Practical rhythm:** check in 2–3 times a day — collect notifications, adjust taxes, extend camp deployments, rebalance city guards, spy on rivals, and launch incursions. Your empire works in the gaps. ## **Your map and territory** Every lord owns a **square grid map**. Cities only exist on the map once you **place** them on a cell. **What you can do:** - Place, move, and rename cities - Buy land to expand the map, one cell at a time - Stock extra cities before placing them - Apply visual **map themes** to empty tiles (cosmetic identity for your realm) - Track status: cities, heroes, camps, gold generated - Pay to **expel enemy camps** planted on your territory **On other players' maps** you can explore, buy land on their realm, gift themes, pay to remove camps, and — most importantly — **deploy your own offensive camps**. Popular maps attract **anonymous visitors** (even without an account), earning visit gold and occasionally spawning visitor heroes. A living shared world, not a private sandbox. ## **Cities and buildings** Cities are the **idle heart** of your realm — where heroes rest, pay for services, and heal between expeditions. ### **Five buildings** **BuildingRestoresEconomic role** **Tavern** Stamina (alternates with Market) Tax to the lord per visit **Market** Stamina (alternates with Tavern) Tax to the lord **University** Intelligence Tax to the lord **Armorer** Strength, defense, and **gear integrity** Tax to the lord **Temple** Spirit Tax to the lord Buy and upgrade each building. Higher levels recover more per visit but cost more daily upkeep. ### **Taxes — your core economic lever** On every building you set a **gold tax** heroes pay **you** when they use the service. High taxes mean more income; low taxes mean faster recovery and readier armies. This trade-off is central to how strong realms are built. Heroes in cities automatically cycle through buildings they need. Well-built cities keep your war band ready for the next fight. ## **Heroes** Heroes are **autonomous units** with their own lives: attributes, personal gold, equipment, history, and fate. ### **Attributes** - **Strength** — offense; boosted by weapons - **Defense** — resilience; boosted by shields - **Intelligence & Spirit** — contribute to **combat power** - **Stamina** — vitality; if it hits **zero after a camp defeat**, the hero **dies** You invest lord gold to raise stats and gear. Heroes carry **their own gold** to pay city services and receive camp loot. ### **Equipment** Each hero wields one **weapon** and one **shield** from your **Forge**. Gear has **integrity** that wears in battle and is repaired at the Armorer. ### **States** **StateBehavior** **In city** Recovers in buildings; can join the guard **On adventure** Locked until the run ends or you withdraw **On guard** Defends a city; not auto-sent to enemy camps **Visitor** Spawned by map traffic; special ownership rules **Homeless** Waits for automatic reassignment to a city elsewhere ### **Life and death** Heroes die when stamina reaches zero in camp combat. Death costs partial gold, resets some stats, and **relocates the hero to another player's realm**. Heroes slain in **your** offensive camp often return to **your** kingdom — every kill is a bet with real consequences. You can also **exile** a hero intentionally, sending them healed to a random foreign city. Each hero keeps a **chronicle** — camps conquered, falls, incursions, city spending. Your legends accumulate stories. ## **The Forge** The **Forge** is your arsenal: - **Forge** random weapons and shields into stock - **Upgrade** modifier tiers on unequipped items - **Equip** gear to heroes on your map Better gear directly raises **combat power** — essential for hard camps and successful incursions. ## **Camps and PvE offense** **Camps** are your offensive dungeons. Deploy them on **rival maps** to lure and fight enemy heroes automatically. ### **Structure** - **Minion** tier — intermediate fights before the boss - **Boss** tier — final duel; sets the loot ceiling Upgrade both independently. Higher levels mean more danger and reward. ### **How a deployment works** 1. Buy a camp and invest in Minion and Boss levels 2. **Send** it to a realm (random or chosen) 3. Pay for base duration; extend with gold per extra hour 4. While active, heroes on that map can enter adventures against your dungeon Heroes **leave on their own** when eligible. Adventures resolve automatically: minion gauntlet, then boss fight. Victory pays random gold; defeat wears stats and gear; zero stamina means death. ### **Rewards and risks** - **Boss victory** — hero earns gold (scaled to camp level) - **Hero death in your camp** — you may receive gold from the penalty - **Village raid** — if your camp expires with no kills and no boss clears, you can **siphon a fraction** of the map owner's treasury. Neglected realms get punished. On **your** map, rival camps appear. Pay to **expel** them — cost scales with camp power and time remaining. ## **PvP between lords** Combat between players is **asynchronous** — no real-time duels. All conflict is strategic and persistent. ### **Incursions — direct city attacks** Strike a rival's **placed city** using heroes from your **guard**: 1. Pick a target city on another lord's map 2. Select guarding heroes from one or more of your cities 3. Launch the incursion 4. If the defender set **Peace Tribute**, choose: **take the bribe** or **refuse and fight** 5. Combat compares total **combat power** with a random multiplier — never fully predictable; **ties favor the defender** Winners take gold from the loser's treasury (and Peace Tribute deposit if needed). Heroes on guard **do not die or leave guard** from incursions. Limits apply: one pending incursion at a time, cooldown per target player, daily caps, and asymmetric intel — you see total guard on a map, not per city (unless you spy). ### **Espionage — buying intelligence** Pay gold to spy on rival realms: - Select one or more cities on a target map - Cost scales with building taxes and hero gold reserves in scope - Receive a report: exact guard count per city, **imprecise** power estimate (random range) - Part of your payment goes to the **spied lord** and involved heroes No cooldown — information is per purchase. Plan incursions with eyes open. ### **Peace Tribute — defensive bribery** Deposit gold in a protected fund and offer attackers a **tribute** to walk away. Attackers who accept get paid and skip the fight. Attackers who refuse — or defenders with empty funds — proceed to combat. ## **Economy — gold matters** Gold is not decoration. It funds expansion, war, gear, and diplomacy. ### **Two treasuries** **OwnerUsed for** **Lord (you)** Land, cities, buildings, heroes, camps, forge, removals, espionage, incursions, bank **Hero** City services, camp loot, disposition reserves ### **How you earn** - Building **taxes** from heroes in your cities - **Visitors** exploring your map - Heroes **dying** in your offensive camps - **Espionage** payments to your realm - Winning **incursions** or tribute deals - **Capturing excess** hero gold at the Bank ### **How you spend** - Map and city expansion, visual themes - Building construction and upgrades - Hero recruitment and stat investment - Camp purchases, deployments, and extensions - Forge, camp expulsions, espionage, incursions - Peace Tribute deposits ### **Gold cap — no infinite hoarding** Lords and heroes have a **maximum gold cap**. Overflow does not sit idle: - **Lord at cap** — excess can spawn a **new hero** with distributed stats - **Hero at cap** — excess becomes **attribute growth** Endgame pushes **progression**, not inflation. ### **Hybrid territorial economy** This is a **hybrid economy**: the realm generates and drains gold through system faucets and sinks, while players **trade, tax, spy, raid, and bribe** each other. You grow rich by building, taxing, and competing — not only by grinding alone. ## **Global Market — player trade** List **weapons and shields** for sale at **prices you set**. Buyers pay from their lord treasury; sellers receive **100%** of the listed price. Trade is **global** — every realm participates. Listing costs gold per day (paid to the **Iron Bank**). While listed, items are locked out of the Forge. First buyer wins; expired listings return gear to your arsenal automatically. ## **Iron Merchants — the realm's financial hub** A public hub for the wider economy: - **Iron Bank** — transparent system treasury; listing fees and many gold sinks flow here (visible to everyone) - **Exchange House** — convert between gold and **Iron Coin**, the realm's secondary currency - **Iron Market** — trade items for Iron Coin between players - **Tavern games** — risk gold at the merchants' tavern (for lords who dare) - **Lottery** — periodic draws tied to the iron economy Gold and iron circulate through markets, sinks, and player choices — another layer of strategic wealth. ## **Kingdom Bank** Your personal **Bank** screen offers: - **Capture excess gold** from heroes (only above their building disposition reserves) - **Peace Tribute** management for incursion defense Financial tools for lords who treat the coffers as a weapon. ## **Hall of Fame** Public **rankings** across long-term glory: - Vastest realms and most cities - Most visited or most harassed maps - Richest treasuries and largest hosts - Strongest heroes and deadliest camps - Marketplace activity and more Compete for legacy, not just today's balance. ## **Achievements and notifications** **Achievements** mark milestones — founding the realm, first camp victory, a full map of fortresses, successful incursions, Hall of Fame presence. Messages speak in the game's epic voice: _"Mission accomplished, legend."_ **Notifications** report what happened while you were away: camp results, incursions suffered or launched, espionage, city life summaries, visitor heroes waiting for a slot, village raids. The realm talks to you between sessions. ## **Who is this for?** **Legends & Loot** is built for players who enjoy: - **Map-based strategy** with meaningful territory - **Idle / async loops** that respect your time - **Light RPG depth** through heroes, gear, and chronicles - **Indirect PvP** — camps, incursions, espionage, economic pressure - **Economies where every coin has weight** — taxes, markets, caps, and rival treasuries If you want a kingdom that **keeps earning while you sleep**, rivals who **feel real because they take your gold**, and a map that is **yours to shape** — this is your realm. ## **Getting started** 1. **Explore** public maps and the Hall of Fame before you commit 2. **Create your account** — receive starting gold, a small grid map, and a Capital waiting to be placed 3. **Place your Capital**, recruit your first hero, build buildings, set taxes 4. When stable: **Forge** gear, deploy **camps**, assign **guards**, visit the **Global Market** 5. When bold: **spy**, **incursion**, and expand until the world knows your name **CONQUER · COLLECT · REIGN** _Your map. Your heroes. Your glory._ ### **Play in the browser** No download required for the web version. Create your account, place your Capital, and let the legend begin. ================================================================================ ## Game: Lorddom and Bot (Kingdom Survival) URL: https://vibecode.game/vibe-coded-games/lorddom-and-bot-kingdom-survival Source: src/content/games/en/lorddom-and-bot-kingdom-survival.mdx ================================================================================ Description: Lorddom and Bot is a fast-paced survival RPG where you battle witches, collect resources, and evolve your combat bot. Developer: DOM Developer slug: dom AI tools: Verse8 Genres: rpg, management Engines: Verse8 Play URL: https://verse8.io/y7H5C7s Published: 2026-05-05 Community score: 0 ## Description Play as Lord Dom and fight through waves of witches in an arena that grows deadlier the longer you survive. Dodge incoming attacks, grab coins and gems scattered across the battlefield, and spend your haul to upgrade your abilities. The game responds to your survival time and upgrade decisions, so no two runs feel the same. ## Creator Background DOM is a Web3 and AI-focused creator from Nigeria building interactive games and digital systems using prompt-based development tools like Verse8. He specializes in survival game mechanics, progression systems, and AI-driven features that make gameplay more dynamic and adaptive. ## Gameplay **Goal:** Survive as long as possible in an arena filled with witches, collect coins and gems to fund upgrades, and climb the leaderboard. **Mechanics:** - Navigate the arena to avoid witch attacks while closing in to strike. - Grab coins and gems during combat and from defeated enemies. - Spend collected resources between waves to enhance Lord Dom's combat abilities or improve your bot's skills in battle. - Your combat bot evolves based on upgrade paths you choose, gaining new abilities that match your playstyle and the enemies you face. - The game adjusts enemy behavior, spawn rates, and attack patterns based on your survival time and upgrade decisions. ## Key Features - **Dynamic Arena:**Enemy patterns, spawn locations, and upgrade opportunities shift each time. No two runs play the same. - **Bot That Evolves with You:**Your companion gets stronger as you invest in it. It adapts to your playstyle rather than being a passive helper. - **Leaderboard Competition:** Climb by surviving longer and managing your haul better than anyone else. - **Web3-Ready Competitive System:** Built for blockchain integration, allowing future seasons, tournaments, and community-driven events. ## What Makes It Stand Out Lorddom and Bot puts you in a feedback loop where upgrades and difficulty scale together. The adaptive system makes the game harder while shifting how enemies behave based on your choices. This creates emergent gameplay where two players can have completely different experiences in the same arena. Combined with a combat bot that actually grows alongside your strategy, survival becomes less about reflexes alone and more about reading the arena, predicting what upgrades you'll need next, and staying one step ahead of a system that's learning how you play. ## How AI Is Used Verse8 powered the core game engine and served as the backbone for rapid prototyping. Claude was used for game logic and mechanics design. Agent8 handled bug fixes automatically. GPT contributed to gameplay system design and generated dynamic quest and event ideas. ================================================================================ ## Game: mindsweeper URL: https://vibecode.game/vibe-coded-games/mindsweeper Source: src/content/games/en/mindsweeper.mdx ================================================================================ Description: Mindsweeper takes the classic Minesweeper puzzle and adds one twist: the mines don't hold still. Every safe reveal pulls the mine furthest from one corner of the board a step closer to it, so the boar Developer: Adeleke Developer slug: adeleke AI tools: Claude, Minds Genres: puzzle Engines: HTML5 Canvas Play URL: https://mindsweeper-beta.vercel.app/ Community score: 0 Minesweeper has stayed almost unchanged for over 30 years because the core loop, read the numbers, deduce the safe tile, is genuinely good. Most variants change the skin, not the puzzle. Mindsweeper changes the puzzle itself: the board actively works against the plan you just made. You're not just solving a fixed layout anymore, you're solving a layout that reacts to your own progress, which means memorization and static solving strategies stop working and real-time adaptation starts mattering. Every board size was independently tested with thousands of simulated games using an actual deductive solver, not a guess, to make sure the drifting-mine twist stays a fair, winnable challenge and doesn't turn into random luck.# AI Tools Used Claude (Claude Code) and Game Designer Mind. # How AI was integrated into the development process Game Designer Mind was a real, ongoing design partner across the whole build, not a single one-off prompt. Mind conceived the core mine-relocation mechanic and revised it across several real rounds: a first version with open questions, a second version rewritten after real playtest data showed the original probe budget was mathematically unwinnable, and a third version that folded in pushback from our own testing (dropping an unnecessary rule, keeping first-click safety, keeping the standard mine-counting convention). Mind also designed the four-tier sizing system and proposed the daily-challenge groundwork that shipped in this version. Claude handled implementation: writing the game code, then independently verifying every board size with a real deductive solver playing thousands of simulated games, not just eyeballing it. Two separate adversarial testing passes were run against the finished game specifically to try to break it, and one real exploit was found this way (mass-flagging could freeze the drifting-mine mechanic entirely) and fixed, then re-verified with the solver to confirm the fix held. ================================================================================ ## Game: Mirror Maze: The Last Light URL: https://vibecode.game/vibe-coded-games/mirror-maze-the-last-light Source: src/content/games/en/mirror-maze-the-last-light.mdx ================================================================================ Description: A light-based puzzle adventure where players rotate mirrors to guide energy beams through ancient chambers and awaken forgotten crystals. Developer: estarh_crypt Developer slug: estarh-crypt AI tools: ChatGPT, Verse8, Minds Genres: puzzle, casual, adventure, strategy Engines: HTML5 Canvas, Phaser, GameMaker Play URL: https://mirrormazee.netlify.app/ Published: 2026-07-26 Community score: 0 **Mirror Maze: The Last Light** ***Mirror Maze:***The Last Light is a puzzle adventure where players restore an ancient energy system by controlling beams of light through a mysterious crystal maze. Humanity discovered a forgotten network of crystal chambers powered by reflected energy. After centuries of silence, the system has gone dark. Players take the role of a Light Keeper, solving carefully designed puzzles by rotating mirrors, redirecting beams, and awakening powerful crystals hidden throughout the maze. The game is built around a simple but satisfying mechanic: Rotate, Reflect, Restore. Every chamber exists within a limited grid space, making every mirror placement and every movement important. ## Gameplay Mechanics Players must: - Rotate mirrors to change the direction of light beams. - Guide energy through obstacles and pathways. - Activate crystals to complete each level. - Discover new mechanics as puzzles become more complex. Each level introduces new challenges: - Multiple mirrors. - Split energy beams. - Moving obstacles. - Locked pathways. - Different crystal types. The goal is not just reaching the crystal. The goal is finding the most efficient path. ## Key Features ✓ Grid-based puzzle gameplay ✓ Simple controls with increasing difficulty ✓ Reflective light mechanics ✓ Beautiful crystal environments ✓ Satisfying beam animations ✓ Multiple puzzle chambers ✓ Original AI-assisted development ✓ Browser-based gameplay ## What Makes Mirror Maze Stand Out Mirror Maze transforms a simple reflection mechanic into an atmospheric puzzle experience. The game combines: - Logical problem-solving. - Visual satisfaction. - Exploration. - Discovery. Instead of only solving puzzles, players are restoring a forgotten energy network and bringing light back to a lost world. The 32×32 constraint becomes part of the design philosophy, where every tile represents an important decision and every beam path matters. ================================================================================ ## Game: Monkey Business URL: https://vibecode.game/vibe-coded-games/monkey-business Source: src/content/games/en/monkey-business.mdx ================================================================================ Description: Monkey Business is an idle farming game where you sell fruits, unlock buildings, and grow your fruit empire. Developer: Op5617V8 Developer slug: op5617v8 AI tools: Verse8 Genres: idle, simulation Engines: Verse8 Play URL: https://verse8.io/T2M5F7e Published: 2026-05-05 Community score: 0 ## Description Plant and harvest fruits, then sell them for cash. Unlock new buildings that open up new ways to earn. Watch your wealth explode as each new building starts earning alongside your fruit sales. ## Creator Background Op5617V8 is a creator from India passionate about creative and innovative game design that breaks conventions. Op5617V8 created a pattern generator enabling community members to produce custom game backgrounds and built a UI tester featuring infinite customization combinations. ## Gameplay **Goal:** Sell fruits and unlock buildings to earn currency through multiple income paths and expand your farming operation. **Mechanics:** - Plant and harvest fruits to earn money. - Sell your harvested fruits. - Unlock new buildings to add passive income streams and alternative ways to earn money. - Each building reveals new mechanics and earning paths. ## Key Features - **Multiple Money Makers:** Fruits, buildings, and crazy income chains all run at once, so your wealth grows whether you're actively playing or stepping away. - **New Buildings Keep Coming:** Each unlock flips open fresh earning mechanics and production chains that make you feel powerful and rewarded. - **Always Something New to Discover:** The game keeps surprising you with fresh earning paths and buildings, so progression never gets stale. ## What Makes It Stand Out Monkey Business nails the dopamine loop of watching your income explode. Early fruit sales feel good, but every building unlock cranks up the money machine with new earning paths that stack on top of each other. Your wealth compounds as new buildings print currency while crops grow and sell simultaneously. The game never lets progression plateau because new unlocks constantly appear to keep you chasing the next upgrade. Sessions feel rewarding because you're always discovering something fresh that makes money faster. ## How AI Is Used Verse8 was used to generate all assets and code for Monkey Business. ================================================================================ ## Game: Moon run 32 URL: https://vibecode.game/vibe-coded-games/moon-run-32 Source: src/content/games/en/moon-run-32.mdx ================================================================================ Description: MOON RUN 32 is a crypto-themed HTML5 endless dodger where players collect coins and power-ups while avoiding hazards. The game runs in modern desktop and mobile browsers and supports keyboard Developer: PANDEV Developer slug: pandev AI tools: Claude, Minds Genres: action, arcade, endless-runner Engines: HTML5 Canvas Play URL: https://sites-moca.ethoswarm.ai/wren.scribe.32104/moonrun32/play Community score: 0 ### **Mechanics** **_The whole game runs on one repeatable beat: something's coming in → you decide → you move → it scores or costs you. That loop is the gameplay. It runs fast enough that after a few seconds you're not thinking about it anymore — you're just reacting._** **\*Underneath that there's a slower loop: run → die → see score → retry → beat it. No checkpoints, no levels. Your personal best is the only thing you're chasing. The longer\*\***you survive, the faster the field scrolls and the denser the spawns get, so each run gets harder by feel — not by changing the rules.\* ### Controls - **Desktop: arrow keys or WASD for directional movement. All four directions work, so you can climb the field as well as strafe.** - **Mobile: the play area is split into four touch zones (top, bottom, left, right). Tap to move. No on-screen stick, no aim — just direction.** ### Moment to moment **You spawn onto the field. The first few icons are spaced out — you're finding your footing, calibrating how fast the scroll is. Then it picks up.** **A BTC coin drifts in from the right, slightly above your line. Worth points. You tilt into it. A red candle slides in the same lane, lower down. You adjust — grab the coin, then drop to dodge. Heartbeat is up.** **A magnet power-up appears ahead. You angle for it because it's worth the risk. While you're chasing the magnet, two rug pulls funnel in from both sides. You split-second decide: take the magnet or play it safe. Most of the game lives in that micro-decision.** **A skull coin shows up — looks like a pickup, actually a hazard. If you read the Coin Guide, you skip it without blinking. If you didn't, you eat it and lose a life.** **The shield absorbs one hit. The diamond multiplies your score. The magnet pulls coins toward you for a short window, which is when you go for broke.** **Then you take a hit. One life left. The field is faster now. The next run starts.** **That's the whole game. The depth comes from how the field gets harder on its own, and how the power-ups change which risks are worth taking in any given run.** ================================================================================ ## Game: Moon Rush URL: https://vibecode.game/vibe-coded-games/moon-rush Source: src/content/games/en/moon-rush.mdx ================================================================================ Description: One-tap skill run through a live crypto chart. Boost up, dive down, dodge jagged gates, and stack BTC, ETH & SOL tokens before the beat drops. Survive the full track and climb the leaderboard. Developer: Fadeel Developer slug: fadeel AI tools: Minds, Claude, GrokAI Genres: arcade, strategy, multiplayer Engines: HTML5 Canvas Play URL: https://fadeel.itch.io/moon-rush Community score: 0 Gameplay Mechanics Players pilot a rocket through a side-scrolling track that follows a four-section music structure (Intro → Build-up → Drop → Outro). Hold the Boost button to thrust upward, hold Dive to drop quickly, and weave through jagged rock gates while collecting crypto tokens (BTC, ETH, SOL, BNB, ABS). Hitting solid gates ends the run; danger gates only deduct score. Survive the full track to reach the moon and post a high salvage score. Key Features Dual controls (Boost + Dive) for precise height control Music-synced difficulty that tightens as the beat drops Collectible crypto tokens with different values Local Top 10 leaderboard with pilot callsigns Procedural synth audio that changes intensity per section Clean one-run arcade loop — no levels, just pure skill What makes your game stand out from others in its genre? Moon Rush turns the classic one-button flyer into a dual-control skill run set inside a live “crypto chart.” The music structure literally drives the difficulty, and the scoring is framed as stacking real token value. It feels like riding a candlestick chart instead of a normal obstacle course. AI Tools Used Claude, MindAI, Grok, Cursor MindAI handled the majority of the code generation and iteration (physics, collision, procedural audio, UI, and leaderboard logic). It also helped design the four-section difficulty curve and refine the dual-control feel. All visual assets are code-drawn; no external image generators were used. ================================================================================ ## Game: Neon Arcade Shooter URL: https://vibecode.game/vibe-coded-games/neon-arcade-shooter Source: src/content/games/en/neon-arcade-shooter.mdx ================================================================================ Description: Dodge, Return, Fire, Survive the grid Developer: Christotech99 Developer slug: christotech99 AI tools: Minds Genres: arcade, action Engines: HTML5 Canvas Play URL: https://sites-moca.ethoswarm.ai/christotech/christotech/games/neon-arcade-shooter/index.html Published: 2026-07-26 Community score: 0 **Dive into Neon Rush, an intense arcade shooter that drops you straight into a vibrant neon/cyberpunk world. Master the fast-paced shoot-and-dodge gameplay as you face relentless waves of enemies featuring four unique behaviors and incoming fire. Stay sharp to manage your lives, rack up a massive score, and enjoy the satisfying feedback of particles and sound. With built-in pause and restart functions, you can jump back into the action anytime to chase that local high score. Can you survive the onslaught and claim the top spot?** ================================================================================ ## Game: NEON CIPHER URL: https://vibecode.game/vibe-coded-games/neon-cipher Source: src/content/games/en/neon-cipher.mdx ================================================================================ Description: NEON CIPHER is a fair first cyberpunk game. You earn Rem Neon by playing and learning, never by paying. The free core stays competitive; the skill ladder sits on top. Developer: Remmy Developer slug: remmy AI tools: Minds Genres: puzzle Engines: HTML5 Canvas Play URL: https://sites-moca.ethoswarm.ai/remmy/remmy/play/neon-cipher-v04 Published: 2026-07-26 Community score: 0 Game Description **Neon Cipher** is a cyberpunk puzzle game where players clear different sectors by solving two types of challenges. Some sectors require matching symbols to reach a target score, while others test players with short logic questions. As players complete each sector, they earn credits that unlock the next one, with each level becoming slightly more challenging than the last. The goal is simple: think, solve, and keep progressing. ## Gameplay Mechanics Players begin by selecting a sector from the map. - In **Match Sectors**, players swap neighbouring tiles to match three identical symbols in a row and earn points. - In **Logic Sectors**, players read a question, type their answer, and submit it. - Completing a sector rewards the player with credits and unlocks the next challenge. The game follows a simple loop: **Choose a sector → Solve the challenge → Earn credits → Unlock the next sector → Repeat.** ## Key Features - Cyberpunk-themed puzzle experience - Two different puzzle styles (Match-3 and Logic) - Progressive difficulty across levels - Reward system that unlocks new sectors - Simple "How to Play" guide for new players - Fast and easy-to-learn gameplay ## What Makes Neon Cipher Different? Instead of focusing on only one type of puzzle, Neon Cipher combines visual matching puzzles with logic challenges. This keeps gameplay fresh by encouraging both quick thinking and problem-solving as players progress. ## Theme The game takes place in a futuristic cyberpunk world filled with neon lights and digital sectors. Players work through different areas, solving puzzles to unlock new parts of the city. ## AI Tools Used I used **Minds by Animoca Brands** to design and build the game. AI helped me: - Brainstorm the game's structure. - Generate the initial playable version. - Refine the gameplay through feedback. - Adjust the level difficulty. - Add the "How to Play" tutorial. - Iterate on the game until I was happy with the final experience. Rather than replacing creativity, AI acted like a collaborative game design partner. I described my ideas in plain language, tested the game, shared feedback, and AI quickly updated the game based on those changes. ================================================================================ ## Game: Neon drift URL: https://vibecode.game/vibe-coded-games/neon-drift Source: src/content/games/en/neon-drift.mdx ================================================================================ Description: "Neon Drift is a fast-paced top-down arcade shooter — dodge, drift, and blast your way through waves of enemies in a neon-soaked battlefield. Built for VibeBlitz." Developer: Jay Developer slug: jay AI tools: Claude, Minds Genres: arcade, shooter Engines: HTML5 Canvas Play URL: https://sites-moca.ethoswarm.ai/rexy7835/hellominds/play/neon-drift Published: 2026-07-26 Community score: 0 Neon Drift Strap in and light up the grid. Neon Drift is a fast-paced top-down arcade shooter where survival is all about staying in motion. Waves of enemies close in from every direction — dodge, drift, and blast your way through with precision movement and relentless firepower. How to play: Move with arrow keys or WASD, fire with spacebar (hold for auto-fire), and keep your reflexes sharp as the difficulty ramps up. Built for both desktop and mobile with an on-screen D-pad, Neon Drift is easy to pick up and hard to put down. The goal: outlast the swarm, chase the high score, and see how long you can survive in the neon glow. ================================================================================ ## Game: Nitro Rush: Street Legends URL: https://vibecode.game/vibe-coded-games/nitro-rush-street-legends Source: src/content/games/en/nitro-rush-street-legends.mdx ================================================================================ Description: Race through city streets, drift around sharp corners, use nitro boosts, upgrade your dream cars, and become the ultimate Street Legend. Developer: Paulina Developer slug: paulina AI tools: Minds Genres: racing, sports Engines: Unity, GameMaker Play URL: https://sites-moca.ethoswarm.ai/nitro.rush.legends/nitro.rush.legends/nrl/play Community score: 0 ## Game Mechanics and Key Features Nitro Rush: Street Legends is a fast-paced arcade racing game focused on skill and progression. Players race through city streets, mountain roads, deserts, and coastal highways while mastering drifting to build Nitro for speed boosts. Winning races earns rewards that can be used to upgrade a car’s engine, handling, brakes, and acceleration. The career mode takes players from Rookie to Amateur and finally Pro, unlocking new cars, customization options, and more challenging championships along the way. A long-term rival, Ace Viper, serves as the champion players must eventually defeat to become the ultimate Street Legend. The game includes multiple race modes such as Career, Time Trial, and Multiplayer, along with dynamic weather, day and night races, detailed car customization, leaderboards, achievements, and both offline and online gameplay. The focus is on rewarding practice, smart upgrades, and consistent improvement rather than luck. ================================================================================ ## Game: ORBIT URL: https://vibecode.game/vibe-coded-games/orbit Source: src/content/games/en/orbit.mdx ================================================================================ Description: A fast-paced multiplayer arcade sports game where two pilots battle to control a powerful Energy Core and score physics-based goals using movement, dashes, and pulse abilities Developer: VETERAN Developer slug: veteran AI tools: ChatGPT, Claude, Minds Genres: sports, action, arcade, multiplayer Engines: HTML5 Canvas, Phaser, Custom Engine Play URL: https://orbit-production-c59f.up.railway.app/ Published: 2026-07-26 Community score: 0 ORBIT is a fast-paced multiplayer arcade sports game where two pilots compete to control a powerful Energy Core and score goals before the timer expires. Players move using **WASD**, aim with the **mouse**, use **Space** to perform a high-speed dash, and trigger an energy **Pulse** with **Left Click** to influence the Core and outplay opponents. Every match is physics-driven, rewarding positioning, timing, and quick decision-making over random chance. The objective is simple to learn but difficult to master: use movement, momentum, and abilities to push the Energy Core into the opponent's goal while defending your own. **Key Features** - Real-time multiplayer gameplay - Physics-based Energy Core interactions - Fast-paced 90-second competitive matches - Responsive dash and pulse abilities - Dynamic scoring system - Sci-fi visual effects and sound design - Smooth HUD with countdown timer and ability indicators - Browser-based gameplay with no installation required ## What Makes ORBIT Stand Out? ORBIT combines the accessibility of arcade sports games with physics-driven competitive gameplay. Instead of controlling a ball directly, players manipulate a shared Energy Core using movement, momentum, and special abilities, creating dynamic situations where every collision can completely change the outcome of a match. The game emphasizes mechanical skill, positioning, and timing rather than complex controls, making it approachable for new players while still rewarding mastery. Built specifically for the VibeCode Game Jam using the Minds Game Designer workflow, ORBIT focuses on polished game feel through responsive controls, visual effects, sound design, and fast, replayable multiplayer matches. ================================================================================ ## Game: Out of Sight URL: https://vibecode.game/vibe-coded-games/out-of-sight Source: src/content/games/en/out-of-sight.mdx ================================================================================ Description: Out of Sight is a fast-paced, top-down stealth arcade game where you navigate complex 32x32 grid mazes as a block-headed rogue. Developer: Alive Batman Developer slug: alive-batman AI tools: ChatGPT, Gemini, Verse8, Minds Genres: action, stealth, strategy, arcade, puzzle, casual, cozy Engines: HTML5 Canvas Play URL: https://verse8.io/i9R5z5o Published: 2026-07-26 Community score: 0 ## Out of Sight: Out of Sight is a fast-paced, top-down stealth arcade game where you navigate complex 32x32 grid mazes as a block-headed rogue. With only three hearts and no frontal attacks, you must collect coins while dodging enemy vision cones. Exploit blindspots, track patrol routes, and strike monsters from behind to clear the board and survive the shadows. ### Gameplay Mechanics: - A 32x32 grid on each map - With tile based movement. - Stealth - Enemies patrol with strict directional lines of sight. - Directional Combat - To take down enemies player needs to backstab - Arcade Objectives - To clear the level, player must collect every coin scattered throughout the maze while dodging or hunting the monsters. ### Key Features: - Level system with different playable modes. - Browser Native Engine - Built on HTML5 Canvas (ensuring lightweight). - Retro Feel - 8bit art + tense dungeon environments. - Punishing but Fair Loop: Fast respawns and strict, consistent rules ### Tools Used (Vibe Coded): - Minds - Verse8 - Gemini - ChatGPT ### **What Makes "Out of Sight" Stand Out:** - Aggressive Stealth: Unlike traditional stealth games where your only option is to cower in a locker, here you are the hunter. - **Arcade-Puzzle Fusion:** It flawlessly blends the frantic, high-score coin-chasing of classic arcade games with the methodical, tactical route-planning of a modern puzzle game. - **Authentic Indie Identity:** The game has a distinct, handcrafted fingerprint. Vibe-coded entirely from scratch by me (a1ivebatman), it proves you don't need a massive, bloated studio engine to build a genuinely addictive and stylish gameplay loop. ================================================================================ ## Game: Overgrown (VibeBlitz) URL: https://vibecode.game/vibe-coded-games/overgrown-vibeblitz Source: src/content/games/en/overgrown-vibeblitz.mdx ================================================================================ Description: Tap growths on a 32×32 plot before they mature and take over. Rare Brambles risk a shorter fuse for double points. Miss three, and your plot is overrun. Developer: Dashy Developer slug: dashy AI tools: Claude, Minds Genres: arcade, casual Engines: HTML5 Canvas Play URL: https://overgrown-plot-jam.netlify.app/ Published: 2026-07-25 Community score: 0 _Gameplay Mechanics:_ Tap growths before they mature through three visible stages. Successful clears build a streak bonus. Missed growths explode — with a shockwave, screen shake, and sound — and cost one of three lives. _Key Features:_ Rare Bramble growths mature in just 55% of the normal time but award more than double the points. A fence borders the plot, with vines creeping further around it as you lose lives. Best score saves locally between runs. _What makes your game stand out:_ The 32×32 boundary isn't just the playing field — it's the fiction. This is a neglected plot being reclaimed by nature, and every visual detail, from the fence to the spreading vines, reinforces that single idea instead of treating the boundary as an arbitrary limit. ================================================================================ ## Game: PATCH//32 URL: https://vibecode.game/vibe-coded-games/patch-32 Source: src/content/games/en/patch-32.mdx ================================================================================ Description: A 75-second tactical arcade survival game on a literal 32×32 grid. Patch spreading corruption with scarce energy, preserve network integrity, and chase high scores on desktop or mobile. Developer: Liam Developer slug: liam AI tools: ChatGPT, Minds Genres: arcade, strategy, casual Engines: HTML5 Canvas Play URL: https://smart-window.github.io/patch-32/ Community score: 0 Gameplay Mechanics PATCH//32 is a 75-second tactical survival game played across one literal 32×32 neighborhood. Corruption spreads inward from every edge. Move with WASD or arrow keys and press Space to deploy a patch, or tap any grid cell on a phone or tablet. Each patch costs scarce charge, repairs nearby corrupted cells, and may refund up to 10 charge. Keep network integrity above 48% until the timer reaches zero while building the highest score you can. Key Features • A complete game built around exactly 1,024 cells. • Scarce-energy decisions: spend now on a cluster or preserve charge for the next surge. • Large chain repairs reward accurate targeting and multiply score. • Responsive mouse, touch, and keyboard controls with synthesized audio and no downloads or login. • Free, browser-playable single-player experience. What makes PATCH//32 stand out The 32×32 constraint is the simulation itself, not decoration. Every cell is visible, vulnerable, and strategically meaningful. The tension comes from repairing a tiny network under pressure while balancing score, integrity, patch radius, and a deliberately limited energy economy. AI Tools Used ChatGPT and the PATCH32 Game Designer Mind from Minds by Animoca Brands. How AI was integrated into development The Game Designer Mind was used across multiple rounds to compare beginner, aggressive score-chaser, and cautious survival policies; identify a dominant positive-energy loop; recommend an isolated economy patch; and validate that patch with reported multi-seed policy simulations. Its recommendation reduced starting charge from 72 to 52, passive regeneration from 4.8/s to 3.0/s, and maximum refund from 24 to 10. A later isolated build raised the loss threshold from 28% to 48% after the Mind reported that all modeled policies still won 100% of runs. These were simulated policy tests rather than fresh human playtests. The Mind also reported DNS failures in its cost-curve tool, and its claimed Python simulator attachment was not delivered, so those reported results were not independently reproduced. ChatGPT supported implementation, testing, accessibility work, deployment, and submission preparation. ================================================================================ ## Game: Pixel Abysss URL: https://vibecode.game/vibe-coded-games/pixel-abysss Source: src/content/games/en/pixel-abysss.mdx ================================================================================ Description: Pixel Abyss is a fast-paced pixel-art roguelike dungeon crawler where every run is different. Battle powerful monsters, unlock unique abilities, discover hidden rooms, collect legendary loot Developer: Volcanic Developer slug: volcanic AI tools: Minds Genres: action, rpg, arcade, casual, adventure, roguelite Engines: HTML5 Canvas Play URL: https://pixelabyssgg.netlify.app/ Published: 2026-07-26 Community score: 0 Pixel Abyss is a fast-paced pixel-art roguelike dungeon crawler where every run is different. Battle powerful monsters, unlock unique abilities, discover hidden rooms, collect legendary loot, and build unstoppable combinations as you descend deeper into the ever-changing Abyss. Master challenging bosses, unlock new heroes, collect rare cosmetics, and prove how far you can survive in an adventure where no two dungeons are ever the same. ================================================================================ ## Game: Pixel Vanguard Idle URL: https://vibecode.game/vibe-coded-games/pixel-vanguard-idle Source: src/content/games/en/pixel-vanguard-idle.mdx ================================================================================ Description: Pixel Vanguard Idle is an addictive pixel-art RPG where you manage a hero and pet, battle monsters in dungeons, and trade in a live global market! Developer: xSoul Developer slug: xsoul AI tools: ChatGPT, Claude, Minds, Gemini Genres: rpg, idle, strategy Engines: HTML5 Canvas Play URL: https://pixel-vanguard-idle.onrender.com/ Published: 2026-07-27 Community score: 0 ### **Gameplay Mechanics** Pixel Vanguard Idle is an automated RPG where your hero and loyal pet continuously battle monsters through various stages and waves. Manage your equipment, equip powerful gear dropped by enemies, use potions to survive, and unleash unique active skills to defeat challenging bosses. ### **Key Features** - **Idle Progression:** Your character keeps fighting and leveling up even when you're away. - **Deep Equipment & Pet System:** Hunt rare gear drops, collect unique pets with special passive abilities, and use the Synthesizer to combine items for higher rarities. - **Global Real-Time Economy:** Trade equipment, pets, and gold with real players using a live global market powered by Supabase. - **Mastery Tree & Skills:** Unlock powerful talent branches and master devastating active spells like Cruel Cut. ### **What makes it stand out?** It combines classic retro pixel-art aesthetics with a deeply connected multiplayer experience. Unlike traditional idle games where you play completely alone, Pixel Vanguard Idle features a fully functional live global chat and a player-driven marketplace where you can trade items and compete on global leaderboards! ================================================================================ ## Game: Play Cash Flip URL: https://vibecode.game/vibe-coded-games/play-cash-flip Source: src/content/games/en/play-cash-flip.mdx ================================================================================ Description: Tap to launch a van off ramps, flip mid-air, and watch your cash multiply. One crash ends it. Developer: Shahidi Developer slug: shahidi AI tools: Verse8, Minds, Claude Genres: arcade Engines: HTML5 Canvas Play URL: https://verse8.io/dl/games/n7v3F8Z Community score: 0 Cash Flip is a one-tap physics stunt game. Launch your delivery van off a see-saw ramp, flip through the air, and land clean on the next ramp to keep your chain alive. Every successful flip multiplies your cash reward — starting small, but growing fast the longer you survive. One bad landing and it's game over, so you'll need to time your taps just right to keep stacking bigger and bigger payouts. Simple to pick up, hard to put down: tap to launch, tap to stabilize your rotation, and chase the highest cash-out before you crash. See how you rank against everyone else who's tried to beat their run. Controls: Tap (mobile) or Spacebar/Click (web). No swiping, no steering — just timing. ================================================================================ ## Game: play-glitch-runner URL: https://vibecode.game/vibe-coded-games/play-glitch-runner Source: src/content/games/en/play-glitch-runner.mdx ================================================================================ Description: A fast-paced roguelite endless runner where the world constantly glitches. Dodge obstacles, survive the chaos, and chase your highest score. Developer: NOFACE Developer slug: noface AI tools: Minds, ChatGPT Genres: roguelite, endless-runner, strategy, action Engines: HTML5 Canvas Play URL: https://noface009.github.io/glitch-runner/ Published: 2026-07-26 Community score: 0 Glitch Runner Glitch Runner is a fast-paced roguelite endless runner where the world constantly glitches, making every run different. Dodge obstacles, survive unpredictable events, and see how far you can go as the game becomes faster and more chaotic. Features Endless roguelite gameplay Random glitch events every run Increasing difficulty High-score challenge Retro pixel-art style Controls A / Left Arrow – Move Left D / Right Arrow – Move Right Space – Jump Platform: Desktop Browser (keyboard required) Note: Mobile controls are currently in development. Can you survive the glitches and set a new high score? ================================================================================ ## Game: Plotbound Arsenal URL: https://vibecode.game/vibe-coded-games/plotbound-arsenal Source: src/content/games/en/plotbound-arsenal.mdx ================================================================================ Description: Explore floating shard territories, clear them of hostile creatures, and defeat each guardian to claim it as a card. Real-time combat lets other players challenge and steal your claims. Developer: shepherd Developer slug: shepherd AI tools: Minds, Verse8, Claude Genres: action, rpg, multiplayer, adventure Engines: Phaser, HTML5 Canvas Play URL: https://plotbound-six.vercel.app Community score: 0 **Plotbound Arsenal** The Shards Remember A top-down exploration action-RPG where every creature you defeat becomes a creature you command. After the Great Fragmentation, the world broke apart. What remains are shards — islands of land suspended above an endless storm sea, each one sealed by a guardian that refuses to let go. You are an Architect: the last discipline of survivor able to walk between shards, clear what lives there, and bind its guardian to your roster. Five shards. Eight creatures. One rule — you only own what you can survive. --- **Core Loop** Plotbound Arsenal runs on a deliberately tight loop that teaches itself in under a minute and keeps escalating for the rest of the run: Explore a procedurally generated shard → clear the hostile creatures scattered across it → break the seal on the guardian → defeat it → claim it permanently → carry it into the next shard. Every shard is generated fresh from a seed. The terrain, the creature roster, the guardian's corner, and the routes between them are never the same twice — but the difficulty curve underneath is hand-tuned, not random. --- ## Gameplay Mechanics Auto-targeting combat with manual override. Your Architect acquires the nearest hostile within 400 units and fires automatically on a 300ms cadence — so the moment-to-moment skill isn't aiming, it's positioning. Space bar gives you a manual burst when you need to force a shot. Every projectile is a real simulated entity with travel time, a 2.5-second lifetime, terrain collision, and radius-based impact resolution. Trees and rocks eat bullets. Cover is real. A guardian gate that restructures the whole level. Each shard's guardian sits behind a visible ember barrier at a random corner, dimmed to a silhouette and completely untouchable. It cannot be rushed, cheesed, or skipped. Clear every last roaming creature and the barrier detonates outward — THE GUARDIAN AWAKENS — and the shard turns from an exploration space into a boss arena. One level design, two entirely different games. Enemies that behave, not just chase. Roaming creatures track you between 80 and 200 units, hold their spacing instead of clumping into your hitbox, and drift on sine-wave patrol paths when you're out of range. Guardians don't chase at all — they're stationary artillery with wider range, double the fire rate, and multi-shot spread volleys that fan 2 projectiles at Rare tier and 3 at Legendary. Fighting one is a dodge problem, not a damage race. Procedural generation with authored intent. A seeded generator lays down a water border, clusters trees and rocks, carves a sine-curved path across the shard, and guarantees a safe clearing at your spawn point. Creature placement uses rejection sampling with a minimum-separation constraint — up to 50 attempts per spawn — so you never get an unwinnable wall of enemies stacked on one tile, and never a dead empty shard. Difficulty that scales on seven independent axes. Every shard is a 32×32 tile world — roughly a thousand tiles of terrain per run. Across the five shards, enemy HP scales 1.8× → 4.5×, enemy power 1.3× → 2.6×, fire intervals tighten 1600ms → 850ms, and projectile speed climbs 200 → 280. Guardians scale harder still: 3× → 9× HP, 1.5× → 3.5× power, and a fire rate that halves from 800ms to 400ms. The guardian tier itself escalates from Rare to Legendary. By The Bellwether Spire, the same inputs that carried you through The Verdant Edge will get you killed. Permanent collection, permanent consequence. Defeating a guardian claims that creature into your roster forever and unlocks the next shard. Progress persists to local storage under an anonymous auto-generated Architect ID — no login, no wallet, no signup wall. A judge or a player is in the game in one click. The Arena. Stake a claimed creature against a randomly drawn opponent from the wider bestiary, in a bounded combat space with faster movement and its own AI phase system — approach, retreat, circle. Your collection isn't a trophy shelf. It's an army you can field. --- **_The Bestiary_** Eight creatures across three rarity tiers, each with distinct stats, silhouette, and a written behavioural identity: - Common — Pebblemouse (timid, darts and retreats), Mossback (absorbs punishment, counters heavy), Cinderling (fragile, ferocious, burns fast) - Rare — Tanglejaw (prowls the perimeter, then lunges), Zephyrfin (evasive, never still), Shardhorn (charges straight through anything) - Legendary — Embercoil (hypnotic spirals, searing strikes), Bellwether (the owl-sentinel who studies you before it decides) --- **What Sets It Apart** It solves the genre's oldest tension. Survivors-likes are frictionless but disposable — nothing carries forward. Creature-collectors are meaningful but slow — menus, turns, waiting. Plotbound Arsenal takes real-time action from one and permanent, earned ownership from the other. You don't catch creatures. You beat them, and then they're yours. The guardian gate is genuinely novel level design. Most top-down action games separate exploration maps from boss rooms. Here they're the same physical space, and your own progress is what transforms it. The shard you spent three minutes learning becomes the arena you have to survive in. True desktop-and-mobile parity, not a mobile port. Keyboard and touch feed the same movement vector — one code path, no drift between platforms. On touch, there's no fixed joystick eating screen space: press anywhere, and that point becomes your stick, with a sticky origin so direction reversals respond instantly and analog magnitude that's speed-capped to exactly match keyboard input. Neither control scheme has an advantage over the other. No onboarding tax. Anonymous session, instant start, five distinct shards of content, and a readable HUD. Judges can evaluate the actual game in the first fifteen seconds instead of fighting a wallet connect. --- ## How AI Was Integrated Into Development Minds AI by Animoca Brands was the creative foundation of this project. Every creature in Plotbound Arsenal — the full eight-creature bestiary from Pebblemouse to Bellwether — along with the player Architect character and the world's visual assets, was generated with Minds AI. It didn't decorate an existing game; it produced the cast the entire game was then designed around. The rarity tiers, the stat spreads, the guardian escalation, and the shard themes were all authored in response to what Minds AI created. Shardhorn's crystal armour is why Crystal Archipelago is choked with rock formations. Bellwether's owl-sentinel silhouette is why the final shard is called The Bellwether Spire. The creatures came first, and the game grew out of them. **Verse8** then took that generated output and made it real inside a running game — handling the asset pipeline, hosting, and delivery so that Minds AI's creatures could be loaded, scaled, and animated as live sprites in the engine rather than sitting as flat concept art. **Claude Fable 5** refined the layer on top: translating each Minds AI creature into balanced gameplay data — HP, power, hitbox size, behavioural personality — and building the systems that let them act. Procedural world generation, projectile simulation, the guardian barrier state machine, enemy AI phases, and the unified keyboard-plus-touch input layer were developed and hardened with Fable 5, including a full behavioural test suite covering the control system. The pipeline was deliberate: Minds AI created the world's inhabitants. Verse8 delivered them into the engine. Claude Fable 5 gave them rules to live by. --- **Built With** Phaser 3.90 (Arcade Physics) · TypeScript · React shell · Vite · Tailwind CSS · WebGL with automatic Canvas fallback · responsive scaling · localStorage persistence · deployed on Vercel ================================================================================ ## Game: Potion Shop Panic URL: https://vibecode.game/vibe-coded-games/potion-shop-panic Source: src/content/games/en/potion-shop-panic.mdx ================================================================================ Description: Potion Shop Panic is a cozy puzzle game where you diagnose customers from their symptoms and brew the right remedy using everyday ingredients. Listen, think, mix, and heal! Developer: Nimi Developer slug: nimi AI tools: Minds Genres: puzzle, simulation, strategy Engines: netlify just for hosting Play URL: https://potionshoppanicbynimi.netlify.app/ Community score: 0 **Potion Shop Panic – Game Design Brief** Core Fantasy Become the village's trusted potion maker by diagnosing customers and brewing the perfect remedy using everyday ingredients. The player shouldn't feel like they're memorizing recipes. They should feel like they're listening, reasoning, and solving problems. ## _Core Gameplay Loop_ A customer enters the shop. The customer describes their symptoms. The player identifies the main problem. The player chooses up to three ingredients. The ingredients are brewed into a potion. The customer reacts. The player earns a score based on the quality of the remedy. A new customer arrives. Repeat until the shift ends. ## _Gameplay Mechanics_ Customer Diagnosis Customers never ask for a potion directly. Instead they say things like: "I can't stop coughing." "My eyes keep closing." "My throat hurts whenever I swallow." The challenge is interpreting these symptoms correctly. Ingredient Selection Players choose ingredients from the shelf. Ingredients include: Honey Lemon Ginger Mint Aloe Vera Coffee Water Chamomile Each ingredient has its own healing properties. Players may combine up to three ingredients. Brewing Selected ingredients are placed into the cauldron. Press Brew to create the potion. The potion is immediately delivered to the customer. Scoring System Each ingredient contributes toward solving the customer's problem. Perfect combinations earn maximum points. Partially correct combinations still help but score less. Poor combinations receive little or no score. This rewards reasoning instead of memorizing exact recipes. Difficulty Progression Early customers have one obvious symptom. Example: "I'm exhausted." Later customers present multiple symptoms. Example: "My throat hurts, I've been coughing all day, and I barely slept." The player must determine which symptoms matter most. Difficulty comes from diagnosis—not faster timers. Win Condition Serve as many customers as possible before the shift ends while maintaining a high score. Lose Condition There is no traditional fail state. Players simply finish their shift with whatever score they've earned. This keeps the experience cozy and low-pressure. Player Fantasy "I'm the village healer who listens carefully, understands people's problems, and creates the perfect remedy." Pillars Listen carefully. Think logically. Brew wisely. Help your customers. Improve through understanding—not memorization. ================================================================================ ## Game: Redline rider URL: https://vibecode.game/vibe-coded-games/redline-rider Source: src/content/games/en/redline-rider.mdx ================================================================================ Description: Ride the line. Feed the eye. An endless neon downhill survival game where clean riding builds speed, style makes the mountain notice you — and the Overseer rides back. Developer: Mendouksaiiii Developer slug: mendouksaiiii AI tools: Claude, Minds Genres: endless-runner, racing, casual, sports Engines: WebGL, Phaser Play URL: https://Redline-rider.vercel.app Community score: 0 REDLINE RIDER You're on a bike, going down a mountain that doesn't end. That's it. That's the game. Well, almost. There's also a giant eye watching you. We call it the Overseer. It pays attention to how you ride if you start showing off with flips and close calls, it starts throwing things at you. We built it because endless runners get boring when the difficulty doesn't care who's playing. This one cares. The main thing to learn is landing. When you're in the air, a ring closes in on the screen tap at the right moment and you land clean and keep all your speed. Mess it up and you stumble. Sounds simple. It's not. Our best players are separated from everyone else almost entirely by this. Speed works differently here too. There's no boost button that matters. You go fast by not screwing up for a long time. It's weirdly tense. There are two modes. Descent is the endless one, and it's what the leaderboard counts distance mostly, plus airtime and style points. Ascent is a set of hand-made climbs with checkpoints and an actual summit, for when you want something you can finish. Runs earn coins, dailies earn more, and there's a shop with 21 riders and 15 bikes. One of them is a frog. The skins don't change how anything handles we're not doing that. You don't need an account. Type a name and play. If you add an email, your stuff follows you between devices, but it's genuinely optional half our leaderboard never bothered. Made by two of us (plus our AI copilots, honestly). Free, in your browser, works on your phone. The eye is waiting. ================================================================================ ## Game: REMNANT URL: https://vibecode.game/vibe-coded-games/remnant Source: src/content/games/en/remnant.mdx ================================================================================ Description: A peaceful puzzle adventure where every forgotten memory has the power to restore what was once lost. Developer: Feko Developer slug: feko AI tools: Minds Genres: puzzle Engines: HTML5 Canvas Play URL: https://remnantbyfeko.netlify.app/ Published: 2026-07-26 Community score: 0 Have you ever wondered what would happen if memories could disappear... not just from people, but from the world itself? This is Remnant. A peaceful puzzle adventure where every forgotten memory has the power to restore what was once lost. As you explore a fading world, you'll uncover Remnants—fragments of memories left behind by the people who once lived here. Each one you recover changes the world around you. A broken bridge becomes whole again. A forgotten path reveals itself. A lifeless garden bursts back into bloom. But restoring the world isn't just about finding memories. You'll need to solve environmental puzzles, pay attention to your surroundings, and discover how each memory fits into the story of the land. There are no enemies to defeat. No battles to fight. Just curiosity, exploration, and the joy of bringing a forgotten world back to life. Every puzzle solved... Every memory restored... Brings you one step closer to uncovering the truth behind this world. This is Remnant. ================================================================================ ## Game: Rushbound URL: https://vibecode.game/vibe-coded-games/rushbound Source: src/content/games/en/rushbound.mdx ================================================================================ Description: A fast-paced 3D endless runner where players control a character running through an obstacle-filled environment, dodging hazards and collecting rewards while trying to survive as long as possible. Developer: Anorys Developer slug: anorys AI tools: Minds Genres: endless-runner Engines: GameMaker Play URL: https://sites-moca.ethoswarm.ai/anorys/rushbound/index.html Community score: 0 **RUSHBOUND is a fast-paced 3D endless runner with a unique twist: the danger isn't always in front of you.** As your character runs forward through the city, obstacles come rushing toward you **from behind**. Instead of simply looking ahead, you must constantly stay alert, track incoming hazards, and react in a split second to avoid getting hit. It's a test of **visual awareness, reaction speed, and focus**. The longer you run, the faster the obstacles come, pushing your reflexes to their limits. ## How long can you survive when you can't afford to look back? ## How to Play ### Watch Your Surroundings Keep your eyes open and pay attention to incoming obstacles. Unlike traditional endless runners, the threats aren't always coming from the direction you're running. ### React Fast When an obstacle approaches, you have only a moment to react. Your ability to recognize danger and respond quickly is the key to survival. ### Keep Running Your character never stops moving forward. Stay focused, make the right moves, and keep your run alive for as long as possible. ### Trust Your Vision RUSHBOUND challenges your visual awareness. You need to quickly identify where danger is coming from and decide how to react before it's too late. ### Beat Your Best The longer you survive, the higher your score. Push your limits, improve your reaction time, and try to beat your personal best every run. ## Core Mechanics **RUN** Keep moving forward through the endless city. **SPOT** Identify incoming obstacles before they reach you. **REACT** Use your reflexes to respond to the threat in time. **DODGE** Jump and maneuver to avoid obstacles and stay alive. **SURVIVE** The longer you last, the faster and more challenging the game becomes. ## What Makes RUSHBOUND Stand Out? ### **A Twist on the Endless Runner** RUSHBOUND flips the traditional endless-runner formula on its head. Instead of simply watching what's ahead, you're challenged to deal with obstacles approaching from **behind** while your character continues running forward. This creates a unique gameplay experience that tests more than just speed. ### **Visual Awareness** Your eyes are your first line of defense. You need to quickly spot incoming threats and understand what's happening around you. ### **Lightning-Fast Reactions** Every second matters. A delayed reaction can mean the difference between surviving and ending your run. ### **A Test of Focus** As the game speeds up, maintaining concentration becomes increasingly difficult. The challenge isn't just reacting quickly—it's staying focused for as long as possible. ### **Easy to Understand, Hard to Master** The concept is simple: **run and avoid what's coming.** But as the speed increases and obstacles become harder to predict, mastering the game becomes a real test of skill. ## The RUSHBOUND Challenge **RUN FORWARD. WATCH BEHIND. REACT FAST. DON'T GET HIT.** Every run is a test of your **vision, awareness, and reaction speed**. **The longer you run, the faster you need to think.** ### **How long can you survive?** ================================================================================ ## Game: Sanctum Trials URL: https://vibecode.game/vibe-coded-games/sanctum-trials Source: src/content/games/en/sanctum-trials.mdx ================================================================================ Description: Match ancient relics in this fast paced Mahjong-style puzzle adventure. Clear three matching tiles before time runs out across 100 levels filled with strategic challenges. Developer: Jayin Developer slug: jayin AI tools: Minds Genres: puzzle Engines: HTML5 Canvas Play URL: https://sites-moca.ethoswarm.ai/pleebo/pleebo-games/sanctum-trials Published: 2026-07-26 Community score: 0 ## **Sanctum Trials** **Master the art of the stack in a serene, architectural puzzle experience where every move demands precision.** ### **The core loop** **Clear a compact, stepped pyramid of relic tiles. Only the topmost exposed tiles can be selected; each selected tile moves into a 9-slot tray. When three matching motifs collect in the tray, they dissolve with a light pulse.** **The strategy is deciding which exposed tiles to take and when. Fill the tray with unmatched tiles and you can block your own run. Clear the entire structure before the timer expires: 2:30 on level 1, tightening to 1:36 by level 100.** ### **Key features** - **100 progressive levels with deterministic layouts and saved progress.** - **Compact stacked-pyramid boards that reward reading the layers from the top down.** - **18 relic motifs across the progression, with each matching group appearing exactly three times.** - **Clear failure state: the run ends when time reaches zero with tiles remaining.** - **Single free experience: no paywall, paid version, or in-app purchases.** ### **What makes it stand out** **It combines Monument Valley-inspired sacred architecture and pastel atmosphere with Tile Explorer-style triple matching and Mahjong-like stack reading. The result is a focused puzzle where the calm visual world contrasts with increasingly demanding decisions: uncover the right relics, manage the tray, and restore the sanctum before time runs out.** ================================================================================ ## Game: Save the 100 USDT URL: https://vibecode.game/vibe-coded-games/save-the-100-usdt Source: src/content/games/en/save-the-100-usdt.mdx ================================================================================ Description: Protect a 100 USDT transaction through a cyberpunk blockchain filled with digital dangers. Developer: Kalp Developer slug: kalp AI tools: ChatGPT, Verse8, Minds Genres: adventure Engines: WebGL, Verse8 WebGL engine Play URL: https://verse8.io/i2h2b5w Community score: 0 Save the 100 USDT Can you protect a blockchain transaction from cyber threats? In Save the 100 USDT, you become a valuable 100 USDT coin on a mission to safely reach Bob's Wallet. Your journey takes you through a futuristic blockchain network filled with digital dangers. Avoid Scam Bots, dodge Phishing Links, escape Malware Viruses, and time your movement through Firewall Gates. Collect powerful upgrades like Security Shields, Speed Boosts, and Checkpoints to survive. Every hit brings your transaction closer to failure, so quick reactions and smart movement are the key to success. Features Fast-paced top-down arcade gameplay Cyberpunk blockchain world Multiple enemy types with unique behaviors Power-ups that help you survive Progressive difficulty across five connected zones Desktop and mobile support [ for smooth gameplay play on PC/ laptop] Smooth controls and quick gameplay sessions Will your transaction reach Bob's Wallet, or will cyber threats stop you first? Deliver. Dodge. Survive. ================================================================================ ## Game: Sector 32: Last Defense URL: https://vibecode.game/vibe-coded-games/sector-32-last-defense Source: src/content/games/en/sector-32-last-defense.mdx ================================================================================ Description: Sentinel is missing. The Kessel's are hunting you. Break through hostile sectors, survive a breakdown, explore outposts, rebuild, keep your hopes together and save Sentinel O BRAVE ONE ! Developer: ryuk Developer slug: ryuk AI tools: ChatGPT, Claude, Gemini, Minds Genres: action, sci-fi, shooter, arcade, adventure Engines: Phaser Play URL: https://sector-32.vercel.app Published: 2026-07-25 Community score: 0 Somewhere beyond the frontier, Sentinel has gone silent. Sector 32: Last Defense is a cinematic science-fiction action game about following that fading signal through an evolving warfront. You pilot Victory, the rescue ship sent to find Sentinel and bring its pilot home, but every answer draws you deeper into territory shaped by the Kessel war machine. The journey refuses to stay at one scale. One moment you are cutting through hostile formations in open space; the next, the battle has followed you into the atmosphere, across a hostile world, or through the defenses of an occupied outpost. The battlefield changes with the story, but the mission never does. Combat is fast, readable, and relentless. Weapons reshape the rhythm of a fight. Enemy patterns turn movement into survival. Bosses arrive as full confrontations machines to read, break apart, and overcome. Cinematic transitions keep the story inside the game, while shifting environments, lighting, and sound make every chapter feel like another step into the unknown. Beyond the campaign, Endless Siege transforms the same war into a last stand: an escalating fight for score, salvage, upgrades, and survival. Sector 32 is not a collection of disconnected modes. It is an expanding rescue saga designed to move between ships and pilots, space and ground, war-torn sectors and hostile outposts, each new chapter carrying the consequences of the last. And behind the warfront, the Kessel Mother is waiting not merely at the end of the journey, but as the force shaping everything that stands between you and Sentinel. Somewhere ahead, Sentinel is still waiting. _Follow the signal._ _Survive what answers._ _Bring them home._ ================================================================================ ## Game: Shadow Abyss URL: https://vibecode.game/vibe-coded-games/shadow-abyss Source: src/content/games/en/shadow-abyss.mdx ================================================================================ Description: A fast-paced vertical scrolling bullet-hell shooter set inside a dark fantasy dungeon. Players control a lone cursed knight who battles waves of demons, undead warriors, and monstrous bosses while des Developer: AX7 Developer slug: ax7 AI tools: ChatGPT, Gemini, Verse8, Copilot, Minds Genres: action, arcade, casual, shooter, strategy Engines: PixiJS, HTML5 Canvas, RPG Maker, Unreal, Godot, GameMaker Play URL: https://verse8.io/dl/games/b6W3Z3A Community score: 0 A fast-paced vertical scrolling bullet-hell shooter set inside a dark fantasy dungeon. Players control a lone cursed knight who battles waves of demons, undead warriors, and monstrous bosses while descending through haunted castles, forgotten crypts, and infernal caverns. Dodge enemy attacks, collect power-ups, upgrade magical weapons, and survive increasingly difficult encounters. ================================================================================ ## Game: SPACE RUSH URL: https://vibecode.game/vibe-coded-games/space-rush Source: src/content/games/en/space-rush.mdx ================================================================================ Description: A fast-paced space adventure with endless flying and exciting challenges! Developer: aaru Developer slug: aaru AI tools: ChatGPT, Minds, Verse8 Genres: action, arcade, casual Engines: HTML5 Canvas Play URL: https://create.verse8.io/dl/games/Z5h6h5j Published: 2026-07-27 Community score: 0 Space Rush is a fast-paced endless space arcade game where every second tests your reflexes. Pilot your spaceship through dangerous obstacles, beat your highest score, and compete on the All-Time, Weekly, and Monthly leaderboards. Easy to play but challenging to master, Space Rush delivers smooth gameplay, endless action, and an exciting experience for players of all skill levels. How far can you fly before crashing? Jump in and start your space adventure today ================================================================================ ## Game: Steampunk Defender with the Builder URL: https://vibecode.game/vibe-coded-games/steampunk-defender-with-the-builder Source: src/content/games/en/steampunk-defender-with-the-builder.mdx ================================================================================ Description: Run, build, and protect the generator. Developer: Vinne Developer slug: vinne AI tools: Gemini, Minds Genres: strategy, roguelite, management, action Engines: Unity Play URL: https://steampunk-defender-with-the-builder.netlify.app/ Published: 2026-07-27 Community score: 0 ## Gameplay Mechanics The core loop revolves around an addictive 3-phase cycle: Preparation, Defense, and Upgrade. During the 15-second Prep phase, players must analyze the grid, repair the Central Generator, and strategically place defenses. In the Defense phase, enemies spawn from the edges (360º) in increasing numbers. The player must move frantically to repair structures under attack and survive. When the wave is cleared, the game pauses for the Upgrade phase, where an RNG system offers two buff cards, forcing tough decisions. **Controls:** - Movement: WASD or Arrows. - Aim: Mouse. - Build Mode: Q key. - Build: Left Mouse Button. - Repair: E key. ## Key Features - **Tactical Grid Action:** The entire game—movement, building, and collisions—was designed to fit inside a challenging 32x32 tile grid. - **Smart Building System:** A hologram preview shows where 2x2 towers can be placed, preventing players from building on blocked tiles. - **Roguelite Upgrade System:** Between waves, choose cards that boost player speed, improve healing power, grant repair kits, or provide the coveted Epic Item: a new Tower. - **Pseudo-3D Towers (360º):** Towers mathematically calculate enemy angles and swap between 77 perfectly drawn pixel-art frames to shoot homing projectiles, achieving a 3D rotation effect in a pure 2D environment. - **Scaling Difficulty:** Endless waves feature an aggressive enemy spawn formula. The longer you survive, the more chaotic it gets. ## What makes your game stand out from others in its genre? The main hook is the blend of extremely scarce resource management with real-time movement chaos. Unlike traditional Tower Defense games where you just watch, here you are a vulnerable engineer on the battlefield. The tiny, confined space of the map (32x32) creates a sense of claustrophobia. Furthermore, the Steampunk pixel art combined with strong "Game Juice" (screen shake, dynamic health bars, and smooth tower animations) delivers a highly polished and satisfying experience. ## AI Tools Used Google Gemini and Minds. ## How AI was integrated into the development process As a beginner Unity developer, I used Google Gemini as a direct "programming mentor". The AI was instrumental in structuring the C# code architecture, helping to create the complex math behind the 360-degree tower aiming, the grid-snapping system for the mouse, and building a dynamic UI system purely through code without relying heavily on the Animator. Gemini also provided step-by-step guidance for debugging and optimizing the game's wave manager. ================================================================================ ## Game: STELLAR CLASH URL: https://vibecode.game/vibe-coded-games/stellar-clash Source: src/content/games/en/stellar-clash.mdx ================================================================================ Description: Stellar Clash is a fast-paced 2D sci-fi arena fighter where players choose a unique champion and battle AI opponents in intense one-on-one duels. Every match takes place inside a compact 32×32 arena, Developer: Hephsho Developer slug: hephsho AI tools: ChatGPT, Minds Genres: action, strategy, sci-fi, fighting Engines: Unity Play URL: https://sites-moca.ethoswarm.ai/hephsho/hephsho-games/stellar-clash Community score: 0 **STELLAR CLASH** **Welcome to STELLAR CLASH, the galaxy’s most prestigious combat arena.** **Across the universe, elite warriors gather to prove their strength in a battlefield unlike any other. Every duel is fought inside a precisely engineered 32×32 combat grid, where every tile matters and every decision can determine the outcome of the fight.** **Choose your champion, challenge powerful opponents, and climb your way to becoming the ultimate champion of STELLAR CLASH.** **Each fighter brings a completely different combat style. Whether you prefer overwhelming power, lightning-fast attacks, tactical defense, or devastating energy abilities, every battle offers a new challenge to master.** **Victory isn’t about button mashing it’s about reading your opponent, managing your abilities, and striking at exactly the right moment.** ## Can you conquer every challenger and earn your place among the galaxy’s greatest warriors? ## Gameplay Mechanics **Players begin by selecting their preferred fighter from a roster of unique characters, each with their own passive ability, special attacks, ultimate move, and combat stats.** **Next, they choose an opponent and enter the 32×32 arena for a one-on-one duel.** **During combat, players:** **• Move freely around the arena.** **• Perform light and heavy attacks.** **• Block incoming attacks.** **• Dodge to avoid damage.** **• Use special abilities with cooldowns.** **• Build energy to unleash a powerful Ultimate Ability.** **• Defeat their opponent before their own health reaches zero.** **Winning battles unlocks tougher opponents and encourages players to master every fighter’s strengths and weaknesses.** ## Key Features **• Fast-paced 1v1 sci-fi arena combat.** **• Multiple playable fighters with distinct abilities and playstyles.** **• Passive skills, special abilities, and cinematic Ultimate attacks.** **• AI opponents with increasing difficulty.** **• Compact 32×32 battlefield designed for strategic positioning and intense action.** **• Colorful pixel-art visuals with futuristic effects.** ## • Responsive controls designed for quick browser gameplay. **• Replayable battles that reward timing, precision, and strategy.** ## What Makes STELLAR CLASH Stand Out? **Unlike traditional fighting games that rely on large stages or complex combo systems, STELLAR CLASH embraces the Game Jam’s 32×32 constraint as the heart of its design.** **Every battle unfolds inside a tightly confined arena where there is no room to endlessly retreat or avoid confrontation. The limited space creates constant pressure, making movement, spacing, and tactical ability usage just as important as attacking.** **Each fighter is designed with a unique identity and combat style, encouraging players to experiment with different strategies and discover which champion best suits their playstyle.** **With its blend of arcade-inspired combat, futuristic world-building, and strategic arena design, STELLAR CLASH delivers quick, exciting matches that are easy to pick up while offering satisfying depth for players who want to master every duel.** ================================================================================ ## Game: Stickman Survival Battle URL: https://vibecode.game/vibe-coded-games/stickman-survival-battle Source: src/content/games/en/stickman-survival-battle.mdx ================================================================================ Description: Fight your way through 30 action-packed stages in this fast-paced Stickman Survival Battle! Defeat enemies and survive increasingly challenging battles to become the ultimate stickman warrior. Developer: KennyGG Developer slug: kennygg AI tools: Replit, Minds Genres: action, fighting Engines: HTML5 Canvas Play URL: https://stickman-survival-battle--ujjwalnishad780.replit.app/ Community score: 0 ### Gameplay Mechanics - Fight enemies using punches and kicks. - Defeat every enemy to clear the stage. - Progress through 30 increasingly challenging levels. - Dodge attacks and time your strikes carefully. - Master movement and combat to survive every battle. ### Key Features - 🥊 30 action-packed stages - 👊 Fast-paced hand-to-hand combat - 🦵 Punch and kick attack system - 🎮 Smooth and responsive controls - 🤖 Challenging enemies with increasing difficulty - 🏆 Stage-based progression ### What Makes It Stand Out - Pure hand-to-hand combat with no weapons or special powers. - Every stage features a new challenge that tests your combat skills. - Simple controls with satisfying punch and kick mechanics. - Clean stickman visuals focused on fast, action-packed gameplay. - Easy to play, challenging to master, and playable instantly in any browser. ================================================================================ ## Game: StoreSimulator URL: https://vibecode.game/vibe-coded-games/storesimulator Source: src/content/games/en/storesimulator.mdx ================================================================================ Description: Simulation game where you build your dream store by importing real 3d object to make more sales Developer: Benraouane Soufiane Developer slug: benraouane-soufiane AI tools: ChatGPT, Minds Genres: management, city-builder, casual, simulation, cozy Engines: WebGL, HTML5 Canvas, Three.js Play URL: https://storesim.xyz/ Community score: 0 ## Game Description StoreSim is a cozy 3D marketplace game where players can build their dream shop or explore a lively neighborhood as a customer. Store owners design their space, create a catalog, serve customers, and grow their business, while visitors browse themed stores, inspect products, shop, and socialize. ## Gameplay Mechanics Players begin by creating a custom avatar and choosing between two roles: - Store owners place, rotate, recolor, and connect furniture and decorations inside a customizable shop. - Owners add products or services, upload custom 3D models, open their store, and complete customer orders before patience runs out. - Visitors explore the market using WASD or arrow keys, rotate and zoom the camera, enter stores, inspect products, and make purchases. - Players earn and spend coins, interact with the marketplace, and communicate through market chat. - An optional MetaMask connection on the Base network saves the player’s avatar, role, profile, and store. ## Key Features - Two distinct play styles: store owner and visitor - Fully interactive 3D marketplace - Detailed avatar and outfit customization - Modular store-building system with furniture, walls, storefronts, signs, and decorations - Custom image, GLB, and Blender model uploads - Product and service catalog management - Customer orders with a timed patience mechanic - Ten themed stores covering ceramics, plants, food, music, books, toys, fashion, technology, outdoor gear, and jewelry - Interactive product inspection - Persistent wallet-linked progress - Shared marketplace chat ## What Makes StoreSim Stand Out? StoreSim combines a cozy social game with an accessible 3D creation platform. Instead of selecting only from preset shop designs, players can import their own models and turn almost any creative idea into a store, product, or display. Its owner-and-visitor structure also gives creations a purpose: one player builds a space while another explores and shops inside it. This makes StoreSim feel like a playable marketplace for creativity rather than a traditional business-management simulator. ## AI Tools Used - Minds (Game Designer Mind) - OpenAI Codex - AI-assisted development and iteration tools ## How AI Was Integrated Into Development AI assisted with planning gameplay systems, generating and refining React and Three.js code, troubleshooting technical issues, designing interface flows, and rapidly iterating on store-building and marketplace features. It also helped develop product concepts, store themes, descriptions, and other game content. The final 3D experience was assembled and customized in code, with procedural and uploaded assets integrated into the game’s visual system. ================================================================================ ## Game: Swerve Runner URL: https://vibecode.game/vibe-coded-games/swerve-runner Source: src/content/games/en/swerve-runner.mdx ================================================================================ Description: Swerve Runner is a fast arcade game where you guide a glowing orb between lanes, dodge obstacles, grab score boosting gates, and survive as the track gets faster. Developer: Revayah Developer slug: revayah AI tools: Minds, Verse8 Genres: arcade, action Engines: HTML5 Canvas Play URL: https://swerve-runner.netlify.app/ Published: 2026-07-26 Community score: 0 ### **Game Page Body** Swerve Runner is a fast-paced endless runner where you guide a glowing orb through a futuristic neon track. Move left and right to switch lanes, avoid incoming blocks, and aim for gates that can dramatically change your score. Every second raises the speed, so quick reactions and smart lane choices are key to setting a new best run. ### **Gameplay Mechanics** Your orb moves forward automatically while the track and obstacles rush toward you. Use your mouse on desktop or drag your finger on mobile to smoothly swerve across five lanes. Avoid dark warning blocks at all costs—one collision ends the run. Pass through green gates to double your score multiplier and gain a brief speed boost, or hit red gates to halve your multiplier and slow down. ### **Key Features** - Smooth mouse and touch controls - Fast endless-runner gameplay with increasing speed - Five-lane futuristic neon track - Green ×2 gates that boost score and speed - Red ÷2 gates that reduce your multiplier and slow you down - Randomized, fair obstacle patterns - Score multipliers and session-best score tracking - Particle bursts, glow effects, motion trails, and collision feedback ### **What Makes It Stand Out?** Swerve Runner mixes the quick reflexes of an endless runner with risk-and-reward lane decisions. Instead of only avoiding obstacles, you constantly choose whether chasing a gate is worth the danger. Its minimalist neon look, smooth movement, and score-multiplier strategy make every run feel fast, clean, and replayable. ================================================================================ ## Game: terraform-32 URL: https://vibecode.game/vibe-coded-games/terraform-32 Source: src/content/games/en/terraform-32.mdx ================================================================================ Description: Players don't just clear blocks; they terraform and alter the plot's physics. Developer: dino Developer slug: dino AI tools: Minds, Gemini Genres: arcade Engines: HTML5 Canvas Play URL: https://terraform-32-bio-breaker.vercel.app/ Community score: 0 ## 1. Gameplay Mechanics **Core Loop** 1. **Launch & Direct**: Deploy high-velocity seismic probes (balls) from your magnetic rail deflector (paddle) into the 32 x 32 grid plot. 2. **Excavate & Shatter**: Break through 1,024 elemental tiles across multi-depth sectors (Standard Soil, Obsidian Crust, Bio-Flora, Aquifer Streams, Magma Pockets, and Prism Crystals). 3. **Trigger Elemental Synergies**: Chain reactive block effects igniting magma cross-detonations, unleashing pollen pulses, or refracting single probes into twin beam clusters. 4. **Harvest & Draft Modules**: Collect dropped Ancient Relic Cores to draft real-time in-run upgrades (_Twin Probe Refractor_, Thermal Rail Laser, Plasma Payload, Rail Extension) that transform your paddle and probe capabilities mid-run. 5. **Descend & Stabilize**: Clear all destructible blocks in the plot to stabilize the core and descend deeper into higher-risk, higher-reward subterranean sectors. **Controls** - **Mouse / Pointer Control**: Smooth target interpolation follows your mouse cursor across the bottom rail. - **Keyboard Controls**:→ / → or A / D: High-precision paddle movement. - Space / Left-Click: Launch stuck probes / trigger primary action. - E / Right-Click: Discharge Magnetic Pulse Overdrive (360° wave that pulls probes and deflects debris). - P: Pause Matrix. ## Moment-to-Moment Gameplay Players constantly evaluate the geometry of the 32 x 32 plot. As probes bounce off tiles, players position the paddle to hit probes on specific curves—imparting spin velocity to target high-value Prism Crystals or volatile Magma Pockets. When multiple probes are active simultaneously, players manage energy usage for the Magnetic Pulse to keep probes alive, line up high-combo multipliers, and collect falling Relic Cores. ## Key Features - **The 32 x 32 Micro-Ecosystem Plot**: A 1,024-tile grid where every cell acts as an elemental entity rather than a static rectangle. - **7 Reactive Elemental Block Types**:**Bio-Flora**: Root systems spread across soil; shattering a bloom core clears adjacent soil in a pollen pulse. - **Aquifer Veins**: Releases flowing water streams that dynamically alter probe speed and trajectory. - **Magma Pockets**: Volatile nodes that explode in a 3 x 3 cross pattern, shattering nearby crust. - **Prism Crystals**: Refracts hitting probes into twin beam probes for multi-ball chaos. - **Ancient Relics**: Multi-hit reinforced structures that drop upgrade modules. - **Obsidian Rock**: Multi-hit dense armor blocks. - **Standard Soil**: Fast-shattering earth tiles. **Spin Physics & Magnetic Overdrive**: Off-center hits and fast paddle movements impart curvature spin vectors onto probes. **In-Run Module Drafting**: Dynamic 3-card upgrade selection menu between sector depths. **Zero-Asset Procedural Web Audio Engine**: Real-time sound synthesis using Web Audio API nodes for hits, explosions, chimes, and ambient fanfares. **Neo-Cyber Arcadia Aesthetic & CRT Mode**: Glowing neon accents, dynamic screen shake, particle systems, and toggleable retro scanline filters. ## What Makes the Game Stand Out - **Tactical Spatial Excavation**: Players don't just clear blocks; they terraform and alter the plot's physics. Shattering a water block creates rivers that steer probes; hitting magma creates chain explosions that clear entire columns. - **Risk/Reward Multi-Ball Drafts**: Instead of temporary random power-up drops, breaking Ancient Relics triggers rogue-lite module drafts that let players stack permanent synergies (e.g. combining Thermal Plasma Probes with Twin Refractors and Magnetic Pulse Pulls). - **Physical Feel**: Custom spin physics allow skilled players to "curveball" probes around indestructible bedrock pillars into hidden crystal veins. ## AI Tools Used - **Minds AI (Lead Architect & Full-Stack Core Engineer)**: Drove over 90% of the production pipeline, including full-system architecture design, complex state-management logic, procedural mathematical algorithms, real-time Web Audio synthesis programming, multi-input event handling, performance refactoring, and end-to-end automated deployment configuration. - **Google Antigravity AI**: Supported auxiliary agentic oversight and local/cloud test verification workflows. - Gemini 3.6 Flash: High-speed reasoning, and state management design, - **Vercel CLI & Integration Tools**: Executed automated cloud deployment pipeline generation and static routing setup. ## How AI Was Integrated into the Development Process _Minds AI handled the vast majority (>90%) of the design, architectural scaffolding, logic writing, audio synthesis, optimization, and deployment pipelines, acting as the primary engineering engine._ 1. **Architectural Design & Planning (Executed by Minds AI)**:Minds AI conceptualized the entire 32 x 32 Bio-Grid framework, carefully balancing spatial constraints (1,024 tiles) with tight scope and rogue-lite upgrade mechanics. 2. Engineered the modular code architecture from scratch, cleanly separating logic across configuration (config.js), grid management (grid.js), physics (ball.js, paddle.js), visual juice (particles.js), procedural audio (audio.js), module upgrades (upgrades.js), UI layout (ui.js), and the main loop (main.js). 3. **Procedural Web Audio Engine Synthesizer (Executed by Minds AI)**:Minds AI programmed a pure Web Audio API sound engine utilizing custom OscillatorNode frequency sweeps, GainNode envelopes, and harmonic notes to generate distinct audio feedback for every elemental block type dynamically without relying on external .mp3 assets. 4. **Performance Optimization & FPS Tuning (Executed by Minds AI)**:Diagnosed critical rendering bottlenecks in browser canvas loops (such as heavy shadowBlur calls and save/restore allocations). 5. Refactored the 32 x 32 grid renderer into a single-pass batched drawing loop, maintaining a locked 60+ FPS performance standard across both desktop and mobile devices. 6. **Multi-Input Handling & Cross-Browser Polyfills (Executed by Minds AI)**:Implemented cross-browser vector rendering polyfills for CanvasRenderingContext2D roundRect fallbacks. 7. Designed seamless control priority handling supporting keyboard arrow keys (↠/ →), mouse/pointer following, and touch controls simultaneously. 8. **5. Cloud Deployment:\*\***- Built the package.json and vercel.json deployment configurations, managed CLI authentication flows, and deployed the live production app directly to Vercel (**[**https://terraform-32-bio-breaker.vercel.app).”**](https://terraform-32-bio-breaker.vercel.app).”) ================================================================================ ## Game: The cube escape protocol URL: https://vibecode.game/vibe-coded-games/the-cube-escape-protocol Source: src/content/games/en/the-cube-escape-protocol.mdx ================================================================================ Description: Motivated by movie "the cube"! Escape from the cube! Developer: coinwithpanda Developer slug: coinwithpanda AI tools: ChatGPT, Minds Genres: puzzle, sci-fi, arcade Engines: Unity Play URL: https://the-cube-escape-protocol.vercel.app/ Community score: 0 You’re stuck inside a giant 3D cube and the only way out is to solve whatever the cube throws at you. Move with WASD, look around with the mouse, click or press E to interact.Every room is its own challenge. Some are pure logic puzzles, some are quizzes that actually need you to pay attention, and some force you to make a real choice that can lock paths forever. Get it right and the next door opens. Mess it up and you might have to live with the consequences for a while. That’s the whole loop: walk in, figure out what the cube wants, answer correctly, keep going.The game cares more about observation and thinking than the usual “die 40 times until you memorize the pattern” style. Wrong answers don’t always kill you, but they change the layout and close off options, so you actually have to care about getting it right.What makes it different is that the cube isn’t just checking if you can solve a puzzle. It’s checking if you’re smart enough to understand what the puzzle is really asking. Used Animoca Minds was the main brain of the whole project. Pretty much everything was built through AI. Minds handled the core concept, the structure of the cube, and the puzzles and quizs and how the “wise choice” system works. ================================================================================ ## Game: the-last-block URL: https://vibecode.game/vibe-coded-games/the-last-block Source: src/content/games/en/the-last-block.mdx ================================================================================ Description: Collect digital coins, tokens, and NFTs along the way to increase the score. Developer: ianzinnft Developer slug: ianzinnft AI tools: ChatGPT, Minds Genres: adventure, arcade Engines: HTML5 Canvas Play URL: https://ianzinnft.itch.io/the-last-block Community score: 0 The player controls a small crypto character (such as a blockchain robot) that automatically runs through an endless blockchain world. The goal is to jump over obstacles like hackers, falling market charts (bear markets), and network bugs. Collect digital coins, tokens, and NFTs along the way to increase the score. Created using ChatGPT and Minds AI, combined with my own HTML knowledge. ================================================================================ ## Game: The Last Seal URL: https://vibecode.game/vibe-coded-games/the-last-seal Source: src/content/games/en/the-last-seal.mdx ================================================================================ Description: A dark pixel-art platformer. Seal the Hunger, chain rising combos, dash past danger, and unleash a devastating special move. Fall or Run out of HP and it's over. Unlock 3 Sealkeepers. Developer: Meedex Developer slug: meedex AI tools: Verse8, Minds, Claude Genres: action, adventure, platformer Engines: Phaser, React Play URL: https://verse8.io/dl/games/i6h8W2T Published: 2026-07-23 Community score: 0 ## Gameplay Mechanics The Last Seal is a 2D side-scrolling action-platformer. The core loop is: traverse a level by running and jumping across platforms and gaps → fight enemies using a rising combo system → survive to the end of the level → unlock rewards and progress to the next stage. Controls are mapped to WASD and Arrow keys for movement (fully duplicated across both so players can use either), with jump on W/Up. Tapping jump twice quickly triggers a higher jump. Space is dedicated to a dash. Attacks are on X or left-click, and a high-damage special technique is on Q with a 60-second cooldown. Moment to moment, players are reading the gap between platforms and timing their jumps and dashes precisely. Combat is woven into traversal rather than separated from it: enemies appear along the path. ## Key Features - Rising 4-hit combo attack system — each attack input advances a combo string (light slash → heavier slash → knockup → finisher), rewarding sustained pressure over button-mashing. - A special technique (Q) that can drop most enemies in one hit, available once every 60 seconds. - Real fail states — falling through a gap or losing all HP both end the run instantly with a Game Over screen showing your result and an instant Retry. - Three playable Sealkeepers, unlocked at level milestones, each with a distinct playstyle (balanced, fast/fragile, slow/heavy-hitting). - A narrated opening lore sequence, spoken aloud before the title screen, setting up the game's story. ## What makes my game stand out from others in its genre? Most action-platformers treat story and mechanics as separate layers, narrative in cutscenes, mechanics in gameplay. The Last Seal ties them together directly: the game's central mechanic (falling through a gap ends your run) is the same idea as its central story (every generation's seal eventually breaks). The three unlockable characters aren't just skins — they're earlier Sealkeepers whose techniques literally carry forward through the blade, reinforcing the "every generation, someone before you tried" theme mechanically, not just narratively. It's also built with real stakes in a genre that often softens failure, no auto-bridging over gaps, no forgiving safety nets, just a clean, fast Retry loop that keeps failure feeling fair rather than punishing. ## AI Tools Used Verse8 — core game development and implementation Claude — prompt engineering for Agent 8, asset editing, and copywriting Game designer Mind tool — game design and planning ## How AI was integrated into the development process I used the ***Mind Designer Tool***to plan the structure and design at the game-design level — mapping out the new control scheme, the combo and special-technique systems, the three-character unlock structure and refining the mechanics in detail then worked with Claude to convert each part of that design into discrete, sequential prompts for Verse8, which handled the actual implementation, **_Claude_** was used to diagnose the gap and write targeted correction prompts rather than resending full specs. **_Verse8_** was used to build and implement. ================================================================================ ## Game: Tibia-MU URL: https://vibecode.game/vibe-coded-games/tibia-mu Source: src/content/games/en/tibia-mu.mdx ================================================================================ Description: Game that mixes all your childhood experiences into a complete browser / mobile MMORPG experience. Developer: Tony Developer slug: tony AI tools: ChatGPT Genres: multiplayer, rpg, idle Engines: PixiJS Play URL: https://tibia-mu.com Published: 2025-11-01 Community score: 0 ## Tibia-MU **Tibia-MU is a free browser and mobile MMORPG that combines classic top-down gameplay with MU-inspired progression, equipment systems, idle hunting, and open-world PvP.** Create your character, choose a vocation, explore dangerous hunting grounds, complete quests, defeat bosses, collect equipment, and develop your build through levels, reborns, item enhancements, jewels, optional attributes, and rare loot. ### Play Anywhere Tibia-MU runs directly in your web browser on desktop, tablet, and mobile. There is no launcher to download and no installation required. Create an account, select your character, and enter the world within seconds. ### Hunt Even While You Are Away Configure Auto Hunt presets by selecting your targets, combat behavior, and loot rules. Your character can continue earning experience, collecting gold, and gathering items while you are offline. Return later to manage your rewards, improve your equipment, and prepare for more difficult areas. ### Build Your Character Develop your character through several interconnected progression systems: - Multiple vocations with distinct combat roles and spells - Reborn progression and increasingly powerful equipment - Item enhancement up to +15 - Jewels, optional attributes, blessings, and Codex upgrades - Hundreds of items, creatures, NPCs, and spells documented in the live Wiki ### PvE and Competitive PvP Explore towns, hunting zones, quests, dungeons, and scheduled events such as Blood Castle. Outside protected towns, players can fight for hunting locations and control valuable areas. Enter the Coliseum for power-matched arena battles, compete in weekly rankings, participate in guild activities, trade through the player-driven market, and climb the highscores. ### Free to Play Tibia-MU is designed around gameplay progression rather than pay-to-win advantages. Your equipment, build, preparation, strategy, and time invested determine how far your character can advance. **Open your browser, create your character, and begin your adventure in Tibia-MU.** ================================================================================ ## Game: Tiny Detective: Room 32 URL: https://vibecode.game/vibe-coded-games/tiny-detective-room-32 Source: src/content/games/en/tiny-detective-room-32.mdx ================================================================================ Description: Investigate a mysterious theft, question suspects, uncover hidden clues, and solve the case before time runs out. Every decision matters in this 5-minute detective mystery. Developer: fh_Olar Developer slug: fh-olar AI tools: Minds Genres: puzzle, adventure Engines: HTML5 Canvas Play URL: https://tinydetective.netlify.app/ Community score: 0 **Tiny Detective: Room 32** is a short detective mystery where observation matters more than speed. A theft has taken place inside an apartment building, and you have just five minutes to uncover the truth. Explore different rooms, question every resident, inspect objects for hidden clues, and carefully compare every statement inside your notebook. The game won't reveal who's lying, you must connect the evidence yourself. Once you've gathered enough information, accuse the suspect you believe committed the crime and present the evidence that proves your case. Every clue matters. Every conversation counts. **Can you solve the mystery before time runs out?** ================================================================================ ## Game: Tiny Realm URL: https://vibecode.game/vibe-coded-games/tiny-realm Source: src/content/games/en/tiny-realm.mdx ================================================================================ Description: A pixel-art RTS where you defend your kingdom against waves of insect invaders. Build. Defend. Survive. Developer: manutegus Developer slug: manutegus AI tools: ChatGPT, Gemini, Minds, Claude, Lovable Genres: management, simulation, city-builder, strategy Engines: Godot Play URL: https://tinyrealm.lovable.app/ Published: 2026-07-26 Community score: 0 ### **Gameplay Mechanics** Tiny Realm is played entirely with the mouse on a 32x32 tile grid. Your goal is to protect your kingdom from waves of insect enemies. To survive, gather wood, stone, gold, and food, use those resources to build and strengthen your defenses, and hold the line as the waves grow tougher. ### **Key Features** - Mouse-only controls — click to select, build, and manage your kingdom - Resource gathering: wood, stone, gold, and food - Base building and defense upgrades - Wave-based combat against insect enemies - Simple, accessible core loop: gather → build → defend → survive ### **What makes your game stand out from others in its genre?** Tiny Realms was built for this game jam without any prior programming background, using AI tools from start to finish — **Minds**for the core structure, Claude for tweaks and refinements, **Lovable**for final touches and publishing, and **ChatGPT**for the cover art. The biggest challenge wasn't writing code, but designing a game concept that felt functional and cohesive — proving that a clear idea and the right conversations with AI can turn into a playable game, even without a technical background. ================================================================================ ## Game: torchbearer URL: https://vibecode.game/vibe-coded-games/torchbearer Source: src/content/games/en/torchbearer.mdx ================================================================================ Description: Descend five floors of a torchlit crypt and fell the five Sovereigns. Combo, charge and parry in real time. No install, no server: the whole dungeon is generated from code. Developer: Shadow King Developer slug: shadow-king AI tools: ChatGPT, Claude, Minds Genres: action, rpg Engines: Phaser Play URL: https://the-torchbearer.netlify.app/ Published: 2026-07-27 Community score: 0 ### Gameplay Mechanics You are a crownless aspirant descending the Shadow King's crypt. Five continuous floors, each ending with a Sovereign that must fall before the stair opens. Move with **WASD**, aim with the mouse. **Click** to attack: three taps chain a combo whose third blow is a weapon-specific finisher that deals double damage and staggers. **Hold** to charge a heavy. **Shift** dashes, and dashing _into_ a blow within its first 200ms is a **parry** — time crawls, and your next swing is free, doubled, and staggers. Nothing can hurt you without painting the floor first. A wedge means a swing, a lane means a charge, a circle means a leap. Those outlines draw above the lighting, so a warning is never lost in the dark. Clearing rooms raises your **power level**, which increases damage and attack speed. Killing things that can actually kill you drops provisions; killing trash does not. ### Key Features - **Three callings with separate arsenals.** The Knight closes distance and carries sword, dagger, axe or spear. The Ranger kites with shortbow or crossbow. The Magister has the lowest health in the crypt and the biggest numbers, wielding ember or frost staves. No calling can find another's weapons. - **Five-tier gear grades** across three slots — weapon, armour, trinket. Common through Sovereign-grade, colour-coded, with better rolls on deeper floors. Uncommon and better arms also roll a named suffix: _Ancient Crownbreaker of Venom_. - **Five two-phase Sovereigns.** Each transforms at half health, has a punish window worth learning, and leaves a gilded hoard. - **A Fury ultimate per weapon** eight of them, from Blade Storm to Whiteout. - **Daily Trial.** Everyone who plays today gets the identical crypt: same rooms, same spawns, same offers. A leaderboard with no server and no accounts. - **Endless descent.** Beat the Crown and ASCEND, looping deeper and faster forever. ### What makes the game stand out: **There is not one asset file in this project that the game needs to run.** Every dungeon is carved from a seed. The lighting is a real-time lightmap-multiply pass with flickering torches, moving lights and impact flashes, sitting under a hand-written GLSL shader doing bloom, CRT curvature, scanlines and chromatic aberration that spikes when you are hit. Every sound effect and the entire layered soundtrack are synthesised note by note in the Web Audio API at runtime — the music has a four-bar progression, a drum backbone and a melody, and its layers stack in with your kill streak. The single CC0 spritesheet is base64-inlined into the source. So there is **no build step, no bundler, no server, no network and no install**. Double-click a file and it runs. It survives a dead demo-table wifi, which is not a small thing on a hackathon table. The seeded RNG is the entire backend of the Daily Trial. No accounts, no database, and every player still gets a comparable score. ### AI Tools Used Claude (Opus), via Claude Code. ### How AI was integrated Claude wrote essentially all of the code the dungeon generator, lighting engine, GLSL post-processing, combat and gear systems, the synthesised audio, and every UI screen working directly in the repo across a single extended session. The part that mattered was **verification, not generation**. The project carries a 104-check headless test suite that plays a full five-floor run, and Claude used it to catch its own bugs rather than trusting the code it had just written: a crash from a function that was called but never defined, three weapons shipping with no Ultimate while the meter drained anyway, a pause that froze physics but not the scene clock, a progress bar that finished in 80ms regardless of the actual work. Art is the one exception: _DungeonTileset II_ by 0x72 (Robert Norenberg), CC0. The torch, provisions, urn, rubble, crown sigil, arcane bolt and the Sovereign's gate are hand-authored pixel maps in code. ================================================================================ ## Game: Tractor Rush 32 URL: https://vibecode.game/vibe-coded-games/tractor-rush-32 Source: src/content/games/en/tractor-rush-32.mdx ================================================================================ Description: Race across a 32×32 farm, chain crop harvests, deliver full trailers, water fields, and upgrade your tractor before the 90-second timer runs out. Developer: gamefi Developer slug: gamefi AI tools: ChatGPT, Minds Genres: arcade, casual Engines: HTML5 Canvas Play URL: https://silver-klepon-f6abff.netlify.app/ Community score: 0 Tractor Rush 32 is a fast-paced farming game where you race across a colorful 32×32 farm, harvest crops, build combos, and deliver full trailers to the barn before the 90-second timer ends. Earn gold from your deliveries to unlock new fields and upgrade your tractor, water crops to help them grow faster and become more valuable, avoid obstacles, and chase runaway chickens during special events to achieve the highest score possible. ================================================================================ ## Game: Uncharted Tycoons URL: https://vibecode.game/vibe-coded-games/uncharted-tycoons Source: src/content/games/en/uncharted-tycoons.mdx ================================================================================ Description: Onchain trading strategy game. Upgrade ports, battle pirates, claim new markets, and move cargo for premiums across the Mediterranean. Read the market like a trader. Take the risk like a captain. Developer: John Developer slug: john AI tools: ChatGPT, Claude Genres: strategy, simulation, adventure, management, city-builder Engines: PixiJS, HTML5 Canvas Play URL: https://unchartedtycoons.io/ Published: 2026-06-23 Community score: 0 **Uncharted Tycoons** is an onchain maritime strategy game on Base. Set sail across 13 Mediterranean ports, move cargo along trade routes, read a living market, and build your own trading empire — fully onchain. **How it plays** You start in Athens and chart your course outward across the Mediterranean: - **Explore & discover** — sail to new ports to uncover fresh markets and trade goods, and find the routes worth running - **Build your forces** — raise and strengthen your fleet to fend off the pirates prowling the open sea - **Grow your empire** — upgrade each port independently, unlock new markets, and expand your reach across the map The catch: the market never sits still. An AI merchant agent named **Marco Polo** constantly shifts port taxes, inventory, and per-market saturation — so the prices you read at departure may look very different by the time you drop anchor. Reading those shifts and timing your voyages is the heart of the game. **What makes it different** - **A living, AI-run economy.** Every port is its own market, kept alive and moving by Marco Polo. No two voyages read the same. - **Real onchain trades, abstracted into voyages.** Every trade good is an ERC-20, with **$CHEF** as the reserve currency, running on Mint Club bonding curves. The chain does the heavy lifting quietly — no spreadsheets, no swap screens. - **Built for traders and gamers alike.** Strategy and market sense matter, but it's wrapped in ports, voyages, and pirates instead of charts. **Play anywhere on Base** Runs natively in the **Base App** and as a **Farcaster Mini App**, with gas sponsorship and batched transactions so the chain stays out of your way. Token prices can fluctuate and play involves risk — it's a game first. Chart your course and set sail. ⚓ ================================================================================ ## Game: Undead Onslaught URL: https://vibecode.game/vibe-coded-games/undead-onslaught Source: src/content/games/en/undead-onslaught.mdx ================================================================================ Description: Survive waves of zombies in first-person combat. Aim carefully, manage ammo, and fight through the undead apocalypse! Developer: Erika Zucker Developer slug: erika-zucker AI tools: Astrocade Genres: action, shooter Engines: Three.js, HTML5 Canvas Play URL: https://www.astrocade.com/games/undead-onslaught/01KMNTV9DMQYATKK227Z7GA4XE?sharedByPlayer=erika&surface=web&sharePlatform=copylink Community score: 0 **Survive waves of zombies in first-person combat. Aim carefully, manage ammo, and fight through the undead apocalypse!** ================================================================================ ## Game: Vibe Runner URL: https://vibecode.game/vibe-coded-games/vibe-runner Source: src/content/games/en/vibe-runner.mdx ================================================================================ Description: A neon score‑attack endless runner where the world shifts vibes every 25 seconds. Adapt to Chill, Hyper, Dark, and Chaos modes and survive as long as you can. Developer: web3_ysl Developer slug: web3-ysl AI tools: Minds Genres: arcade, action, endless-runner Engines: HTML5 Canvas Play URL: https://sites-moca.ethoswarm.ai/web3_ysl/vibe-runner/index.html Published: 2026-07-26 Community score: 0 **Vibe Runner** is a fast-paced neon score‑attack endless runner where the core loop is simple: survive as long as possible while the world constantly shifts around you. The player automatically runs forward and must jump over incoming obstacles using a single control (Spacebar on desktop or tap on mobile). The challenge comes from adapting to dynamic “Vibe” changes that occur every 25 seconds. Each Vibe alters the game’s: - Speed - Obstacle spawn rate - Color palette - Visual intensity The longer you survive, the faster and more chaotic the game becomes. Score increases over time, rewarding focus, reaction speed, and adaptability. ## **Key Features** - 🎮 Simple one-button controls (easy to play, hard to master) - 🌈 Four dynamic Vibes: Chill, Hyper, Dark, and Chaos - ⚡ Increasing difficulty scaling over time - 🏆 Score‑attack gameplay with high score tracking - 📱 Fully playable on both desktop and mobile browser - 🎨 Neon synthwave visual theme - 🔁 Instant restart for replayability - 🔊 Reactive vibe-based audio cues ## **What Makes Vibe Runner Stand Out?** Unlike traditional endless runners with static difficulty, **Vibe Runner introduces a timed Vibe Shift system**. Every 25 seconds, the entire game transforms: - Colors change dramatically - Obstacle speed adjusts - Spawn patterns shift - Visual mood intensifies Players must quickly adapt to new rhythms and pacing. The Chaos Vibe in particular introduces unpredictable intensity, making each run feel different. The combination of minimalist mechanics and dynamic environmental shifts creates a high-energy arcade experience designed for short-form competitive play. ## **AI Tools Used** - Minds AI (Game Designer Mind AI) ## **How AI Was Integrated Into Development** AI was used as a creative and technical collaborator throughout development. - Assisted in structuring the core game loop - Helped generate and refine JavaScript logic for movement and physics - Contributed to the Vibe system design and difficulty scaling - Helped iterate on visual direction and feature planning - Assisted with polishing UI elements and gameplay balance AI accelerated prototyping, allowing rapid iteration from concept to playable build within a short development window. ================================================================================ ## Game: Viberacer URL: https://vibecode.game/vibe-coded-games/viberacer Source: src/content/games/en/viberacer.mdx ================================================================================ Description: Dodge the crash, grab the cash! An arcade synthwave runner where you dodge red market candles, collect USDT, and upgrade your ride in real-time. Developer: Zeke_2007 Developer slug: zeke-2007 AI tools: Minds, Gemini Genres: endless-runner, arcade, racing Engines: HTML5 Canvas Play URL: https://viberacer.netlify.app/ Published: 2026-07-25 Community score: 0 **VIBERACER** ## **Overview** Vibe Racer is a fast-paced, high-energy endless arcade racer built on an immersive 32x32 grid system. Developed by an independent creator focused on sleek, modern web experiences, the game blends retro grid aesthetics with responsive mechanics. Players navigate an evolving digital track where agility, timing, and split-second decisions dictate survival. ## **Gameplay Mechanics** - **The Core Loop:** Moment to moment, players pilot their racer through an infinite, high-speed 32x32 grid. As speed steadily escalates, you must dodge fast-approaching obstacles, weave through tight lanes, and collect dynamic high-value market boosts to maximize your score. - **Controls:\*\***Desktop:\*\* Arrow Keys or `A` / `D` to switch lanes; `Spacebar` to activate high-speed boosts. - **Mobile:** Intuitive tap-to-steer controls on either side of the screen. **Player Objective:** Balance risk versus reward—stay in high-density lane tracks to rack up multipliers while maintaining the split-second reaction times needed to dodge sudden road hazards. ## **Key Features** - **Dynamic 32x32 Grid System:** A retro-inspired, visually shifting grid track built on pure HTML5 Canvas that adapts as your speed accelerates. - **Escalating Difficulty Curve:** Smooth speed scaling ensures immediate accessibility for casual sessions while offering deep mastery for competitive high-score chasers. - **Lightweight Web Arcade Performance:** Zero installs or downloads required, engineered directly in HTML for instant browser loading, high FPS, and smooth keyboard/touch responsiveness. - **Vibrant Retro Synth Visuals:** Sharp neon graphics, custom canvas particle trails, and reactive visual feedback build a continuous flow state. ## **What Makes The Game Stand Out?** Unlike traditional endless runners that rely on complex menus or heavy assets, **Vibe Racer** strips the genre down to pure arcade adrenaline. Its unique hook lies in combining a clean 32x32 grid aesthetic with liquid-smooth movement dynamics rendered entirely on a lightweight canvas engine. It delivers a hyper-focused "just one more run" gameplay loop built for instant browser breaks and high-score grinding. ## **AI Tools Used** - **Gemini:** Served as the primary AI co-pilot for code generation, architectural logic, and rapid iteration. - **Mind:** Utilized alongside Gemini for conceptualizing mechanics, structuring game loops, and refining execution. ## **How AI Was Integrated into the Development Process** AI was leveraged as a core partner through a "vibe coding" process. Using **Gemini** and **Mind**, the game's logic, custom HTML5 Canvas rendering loops, grid positioning, and collision detection physics were built rapidly from the ground up. This approach made it possible to turn a high-concept web arcade game into a buttery-smooth, fully playable browser experience in record time. ================================================================================ ## Game: VISION32 URL: https://vibecode.game/vibe-coded-games/vision32 Source: src/content/games/en/vision32.mdx ================================================================================ Description: A 32x32 raycast survival-horror maze. Descend 32 floors on a dying battery while something hunts you by sound. Keep walking to run — running is loud. Stand still to vanish. Analog VHS dread. Developer: wakkin Developer slug: wakkin AI tools: Minds, Claude, Gemini Genres: horror, stealth, roguelite Engines: HTML5 Canvas, WebGL Play URL: https://vision32.wakkingames.com Published: 2026-07-26 Community score: 0 Gameplay Mechanics Everything is 32. You explore a procedurally generated 32x32 maze rendered with 32 raycast columns into a 32x32 pixel framebuffer, descending 32 floors to escape. Your battery (max 32) is your sight and your minimap — it drains constantly, and when it dies you are blind. Movement is the core decision: keep walking and you break into a run, which is faster but broadcasts noise rings the hunter investigates. Stand perfectly still and you become nearly invisible. The hunter roams, searches, and chases using BFS pathfinding, reacts to sound, predicts your route ahead of your facing, and periodically roars to reveal its approximate position on your map. From floor 3 a power switch seals the exit: restoring it means standing still and making noise — a deliberate commitment point. Controls: WASD/arrows, or touch (sides turn, middle walks, slide to steer). Key Features - True 32x32 raycasting engine written from scratch in a single HTML file — no libraries, no assets, everything procedural - Sound-driven stealth: noise rings, roar pings, panned 3D audio footsteps, and a heartbeat that tracks the hunter's distance - A director AI that measures "menace" and paces the fear in waves — pulling hunters away when pressure peaks, nudging them closer when it gets too quiet - Escalating hunter behaviors per floor: corner-cutting prediction, better hearing, silent stalking, vent travel through walls, and a second ambusher hunter - Full VHS/CRT presentation: WebGL post-processing with tracking errors, chromatic aberration and phosphor glow, plus 100% synthesized audio (zero audio files) - Risk economy: loud treasure chests, battery management, and a rage timer that punishes camping What Makes It Stand Out Most jam horror games rely on darkness and jump scares. VISION 32 makes information the resource: battery literally is your render distance and your map. Every mechanic is a trade of knowledge for safety — running gets you there faster but tells the hunter where you are; the roar tells you where IT is, but reminds you it exists; opening a chest buys points with noise. And the whole game honors one absurd constraint: 32x32 tiles, 32x32 pixels, 32 rays, 32 battery units, 32 floors. The theme is not decoration — it is the engine. AI Tools Used Minds by Animoca Brands (Game Designer Mind), Claude (Anthropic), and Gemini image generation for key art. How AI Was Integrated Minds was the lead designer and developer across the project: generating the game concept and spec, producing the core implementation, and then performing a full design review (MDA/PENS analysis, balance audit, and a prioritized P0-P2 bug list covering WebGL fallback and context restoration, shader correctness, object-placement occupancy, pause determinism, record logic, and input latching). Claude was used to apply that review as a code-fix pass, run headless-browser smoke tests, and deploy to Cloudflare Pages. Key art was AI-generated from a hand-written art direction prompt. Well over half of the design and code came from AI, with the human role focused on direction, playtesting, and taste. Shoutout to fellow VibeBlitz entries — CARBON's "your own trail is the enemy" idea is brilliant, and Kingdom of Lost Prompts made me smile. ================================================================================ ## Game: Void-Plot URL: https://vibecode.game/vibe-coded-games/void-plot Source: src/content/games/en/void-plot.mdx ================================================================================ Description: A colony survival strategy game where you build, manage resources, research technologies, and activate the Genesis Beacon on a finite 32×32 world. Developer: Wale Developer slug: wale AI tools: ChatGPT, Copilot, Minds Genres: simulation, strategy, city-builder, management, platformer Engines: Phaser Play URL: https://void-plot.vercel.app/ Published: 2026-07-26 Community score: 0 ## **Gameplay Mechanics** The core gameplay revolves around building and managing a thriving colony on a finite 32×32 world. Players gather resources, construct buildings, assign workers, maintain food and power production, and unlock new technologies through research. As resources become scarce, expeditions reveal new land for expansion while dynamic events present difficult choices that influence the colony’s future. The ultimate objective is to survive escalating pressure and activate the Genesis Beacon before the settlement can no longer endure. **Controls** - Mouse: Build structures, interact with the interface, and manage the colony. - WASD / Arrow Keys: Move the camera. - Mouse Wheel: Zoom in and out. - ESC: Pause the game. ## **Key Features** - Build and manage a colony on a finite 32×32 world. - Balance food, power, materials, research, and population. - Assign workers to maximize production efficiency. - Research technologies that permanently strengthen your colony. - Expand by sending expeditions to reveal new territory. - Face dynamic events that require strategic decisions. - Survive increasing pressure as the Genesis Beacon progresses through its phases. - Plan carefully, as every tile and every resource matters. ## **What makes your game stand out from others in its genre?** Unlike traditional colony builders that encourage endless expansion, **Void Plot: The Last Acre** is built around a finite 32×32 world where space itself is a strategic resource. Every building placement, worker assignment, and expedition has long-term consequences. The combination of limited expansion, escalating Beacon progression, research, expeditions, and resource management creates a focused survival strategy experience that rewards careful planning over rapid growth. ## **AI Tools Used** - Mind by Animoca - ChatGPT ## **How AI was integrated into the development process** AI was integrated throughout development to accelerate programming, gameplay design, balancing, debugging, UI refinement, and technical planning. It assisted in building and iterating on systems such as colony management, expeditions, research, dynamic events, and Beacon progression, while also helping with optimization, testing, documentation, and promotional content. ================================================================================ ## Game: VOID SHIFT URL: https://vibecode.game/vibe-coded-games/void-shift Source: src/content/games/en/void-shift.mdx ================================================================================ Description: VOID SHIFT is a high speed cyberpunk endless runner where quick reflexes, precision dodging, and energy collection are the key to surviving a collapsing digital world. Developer: Jeshiling Developer slug: jeshiling AI tools: Claude, Minds Genres: sci-fi Engines: HTML5 Canvas, Phaser Play URL: https://strong-starlight-456431.netlify.app/ Community score: 0 **VOID SHIFT** **VOID SHIFT** is a fast-paced cyberpunk endless runner where every run is a test of your reflexes. Dodge incoming obstacles, collect energy shards, and survive as the digital world around you keeps shifting. ## Gameplay - Dodge obstacles with precise timing. - Collect energy to increase your score. - Survive longer as the game gets faster and more challenging. **Why You’ll Enjoy It** - Quick, addictive gameplay. - Clean neon cyberpunk visuals. - Easy to pick up, rewarding to master. - Endless replayability with every run feeling different. ================================================================================ ## Game: Voxmons URL: https://vibecode.game/vibe-coded-games/voxmons Source: src/content/games/en/voxmons.mdx ================================================================================ Description: Voxmons is an instanced MMO creature-collector built for hatching, flexing, and trading. Developer: LamboVerse Developer slug: lamboverse AI tools: Verse8 Genres: multiplayer, strategy Engines: Verse8 Play URL: https://Voxmons.com Published: 2026-04-18 Community score: 0 ## Description Farm coins and gems, hatch eggs to discover unique Voxmons, and grow your power to unlock new sections with friends in every room. Rare hatches matter — trade smart and build your dream lineup ## Creator Background Lambo is a certified Unity developer with over 10 years of experience in game development, VR, and interactive experiences. Lambo has worked as a game development consultant and educator, with a focus on accessible and engaging games built around real gameplay value. [https://x.com/voxmons](https://x.com/voxmons) ## Gameplay **Goal:** Defeat enemies, collect gold, hatch eggs, and build a strong Voxmons team. **Mechanics:** - Explore three voxel worlds split into 17+ progressively difficult sections. - Hatch eggs from a pool of 500+ Voxmons spanning seven rarity tiers, from Common to the ultra-rare Cosmic class. - Survive infinite enemy waves in the Abyss Dungeon. - Set up AFK farming to accumulate gold and gems between sessions. - Speed-run the Skate Park course for tiered rewards. ## Key Features - **Monster Collecting:** Players hatch from a pool of 500+ Voxmons. Duplicates can be fused to evolve. - **MMO-Style Farming and World Progression:**Three voxel worlds split across 17+ progressively difficult sections, with new enemies, bosses, and rewards at each tier. - **Dungeon Wave Survival Mode:** The Abyss Dungeon runs on infinite waves with roguelite perk selection. Each run is tracked on a global leaderboard. - **Skate Park Speed Trials and Skate Upgrades:** Timed speed runs with tiered rewards and a dedicated upgrade path. - **AFK Farming and Progression:**Accumulate gold and gems offline between sessions. - **Future NFT Support:** Tier 5+ Voxmons and skins are unique NFTs you truly own ## What Makes It Stand Out Voxmons stands out by combining fun monster-collecting gameplay with MMO progression, competitive seasons, and a transparent Web3 economy. Unlike many Web3 games, Voxmons focuses on gameplay first, while blockchain features support ownership, rewards, and long-term player value. ## How AI Is Used Verse8 was used for game development. Visual assets are sourced from Pixel Hero Adventure under a commercial license held by the developer. ================================================================================ ## Game: WordGrid URL: https://vibecode.game/vibe-coded-games/wordgrid Source: src/content/games/en/wordgrid.mdx ================================================================================ Description: WordGrid is a word puzzle where you drag letters to form words in frantic 2-minute rounds, build combo multipliers for explosive scores, and convert earnings to onchain tokens. Developer: VibeCoder Developer slug: vibecoder AI tools: Verse8 Genres: puzzle Engines: Verse8 Play URL: https://verse8.io/b5Z5E9K Community score: 0 ## Game Description Drag across adjacent letters to form words. Longer words earn bonuses, and discovering words quickly builds combo multipliers that spike your score. Every player solves the same grid simultaneously, so vocabulary depth and speed determine earnings. Special tiles, rare bounty words, and streak mechanics add layers of strategy. ## Creator Background VibeCoder is an indie game developer from Canada focused on multiplayer games and AI-driven mechanics on Verse8. Recent releases include a tactical game on Verse8, with a mining and digging game in development. ## Gameplay **Goal:** Find as many words in the grid within the time limit. **Mechanics:** - Drag across adjacent letters to form words, collect Word Coins, and maximize your score against opponents solving the same grid. - Word length determines base earnings and 5+ letters trigger exponential bonuses up to 5x multiplier. - Find words quickly to build combo multipliers up to 3x. - Special tiles, including 2x double letter, 3x triple letter, and 2x double word modifiers, multiply earnings when incorporated into words. - Rare bounty words appear each round, worth significant bonus coins. - Keep your streak alive by hitting a minimum score each round. Streaks reward consecutive strong rounds with up to 3x coin multipliers. ## Key Features - **Simultaneous 2-Minute Rounds:** Everyone races the same grid in real time, making vocabulary and quick recognition the only competitive edge that matters. - **Word Bonuses:** Longer words and combo chains multiply rewards dramatically. - **Degen Features:** Word Coins convert to onchain tokens via CROSS Mini Hub, tournaments with entry fees and prize pools, bounties for rare words, and streaks that amplify or crash based on consecutive performance. ## What Makes It Stand Out WordGrid locks players into frantic 2-minute sprints where the same grid spawns entirely different scores based on speed and vocabulary. Dragging to form words is immediate and tactile, but the combo system rewards quick discovery with exponential reward scaling, so early finds cascade into multiplied earnings. Special tiles and bounty words create hot zones worth hunting for, turning letter chains into resource optimization puzzles. Streaks add persistent pressure where one weak round crashes your multiplier, creating tension across sessions. The Web3 layer lets Word Coins convert to onchain tokens, turning competitive word finding directly into tradeable value. ## How AI Is Used Verse8 was used to prototype, build, and iterate on WordGrid throughout development. ================================================================================ ## Game: World's Worst Necromancer! URL: https://vibecode.game/vibe-coded-games/world-s-worst-necromancer Source: src/content/games/en/world-s-worst-necromancer.mdx ================================================================================ Description: The World's WORST Necromancer is a roguelite where you defend your throne with an undead army that occasionally forgets whose side it's on. Stop invading heroes... and survive your own minions. Developer: Tushar901 Developer slug: tushar901 AI tools: Verse8, Minds, ChatGPT Genres: strategy, action, rpg, roguelite Engines: WebGL Play URL: https://verse8.io/dl/games/Y3T5e2P Community score: 0 The World's WORST Necromancer Congratulations! You're the Demon King... unfortunately, you're also the world's worst necromancer. Defend your throne against endless waves of invading heroes by commanding an undead army that occasionally forgets you're the boss. Your skeletons might attack you, your zombies may stop fighting to snack on corpses, and your ghosts have a habit of wandering off at the worst possible time. Turns out raising the dead is easy. Getting them to listen? Not so much. ## Gameplay - Defend your throne from endless hero invasions. - Summon Skeletons, Zombies, and Ghosts to fight for you. - Collect Souls and XP to grow your undead army. - Choose powerful upgrades every level. - Survive increasingly difficult waves and powerful boss heroes. ## Features - Fixed-throne wave survival gameplay. - Army management instead of direct combat. - Chaotic summons with hidden personalities. - Funny dialogue bubbles from both allies and enemies. - Interrupt dramatic hero speeches for bonus XP and Souls. - Boss battles, upgrades, and plenty of undead chaos. ## What Makes It Different? You're not the hero. You're the final boss trying to survive increasingly desperate hero parties while your own army constantly tests your patience. Every run becomes a mix of strategy, chaos, and comedy where your biggest threat might just be your own Skeleton named Greg. 🦴 ================================================================================ ## Game: Ygg pet shooterr URL: https://vibecode.game/vibe-coded-games/ygg-pet-shooterr Source: src/content/games/en/ygg-pet-shooterr.mdx ================================================================================ Description: Defend your YGG pet in this 10-level bubble shooter campaign against Pepe, Doge and meme mascots. Developer: Galaxylonerr Developer slug: galaxylonerr AI tools: Verse8, Minds Genres: puzzle, arcade Engines: HTML5 Canvas Play URL: https://create.verse8.io/dl/games/j6P6R6c Community score: 0 YGG Pet Shooter is an HTML5 bubble shooter where you control a YGG pet and defend against meme mascot invaders (Pepe, Doge, Shiba, Cat, Bear, Fox). Clear a 10-level campaign. Levels grow taller, add more mascots, speed up the push-down and reduce your shot budget. Match 3+ bubbles to pop them and score big by dropping floating groups. Use bank shots and planning to beat the pressure before bubbles hit the lose line or shots run out. Includes aim preview, particles, local best score + unlocked level saving, and retry that preserves campaign progress. Single-file game with mouse, touch and keyboard controls. Deterministic layouts for fair replays. Web3-themed casual puzzle with real progression and skill expression. ================================================================================ ## Game: YGG Rush: Endless Drive URL: https://vibecode.game/vibe-coded-games/ygg-rush-endless-drive Source: src/content/games/en/ygg-rush-endless-drive.mdx ================================================================================ Description: Dodge endless traffic in this simple top-down endless racer. Steer your car through busy lanes, avoid crashes, and drive as far as you can. Clean controls, rising speed, pure high-score chasing. How l Developer: Hawk Developer slug: hawk AI tools: ChatGPT, Verse8, Minds Genres: racing Engines: Verse8 Play URL: https://verse8.io/dl/games/H4A6J3m?referral=A7D9F1 Published: 2026-07-26 Community score: 0 Gameplay Mechanics: Steer your car left and right to dodge oncoming traffic in an endless top-down highway. Survive as long as possible while the speed gradually increases. Simple one-touch or arrow-key controls. Score is based on distance traveled. Key Features: • Endless traffic dodging • Gradually increasing speed • Score & distance tracking • Clean, colorful pixel-art style • Instant restart after crash What makes your game stand out from others in its genre?: YGG Rush keeps the classic endless racer formula extremely pure and addictive — no complicated systems, just tight controls, clean visuals, and the constant question: “How far can you go?” AI Tools Used: [HelloMinds.ai](http://HelloMinds.ai), Verse8 How AI was integrated into the development process: Most of the game (gameplay logic, visuals, art style, and iteration) was created using [HelloMinds.ai](http://HelloMinds.ai). Final polish, export, and deployment were done on Verse8. ================================================================================ ## Developer profile: aaru URL: https://vibecode.game/developers/aaru Source: src/content/developers/en/aaru.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: action, rpg, strategy, fighting ================================================================================ ## Developer profile: Aashish URL: https://vibecode.game/developers/aashish Source: src/content/developers/en/aashish.mdx ================================================================================ AI tools: Claude, Cursor Genres: strategy **vibecoder** ================================================================================ ## Developer profile: ABGU URL: https://vibecode.game/developers/abgu Source: src/content/developers/en/abgu.mdx ================================================================================ AI tools: ChatGPT Genres: arcade ================================================================================ ## Developer profile: Adeleke URL: https://vibecode.game/developers/adeleke Source: src/content/developers/en/adeleke.mdx ================================================================================ AI tools: Minds, Bolt, Claude, ChatGPT Genres: puzzle, strategy Website: https://sireadell.site Builder shipping across multiple hackathons and game jams at once, working AI-assisted rather than solo-typing everything by hand. Currently building Mindsweeper, a gravity-drift Minesweeper variant, for the VibeBlitz x Minds by Animoca jam, alongside Vow (a commitment-staking app on Monad) and other in-progress projects. Prefers real verification over guessed claims: solver-tested game balance, adversarial bug hunting, actual deployed builds over polished-sounding plans ================================================================================ ## Developer profile: AdiktivXD URL: https://vibecode.game/developers/adiktivxd Source: src/content/developers/en/adiktivxd.mdx ================================================================================ AI tools: Claude, ChatGPT, Gemini, Verse8, Minds Genres: multiplayer, casual, strategy, racing, simulation First-time builder, lifelong player. Into satirical multiplayer games where the fun comes from everyone scrambling to sabotage each other in real time. Just getting started. ================================================================================ ## Developer profile: Adriano Moura da silva URL: https://vibecode.game/developers/adriano-moura-da-silva Source: src/content/developers/en/adriano-moura-da-silva.mdx ================================================================================ AI tools: Verse8, v0 Genres: rpg, strategy, horror, puzzle ================================================================================ ## Developer profile: Agenor N Jesus URL: https://vibecode.game/developers/agenor-n-jesus Source: src/content/developers/en/agenor-n-jesus.mdx ================================================================================ AI tools: ChatGPT, Cursor, Gemini, Claude, Copilot Genres: sci-fi, management, multiplayer, sports, arcade, rpgHello! I am a passionate Game Developer and Software Architect working at the intersection of classic gaming nostalgia, artificial intelligence and cutting-edge Web3 technology.
My mission is to create highly engaging, strategic and economically sustainable games on the Solana blockchain, combining proven gameplay mechanics with seamless digital ownership.
I am currently developing a retro-inspired football management simulator, reimagined for the modern era.
Inspired by legendary titles such as Elifoot 98 and Championship Manager, the project is a Micro-Manager 32x32: an AI-assisted sports management experience created specifically for the VibeBlitz × Minds by Animoca Brands Game Jam.
Players are challenged to build their club's legacy, progressing from the fourth division to championship glory within a strictly confined 32x32 isometric grid.
The project uses the Game Designer Mind as a dynamic co-creator, supporting gameplay balancing, strategic system design and asset generation throughout the development process.
I believe the best Web3 games are those in which the blockchain remains nearly invisible to the player. Technology should strengthen the experience without creating unnecessary friction.
My work focuses on frictionless onboarding, including burner session keys, intuitive interfaces and deep, rewarding gameplay loops.
By using Metaplex plugins to support sustainable digital economies and artificial intelligence to generate dynamic match narratives, I aim to create games that are genuinely Fun First.
My projects are designed around strategic depth, meaningful digital ownership and fair progression, with absolutely no Pay-to-Win mechanics.
Let's build the future of on-chain gaming together!
================================================================================ ## Developer profile: Aktika URL: https://vibecode.game/developers/aktika Source: src/content/developers/en/aktika.mdx ================================================================================ AI tools: ChatGPT Genres: action ================================================================================ ## Developer profile: AlcNdr URL: https://vibecode.game/developers/alcndr Source: src/content/developers/en/alcndr.mdx ================================================================================ Location: Brasil AI tools: ChatGPT, Claude, Gemini, Minds Genres: action, racing, shooter, casual Sou iniciante e estou aprendendo mais sobre desenvolvimento de jogos. Eu tive contato com Unity e Unreal, mas fazer tudo sozinho requer muito tempo e geralmente não é viável. Gosto da idéia da IA facilitar um pouco mais pra pessoas que estão começando, e eu particularmente gosto bastante desse universo dos games. Espero poder um dia criar algo que as pessoas possam jogar e se admirar positivamente. ================================================================================ ## Developer profile: Alecxandru Serban URL: https://vibecode.game/developers/alecxandru-serban Source: src/content/developers/en/alecxandru-serban.mdx ================================================================================ AI tools: Verse8 Genres: arcade ================================================================================ ## Developer profile: Alex Melo URL: https://vibecode.game/developers/alex-melo Source: src/content/developers/en/alex-melo.mdx ================================================================================ AI tools: ChatGPT, Gemini, Minds, Claude, Copilot Genres: rpg, strategy, idle, multiplayer ================================================================================ ## Developer profile: Alive Batman URL: https://vibecode.game/developers/alive-batman Source: src/content/developers/en/alive-batman.mdx ================================================================================ AI tools: Verse8, ChatGPT, Gemini Genres: fighting, multiplayer, action, platformer, arcade, endless-runner, cozy, casual Hi, I'm Alive Batman. A web3 gamer and content creator! ================================================================================ ## Developer profile: Ameen URL: https://vibecode.game/developers/ameen Source: src/content/developers/en/ameen.mdx ================================================================================ AI tools: ChatGPT, Cursor, Claude, Copilot Genres: action, rpg, sci-fi, open-world, adventure, sports _i love to explore new ai tools and see what i can create, also possesses a deep love for gaming_ ================================================================================ ## Developer profile: Ameer URL: https://vibecode.game/developers/ameer Source: src/content/developers/en/ameer.mdx ================================================================================ Role: developer Location: Nigeria AI tools: Claude, Copilot, Minds Genres: puzzle, multiplayer, casual, strategy Blockchain Developer | Technical Writer | Builder I am a developer with a strong focus on building practical and scalable systems. My core skills are in **Rust**, **TypeScript**, **React**, and **Web3**. I enjoy turning ideas into working products quickly, especially under tight timelines. I started my Web3 journey through Alchemy University, where I completed training in Blockchain fundamentals, Ethereum, Solidity, and Smart Accounts. Since then, I have focused on **Rust** for high performance applications and continue expanding into AI assisted development. I have hands on experience building and shipping projects, including: - **Arctos** – a decentralized trading platform with real time analytics, whale tracking, and AI advisory - **HikmahGuide** – an AI powered lifestyle guidance tool I also have solid experience in technical writing, community building, and business development within Web3 projects. I previously placed **3rd** at the PRODFEST Web3 Hackathon with my team and have participated in other virtual hackathons including Base Build and [OKX.AI](http://OKX.AI). I work well both independently and in teams. I value clean code, clear communication, and shipping usable products. I am excited to contribute to this vibe coding gaming hackathon by bringing strong technical skills, creative problem solving, and a builder mindset. Looking forward to building something fun and impactful with the right team ================================================================================ ## Developer profile: André URL: https://vibecode.game/developers/andr Source: src/content/developers/en/andr.mdx ================================================================================ Role: Founder/Dev AI tools: Claude, ChatGPT, Higgsfield AI, Meshy AI, Suno, Elevenlabs Genres: action, rpg, stealth, shooter, strategy, racing, horror, sci-fi, arcade, simulation, adventure, roguelite, multiplayer, open-world, city-builder Website: https://polyxmedia.com/ Hello there! my name is André, I've been coding for 21 years, I'm self-taught, and have been working professionally now for 19 years. I build distributed systems for a living in addition to delivering AI integration solutions and general software engineering. Oh and I build browser games for fun and to create art, I also produce music from time to time (without AI) in addition to creating open source tools to help make coding with AI easier. The day job is Principal Engineer working on high-throughput payment and loyalty systems in GoLang, Python and PHP with Google Cloud, I also run my own consultancy where I deliver work in all sorts of languages and frameworks from React to Swift, though I have a few preferences in each domain that I lean on... I tend to use the right tool for the job. I use AI heavily and have stopped handwriting code almost entirely, so you could say I'm a vibe coder now :) I've created a second brain with all my knowledge and experience that helps me to deliver at record pace, how I use it makes all the difference. I work out the architecture before anything else, I'm careful about how state flows through the system, and rather than guessing at performance I actually measure it. The model writes plenty of the code, I'm the one deciding what's correct. All of my games so far run in the browser, built with Three.js, there's no download, no launcher, you just click and play. Velocity GP is a Wipeout-style anti-gravity racer, 60fps WebGL with hand-tuned track physics and a real sense of speed, and I wrote the whole build up on Substack if you want the engineering behind it. Taken and Shellbound are two more, both made to see how far you can push a single browser tab. Most of my open-source work is about making AI-assisted development less of a mess. Mnemos is an MCP-native memory layer so coding agents stop forgetting your codebase between sessions. Traffic Control lets you run several agents on one repo branch without them stepping on each other. And the Context Substrate Method, a structured way to feed agents the context they actually need, is past 200 stars on GitHub. ================================================================================ ## Developer profile: Anonymousnftboi URL: https://vibecode.game/developers/anonymousnftboi Source: src/content/developers/en/anonymousnftboi.mdx ================================================================================ AI tools: ChatGPT Genres: action, arcade, shooter, sports, adventure, racing 1 step better ================================================================================ ## Developer profile: Anorys URL: https://vibecode.game/developers/anorys Source: src/content/developers/en/anorys.mdx ================================================================================ AI tools: Claude, ChatGPT, Verse8, Copilot, Minds Genres: racing, arcade, action, rpg, multiplayer, sci-fi, endless-runner, sports Just a guy who loves to explore ================================================================================ ## Developer profile: Anulizzy URL: https://vibecode.game/developers/anulizzy Source: src/content/developers/en/anulizzy.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: action, platformer, puzzle ================================================================================ ## Developer profile: arrow URL: https://vibecode.game/developers/arrow Source: src/content/developers/en/arrow.mdx ================================================================================ AI tools: Claude, ChatGPT, Gemini Genres: puzzle ================================================================================ ## Developer profile: artur URL: https://vibecode.game/developers/artur Source: src/content/developers/en/artur.mdx ================================================================================ AI tools: ChatGPT, Cursor, Claude Genres: rpg, simulation, strategy, city-builder, cozy, management, multiplayer, open-world Website: https://legends-and-loot-web.g6fkvx27fs.workers.dev Just developing indie games that I would like to play ================================================================================ ## Developer profile: assguardeth URL: https://vibecode.game/developers/assguardeth Source: src/content/developers/en/assguardeth.mdx ================================================================================ AI tools: ChatGPT, Minds, Verse8, Claude, Gemini Genres: action, rpg, horror, racing, fighting **Just a solid developer who loves having fun by creating** ================================================================================ ## Developer profile: AX7 URL: https://vibecode.game/developers/ax7 Source: src/content/developers/en/ax7.mdx ================================================================================ AI tools: ChatGPT, Claude, Verse8, Gemini Genres: action, arcade, rpg, puzzle, shooter, strategy, racing, casual ================================================================================ ## Developer profile: Axerxis URL: https://vibecode.game/developers/axerxis Source: src/content/developers/en/axerxis.mdx ================================================================================ AI tools: ChatGPT Genres: action, rpg, simulation, multiplayer, cozy ================================================================================ ## Developer profile: Ayiiford URL: https://vibecode.game/developers/ayiiford Source: src/content/developers/en/ayiiford.mdx ================================================================================ Role: Game creator AI tools: ChatGPT, Claude Genres: adventure, rpg, strategy, casual Game Title: Chef's Quest: The Hidden Flavors Genre: Cooking adventure / exploration, casual mobile game Core Concept: Players journey through a series of levels, each set in a different themed world (e.g. Level 1: Spice Desert, Level 2: Frost Kitchen, Level 3: Jungle Market, Level 4: Deep Sea Galley). In each level, players explore the environment to discover rare ingredients, craft recipes, and complete cooking challenges to progress to the next level. Level Structure: Game is divided into numbered Levels (Level 1, Level 2, Level 3...), each unlocking after the previous is completed. Each level has its own explorable map/environment with hidden ingredients tucked into corners, behind obstacles, or revealed through simple puzzles. Completing a level's main objective (e.g. serve X dishes, discover a secret recipe, win a local cook-off) rewards the player with coins, a new ingredient set, and unlocks the next level. Later levels introduce new ingredient types, tougher customers/judges, and more complex recipe combos. Optional side-objectives within each level (extra hidden ingredients, bonus recipes) award bonus coins for players who want to explore more thoroughly. Core Gameplay Loop (per level): Explore the level's map to find hidden/rare ingredients (some guarded by light puzzles or mini-challenges). Return to the home kitchen hub to combine ingredients into recipes via a crafting/mixing system. Serve dishes to NPC customers or judges to earn coins and reputation. Complete the level's main objective to earn a coin bonus and unlock the next level. Spend coins between levels on kitchen upgrades, new tools, or cosmetic customization. Player Character: A customizable chef avatar, illustrated in Open Peeps style — flat, hand-drawn, warm line-art with playful expressions and varied hairstyles/features for customization. Key Mechanics: Level-based progression (Level 1 → Level 2 → Level 3...) with clear goals per level Exploration-driven ingredient discovery (encourages players to fully explore each map, not just rush objectives) Recipe crafting (combine 2–4 ingredients; some combos are secret and found through experimentation) Timed cooking mini-games (chopping, stirring, plating) for quality bonuses Coin rewards for level completion, bonus coins for full exploration/side-objectives Customer/judge satisfaction system (speed + quality + creativity) Progression: unlock new worlds/levels, tools, and recipe slots as coins and reputation grow Art Style: Open Peeps-inspired — flat, hand-drawn illustration, warm and playful, expressive character faces, simple line-based environments, clean uncluttered UI. Platform: Mobile (iOS/Android), portrait orientation, touch controls (tap to interact, drag to combine ingredients, swipe/tap for mini-games) Win Condition: Complete all levels and defeat rival chefs in a final "Master Chef" tournament using self-discovered signature recipes. ================================================================================ ## Developer profile: Ayiiford02 URL: https://vibecode.game/developers/ayiiford02 Source: src/content/developers/en/ayiiford02.mdx ================================================================================ AI tools: Hellominds Genres: adventure A game creator ================================================================================ ## Developer profile: Ayrton URL: https://vibecode.game/developers/ayrton Source: src/content/developers/en/ayrton.mdx ================================================================================ AI tools: Claude, Verse8 Genres: cozy, casual Website: https://www.youtube.com/@AyrtonTV [https://www.youtube.com/@AyrtonTV](https://www.youtube.com/@AyrtonTV) ================================================================================ ## Developer profile: badmal URL: https://vibecode.game/developers/badmal Source: src/content/developers/en/badmal.mdx ================================================================================ AI tools: ChatGPT, Gemini, Verse8, Cursor, Claude Genres: action, arcade, rpg, idle, multiplayer ================================================================================ ## Developer profile: Badtripp URL: https://vibecode.game/developers/badtripp Source: src/content/developers/en/badtripp.mdx ================================================================================ Role: Dev Location: Brasil AI tools: ChatGPT, Gemini, Base44 Genres: rpg, idle, arcade, adventure, open-world, management Website: https://goatuniverse.base44.app Goat Universe is being developed as a long-term Web3 gaming ecosystem rather than a single standalone game. The goal is to create multiple interconnected games that share progression systems, leaderboards, and a player-driven marketplace. The project already has working prototypes and core gameplay systems in development. Current features include wallet-based login, ranking systems, seasonal leaderboards, and plans for item trading within the ecosystem. Development has been entirely self-funded so far, and the focus has been on building simple but competitive games where player skill plays a significant role, while still allowing casual players to participate through farming and trading. I am currently looking for feedback, potential partnerships, and opportunities to help scale the Goat Universe ecosystem. Join discord to talk to me and get more info: [https://discord.gg/XTcbsfm3Wc](https://discord.gg/XTcbsfm3Wc) Docs: [https://docs.google.com/document/d/1EQjZ4optvy6mH8DL6wWp4Dkx7jIq2xtO8Buuq3fa9Hk/edit?tab=t.wem2kh6xd60z](https://docs.google.com/document/d/1EQjZ4optvy6mH8DL6wWp4Dkx7jIq2xtO8Buuq3fa9Hk/edit?tab=t.wem2kh6xd60z) Goat Universe Gameplays and Goat Songs: [https://www.youtube.com/@bobmaulei8101](https://www.youtube.com/@bobmaulei8101) Goat Universe Beta: [https://goatuniverse.base44.app](https://goatuniverse.base44.app) ================================================================================ ## Developer profile: bajuju URL: https://vibecode.game/developers/bajuju Source: src/content/developers/en/bajuju.mdx ================================================================================ AI tools: Verse8, ChatGPT, Claude Genres: idle, rpg, puzzle, simulation, sports, adventure, multiplayer, management, city-builder, action, platformer ================================================================================ ## Developer profile: Batchau URL: https://vibecode.game/developers/batchau Source: src/content/developers/en/batchau.mdx ================================================================================ AI tools: ChatGPT, Minds Genres: idle ================================================================================ ## Developer profile: Benraouane Soufiane URL: https://vibecode.game/developers/benraouane-soufiane Source: src/content/developers/en/benraouane-soufiane.mdx ================================================================================ AI tools: ChatGPT, Minds Genres: arcade, casual, racing, fighting Doing attempts & prompts! ================================================================================ ## Developer profile: big dan URL: https://vibecode.game/developers/big-dan Source: src/content/developers/en/big-dan.mdx ================================================================================ AI tools: ChatGPT, Claude, deepseek Genres: rpg, adventure Independent game developer interested in AI-assisted game development. Experienced with Unity, Claude Code, Codex, and generative AI tools. Participated in multiple Game Jam events and exploring AI NPC systems, interactive storytelling, and immersive gameplay. ================================================================================ ## Developer profile: BONKz URL: https://vibecode.game/developers/bonkz Source: src/content/developers/en/bonkz.mdx ================================================================================ AI tools: Claude Genres: multiplayer, platformer, rpg ================================================================================ ## Developer profile: Bores URL: https://vibecode.game/developers/bores Source: src/content/developers/en/bores.mdx ================================================================================ Location: Indonesia AI tools: ChatGPT Genres: city-builder, management ================================================================================ ## Developer profile: boringforever URL: https://vibecode.game/developers/boringforever Source: src/content/developers/en/boringforever.mdx ================================================================================ AI tools: Minds, Claude, ChatGPT, Gemini Genres: multiplayer, open-world, strategy, shooter, sci-fi, adventure Turning game ideas into playable experiences through code and creativity. ================================================================================ ## Developer profile: Bridget URL: https://vibecode.game/developers/bridget Source: src/content/developers/en/bridget.mdx ================================================================================ AI tools: Minds Genres: arcade Crosswalk Chaos Game Overview Crosswalk Chaos is a simple, fast-paced arcade reflex game where the player's goal is to safely cross increasingly busy roads. The challenge revolves around one core mechanic: move only when the light is green and stop immediately when it turns red. The game is easy to learn, difficult to master, and designed for short, replayable sessions. --- Core Gameplay The player starts at one side of the road and must reach the other safely. The traffic light changes between Green and Red at unpredictable intervals. - Green Light: The player can move. - Red Light: The player must stop immediately. Moving during a red light results in a collision with traffic and the run ends. Each successful crossing increases the score and advances the difficulty. --- Core Gameplay Loop Wait → Move → Stop → Cross safely → Score points → Repeat. --- Difficulty Progression The game gradually becomes more challenging by introducing: - Faster and less predictable light changes. - More traffic lanes. - Faster-moving vehicles. - Narrower safe crossing windows. - Bonus objectives for experienced players. The challenge should always come from timing and quick decision-making rather than complicated controls. --- Controls Simple one-touch or keyboard controls. - Move Up - Move Down - Move Left - Move Right The player has full control during green lights but must react instantly when the light changes. --- Scoring Players earn points for: - Successfully crossing the road. - Consecutive perfect crossings. - Fast reaction times. - Maintaining a streak without mistakes. The objective is to achieve the highest score possible. --- Visual Style Bright, colourful, and minimalist. The road, traffic lights, vehicles, and pedestrians should be easy to recognise at a glance. Animations should be smooth and satisfying, making the game enjoyable for players of all ages. --- Audio Simple but impactful sound effects: - Traffic light change. - Car movement. - Footsteps. - Success chime after each crossing. - Crash sound on failure. Background music should be light and energetic. --- Design Goals - Extremely easy to understand. - Playable within seconds. - Short game sessions with high replay value. - One strong gameplay mechanic. - Smooth controls and responsive movement. - Suitable for a compact game jam project. --- Player Experience The player constantly feel the tension between moving quickly to earn points and stopping at exactly the right moment. Every successful crossing should feel rewarding, while every mistake should encourage an immediate retry. The game create the classic just one more try feeling through simple mechanics, increasing challenge, and satisfying gameplay. ================================================================================ ## Developer profile: Bromosapien URL: https://vibecode.game/developers/bromosapien Source: src/content/developers/en/bromosapien.mdx ================================================================================ Role: Founder Location: Canada AI tools: Cursor, Gemini, Claude Genres: action, rpg, shooter, strategy, idle, fighting, sci-fi, city-builder, platformer, adventure, casual, roguelite, multiplayer, open-world, management Website: https://revolution.gameseek.com ## Hey, I'm Bromosapien! 🚀 I am the **Founder of**[**Gameseek.com**](http://Gameseek.com) and a passionate game developer based in Canada. I specialize in building rich, immersive, and highly replayable persistent browser-based experiences. My development philosophy revolves around pushing the boundaries of what browser games can achieve. By leveraging cutting-edge AI tools like **Claude, Gemini, and Cursor**, I rapidly prototype mechanics, build complex systems, and bring expansive worlds to life straight in your browser tab. ================================================================================ ## Developer profile: CARLOS KENNEDY URL: https://vibecode.game/developers/carlos-kennedy Source: src/content/developers/en/carlos-kennedy.mdx ================================================================================ AI tools: v0, Gemini, Replit, Minds, Claude, Copilot, Verse8 Genres: rpg, city-builder, multiplayer ================================================================================ ## Developer profile: Cherie URL: https://vibecode.game/developers/cherie Source: src/content/developers/en/cherie.mdx ================================================================================ AI tools: Claude, ChatGPT Genres: idle, arcade, shooter, strategy, simulation, adventure, casual, multiplayer, fighting, endless-runner, city-builder, cozy, management, sci-fi I have built quite a few arcade games such as Pac-Man, duckhunt and asteroids. Would love to build more ================================================================================ ## Developer profile: Christotech99 URL: https://vibecode.game/developers/christotech99 Source: src/content/developers/en/christotech99.mdx ================================================================================ AI tools: Minds Genres: puzzle, arcade, action Gamer... ================================================================================ ## Developer profile: ChuntersNode URL: https://vibecode.game/developers/chuntersnode Source: src/content/developers/en/chuntersnode.mdx ================================================================================ AI tools: Claude, ChatGPT Genres: puzzle, racing ================================================================================ ## Developer profile: City of Sin URL: https://vibecode.game/developers/city-of-sin Source: src/content/developers/en/city-of-sin.mdx ================================================================================ AI tools: Claude Genres: rpg, simulation, strategy, idle, multiplayer Website: https://cityofsindev.itch.io/city-of-sin ================================================================================ ## Developer profile: Coachdee URL: https://vibecode.game/developers/coachdee Source: src/content/developers/en/coachdee.mdx ================================================================================ Role: Creator Location: West Africa AI tools: Claude Genres: casual Building with **AI**. Shipping**small projects**, learning in **public**. From idea to app ================================================================================ ## Developer profile: codexcorner URL: https://vibecode.game/developers/codexcorner Source: src/content/developers/en/codexcorner.mdx ================================================================================ AI tools: Gemini, Claude, Cursor Genres: puzzle, platformer, action, adventure ================================================================================ ## Developer profile: coinwithpanda URL: https://vibecode.game/developers/coinwithpanda Source: src/content/developers/en/coinwithpanda.mdx ================================================================================ AI tools: ChatGPT, Claude, Minds Genres: action, rpg, arcade, adventure ================================================================================ ## Developer profile: ColetorNFT URL: https://vibecode.game/developers/coletornft Source: src/content/developers/en/coletornft.mdx ================================================================================ Role: Founder AI tools: ChatGPT, Claude, Verse8, Gemini, Cursor Genres: roguelite, strategy, action ================================================================================ ## Developer profile: Confido URL: https://vibecode.game/developers/confido Source: src/content/developers/en/confido.mdx ================================================================================ Role: Developer Location: West Africa AI tools: ChatGPT, Claude Genres: puzzle **Confido puzzle game** ================================================================================ ## Developer profile: Cosmin Sherban URL: https://vibecode.game/developers/cosmin-sherban Source: src/content/developers/en/cosmin-sherban.mdx ================================================================================ AI tools: Verse8 Genres: arcade ================================================================================ ## Developer profile: CrptCactus URL: https://vibecode.game/developers/crptcactus Source: src/content/developers/en/crptcactus.mdx ================================================================================ AI tools: v0, Verse8 Genres: arcade ================================================================================ ## Developer profile: crypt pain URL: https://vibecode.game/developers/crypt-pain Source: src/content/developers/en/crypt-pain.mdx ================================================================================ Role: Game Developer AI tools: Claude Genres: strategy, roguelite, action, rpg I'm an AI-first developer focused on turning ambitious ideas into playable games quickly. My work combines AI-assisted development, gameplay design, and rapid prototyping to build experiences that are fun, replayable, and technically creative. I enjoy experimenting with procedural generation, intelligent NPCs, adaptive gameplay systems, and mechanics that evolve based on player choices. ================================================================================ ## Developer profile: CuriousRay URL: https://vibecode.game/developers/curiousray Source: src/content/developers/en/curiousray.mdx ================================================================================ AI tools: Claude Genres: rpg, cozy, open-world, multiplayer, adventure, strategy, puzzle Hola, I am an indie developer recently started game dev and really fascinated. ================================================================================ ## Developer profile: dana_emf URL: https://vibecode.game/developers/dana-emf Source: src/content/developers/en/dana-emf.mdx ================================================================================ AI tools: Claude Genres: arcade ================================================================================ ## Developer profile: Darryl URL: https://vibecode.game/developers/darryl Source: src/content/developers/en/darryl.mdx ================================================================================ AI tools: ChatGPT, Claude, Verse8, Minds Genres: action, puzzle, strategy, adventure, roguelite Turning ideas into games with AI. Focused on gameplay first, memorable mechanics second, and experiences players want to come back to. ================================================================================ ## Developer profile: Dashy URL: https://vibecode.game/developers/dashy Source: src/content/developers/en/dashy.mdx ================================================================================ AI tools: Claude, Minds, ChatGPT Genres: action, rpg, puzzle, endless-runner, shooter Website: https://linktr.ee/dashy1 BOLD ================================================================================ ## Developer profile: DaveWeb3Saint URL: https://vibecode.game/developers/daveweb3saint Source: src/content/developers/en/daveweb3saint.mdx ================================================================================ AI tools: Verse8, ChatGPT Genres: arcade Exploring Web3 gaming one game at a time. Sharing alpha, gameplay, and onchain adventures. ================================================================================ ## Developer profile: David URL: https://vibecode.game/developers/david Source: src/content/developers/en/david.mdx ================================================================================ AI tools: ChatGPT, Cursor, Minds Genres: racing, sports, action About to create the best vibe coder game on vibe code ================================================================================ ## Developer profile: davide URL: https://vibecode.game/developers/davide Source: src/content/developers/en/davide.mdx ================================================================================ AI tools: Claude, ChatGPT Genres: arcade, rpg, puzzle, sports, racing ================================================================================ ## Developer profile: Daywalker URL: https://vibecode.game/developers/daywalker Source: src/content/developers/en/daywalker.mdx ================================================================================ Role: Developer Location: Philippines AI tools: Minds, Claude Genres: idle, roguelite Just a guy who loves video games but sucks at coding ================================================================================ ## Developer profile: Defibtc URL: https://vibecode.game/developers/defibtc Source: src/content/developers/en/defibtc.mdx ================================================================================ AI tools: ChatGPT, Gemini Genres: action, arcade, puzzle, racing, fighting ================================================================================ ## Developer profile: DENISE NUVEM URL: https://vibecode.game/developers/denise-nuvem Source: src/content/developers/en/denise-nuvem.mdx ================================================================================ AI tools: Minds, Claude, ChatGPT Genres: action, arcade, puzzle, platformer, casual Website: https://www.zerolikesrecords.com My name is Denise Nuvem; I study social media and their group systems from a philosophical perspective, and I develop concepts and projects that I communicate through my sound-based work, _Womanoiser_, in which I explore the "noise-ocracies" of the networks we inhabit. ================================================================================ ## Developer profile: Dharmie URL: https://vibecode.game/developers/dharmie Source: src/content/developers/en/dharmie.mdx ================================================================================ Role: Creator AI tools: Bolt Genres: casual ================================================================================ ## Developer profile: Diamond URL: https://vibecode.game/developers/diamond Source: src/content/developers/en/diamond.mdx ================================================================================ AI tools: ChatGPT, Gemini Genres: multiplayer, shooter, puzzle, casual **You will love it!!** ================================================================================ ## Developer profile: Diego Fernandes Batista URL: https://vibecode.game/developers/diego-fernandes-batista Source: src/content/developers/en/diego-fernandes-batista.mdx ================================================================================ Location: Brazil AI tools: ChatGPT, Gemini, Claude, Copilot, Lovable Genres: rpg, action, strategy, city-builder, simulation, adventure, casual, roguelite, multiplayer, open-world ================================================================================ ## Developer profile: dino URL: https://vibecode.game/developers/dino Source: src/content/developers/en/dino.mdx ================================================================================ AI tools: ChatGPT, Claude, Cursor, Verse8, Minds Genres: rpg, arcade, action ================================================================================ ## Developer profile: DOM URL: https://vibecode.game/developers/dom Source: src/content/developers/en/dom.mdx ================================================================================ AI tools: Verse8 Genres: strategy DOM is a Web3 and AI-focused creator from Nigeria building interactive games and digital systems using prompt-based development tools like Verse8. He specializes in survival game mechanics, progression systems, and AI-driven features that make gameplay more dynamic and adaptive. ================================================================================ ## Developer profile: Eagle URL: https://vibecode.game/developers/eagle Source: src/content/developers/en/eagle.mdx ================================================================================ Role: Solo developer - design, code, art direction AI tools: Minds, Claude Genres: strategy, puzzle, arcade, casual I start and I finish them. ================================================================================ ## Developer profile: EJ Dev URL: https://vibecode.game/developers/ej-dev Source: src/content/developers/en/ej-dev.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: shooter, action, rpg, platformer, racing, adventure, horror, city-builder ================================================================================ ## Developer profile: Elaineney URL: https://vibecode.game/developers/elaineney Source: src/content/developers/en/elaineney.mdx ================================================================================ AI tools: Claude, Minds, ChatGPT Genres: action, arcade ================================================================================ ## Developer profile: Enigma URL: https://vibecode.game/developers/enigma Source: src/content/developers/en/enigma.mdx ================================================================================ Location: Bulgaria AI tools: ChatGPT, Claude Genres: action, arcade, rpg, puzzle **23 years old desinger from bulgaria** ================================================================================ ## Developer profile: Erika Zucker URL: https://vibecode.game/developers/erika-zucker Source: src/content/developers/en/erika-zucker.mdx ================================================================================ AI tools: ChatGPT, Rosebud AI, Lovable, Gemini, Claude, Astrocade, Sekai Genres: action, arcade, rpg, puzzle, platformer, shooter, strategy, simulation, sports, racing, adventure, horror, casual, idle, endless-runner, sci-fi, cozy, city-builder, management Website: https://www.erikazucker.com/ **The Bakery Architect: Erika | Building games and baking memories. Follow me to stay updated on what I create next :)** ================================================================================ ## Developer profile: estarh_crypt URL: https://vibecode.game/developers/estarh-crypt Source: src/content/developers/en/estarh-crypt.mdx ================================================================================ AI tools: Verse8, Minds, ChatGPT Genres: simulation, strategy, adventure, casual I am a creator exploring the intersection of games, storytelling, and AI-powered creativity. For the VibeBlitz Game Jam, I am building **The Last Haven**, a survival strategy game where players manage humanity’s final settlement on a 32×32 piece of land after a global collapse. My focus is creating experiences that combine meaningful choices, emotional storytelling, and simple but engaging gameplay. I use AI as a creative partner for world-building, character design, mechanics development, and improving player experiences. I believe games are powerful because they allow people to experience stories through their own decisions, and I’m excited to explore how AI can help bring new worlds to life. ================================================================================ ## Developer profile: ET URL: https://vibecode.game/developers/et Source: src/content/developers/en/et.mdx ================================================================================ Role: Owner Location: Sorocaba AI tools: Cursor, Gemini, Claude, v0, ChatGPT Genres: action, rpg, puzzle, casual, endless-runner, strategy Website: https://fivemetstore.com Criador de jogos apaixonado por transformar ideias em realidade através de _vibe coding_. Explorando ferramentas de IA para construir experiências e jogos divertidos de forma ágil. Sempre em busca de aprender coisas novas e pronto para a próxima Game Jam! ================================================================================ ## Developer profile: EuSouOGiba URL: https://vibecode.game/developers/eusouogiba Source: src/content/developers/en/eusouogiba.mdx ================================================================================ AI tools: Claude Genres: action, rpg, arcade, puzzle, platformer, adventure, casual, idle EuSouOGiba [https://youtube.com/@eusouogiba](https://youtube.com/@eusouogiba) [https://bombidle.com](https://bombidle.com) ================================================================================ ## Developer profile: Ewbo URL: https://vibecode.game/developers/ewbo Source: src/content/developers/en/ewbo.mdx ================================================================================ AI tools: ChatGPT, Claude, Windsurf Genres: action, rpg, puzzle, sports, simulation, roguelite, multiplayer, open-world, fighting, horror, shooter, strategy, management, adventure, platformer ================================================================================ ## Developer profile: Ezequiel Augusto URL: https://vibecode.game/developers/ezequiel-augusto Source: src/content/developers/en/ezequiel-augusto.mdx ================================================================================ AI tools: ChatGPT, Windsurf, Minds Genres: rpg, multiplayer ================================================================================ ## Developer profile: Fadeel URL: https://vibecode.game/developers/fadeel Source: src/content/developers/en/fadeel.mdx ================================================================================ Location: UK AI tools: v0, Claude, Lovable, Verse8, Cursor Genres: action, shooter, city-builder, multiplayer _Up coming dev, pro gamer and A content creator_ ================================================================================ ## Developer profile: FarmPolly URL: https://vibecode.game/developers/farmpolly Source: src/content/developers/en/farmpolly.mdx ================================================================================ AI tools: ChatGPT, Gemini Genres: cozy, casual, management, idle 🐔 Farmer | 33 years old 🌿 Raising chickens, fish, and turtles with passion and care. 💚🐢🐟 ================================================================================ ## Developer profile: Feko URL: https://vibecode.game/developers/feko Source: src/content/developers/en/feko.mdx ================================================================================ AI tools: Claude Genres: puzzle ================================================================================ ## Developer profile: Fellipe Barbosa URL: https://vibecode.game/developers/fellipe-barbosa Source: src/content/developers/en/fellipe-barbosa.mdx ================================================================================ AI tools: arena ai Genres: casual SEJA O MELHOR ================================================================================ ## Developer profile: fh_Olar URL: https://vibecode.game/developers/fh-olar Source: src/content/developers/en/fh-olar.mdx ================================================================================ Role: Creator and Builder Location: Nigeria AI tools: Claude, Minds Genres: action, arcade, fighting Storyteller from Lagos. I build at the intersection of web3, crypto culture, and stories that actually land, the kind that feel earned, not sold. This is my first jam. 32 Rounds is a one-tile gladiator pit, no exit, no mercy, just you and whatever walks in next. Built solo, with Minds and Claude as co-creators. I make things that carry weight. This one just happens to be playable. ================================================================================ ## Developer profile: fibbafibba URL: https://vibecode.game/developers/fibbafibba Source: src/content/developers/en/fibbafibba.mdx ================================================================================ AI tools: ChatGPT Genres: platformer, arcade, racing, horror, multiplayer ================================================================================ ## Developer profile: Fiyin Okanrende URL: https://vibecode.game/developers/fiyin-okanrende Source: src/content/developers/en/fiyin-okanrende.mdx ================================================================================ Role: Vibe coder Location: United Kingdom AI tools: Cursor, Lovable, Minds Genres: open-world, action, shooter Just a simple guy that love vibe coding ================================================================================ ## Developer profile: Flavio URL: https://vibecode.game/developers/flavio Source: src/content/developers/en/flavio.mdx ================================================================================ AI tools: ChatGPT, Claude, Copilot, Lovable, Gemini Genres: rpg, shooter, idle, simulation, sports, strategy, racing ================================================================================ ## Developer profile: Francki URL: https://vibecode.game/developers/francki Source: src/content/developers/en/francki.mdx ================================================================================ AI tools: Gemini, Claude Genres: action, idle, shooter, roguelite, puzzle ================================================================================ ## Developer profile: FronksTv URL: https://vibecode.game/developers/fronkstv Source: src/content/developers/en/fronkstv.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini, Verse8, Minds Genres: rpg, idle, arcade, adventure, roguelite, multiplayer, open-world ================================================================================ ## Developer profile: Furegati URL: https://vibecode.game/developers/furegati Source: src/content/developers/en/furegati.mdx ================================================================================ Location: Brasil AI tools: Cursor, Claude, ChatGPT, Copilot Genres: puzzle, idle, roguelite ================================================================================ ## Developer profile: Galaxylonerr URL: https://vibecode.game/developers/galaxylonerr Source: src/content/developers/en/galaxylonerr.mdx ================================================================================ Role: designer AI tools: Minds, Verse8, Claude Genres: puzzle i guess i’m not him🙂 but i’m moving there ================================================================================ ## Developer profile: gamefi URL: https://vibecode.game/developers/gamefi Source: src/content/developers/en/gamefi.mdx ================================================================================ AI tools: ChatGPT, Grok Genres: casual Founder of Web3 Gaming Frontier. I have been into crypto gaming since early axie days and been working/helping my community to make something ================================================================================ ## Developer profile: GaspodeWD URL: https://vibecode.game/developers/gaspodewd Source: src/content/developers/en/gaspodewd.mdx ================================================================================ AI tools: Cursor, Minds, Replit, ChatGPT Genres: rpg, strategy, roguelite, adventure, management Website: https://gaspodewd.itch.io/ Long-time gamer and reviewer with over 200+ reviews. Award-winning game designer of Dungeon Cuties, winning $500 for a Solana Phone Game Jam. Back to win more game jams here. ================================================================================ ## Developer profile: GLouTuny URL: https://vibecode.game/developers/gloutuny Source: src/content/developers/en/gloutuny.mdx ================================================================================ AI tools: Minds, Claude, Copilot, ChatGPT, Cursor Genres: casual Shhh!! ================================================================================ ## Developer profile: Gobifen URL: https://vibecode.game/developers/gobifen Source: src/content/developers/en/gobifen.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: rpg, idle, multiplayer Olá Meu nick é Gobifen sou iniciante no mundo de desenvolvedor mais sempre estudei um pouco de programação e tive vontade de criar um jogo mas é muito dificil pelo tempo e dinheiro, e agora com ia to conseguindo. Espero que gostem ================================================================================ ## Developer profile: GrayWRLD URL: https://vibecode.game/developers/graywrld Source: src/content/developers/en/graywrld.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini Genres: action, arcade, rpg, puzzle, stealth, shooter, simulation, strategy, adventure, racing, sports, fighting, endless-runner, multiplayer, sci-fi, open-world, city-builder, management ================================================================================ ## Developer profile: Gridloch URL: https://vibecode.game/developers/gridloch Source: src/content/developers/en/gridloch.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: action, arcade, puzzle, casual Website: https://gridloch.io Making little games and apps and stuff ================================================================================ ## Developer profile: Gucho URL: https://vibecode.game/developers/gucho Source: src/content/developers/en/gucho.mdx ================================================================================ AI tools: ChatGPT, Claude, Minds, Verse8 Genres: racing, action, casual ================================================================================ ## Developer profile: Gumpy URL: https://vibecode.game/developers/gumpy Source: src/content/developers/en/gumpy.mdx ================================================================================ Role: CCO Location: USA AI tools: Claude, ChatGPT Genres: arcade Website: https://boojabaunga.com/hustle-games Arcadium is a social competition platform connecting online games, real-world play, tournaments, collectibles, rewards, and community experiences. Our vibe-coded games are just one part of a much bigger world built around bringing people together through play. ================================================================================ ## Developer profile: Gunis URL: https://vibecode.game/developers/gunis Source: src/content/developers/en/gunis.mdx ================================================================================ AI tools: Cursor, ChatGPT, Claude, Lovable, Gemini, Copilot Genres: action, stealth, horror, sci-fi, fighting, open-world, multiplayer, adventure ================================================================================ ## Developer profile: H4rd URL: https://vibecode.game/developers/h4rd Source: src/content/developers/en/h4rd.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: action, rpg, strategy, idle, platformer, adventure, open-world, city-builder Solo game developer building 2D/3D games with Web3. I develop the Unity/C# client, the NestJS/TypeScript backend, and the on-chain economy. Focused on idle RPGs and scalable game systems. ================================================================================ ## Developer profile: Hammie URL: https://vibecode.game/developers/hammie Source: src/content/developers/en/hammie.mdx ================================================================================ AI tools: ChatGPT, Verse8, Claude, Gemini Genres: action, adventure, casual ================================================================================ ## Developer profile: Hardy URL: https://vibecode.game/developers/hardy Source: src/content/developers/en/hardy.mdx ================================================================================ AI tools: Minds, Claude, Gemini Genres: action, platformer, horror, shooter Website: https://kilz.vercel.app/ Indie game developer and full-stack engineer passionate about building seamless, fast-paced gaming experiences. I specialize in bridging the gap between engaging frontend gameplay and robust cloud backends to create games that are fun, accessible, and instantly playable. ================================================================================ ## Developer profile: Hawk URL: https://vibecode.game/developers/hawk Source: src/content/developers/en/hawk.mdx ================================================================================ AI tools: Verse8, Minds, ChatGPT Genres: racing Trying to bring a idea to life! ================================================================================ ## Developer profile: heiirap URL: https://vibecode.game/developers/heiirap Source: src/content/developers/en/heiirap.mdx ================================================================================ AI tools: Gemini Genres: arcade, rpg, strategy, casual ================================================================================ ## Developer profile: heliotrop1024 URL: https://vibecode.game/developers/heliotrop1024 Source: src/content/developers/en/heliotrop1024.mdx ================================================================================ AI tools: Verse8 Genres: casual, rpg, strategy ================================================================================ ## Developer profile: Hell studios URL: https://vibecode.game/developers/hell-studios Source: src/content/developers/en/hell-studios.mdx ================================================================================ Role: Game Developer AI tools: ChatGPT, Cursor, Replit, Bolt Genres: endless-runner, sci-fi, casual **_Passionate about creating engaging games with AI. Learning, building, and sharing every step of the journey._** ================================================================================ ## Developer profile: Hephsho URL: https://vibecode.game/developers/hephsho Source: src/content/developers/en/hephsho.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini, Verse8 Genres: action, stealth, arcade, puzzle, strategy, shooter, racing, fighting, sports, simulation, adventure, casual ================================================================================ ## Developer profile: Huzaifa Siddiqui URL: https://vibecode.game/developers/huzaifa-siddiqui Source: src/content/developers/en/huzaifa-siddiqui.mdx ================================================================================ AI tools: Claude, Cursor Genres: simulation, strategy AI automation builder and indie game developer focused on creating smart, system-driven experiences. I build AI agents, workflow automation, and fast-paced games that combine strategic decision-making with intuitive design. Passionate about rapid prototyping, game jams, and turning ambitious ideas into polished products ================================================================================ ## Developer profile: Hyper URL: https://vibecode.game/developers/hyper Source: src/content/developers/en/hyper.mdx ================================================================================ Role: AI Engineer AI tools: ChatGPT, Cursor, Claude, Replit, Gemini Genres: strategy, puzzle, arcade Lets vibe code ================================================================================ ## Developer profile: ianzinnft URL: https://vibecode.game/developers/ianzinnft Source: src/content/developers/en/ianzinnft.mdx ================================================================================ Location: Brazil AI tools: ChatGPT, Gemini, Claude Genres: strategy, rpg, shooter Web3 veteran and content creator ================================================================================ ## Developer profile: Icaro Mendes URL: https://vibecode.game/developers/icaro-mendes Source: src/content/developers/en/icaro-mendes.mdx ================================================================================ AI tools: Minds, Ty Genres: action, rpg, strategy, idle, fighting, adventure, city-builder, open-world, multiplayer, arcade, stealth, roguelite, simulation ================================================================================ ## Developer profile: Igjhor URL: https://vibecode.game/developers/igjhor Source: src/content/developers/en/igjhor.mdx ================================================================================ AI tools: ChatGPT, Minds Genres: action, rpg, casual, adventure, roguelite, idle, shooter Brasileiro Indie Game Dev. Web3 Player ================================================================================ ## Developer profile: Igor Santhiago URL: https://vibecode.game/developers/igor-santhiago Source: src/content/developers/en/igor-santhiago.mdx ================================================================================ Location: Brazil AI tools: Claude, ChatGPT, Gemini Genres: idle, sci-fi, casual, arcade SysAdmin e entusiasta do **Vibecoding**. Meu foco é transformar ideias complexas em software e experiências interativas de forma ágil, unindo uma arquitetura de sistemas robusta ao poder dos fluxos de desenvolvimento assistidos por Inteligência Artificial. ### Filosofia de Projeto & Design Acredito que um bom projeto de software ou jogo deve ser envolvente, responsivo e recompensador. Minhas criações são guiadas por três pilares fundamentais: - **Mecânicas Desafiadoras:** Inspirado na lógica de jogos de alta dificuldade e combates punitivos (como o universo Soulsborne e cenários competitivos intensos), busco criar experiências que exijam precisão, estratégia e verdadeira imersão do jogador. - **Estética Limpa e Minimalista:** Preferência absoluta por designs funcionais, interfaces em modo escuro (dark theme) com acentos visuais nítidos e navegação intuitiva. A interface deve servir à experiência, sem ruídos visualmente desnecessários. - **Performance e Estrutura:** Da infraestrutura de back-end até a renderização na tela, o objetivo é sempre manter a eficiência, baixo consumo de recursos e estabilidade em qualquer ambiente. ================================================================================ ## Developer profile: Igorfel URL: https://vibecode.game/developers/igorfel Source: src/content/developers/en/igorfel.mdx ================================================================================ Location: Brazil AI tools: Claude, ChatGPT Genres: rpg, idle, action, shooter, casual, platformer I love to create games, learn new things and experiment different tools. ================================================================================ ## Developer profile: impa365 URL: https://vibecode.game/developers/impa365 Source: src/content/developers/en/impa365.mdx ================================================================================ AI tools: ChatGPT, Cursor, v0, Lovable Genres: strategy, sci-fi, platformer, simulation, management Website: https://impa365.com/ ================================================================================ ## Developer profile: Ini URL: https://vibecode.game/developers/ini Source: src/content/developers/en/ini.mdx ================================================================================ AI tools: ChatGPT Genres: strategy, action, platformer **Je suis beni** ================================================================================ ## Developer profile: IQLvlUp URL: https://vibecode.game/developers/iqlvlup Source: src/content/developers/en/iqlvlup.mdx ================================================================================ AI tools: ChatGPT, Verse8, Claude, Gemini, Astrocade Genres: racing, puzzle, platformer, open-world, idle, simulation, cozy Website: https://www.astrocade.com/profile/BadjBros **Puzzle games for everyone who want to level up his IQ through many different modes and challenges. by IQLvlUp** ================================================================================ ## Developer profile: Jay URL: https://vibecode.game/developers/jay Source: src/content/developers/en/jay.mdx ================================================================================ AI tools: Minds, Claude Genres: arcade, puzzle, roguelite ================================================================================ ## Developer profile: Jayin URL: https://vibecode.game/developers/jayin Source: src/content/developers/en/jayin.mdx ================================================================================ AI tools: ChatGPT, Claude, Verse8 Genres: puzzle Creator ================================================================================ ## Developer profile: JEIMES LUIZ DA SILVA URL: https://vibecode.game/developers/jeimes-luiz-da-silva Source: src/content/developers/en/jeimes-luiz-da-silva.mdx ================================================================================ Location: Brasil AI tools: Claude, ChatGPT, Gemini Genres: idle, arcade ================================================================================ ## Developer profile: Jeshiling URL: https://vibecode.game/developers/jeshiling Source: src/content/developers/en/jeshiling.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini, Verse8 Genres: simulation, puzzle, sports ================================================================================ ## Developer profile: joaquinsolis URL: https://vibecode.game/developers/joaquinsolis Source: src/content/developers/en/joaquinsolis.mdx ================================================================================ AI tools: Claude, ChatGPT, Gemini Genres: sports ================================================================================ ## Developer profile: John URL: https://vibecode.game/developers/john Source: src/content/developers/en/john.mdx ================================================================================ Role: Product Manager AI tools: ChatGPT, Claude Genres: strategy Game Builder | Web2 roots × Web3 future ================================================================================ ## Developer profile: Jon7Foz URL: https://vibecode.game/developers/jon7foz Source: src/content/developers/en/jon7foz.mdx ================================================================================ AI tools: Verse8 Genres: simulation, casual ================================================================================ ## Developer profile: Jone URL: https://vibecode.game/developers/jone Source: src/content/developers/en/jone.mdx ================================================================================ Location: Poland AI tools: ChatGPT, Cursor, Claude Genres: rpg, action, platformer, puzzle, arcade, roguelite, multiplayer, strategy, horror, idle, city-builder, management, casual ================================================================================ ## Developer profile: jonsold URL: https://vibecode.game/developers/jonsold Source: src/content/developers/en/jonsold.mdx ================================================================================ Location: BR AI tools: ChatGPT, Lovable, Minds Genres: rpg, fighting, sci-fi, strategy, stealth, simulation, arcade, multiplayer, open-world Website: https://xcity.middfly.com/ ================================================================================ ## Developer profile: JoshyFtww URL: https://vibecode.game/developers/joshyftww Source: src/content/developers/en/joshyftww.mdx ================================================================================ AI tools: Claude Genres: adventure, action **Onchain & offchain gamer. Fun maxing Only.** ================================================================================ ## Developer profile: Julia URL: https://vibecode.game/developers/julia Source: src/content/developers/en/julia.mdx ================================================================================ AI tools: Claude, ChatGPT, Minds Genres: arcade, puzzle A gamer & content creator who's trying to build a game. ================================================================================ ## Developer profile: KAAL URL: https://vibecode.game/developers/kaal Source: src/content/developers/en/kaal.mdx ================================================================================ AI tools: ChatGPT, Gemini Genres: action, shooter, fighting, adventure, multiplayer, open-world, simulation, strategy, racing, management, horror, city-builder **Hyy** **_i AM KAAL_** I am a passionate Game Developer dedicated to creating engaging, immersive, and high-quality gaming experiences. I enjoy designing gameplay mechanics, building interactive worlds, and solving complex programming challenges. With a strong interest in game development, creativity, and innovation, I continuously improve my skills by exploring new technologies, engines, and development techniques. My goal is to develop games that entertain, inspire, and leave a lasting impression on players. I believe that every project is an opportunity to learn, grow, and push creative boundaries. Always motivated to create unique experiences, I am committed to turning ideas into unforgettable games. ================================================================================ ## Developer profile: Kalp URL: https://vibecode.game/developers/kalp Source: src/content/developers/en/kalp.mdx ================================================================================ AI tools: Minds, ChatGPT, Verse8 Genres: adventure AI Game Developer passionate about turning creative ideas into fun and playable experiences. I build original games using AI, experiment with new mechanics and constantly learn by creating. My focus is on gameplay that is simple to understand, enjoyable to play, and memorable to experience. Current projects include blockchain-inspired adventures, arcade games, puzzle concepts, and experimental prototypes that explore what AI-assisted game development can achieve. Every game is an opportunity to improve my design, storytelling and player experience. I'm always experimenting with new ideas, refining mechanics, and pushing my skills with every release. Follow my journey as I build, test, iterate and publish new games. Feedback, suggestions, and collaborations are always welcome. Building one game at a time. Always learning. Always creating. ================================================================================ ## Developer profile: Kamoze URL: https://vibecode.game/developers/kamoze Source: src/content/developers/en/kamoze.mdx ================================================================================ Location: Brazil AI tools: Gemini, ChatGPT, Copilot Genres: idle Perfil para participar da game-jam, criador de jogos iniciante. ================================================================================ ## Developer profile: kaniko URL: https://vibecode.game/developers/kaniko Source: src/content/developers/en/kaniko.mdx ================================================================================ AI tools: ChatGPT Genres: adventure ================================================================================ ## Developer profile: KC URL: https://vibecode.game/developers/kc Source: src/content/developers/en/kc.mdx ================================================================================ AI tools: ChatGPT, Claude, Copilot Genres: sci-fi ================================================================================ ## Developer profile: KennyGG URL: https://vibecode.game/developers/kennygg Source: src/content/developers/en/kennygg.mdx ================================================================================ AI tools: ChatGPT, Claude, Verse8, Gemini Genres: action, puzzle, shooter, casual, cozy **Gamer & Content Creator** ================================================================================ ## Developer profile: Komari Venkata Ramana URL: https://vibecode.game/developers/komari-venkata-ramana Source: src/content/developers/en/komari-venkata-ramana.mdx ================================================================================ AI tools: Claude Genres: action, rpg, stealth, shooter hi ================================================================================ ## Developer profile: Kozzmick URL: https://vibecode.game/developers/kozzmick Source: src/content/developers/en/kozzmick.mdx ================================================================================ AI tools: ChatGPT, Claude, Minds, Gemini Genres: action, arcade, shooter, sports, endless-runner, fighting, sci-fi, strategy Gaming and AI Creator ================================================================================ ## Developer profile: KuingBoy URL: https://vibecode.game/developers/kuingboy Source: src/content/developers/en/kuingboy.mdx ================================================================================ AI tools: Verse8 Genres: action, rpg ================================================================================ ## Developer profile: Kyuro URL: https://vibecode.game/developers/kyuro Source: src/content/developers/en/kyuro.mdx ================================================================================ Role: Game developer AI tools: ChatGPT, Claude, Gemini, Verse8, Minds Genres: action, arcade, rpg, shooter, simulation, racing, adventure, horror, casual, idle, fighting ================================================================================ ## Developer profile: L_o_k___i URL: https://vibecode.game/developers/l-o-k-i Source: src/content/developers/en/l-o-k-i.mdx ================================================================================ AI tools: ChatGPT, Claude, Lovable, Gemini Genres: rpg, shooter, action, fighting, idle, casual, roguelite ================================================================================ ## Developer profile: LamboVerse URL: https://vibecode.game/developers/lamboverse Source: src/content/developers/en/lamboverse.mdx ================================================================================ AI tools: Verse8 Genres: multiplayer ================================================================================ ## Developer profile: Lamzy URL: https://vibecode.game/developers/lamzy Source: src/content/developers/en/lamzy.mdx ================================================================================ Role: Game developer AI tools: ChatGPT, Minds, Claude Genres: puzzle, sci-fi, adventure Website: https://hassan-olamide.vercel.app Full stack developer building immersive web and browser games with javascript , phaser , and React. Passionate and creating polished interactive experiences. ================================================================================ ## Developer profile: lescharsz URL: https://vibecode.game/developers/lescharsz Source: src/content/developers/en/lescharsz.mdx ================================================================================ Role: vDev Location: Nigeria AI tools: ChatGPT, Claude, Lovable, Gemini, Cursor Genres: sports, action, management, casual, puzzle, racing, shooter, city-builder Noob dev... be kind ================================================================================ ## Developer profile: Liam URL: https://vibecode.game/developers/liam Source: src/content/developers/en/liam.mdx ================================================================================ AI tools: ChatGPT Genres: arcade, casual, strategy ================================================================================ ## Developer profile: LionelNFT URL: https://vibecode.game/developers/lionelnft Source: src/content/developers/en/lionelnft.mdx ================================================================================ AI tools: ChatGPT, Lovable Genres: rpg, strategy, idle, multiplayer, adventure Passionate about games since childhood, I finally decided to bring my ideas to life. I'm beginning my journey as an indie game developer, using AI as my primary development tool while learning every aspect of game development. I still have a lot to learn, but I also have plenty of dedication, curiosity, and an almost endless list of ideas waiting to become reality. Every new project is an opportunity to grow and create experiences that I would love to play myself. ================================================================================ ## Developer profile: Lionize Bee URL: https://vibecode.game/developers/lionize-bee Source: src/content/developers/en/lionize-bee.mdx ================================================================================ Role: Creator AI tools: Verse8 Genres: endless-runner I'm Lionizebee..A video content creator, vibe coding and exploring coding and developing ideas. ================================================================================ ## Developer profile: LordGabriel URL: https://vibecode.game/developers/lordgabriel Source: src/content/developers/en/lordgabriel.mdx ================================================================================ AI tools: Claude, Verse8, grok Genres: action, shooter, rpg, arcade, casual, idle pequeno dev ================================================================================ ## Developer profile: lordseigo URL: https://vibecode.game/developers/lordseigo Source: src/content/developers/en/lordseigo.mdx ================================================================================ Role: president Location: brazil AI tools: Claude, Verse8, Gemini, Minds Genres: action, rpg, stealth, shooter, strategy ================================================================================ ## Developer profile: LUAN HENRIQUE MENDES SILVA DE SANCTIS URL: https://vibecode.game/developers/luan-henrique-mendes-silva-de-sanctis Source: src/content/developers/en/luan-henrique-mendes-silva-de-sanctis.mdx ================================================================================ Role: dev Location: brasil AI tools: ChatGPT, Cursor, Verse8, hermes agent+ deepsek+codex Genres: rpg ================================================================================ ## Developer profile: Lucas Davalos URL: https://vibecode.game/developers/lucas-davalos Source: src/content/developers/en/lucas-davalos.mdx ================================================================================ Location: Brazil AI tools: ChatGPT, Gemini Genres: idle Ready to create! ================================================================================ ## Developer profile: lucas teixeira URL: https://vibecode.game/developers/lucas-teixeira Source: src/content/developers/en/lucas-teixeira.mdx ================================================================================ AI tools: ChatGPT Genres: rpg, action, arcade, platformer, simulation, adventure, multiplayer, stealth, shooter, racing, idle ================================================================================ ## Developer profile: Luis Fonseca URL: https://vibecode.game/developers/luis-fonseca Source: src/content/developers/en/luis-fonseca.mdx ================================================================================ AI tools: ChatGPT, Gemini, Copilot, Claude Genres: action, simulation, sports, adventure, casual, open-world, fighting, horror, racing, shooter ================================================================================ ## Developer profile: maleekfrenzy URL: https://vibecode.game/developers/maleekfrenzy Source: src/content/developers/en/maleekfrenzy.mdx ================================================================================ AI tools: ChatGPT, Cursor, Claude, Copilot, Lovable Genres: action, shooter, racing, fighting, sports, adventure, simulation I love gaming ================================================================================ ## Developer profile: Mallam Musa URL: https://vibecode.game/developers/mallam-musa Source: src/content/developers/en/mallam-musa.mdx ================================================================================ AI tools: Verse8 Genres: action, strategy, fighting, multiplayer Mallam is an indie game developer passionate about arcade-style games and Web3 ecosystems. Mallam uses AI for rapid prototyping, asset generation, and gameplay refinement while focusing on core mechanics and implementation. ================================================================================ ## Developer profile: Mallam URL: https://vibecode.game/developers/mallam Source: src/content/developers/en/mallam.mdx ================================================================================ AI tools: ChatGPT, Claude, Cursor Genres: action, rpg, arcade, adventure, platformer, sports, puzzle, horror, casual, fighting, endless-runner, open-world, city-builder, management I'm mallan , i love creating fun, polished, and accessible games. I enjoy turning creative ideas into playable experiences, handling everything from game design and programming to UI, gameplay, and iteration. I love experimenting with AI-assisted development and transforming limited assets into unique worlds. My goal is to build games that are simple to pick up, rewarding to master, and memorable to play. ================================================================================ ## Developer profile: manutegus URL: https://vibecode.game/developers/manutegus Source: src/content/developers/en/manutegus.mdx ================================================================================ AI tools: ChatGPT, Cursor, Gemini, Verse8, Claude, Copilot, Lovable Genres: rpg, stealth, strategy, racing, horror, fighting, city-builder, puzzle, platformer, simulation, adventure, casual, roguelite, multiplayer, open-world, cozy, management Im a brazilian artist, musician and student ================================================================================ ## Developer profile: Marcell0x URL: https://vibecode.game/developers/marcell0x Source: src/content/developers/en/marcell0x.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: rpg, action, shooter, stealth, racing, strategy, fighting, idle, simulation, platformer, adventure, casual, multiplayer, open-world, city-builder Content Creator and Streamer ================================================================================ ## Developer profile: Marcos Beltrão URL: https://vibecode.game/developers/marcos-beltr-o Source: src/content/developers/en/marcos-beltr-o.mdx ================================================================================ Location: Brazil AI tools: Gemini, Minds, Copilot Genres: rpg, strategy, idle Website: https://portfolio-k1ngs.vercel.app/ Full-stack developer focused on React, Next.js, TypeScript, and Python, blending web development with indie game creation. I am the creator behind Shadowchar Studio, with a strong passion for dark aesthetics, 2D pixel art, and dark fantasy themes. My primary focus is on designing tactical mechanics, incremental (Idle) systems, and bringing tabletop RPG experiences to life in digital environments. I am currently exploring how AI tools can accelerate game design, write complex logic, and help build highly engaging gameplay loops within minimalist scopes. ================================================================================ ## Developer profile: Mariana Linares URL: https://vibecode.game/developers/mariana-linares Source: src/content/developers/en/mariana-linares.mdx ================================================================================ Role: Producer AI tools: ChatGPT, Copilot, Claude, v0, Gemini Genres: simulation, fighting, sci-fi, cozy, open-world, shooter, rpg, action Digital sociologist and netnographer. I ================================================================================ ## Developer profile: Matriqueiro URL: https://vibecode.game/developers/matriqueiro Source: src/content/developers/en/matriqueiro.mdx ================================================================================ AI tools: ChatGPT, Claude, Minds Genres: roguelite, open-world, cozy, idle, city-builder Cognitive programmer analyst who loves technology that make live a better and fun place. ================================================================================ ## Developer profile: matsuda URL: https://vibecode.game/developers/matsuda Source: src/content/developers/en/matsuda.mdx ================================================================================ AI tools: Claude, Gemini, ChatGPT Genres: action, arcade, rpg, puzzle ================================================================================ ## Developer profile: MaziOdafe URL: https://vibecode.game/developers/maziodafe Source: src/content/developers/en/maziodafe.mdx ================================================================================ AI tools: ChatGPT, Verse8, Lovable, Claude Genres: action, shooter, racing, horror, fighting, sci-fi, sports, puzzle, arcade, management, roguelite, adventure, simulation, stealth, rpg We're here to play and vibe! ================================================================================ ## Developer profile: Meedex URL: https://vibecode.game/developers/meedex Source: src/content/developers/en/meedex.mdx ================================================================================ Role: Dev AI tools: ChatGPT, Claude, Verse8 Genres: action, arcade, shooter, adventure, racing, sports, strategy, casual I’m a ui/ux designer X content creator ================================================================================ ## Developer profile: Melody URL: https://vibecode.game/developers/melody Source: src/content/developers/en/melody.mdx ================================================================================ AI tools: Cursor Genres: casual, simulation, strategy Hello everyone! I’m Melody! I’m a creator who loves making fun, niche indie games. I’m obsessed with imaginative, out-of-the-box gameplay concepts and regularly take part in game jams, challenging myself to finish a complete game within tight time limits. Daily creative work: - Simple programming for core game logic - Original concept design for scenes and characters - Leveraging AI tools to streamline art asset production My creative goal: To craft games that leave players with unique, lasting emotional memories. ================================================================================ ## Developer profile: Mendouksaiiii URL: https://vibecode.game/developers/mendouksaiiii Source: src/content/developers/en/mendouksaiiii.mdx ================================================================================ Role: MGame developer Location: Konoha AI tools: Claude, Gemini, ChatGPT, Cursor, Lovable, Minds Genres: action, arcade, rpg, horror, adventure, sports, racing, endless-runner, open-world, cozy, city-builder, roguelite, multiplayer Website: https://mendouksai.vercel.app/ _Cracked vibecoder_ ================================================================================ ## Developer profile: Missinho URL: https://vibecode.game/developers/missinho Source: src/content/developers/en/missinho.mdx ================================================================================ AI tools: ChatGPT, Minds Genres: rpg, idle, adventure Vambora! ================================================================================ ## Developer profile: MistaGreat URL: https://vibecode.game/developers/mistagreat Source: src/content/developers/en/mistagreat.mdx ================================================================================ AI tools: ChatGPT, Verse8, Minds, Claude, Gemini Genres: action, racing, stealth, horror, casual Website: https://www.youtube.com/@MistaGreatLovesCreating Hey I'm MistaGreat and I'm a web3 gamer now creating games thanks to VibeJam haha. ================================================================================ ## Developer profile: Modupeoluwa URL: https://vibecode.game/developers/modupeoluwa Source: src/content/developers/en/modupeoluwa.mdx ================================================================================ AI tools: Lovable, Bolt Genres: puzzle, sports, casual Games and more ================================================================================ ## Developer profile: Munchies URL: https://vibecode.game/developers/munchies Source: src/content/developers/en/munchies.mdx ================================================================================ AI tools: ChatGPT, Gemini, Claude, Verse8, Minds Genres: action, rpg, sports Hi I'm Munchies! ================================================================================ ## Developer profile: Murilao URL: https://vibecode.game/developers/murilao Source: src/content/developers/en/murilao.mdx ================================================================================ AI tools: Claude Genres: rpg ================================================================================ ## Developer profile: Nathan Kennedy URL: https://vibecode.game/developers/nathan-kennedy Source: src/content/developers/en/nathan-kennedy.mdx ================================================================================ Location: Brasil, Rondonia AI tools: ChatGPT, Claude, Cursor Genres: action, city-builder, idle, horror, simulation Sou um Vibe Coder apaixonado por transformar ideias em projetos reais. Gosto de desenvolver jogos, criar experiências interativas e explorar novas tecnologias para dar vida a conceitos criativos. I'm a Vibe Coder passionate about turning ideas into real projects. I enjoy developing games, creating interactive experiences, and exploring new technologies to bring creative concepts to life. ================================================================================ ## Developer profile: NBA URL: https://vibecode.game/developers/nba Source: src/content/developers/en/nba.mdx ================================================================================ AI tools: Claude Genres: action, puzzle, shooter, racing, sports, horror **NDA.** **Action games** ================================================================================ ## Developer profile: Neptune URL: https://vibecode.game/developers/neptune Source: src/content/developers/en/neptune.mdx ================================================================================ AI tools: ChatGPT, Claude, Minds, Gemini, Verse8 Genres: cozy, adventure, arcade, action, rpg, shooter, strategy, racing, fighting, sports **Graphic designer and content creator with 5+ years in Web3.** Always learning, building, and exploring new technologies. Currently diving into vibe coding and AI-powered creation turning ideas into reality, One proect at a time. ================================================================================ ## Developer profile: neroboi URL: https://vibecode.game/developers/neroboi Source: src/content/developers/en/neroboi.mdx ================================================================================ AI tools: Minds, Verse8, ChatGPT, Claude, Copilot, Lovable, Cursor Genres: endless-runner, horror, racing, rpg, action, puzzle, adventure, sports **Just a curious mind exploring the world of web3 ,AI and gaming** ================================================================================ ## Developer profile: Nimi URL: https://vibecode.game/developers/nimi Source: src/content/developers/en/nimi.mdx ================================================================================ AI tools: Minds Genres: arcade, strategy, adventure I enjoy strategy, puzzle, and adventure games, and I'm always up for discovering unique indie titles. Currently experimenting with game design and turning ideas into playable experiences. ================================================================================ ## Developer profile: NOFACE URL: https://vibecode.game/developers/noface Source: src/content/developers/en/noface.mdx ================================================================================ AI tools: ChatGPT, Gemini, Claude, Verse8, Minds Genres: action, arcade, rpg, shooter, simulation, strategy, sports, racing, adventure, horror, casual, roguelite, fighting, endless-runner, open-world, sci-fi Web3 gaming creator building fun, player-first games and exploring the future of game development ================================================================================ ## Developer profile: nsmale URL: https://vibecode.game/developers/nsmale Source: src/content/developers/en/nsmale.mdx ================================================================================ AI tools: Claude Genres: shooter, puzzle, platformer ================================================================================ ## Developer profile: Nuel URL: https://vibecode.game/developers/nuel Source: src/content/developers/en/nuel.mdx ================================================================================ AI tools: Cursor, Claude, ChatGPT, Grok Genres: action, arcade, rpg, multiplayer, fighting, simulation Full-stack builder , shipping Web3, AI, and SaaS tools under MystiqueMide Inc. I work mainly in Next.js, TypeScript, and Python, with a soft spot for blockchain experiments and AI-integrated products. Here for VibeBlitz to see how much a small plot and an AI co-creator can turn into a real game. ================================================================================ ## Developer profile: Nuno23 URL: https://vibecode.game/developers/nuno23 Source: src/content/developers/en/nuno23.mdx ================================================================================ Location: Brazil AI tools: Gemini, ChatGPT, Copilot, Claude Genres: management, idle, fighting, sci-fi, rpg, action, arcade, sports, casual, horror, simulation, strategy 𝗦𝗼𝗳𝘁𝘄𝗮𝗿𝗲 𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗿 𝘄𝗶𝘁𝗵 𝟲+ 𝘆𝗲𝗮𝗿𝘀 𝗼𝗳 𝗲𝘅𝗽𝗲𝗿𝗶𝗲𝗻𝗰𝗲, 𝘀𝗽𝗲𝗰𝗶𝗮𝗹𝗶𝘇𝗲𝗱 𝗶𝗻 𝗙𝗹𝘂𝘁𝘁𝗲𝗿 mobile development using Dart, Firebase, Codemagic and Cursor AI. Good knowledge of full stack environments with React.js, Node.js and JavaScript. Highly focused professional who enjoys taking on new challenges, always seeking to stay updated and continuously expand technical and practical experience. Currently working as a Senior Flutter Developer, with solid experience building solutions ranging from small applications to large scale products for well known brands. Advanced English proficiency, able to communicate effectively on a daily basis in multicultural environments. ================================================================================ ## Developer profile: OneLeg URL: https://vibecode.game/developers/oneleg Source: src/content/developers/en/oneleg.mdx ================================================================================ Role: Creator/programmer AI tools: ChatGPT, Claude, Cursor, Verse8, Minds, Bolt, Lovable, Rosebud AI, Copilot, Leonardo Genres: action, rpg, stealth, shooter, strategy, racing, simulation, puzzle, arcade, adventure, casual, roguelite, multiplayer, open-world, idle, fighting, sci-fi, city-builder, management Been in game Development since 2009. I been playing games and helping produce them by programming and being lead tester for many game alpha portions. I have participated in 20+ Alpha projects and over 100+ beta projects. My first Alpha was Guild Wars, then Paper Mario, then hot testing for Microsoft Window Longhorn which turned into Vista. I have been part of the industry and so many different projects i cant keep count. With always being in the background learning and watching the industry trying to figure out what type of product I should Personally pursue. I have several dozen great project ideas some have been used by others and been very successful. ================================================================================ ## Developer profile: Onyx URL: https://vibecode.game/developers/onyx Source: src/content/developers/en/onyx.mdx ================================================================================ AI tools: ChatGPT Genres: action ================================================================================ ## Developer profile: Op5617V8 URL: https://vibecode.game/developers/op5617v8 Source: src/content/developers/en/op5617v8.mdx ================================================================================ AI tools: Verse8 Genres: idle, simulation Op5617 is a creator from India passionate about creative and innovative game design that breaks conventions. Op5617 created a pattern generator enabling community members to produce custom game backgrounds and built a UI tester featuring infinite customization combinations. ================================================================================ ## Developer profile: Optimus prime URL: https://vibecode.game/developers/optimus-prime Source: src/content/developers/en/optimus-prime.mdx ================================================================================ AI tools: Gemini Genres: arcade Freedom is the right of all sentient being | i am my own niche | transformer nerd | que será sera | nothing to see here, bye ================================================================================ ## Developer profile: Orik URL: https://vibecode.game/developers/orik Source: src/content/developers/en/orik.mdx ================================================================================ AI tools: ChatGPT Genres: action, arcade ================================================================================ ## Developer profile: Owawa URL: https://vibecode.game/developers/owawa Source: src/content/developers/en/owawa.mdx ================================================================================ AI tools: Minds, Verse8, ChatGPT, Gemini Genres: casual, adventure, multiplayer criando o que pensamos ================================================================================ ## Developer profile: PANDEV URL: https://vibecode.game/developers/pandev Source: src/content/developers/en/pandev.mdx ================================================================================ AI tools: Claude, ChatGPT, Gemini, Verse8 Genres: action, adventure, casual Hi, I’m PANdEv. Games that feel like memories have always stayed with me. Small nostalgic experiences and simple mechanics from childhood still shape what I love most. I’m building my own through vibe coding and AI tools. For VibeBlitz I’m creating a personal nostalgic game inside the 32x32 scope with Game Designer Mind. Excited to share what I make and connect with fellow creators on [vibecode.game](http://vibecode.game). ================================================================================ ## Developer profile: Pandora Jason URL: https://vibecode.game/developers/pandora-jason Source: src/content/developers/en/pandora-jason.mdx ================================================================================ Role: Owner AI tools: Claude, Minds, Verse8 Genres: action, arcade, rpg, puzzle, stealth, platformer, shooter, simulation, multiplayer, endless-runner, sci-fi, management, cozy, city-builder, fighting ================================================================================ ## Developer profile: patrick URL: https://vibecode.game/developers/patrick Source: src/content/developers/en/patrick.mdx ================================================================================ AI tools: hermes agent Genres: strategy, action Website: https://patrickmpk.github.io/big-bang/ 🎮 Um jogo indie feito do zero. Big Bang combina diversão, desafios e uma experiência rápida para jogar a qualquer hora, sem precisar instalar nada. ================================================================================ ## Developer profile: Paul Dominic URL: https://vibecode.game/developers/paul-dominic Source: src/content/developers/en/paul-dominic.mdx ================================================================================ Location: Lagos, Nigeria AI tools: Verse8, Claude, ChatGPT Genres: rpg I’m a Web3 and AI-focused creator building interactive games and digital systems using prompt-based development tools like Verse8. I specialize in survival game mechanics, progression systems, and AI-driven features that make gameplay more dynamic and adaptive. My work blends creativity with emerging tech to build fast, experimental, and engaging gaming experiences. I also work as a teacher. ## What kind of games are you most excited to build right now? I’m most excited about building fast-paced, replayable survival games that blend action, strategy, and progression. Right now I’m especially interested in games where players can upgrade intelligent companions, adapt to increasing difficulty, and make meaningful choices that change each run. I like designing experiences that feel dynamic, competitive, and slightly unpredictable every time you play. ## What does your AI workflow look like day to day? I use AI to design gameplay systems, balance mechanics, generate content ideas, and refine the user experience. For visuals and concepts, I rely on AI tools to create quick mockups and iterate fast. Most of my day is spent testing, adjusting prompts, and improving the system step by step until the gameplay feels smooth, engaging, and scalable. ## What challenge did you recently solve in development (technical, design, or artistic)? A recent challenge I solved was balancing difficulty scaling in a survival game without making it feel unfair. The game was getting too hard too quickly, which frustrated players, so I used an AI-assisted approach to redesign the progression system. Instead of linear difficulty, I introduced adaptive scaling based on player survival time and upgrade choices, so the game responds dynamically to each player's performance. This made the gameplay feel fairer, more strategic, and more replayable while still keeping the challenge intact. ## What are you aiming to build next? I’m looking to build something bigger than just one game — a connected set of AI-powered survival experiences. Instead of a single storyline, I want players to move through different modes and worlds that evolve over time. The idea is that the game keeps changing based on how people actually play it, so it feels alive and always a bit different. ================================================================================ ## Developer profile: Paulina URL: https://vibecode.game/developers/paulina Source: src/content/developers/en/paulina.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini, v0 Genres: action, arcade, rpg **Content creator** ================================================================================ ## Developer profile: Paulo Henrique Xavier Lopes URL: https://vibecode.game/developers/paulo-henrique-xavier-lopes Source: src/content/developers/en/paulo-henrique-xavier-lopes.mdx ================================================================================ AI tools: Claude Genres: idle, roguelite, rpg, strategy I'm a 33-year-old Game Developer and Backend Developer with professional experience in software development. Over the years, I've developed games using **Unity** and **GameMaker Studio 2**, taking projects from concept to release. I've successfully published games on the **Google Play Store** and enjoy building engaging gameplay experiences while writing clean, maintainable code. I hold a degree in Software Development and currently work as a Backend Developer, where I design and maintain scalable applications and APIs. My passion lies in combining technical expertise with creativity to build high-quality software, whether it's a game or a backend system. I'm always looking to learn new technologies, improve my skills, and collaborate on exciting projects. ================================================================================ ## Developer profile: phizzo URL: https://vibecode.game/developers/phizzo Source: src/content/developers/en/phizzo.mdx ================================================================================ Role: creator AI tools: Minds Genres: strategy i create whatever comes to my mind ================================================================================ ## Developer profile: PudimNFT URL: https://vibecode.game/developers/pudimnft Source: src/content/developers/en/pudimnft.mdx ================================================================================ AI tools: Verse8, Claude, Replit, v0, ChatGPT, Gemini, Lovable, Copilot, Bolt, Minds, Rosebud AI, Windsurf Genres: rpg ================================================================================ ## Developer profile: R2games URL: https://vibecode.game/developers/r2games Source: src/content/developers/en/r2games.mdx ================================================================================ Location: Rio de janeiro - Brazil AI tools: Minds, Claude Genres: rpg, idle, roguelite A game enthusiast from **Rio de Janeiro/Brazil** building AI-assisted games. Currently working on **_Escape from the Depths_**, an idle survival roguelite where your company of heroes runs, fights, and loots for their lives while the Ancient Flame hunts them through a 32×32 dwarven mine. ================================================================================ ## Developer profile: Rafael URL: https://vibecode.game/developers/rafael Source: src/content/developers/en/rafael.mdx ================================================================================ AI tools: ChatGPT, Claude, Replit, Lovable, Copilot Genres: rpg, multiplayer, open-world, adventure ================================================================================ ## Developer profile: Rafinhazn URL: https://vibecode.game/developers/rafinhazn Source: src/content/developers/en/rafinhazn.mdx ================================================================================ AI tools: Verse8 Genres: open-world ================================================================================ ## Developer profile: Raijin Dev URL: https://vibecode.game/developers/raijin-dev Source: src/content/developers/en/raijin-dev.mdx ================================================================================ Role: Solo Developer Location: Brazil AI tools: Claude, Minds Genres: idle, rpg, multiplayer Solo developer at TORVEM STUDIOS, based in Brazil. I build pixel dark-fantasy browser games using an AI-assisted workflow: game design decisions shaped with Game Designer Mind (Minds by Animoca Brands) and code written with Claude, on a Next.js + Phaser + Supabase stack with a fully server-authoritative architecture. Currently building VORAGEM — an idle descent game where elemental Primordials dive into an infinite abyss, fighting monster waves floor by floor, looting relics and forging their way ever deeper. Designed on a strict 32x32 tile grid: a well 32 tiles wide, 32 floors per descent. VibeBlitz is my first game jam. ================================================================================ ## Developer profile: Remmy URL: https://vibecode.game/developers/remmy Source: src/content/developers/en/remmy.mdx ================================================================================ Location: Earth AI tools: Verse8 Genres: puzzle Hiii there, Remmy here! I love anything that gets my brain working, whether it's puzzles, creative ideas, or learning something completely new. Curiosity is what brought me into AI game creation, when I heard about [vibecode game,](https://vibecode.game)and now I'm having fun building and testing out interactive experiences one idea at a time. I'm excited to keep experimenting, exploring new ideas, and hopefully creating games and experiences that make people smile. ================================================================================ ## Developer profile: ResenhaDoBar URL: https://vibecode.game/developers/resenhadobar Source: src/content/developers/en/resenhadobar.mdx ================================================================================ AI tools: Jabali AI Genres: roguelite, action Website: https://resenhadobar.itch.io/ AI-first Game Designer and solo dev. ================================================================================ ## Developer profile: Revayah URL: https://vibecode.game/developers/revayah Source: src/content/developers/en/revayah.mdx ================================================================================ AI tools: ChatGPT, Claude, Copilot, Gemini, Lovable, Verse8, Rosebud AI, Minds Genres: action, arcade, rpg, puzzle, sports, adventure, shooter, simulation, strategy, fighting, multiplayer, sci-fi, cozy **Vibecoder, Cybersecurity Analyst & Creator** ================================================================================ ## Developer profile: RG16 URL: https://vibecode.game/developers/rg16 Source: src/content/developers/en/rg16.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: action, adventure ================================================================================ ## Developer profile: Riidz URL: https://vibecode.game/developers/riidz Source: src/content/developers/en/riidz.mdx ================================================================================ Location: Indonesia AI tools: ChatGPT, Claude, Gemini Genres: open-world, action, arcade, rpg, shooter, sports, strategy, horror, casual, multiplayer, city-builder, management ================================================================================ ## Developer profile: Rikuuen URL: https://vibecode.game/developers/rikuuen Source: src/content/developers/en/rikuuen.mdx ================================================================================ AI tools: ChatGPT, Minds, Gemini, Claude Genres: arcade ================================================================================ ## Developer profile: Risechainx URL: https://vibecode.game/developers/risechainx Source: src/content/developers/en/risechainx.mdx ================================================================================ AI tools: ChatGPT, Claude, Cursor, Copilot, Gemini, Verse8, Minds, Replit, Windsurf Genres: action, arcade, puzzle, shooter, simulation, strategy, sports, racing, adventure, idle, endless-runner, multiplayer, city-builder, management, sci-fi, cozy ================================================================================ ## Developer profile: Rohit URL: https://vibecode.game/developers/rohit Source: src/content/developers/en/rohit.mdx ================================================================================ AI tools: ChatGPT, Cursor, Gemini, Claude, Replit Genres: rpg, action, puzzle, adventure, racing, strategy, shooter, endless-runner, open-world, fighting, multiplayer ================================================================================ ## Developer profile: rokrokss URL: https://vibecode.game/developers/rokrokss Source: src/content/developers/en/rokrokss.mdx ================================================================================ AI tools: Claude, ChatGPT Genres: arcade ================================================================================ ## Developer profile: Ross URL: https://vibecode.game/developers/ross Source: src/content/developers/en/ross.mdx ================================================================================ Role: Chief Tending Officer Location: The Do Good Realm AI tools: Claude, Gemini, Replit, Minds Genres: strategy, management, sci-fi, open-world, multiplayer, adventure ================================================================================ ## Developer profile: ryuk URL: https://vibecode.game/developers/ryuk Source: src/content/developers/en/ryuk.mdx ================================================================================ AI tools: ChatGPT, Gemini, Claude Genres: action, arcade, simulation, sports, rpg, shooter, sci-fi, multiplayer Website: https://abhinavpangaria.pages.dev Builder gg ================================================================================ ## Developer profile: ryukie URL: https://vibecode.game/developers/ryukie Source: src/content/developers/en/ryukie.mdx ================================================================================ AI tools: ChatGPT, Claude, Minds, Gemini, Cursor, v0 Genres: action, shooter, sci-fi ================================================================================ ## Developer profile: sancloud URL: https://vibecode.game/developers/sancloud Source: src/content/developers/en/sancloud.mdx ================================================================================ AI tools: ChatGPT, Claude, Cursor, Gemini Genres: idle ================================================================================ ## Developer profile: Sandeep Bind URL: https://vibecode.game/developers/sandeep-bind Source: src/content/developers/en/sandeep-bind.mdx ================================================================================ Location: India AI tools: ChatGPT, Cursor, Gemini, Replit, Lovable, Bolt, Claude Genres: simulation, sports, adventure, open-world, arcade, action, racing, horror, idle, fighting, sci-fi **Hello Dostoooo.** ================================================================================ ## Developer profile: Sandro URL: https://vibecode.game/developers/sandro Source: src/content/developers/en/sandro.mdx ================================================================================ Role: Dev Location: Portugal AI tools: ChatGPT, Claude, Minds Genres: fighting, arcade, action I’m Sandro Pires, a self-taught solo game developer from Portugal and the creator of BigBro Games. I enjoy turning unusual ideas into fast, memorable experiences filled with personality, humour and satisfying gameplay. From peaceful koi fishing to chaotic sumo battles between oversized cats, my goal is to create games that are easy to understand, fun to master and difficult to forget. I handle the full development process independently, combining programming, design, animation, sound and experimentation to bring each project to life. ================================================================================ ## Developer profile: SAVAGE URL: https://vibecode.game/developers/savage Source: src/content/developers/en/savage.mdx ================================================================================ AI tools: Claude Genres: action, multiplayer, sports _just chilling_ ================================================================================ ## Developer profile: scv URL: https://vibecode.game/developers/scv Source: src/content/developers/en/scv.mdx ================================================================================ Role: scv Location: scv AI tools: Gemini Genres: rpg, sci-fi ================================================================================ ## Developer profile: SDK URL: https://vibecode.game/developers/sdk Source: src/content/developers/en/sdk.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: strategy, shooter, action, rpg, adventure, sports, simulation, multiplayer, open-world, fighting ================================================================================ ## Developer profile: sedano.dev URL: https://vibecode.game/developers/sedano-dev Source: src/content/developers/en/sedano-dev.mdx ================================================================================ Role: Founder Location: Metaverse AI tools: Cursor, Claude, Gemini, Minds, Custom stack Genres: action, arcade Website: https://agent-fighter-web.vercel.app Learned C++ and pearl by modding rAthena and botting Ragnarok online. Online School Drop out: MIT professional Education - AI & Machine Learning 2024-2025 Asian Institute of Management - AI & Machine Learning 2024-2025 ex YGG core ================================================================================ ## Developer profile: sgiccrypto URL: https://vibecode.game/developers/sgiccrypto Source: src/content/developers/en/sgiccrypto.mdx ================================================================================ AI tools: Claude, Cursor Genres: rpg, cozy ================================================================================ ## Developer profile: Shadow King URL: https://vibecode.game/developers/shadow-king Source: src/content/developers/en/shadow-king.mdx ================================================================================ AI tools: Claude Genres: cozy ## Exploring gaming ecosystems. Sharing guides, insights and ecosystem breakdowns. ================================================================================ ## Developer profile: Shadow URL: https://vibecode.game/developers/shadow Source: src/content/developers/en/shadow.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: rpg Dungeon 32: The Living Labyrinth Official Synopsis You are a daring explorer who has ventured to break the continent's greatest taboo: entering Dungeon 32. Known in legend as "The Living Labyrinth," this ancient structure holds a grim reputation—no one has ever made it out alive. The danger lies not only in the monsters but in the very ground beneath your feet; the dungeon breathes, thinks, and constantly shifts to devour those who enter. Your only chance of survival is to locate the Dungeon Core before the next major reconfiguration erases your path forever. Key Gameplay Mechanics Mutable Environment: Doors vanish behind you, corridors turn into walls without warning, and safe rooms transform into deadly traps. Race Against Time: The map layout shifts in real-time or with every action taken, forcing split-second decisions. Resource Management: Light sources, ropes, and mapping tools are vital, yet old maps quickly become obsolete. Tactical Exploration: Players must decipher the dungeon's movement patterns to predict where the Core will appear. Experience Pillars (Game Vibe) .Claustrophobia and Tension: The constant feeling that the environment itself is your worst enemy. .Unpredictability: No two runs or routes are ever the same. .Pure Survival: The focus is not merely on combat, but on navigating and adapting to the geometric chaos. ================================================================================ ## Developer profile: Shahidi URL: https://vibecode.game/developers/shahidi Source: src/content/developers/en/shahidi.mdx ================================================================================ AI tools: Claude, Verse8, Minds Genres: arcade, adventure ================================================================================ ## Developer profile: Shakal URL: https://vibecode.game/developers/shakal Source: src/content/developers/en/shakal.mdx ================================================================================ Location: Brazil AI tools: Minds, Claude, ChatGPT Genres: adventure, roguelite, idle, arcade, action, rpg Programming student focused on game development using artificial intelligence. I aim to turn ideas into creative, functional, and interactive experiences. ================================================================================ ## Developer profile: shepherd URL: https://vibecode.game/developers/shepherd Source: src/content/developers/en/shepherd.mdx ================================================================================ AI tools: Minds, Cursor, Claude, ChatGPT, Verse8 Genres: idle, shooter, arcade, rpg, action, fighting, endless-runner, stealth, puzzle devtools GCR building cool apps ================================================================================ ## Developer profile: shkimkim1919 URL: https://vibecode.game/developers/shkimkim1919 Source: src/content/developers/en/shkimkim1919.mdx ================================================================================ AI tools: Verse8 Genres: casual ================================================================================ ## Developer profile: Shofnip URL: https://vibecode.game/developers/shofnip Source: src/content/developers/en/shofnip.mdx ================================================================================ AI tools: Claude, Verse8 Genres: rpg, multiplayer An enthusiast developer who want's to explore the building game world ================================================================================ ## Developer profile: silas ashar URL: https://vibecode.game/developers/silas-ashar Source: src/content/developers/en/silas-ashar.mdx ================================================================================ Location: India AI tools: Claude, ChatGPT, Cursor Genres: rpg, strategy, multiplayer ================================================================================ ## Developer profile: Solution URL: https://vibecode.game/developers/solution Source: src/content/developers/en/solution.mdx ================================================================================ Location: west africa AI tools: Claude, ChatGPT, Cursor, Gemini, Verse8, Replit, Minds, Windsurf, Copilot, v0 Genres: action, arcade, simulation, sports, shooter, racing, fighting, city-builder, sci-fi, open-world, multiplayer, adventure, rpg Website: https://N/A **_building world shaping cool stuff that you mite like me._** ================================================================================ ## Developer profile: Solvex URL: https://vibecode.game/developers/solvex Source: src/content/developers/en/solvex.mdx ================================================================================ AI tools: Gemini, ChatGPT, Claude Genres: strategy **CATCH ME IF YOU CAN.** ================================================================================ ## Developer profile: Soturno URL: https://vibecode.game/developers/soturno Source: src/content/developers/en/soturno.mdx ================================================================================ AI tools: Claude Genres: sci-fi ================================================================================ ## Developer profile: staffzera URL: https://vibecode.game/developers/staffzera Source: src/content/developers/en/staffzera.mdx ================================================================================ Location: BRAZIL AI tools: Claude, ChatGPT, Rosebud AI, Cursor Genres: action, arcade eu sou eu mesmo, nadinha a mais. ================================================================================ ## Developer profile: Stk URL: https://vibecode.game/developers/stk Source: src/content/developers/en/stk.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini, Verse8, Minds Genres: rpg, strategy, idle ================================================================================ ## Developer profile: Suen URL: https://vibecode.game/developers/suen Source: src/content/developers/en/suen.mdx ================================================================================ AI tools: Gemini, Verse8 Genres: sports Xxx ================================================================================ ## Developer profile: tana_shahh URL: https://vibecode.game/developers/tana-shahh Source: src/content/developers/en/tana-shahh.mdx ================================================================================ Location: New Delhi AI tools: ChatGPT, Claude, Gemini Genres: rpg, action, shooter, puzzle, simulation, adventure, sci-fi, fighting, racing, strategy ================================================================================ ## Developer profile: Temii URL: https://vibecode.game/developers/temii Source: src/content/developers/en/temii.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini Genres: puzzle, arcade, shooter, casual **I am web3 content creator/game developer** ================================================================================ ## Developer profile: TEzzeret URL: https://vibecode.game/developers/tezzeret Source: src/content/developers/en/tezzeret.mdx ================================================================================ AI tools: Describe.games, Spawn.co Genres: rpg, shooter New and looking to learn about vibe coding games. Prefer using apps like Describe games and Spawn co. ================================================================================ ## Developer profile: Thiago Ribeiro URL: https://vibecode.game/developers/thiago-ribeiro Source: src/content/developers/en/thiago-ribeiro.mdx ================================================================================ AI tools: ChatGPT, Base44 Genres: action, rpg, stealth, shooter, strategy, racing, horror, idle, casual, adventure, sports, simulation, arcade ================================================================================ ## Developer profile: Thundriel URL: https://vibecode.game/developers/thundriel Source: src/content/developers/en/thundriel.mdx ================================================================================ AI tools: Claude, ChatGPT, Gemini Genres: rpg, roguelite, idle ================================================================================ ## Developer profile: thupai URL: https://vibecode.game/developers/thupai Source: src/content/developers/en/thupai.mdx ================================================================================ AI tools: ChatGPT, Minds Genres: simulation, management **iniciante...** ================================================================================ ## Developer profile: ThUrInHoS URL: https://vibecode.game/developers/thurinhos Source: src/content/developers/en/thurinhos.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini Genres: action, rpg, idle, open-world, multiplayer, roguelite, casual, adventure, simulation, city-builder ================================================================================ ## Developer profile: Tim URL: https://vibecode.game/developers/tim Source: src/content/developers/en/tim.mdx ================================================================================ AI tools: Claude, ChatGPT Genres: adventure, city-builder Website: https://winszn.xyz i build things ================================================================================ ## Developer profile: Timonildo URL: https://vibecode.game/developers/timonildo Source: src/content/developers/en/timonildo.mdx ================================================================================ AI tools: Claude, Minds Genres: strategy, sci-fi, horror, roguelite ================================================================================ ## Developer profile: Titan tower URL: https://vibecode.game/developers/titan-tower Source: src/content/developers/en/titan-tower.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: action, strategy, idle Criar um tower defender ambientado, no mar com peixes atacando ================================================================================ ## Developer profile: tobiawolaju URL: https://vibecode.game/developers/tobiawolaju Source: src/content/developers/en/tobiawolaju.mdx ================================================================================ Role: Game dev AI tools: Opencode Genres: action, casual Website: https://tobiawolaju.vercel.app Game dev ================================================================================ ## Developer profile: Tofu URL: https://vibecode.game/developers/tofu Source: src/content/developers/en/tofu.mdx ================================================================================ AI tools: Claude, ChatGPT, Lovable, Copilot, Gemini Genres: shooter, adventure, sports, strategy, rpg, open-world, cozy, multiplayer, horror Website: https://linktr.ee/tofuonchain Computer Engineer :p ================================================================================ ## Developer profile: Tony URL: https://vibecode.game/developers/tony Source: src/content/developers/en/tony.mdx ================================================================================ Role: Dev Location: Brazil AI tools: ChatGPT Genres: rpg Website: https://tibia-mu.com Building an mmorpg with all games of my childhood ================================================================================ ## Developer profile: Truelightness URL: https://vibecode.game/developers/truelightness Source: src/content/developers/en/truelightness.mdx ================================================================================ AI tools: Claude, Minds Genres: puzzle Website: https://muhammedzidris.github.io/plot-blitz I'm Truelightness, and Plot Blitz is my first game — a territory-claiming arcade game built for the VibeBlitz x Minds by Animoca Brands Game Jam. It grew out of the jam's 32×32 constraint into a Qix-style claim-and-flee loop, co-designed with the Game Designer Mind on balance, mechanics, and theme. I'm drawn to games with a tight, escalating risk/reward loop — the kind where "one more run" turns into an hour. Building in public for VibeBlitz, plot by plot. ================================================================================ ## Developer profile: Tushar901 URL: https://vibecode.game/developers/tushar901 Source: src/content/developers/en/tushar901.mdx ================================================================================ AI tools: Verse8 Genres: roguelite, management, strategy ================================================================================ ## Developer profile: Ugnonny URL: https://vibecode.game/developers/ugnonny Source: src/content/developers/en/ugnonny.mdx ================================================================================ AI tools: Gemini, Minds, Claude, ChatGPT Genres: action, multiplayer, sci-fi ================================================================================ ## Developer profile: uNreall URL: https://vibecode.game/developers/unreall Source: src/content/developers/en/unreall.mdx ================================================================================ AI tools: Verse8, Claude, ChatGPT Genres: roguelite, simulation, platformer, idle **ViberFailCode** ================================================================================ ## Developer profile: Utkarsh Rai URL: https://vibecode.game/developers/utkarsh-rai Source: src/content/developers/en/utkarsh-rai.mdx ================================================================================ Location: India AI tools: ChatGPT, Gemini Genres: multiplayer, adventure, action, fighting, shooter, racing ================================================================================ ## Developer profile: VETERAN URL: https://vibecode.game/developers/veteran Source: src/content/developers/en/veteran.mdx ================================================================================ Role: Software engineering Location: Lagos Nigeria AI tools: ChatGPT, Claude, Minds Genres: sports, multiplayer, arcade, action Hi, I’m Veteran. I’m a computer engineer, indie game developer, and builder who enjoys creating games with AI. I focus on gameplay-first experiences, rapid iteration, and experimenting with new development workflows. Currently participating in game jams while building projects that blend creativity, technology, and fun. Always shipping. Always learning. ================================================================================ ## Developer profile: VibeCoder URL: https://vibecode.game/developers/vibecoder Source: src/content/developers/en/vibecoder.mdx ================================================================================ Location: Canada AI tools: Verse8 Genres: casual I'm an Indie Game Developer with a passion for game-making and AI. Putting the 2 together is even better. It has allowed a new era of possibilities in game-making, and I'm excited to explore what's possible now. ## What kind of games are you most excited to build right now? I'm interested in multiplayer games as the Verse8 platform makes multiplayer games much easier to make, and I think there are a lot of untapped possibilities. ## What does your AI workflow look like day to day? I build on Verse8 to help me prototype, build and polish my games. ## What challenge did you recently solve in development (technical, design, or artistic)? The Verse8 platform just added an art upgrade, and I'm starting to get much better at using it. My latest art upgrade, which I did for one of my upcoming games, came out a lot better than I expected. ## What are you aiming to build next? I’m looking to build something bigger than just one game — a connected set of AI-powered survival experiences. Instead of a single storyline, I want players to move through different modes and worlds that evolve over time. The idea is that the game keeps changing based on how people actually play it, so it feels alive and always a bit different. ================================================================================ ## Developer profile: Vinne URL: https://vibecode.game/developers/vinne Source: src/content/developers/en/vinne.mdx ================================================================================ AI tools: Gemini, ChatGPT Genres: action, rpg, stealth, shooter, strategy, racing, idle, simulation, adventure, casual, roguelite, multiplayer, open-world, arcade, platformer ================================================================================ ## Developer profile: virtual vandal URL: https://vibecode.game/developers/virtual-vandal Source: src/content/developers/en/virtual-vandal.mdx ================================================================================ AI tools: Claude Genres: action Building fast, scrappy action games with AI as my co-pilot. I use Claude to go from idea to playable prototype in days, not months — currently deep in the VibeBlitz x Minds hackathon grinding out something fun. Always down to chat game design, AI tooling, or why "vibe coding" is actually a real skill. ================================================================================ ## Developer profile: Volcanic URL: https://vibecode.game/developers/volcanic Source: src/content/developers/en/volcanic.mdx ================================================================================ Role: Content Creator AI tools: Minds Genres: action, shooter, arcade, idle, fighting, endless-runner, open-world, multiplayer, roguelite Website: https://canva.link/hrewcnb25yi9z64 Santanu Saha (VolcanicQT) Santanu Saha, better known online as **VolcanicQT**, is a Web3 gaming content creator, game tester, and community builder focused on helping players discover the next generation of blockchain games. With years of experience in game testing and digital content creation, he combines gameplay, education, and honest first impressions to make complex gaming and Web3 topics easy to understand. His content covers game reviews, alpha playtests, ecosystem updates, creator programs, and emerging technologies shaping the future of gaming. Beyond creating content, Santanu has worked closely with gaming communities, contributed to creator campaigns, tested games before launch, and helped projects improve player experiences through detailed feedback. His background in social media strategy and audience growth allows him to create engaging content that reaches both traditional gamers and newcomers to Web3. Known for his cinematic visuals, high-quality thumbnails, and straightforward storytelling, Santanu's goal is to bridge the gap between mainstream gaming and blockchain technology while building an authentic community around games that are fun first. Whether he's exploring a new MMORPG, testing an upcoming alpha, or breaking down industry news, Santanu focuses on one mission: helping gamers discover great games before everyone else. ================================================================================ ## Developer profile: wakkin URL: https://vibecode.game/developers/wakkin Source: src/content/developers/en/wakkin.mdx ================================================================================ AI tools: ChatGPT, Claude, Gemini Genres: action, rpg, puzzle, arcade, stealth, adventure, roguelite game vibe coding ================================================================================ ## Developer profile: Wale URL: https://vibecode.game/developers/wale Source: src/content/developers/en/wale.mdx ================================================================================ AI tools: ChatGPT, Claude Genres: puzzle, action, rpg, city-builder, fighting, stealth, arcade, management, sports, adventure, simulation Creative Gamer ================================================================================ ## Developer profile: wanf URL: https://vibecode.game/developers/wanf Source: src/content/developers/en/wanf.mdx ================================================================================ AI tools: ChatGPT, Claude, v0, Cursor, Gemini, Lovable Genres: rpg, sci-fi, open-world, roguelite, casual, platformer, strategy, fighting, action ??!!? ================================================================================ ## Developer profile: web3_ysl URL: https://vibecode.game/developers/web3-ysl Source: src/content/developers/en/web3-ysl.mdx ================================================================================ AI tools: ChatGPT, Gemini, Claude, Verse8, Replit Genres: action, rpg, arcade, puzzle, shooter, strategy, sci-fi, fighting, open-world, cozy, adventure, casual let's build ================================================================================ ## Developer profile: WeemBee URL: https://vibecode.game/developers/weembee Source: src/content/developers/en/weembee.mdx ================================================================================ AI tools: ChatGPT Genres: action, rpg, stealth, strategy, fighting, adventure, casual, roguelite Hi. ================================================================================ ## Developer profile: Wesley Mendes URL: https://vibecode.game/developers/wesley-mendes Source: src/content/developers/en/wesley-mendes.mdx ================================================================================ Role: Developer AI tools: Verse8, Minds Genres: cozy, city-builder, sci-fi, idle ================================================================================ ## Developer profile: whiteflame URL: https://vibecode.game/developers/whiteflame Source: src/content/developers/en/whiteflame.mdx ================================================================================ AI tools: Lovable Genres: action ================================================================================ ## Developer profile: wildphantom URL: https://vibecode.game/developers/wildphantom Source: src/content/developers/en/wildphantom.mdx ================================================================================ AI tools: Claude, ChatGPT, Minds Genres: action, rpg, stealth, shooter, strategy, racing, endless-runner, arcade, puzzle, sports, adventure, casual, multiplayer vibecoder ================================================================================ ## Developer profile: xSoul URL: https://vibecode.game/developers/xsoul Source: src/content/developers/en/xsoul.mdx ================================================================================ AI tools: ChatGPT, Gemini, Claude, Verse8 Genres: rpg, idle ================================================================================ ## Developer profile: Yeesha URL: https://vibecode.game/developers/yeesha Source: src/content/developers/en/yeesha.mdx ================================================================================ Role: Content Creator & Community Builder AI tools: ChatGPT, Claude, Gemini, Verse8 Genres: action, arcade, rpg, strategy, racing, adventure, sci-fi, fighting I’m a gaming creator exploring where games, AI, and technology meet. I enjoy discovering new games, breaking down industry trends, and sharing insights that help creators, developers, and players better understand the future of gaming. Whether it’s gameplay, creator marketing, community building, or emerging technologies, I’m always curious about what comes next. ================================================================================ ## Developer profile: Yevhenii URL: https://vibecode.game/developers/yevhenii Source: src/content/developers/en/yevhenii.mdx ================================================================================ Role: Director Location: Croatia AI tools: ChatGPT, Gemini, Claude Genres: action, rpg, arcade, puzzle, platformer, simulation, racing, idle, fighting, endless-runner, casual, multiplayer, management I use AI for games ================================================================================ ## Developer profile: Ytbesope URL: https://vibecode.game/developers/ytbesope Source: src/content/developers/en/ytbesope.mdx ================================================================================ AI tools: Minds, ChatGPT Genres: platformer [YouTuber, gamer , content creator, https://x.com/BESOPE_BS](https://x.com/BESOPE_BS) ================================================================================ ## Developer profile: Zeke_2007 URL: https://vibecode.game/developers/zeke-2007 Source: src/content/developers/en/zeke-2007.mdx ================================================================================ Role: Owner, Creator AI tools: ChatGPT, Claude, Cursor, Copilot, Gemini, Verse8, Replit, Windsurf, Lovable Genres: arcade, action, puzzle, rpg, stealth, racing, adventure **I’m a beginner dev who WILL make it big in this space. You’re witnessing the beginning of the greatest thing to ever cross your path.** ================================================================================ ## AI tool: Bolt URL: https://vibecode.game/ai-tools/bolt Source: src/content/ai-tools/en/bolt.mdx ================================================================================ Description: Bolt.new lets teams generate and iterate full-stack apps from prompts directly in the browser. Website: https://bolt.new Usability: Medium ## Why creators use Bolt Bolt is useful for rapidly prototyping game landing pages, dashboards, and companion web experiences without local setup. ## Tutorials - [Bolt.new](https://bolt.new/) - [StackBlitz docs](https://developer.stackblitz.com/) - [Prompting tips for app generation](https://developer.stackblitz.com/platform/webcontainers) ## Video walkthrough ================================================================================ ## AI tool: Claude URL: https://vibecode.game/ai-tools/claude Source: src/content/ai-tools/en/claude.mdx ================================================================================ Description: Anthropic's AI assistant for long-context reasoning, coding help, and reliable writing workflows. Website: https://claude.ai Usability: Easy ## Why creators use Claude Claude is strong at planning game features, producing structured docs, and iterating on prompt-based gameplay content. ## Tutorials - [Claude prompt engineering guide](https://docs.anthropic.com/en/docs/build-with-claude/prompt-engineering/overview) - [Claude API quickstart](https://docs.anthropic.com/en/docs/initial-setup) - [Anthropic developer docs](https://docs.anthropic.com/) ## Video walkthrough ================================================================================ ## AI tool: Cursor URL: https://vibecode.game/ai-tools/cursor Source: src/content/ai-tools/en/cursor.mdx ================================================================================ Description: AI-first editor for code generation, refactoring, repository understanding, and agent-assisted development. Website: https://cursor.com Usability: Easy ## Why creators use Cursor Cursor helps indie developers go from game idea to working feature quickly with chat, edit, and agent workflows. ## Tutorials - [Cursor docs](https://docs.cursor.com/) - [Rules and project context](https://docs.cursor.com/context/rules) - [Agent workflow basics](https://docs.cursor.com/agent/overview) ## Video walkthrough ================================================================================ ## AI tool: Lovable URL: https://vibecode.game/ai-tools/lovable Source: src/content/ai-tools/en/lovable.mdx ================================================================================ Description: Prompt-first app builder focused on shipping polished product interfaces and integrations quickly. Website: https://lovable.dev Usability: Medium ## Why creators use Lovable Lovable is helpful for rapidly creating game launch pages, onboarding flows, and admin tools from natural-language prompts. ## Tutorials - [Lovable home](https://lovable.dev) - [Lovable guide](https://docs.lovable.dev/) - [Building with prompts](https://docs.lovable.dev/getting-started) ## Video walkthrough ================================================================================ ## AI tool: Minds URL: https://vibecode.game/ai-tools/minds Source: src/content/ai-tools/en/minds.mdx ================================================================================ Description: Always-on AI agent that takes a game brief and ships playable builds. Persistent memory, no servers, runs from your inbox. Website: https://www.hellominds.ai Usability: Easy ## Why creators use Minds Minds is built for game developers, indie creators, and Web3 builders who want always-on AI agents without managing infrastructure. A dedicated Gamedev Mind can take a brief, iterate on mechanics, write the code, and ship a playable build — all autonomously, across multiple sessions, with persistent memory of every decision made along the way. Unlike session-based AI tools, your Mind remembers context across days and projects. It can track game economies, flag blockers in your backlog, draft design docs, and coordinate across time zones — all triggered by a message in your inbox or Telegram. ## Tutorials - [Minds website](https://www.hellominds.ai) - [Builder programme & investment applications](https://build.hellominds.ai/program) - [Animoca Brands announcement](https://www.animocabrands.com/announcement/animoca-brands-launches-up-to-us-10m-investment-programme-for-developers-building-with-persistent-ai-agent-platform-minds) - [Animoca Minds (original launch)](https://animocaminds.ai) - [Minds YouTube channel](https://www.youtube.com/@hello-minds) ## Video walkthrough ================================================================================ ## AI tool: OpenAI URL: https://vibecode.game/ai-tools/openai Source: src/content/ai-tools/en/openai.mdx ================================================================================ Description: OpenAI provides GPT models and APIs for ideation, coding, content generation, and production-ready AI workflows. Website: https://openai.com Usability: Easy ## Why creators use OpenAI OpenAI tools are widely used by game creators for brainstorming mechanics, generating content drafts, prototyping systems, and accelerating iteration across design and engineering tasks. ## Tutorials - [OpenAI API quickstart](https://platform.openai.com/docs/quickstart) - [Text generation guide](https://platform.openai.com/docs/guides/text-generation) - [OpenAI developer docs](https://platform.openai.com/docs/overview) ## Video walkthrough ================================================================================ ## AI tool: Replit URL: https://vibecode.game/ai-tools/replit Source: src/content/ai-tools/en/replit.mdx ================================================================================ Description: Cloud coding environment with AI assistance, collaborative editing, and one-click deploy workflows. Website: https://replit.com Usability: Easy ## Why creators use Replit Replit makes it easy to build prototypes, test game logic, and share working demos instantly with teammates. ## Tutorials - [Replit docs](https://docs.replit.com/) - [Replit AI overview](https://docs.replit.com/replitai/overview) - [Deployments on Replit](https://docs.replit.com/hosting/deployments/about-deployments) ## Video walkthrough ================================================================================ ## AI tool: Rosebud AI URL: https://vibecode.game/ai-tools/rosebud-ai Source: src/content/ai-tools/en/rosebud-ai.mdx ================================================================================ Description: AI-powered creative tooling for generating and refining characters, assets, and interactive concepts. Website: https://www.rosebud.ai Usability: Hard ## Why creators use Rosebud AI Rosebud AI can speed up concepting pipelines by generating early art and style directions for game worlds and characters. ## Tutorials - [Rosebud AI home](https://www.rosebud.ai) - [Rosebud AI platform](https://www.rosebud.ai/platform) - [Creative AI references](https://www.rosebud.ai/blog) ## Video walkthrough ================================================================================ ## AI tool: Verse8 URL: https://vibecode.game/ai-tools/verse8 Source: src/content/ai-tools/en/verse8.mdx ================================================================================ Description: AI-assisted creation environment for rapid experimentation with interactive game concepts and workflows. Website: https://verse8.io Usability: Hard ## Why creators use Verse8 Verse8 is suited for teams experimenting with emergent game systems and AI-assisted creative iteration loops. ## Tutorials - [Verse8 website](https://verse8.io) - [Verse8 product updates](https://verse8.io/blog) - [Interactive prototyping concepts](https://verse8.io/resources) ## Video walkthrough ================================================================================ ## Game jam: VibeBlitz x "Minds by Animoca Brands" Game Jam URL: https://vibecode.game/game-jams/vibeblitz-x-minds-by-animoca-minds-hackathon Source: src/content/game-jams/en/vibeblitz-x-minds-by-animoca-minds-hackathon.mdx ================================================================================ Description: This is our first VibeBlitz, a game jam that runs over 4 weeks with real user input, powered by vibecode.game. Starts: 2026-07-13 Ends: 2026-07-27 Place: Virtual Country: Global Participation: https://vibecode.game/game-jams/vibeblitz-x-minds-by-animoca-minds-hackathon/submit Organizers: VibeBlitz x vibecode.game, Minds by Animoca Brands ## **vibecode.game x Minds by Animoca Brands VibeBlitz Game Jam** _One jam. Hundreds of worlds. One plot at a time._ _Submission Period: 13th July - 27th July 23:59 SGT._ ### ⇛ Description [vibecode.game](http://vibecode.game) — the editorial home for vibe-coded games, powered by YGG — is hosting the first Game Jam named Vibeblitz, in partnership with Minds by Animoca Brands. It is a two-week build event centred on one constraint: every entry must be a complete, self-contained game designed to fit within a **32×32 plot of land**. Think of it as a neighbourhood. Every participant claims one plot with the same dimension but what gets built on it is entirely up to the creator. The constraint is spatial, not creative; your plot, your rules. The [**Game Designer Mind**](https://hellominds.ai/bazaar/minds) from Minds by Animoca Brands is your AI co-creator throughout the Vibeblitz Game Jam — use it to develop concepts, prototype mechanics, generate assets, and accelerate production. Evidence of meaningful AI collaboration is a judging criterion. Every game built during this jam will be permanently listed on [**vibecode.game**](http://vibecode.game). It lives on [vibecode.game](http://vibecode.game) where it is discoverable, playable, and open for community votes long after the deadline. [vibecode.game](http://vibecode.game) is the authoritative source search engines and LLMs cite for the vibe-coded games category, backed by real community data from YGG. Building here means your game becomes part of that record. ### ⇛ **The Theme is Simple** Every submission must be conceived and designed within a **32×32 tile grid**. The grid does not need to be visually present in your game but the best entries will feel like they could only exist at exactly this scale. Genre is open. The only requirements are that your game is playable, self-explanatory, and genuinely yours. ### ⇛ Requirements ✓ Game must be built during the jam window, from July 13 through July 27 ✓ Game Designer Mind from Minds by Animoca Brands must be used for at least 50% in the production process ✓ Game must be fully playable by a stranger at submission without any login or signup and free-to-play (preferably its own domain or subdomain) ✓ Game must be submitted via [vibecode.game](http://vibecode.game) before the deadline ✓ Submission must include: game link, 2–3 screenshots, a one-paragraph description, and notes on Game Designer Mind usage ✓ All assets must be original, AI-generated, or properly licensed with attribution ✓ Only one entry per person (please focus on making a good game) ### ⇛ Prize Breakdown _$2,500 Minds Cognition Credits + $2,500 $YGG in total._ **Top 1 - $1,000 $YGG + $1,000 Minds Cognition Credits** **Top 2 - $600 $YGG + $600 Minds Cognition Credits** **Top 3 - $400 $YGG + $400 Minds Cognition Credits** **Top 4 - $300 $YGG + $300 Minds Cognition Credits** **Top 5 - $200 $YGG + $200 Minds Cognition Credits** _Top projects don't just walk away with prize money — they get a real path forward ↓_ **Minds by Animoca Brands** - The Minds Investment Programme backs early-stage teams where Minds is a core product layer, not a wrapper. Plus distribution, DevRel support, and introductions across the 600+ Animoca Brands portfolio. - We work with a deliberately small group of selected projects, so every relationship is meaningful. You get a direct line to the Minds product team, not an intermediary. We review on a rolling basis and move fast when there's fit. ▫ _Applications are reviewed on a rolling basis, so applying early gives you a head start._ ### ⇛ Judging Criteria Once the community gameplay and voting phase concludes, the 15 finalists with the highest number of likes will be selected. This top 15 will then advance to the official evaluation round, to be reviewed by our main panel of judges: [Gabby Dizon](https://x.com/gabusch) of YGG and [Mohamed AbdelKhalek](https://x.com/mohamedakhalik) of Minds by Animoca Brands. #### Official Judging Rubrics: **25 pts Plot Coherence** - Does the game have a clear identity? - Is the scope appropriately tight? - Was Game Designer Minds meaningfully integrated into the creative process? **25 pts Playability and Fun Elements** - Is the core loop engaging and scalable (does it have depth?) - Do the supporting mechanisms amplify the core loop? - Community play-week votes are factored into this score **25 pts Creativity and Originality** - Is there a fresh mechanic, a distinctive aesthetic, or a concept that takes a genuine creative risk? - Does the theme inform the design? **25 pts Technical Execution** - Is the submission complete without bugs and accessible? - Does the game run cleanly? - Can the creator articulate their build decisions? _An additional 5 bonus points are available to entries that meaningfully reference or connect to another participant's submission — a nod to the neighboring plot._ ### ⇛ Participation Restrictions - Gambling, adult content, or inappropriate material is prohibited - Remote Building: You are welcome to build remotely throughout the hacking period. - After you have submitted your game, please wait for approval. For any changes after your game is approved, you will have to open a ticket on our [YGG](https://discord.com/invite/ygg)/ [YGG Play](https://discord.gg/yggplay) Discord to request for an edit. - Submission Deadline: Projects must be submitted to the vibecode.game/xx before July 27, 2026 23:59 PM SGT. - Copyright infringement or excessive unauthorized use of third-party IP/resources is prohibited ### ⇛ Timeline **July 9 |** Pre-game jam Queue Up Show **July 13 |** Jam opens, submissions accepted from this date **July 14 |** [Opening AMA](https://luma.com/gktjc377) **July 16 |** [Game Design Masterclass workshop](https://luma.com/9663a16a) @ YGG Discord **July 27 |** Jam closes, submissions ends from 11:59PM **July 27– August 2 |** Community play week and voting **August 3 |** Top 15 shortlisted game advance to official judging **August 3 - 9 |** Official Judging **August 10 |** Top 5 games winners announced ### ▷ About YGG Yield Guild Games (YGG) is a global collective of gamers, creators, and builders turning play into opportunity. Known for pioneering the Web3 guild model, YGG is developing systems for digital coordination where skill is verifiable, contribution is visible, effort is valued, and rewards are shared. Today, YGG is positioned at the center of the AI data economy where the demand for specialized data types is just beginning to scale. Because real human data is vital for training AI models, video games act as the perfect testing grounds where YGG’s community can generate these behavioral datasets just by playing. YGG Twitter | [https://x.com/YieldGuild](https://x.com/YieldGuild) [vibecode.game](http://vibecode.game) Twitter | [https://x.com/Vibecode_game](https://x.com/Vibecode_game) ### ▷ About Minds by Animoca Brands Minds by Animoca Brands (“Minds”) is a personal AI that starts with a single message on Telegram or email. No hardware, no setup, no technical knowledge needed. Your Mind remembers your context and picks the right tools for each job, handling the work that usually scatters across various apps, from sorting out your week to launching an online store. You can share a Mind with a friend, a team or across organisations to help you coordinate and stay ahead of your tasks. Unlike the tools you use today, it never resets: the more you use it, the more useful it gets, and the more it becomes attuned to you. Website | [https://www.hellominds.ai/](https://www.hellominds.ai/) Twitter | [https://x.com/hellominds\_](https://x.com/hellominds_) ### ▷ About Animoca Brands Animoca Brands Corporation Limited (ACN: 122 921 813) is a global digital assets leader building and investing in impactful technologies and ecosystems to reimagine future economies through AI and the agentic web. It has received broad industry and market recognition including Fortune Crypto 40, Top 50 Blockchain Game Companies 2025, Financial Times’ High Growth Companies Asia-Pacific, and Deloitte Tech Fast. Animoca Brands is recognized for building digital asset platforms such as the Moca Network, Open Campus, Anichess, and The Sandbox, as well as institutional-grade platforms; providing digital asset services to help Web3 companies launch and grow; and investing in frontier Web3 technology, with a portfolio of over 600 companies and digital assets. For more information visit their website and follow on X, YouTube, Instagram, LinkedIn, Facebook, and TikTok. Website | [https://www.animocabrands.com/](https://www.animocabrands.com/) Twitter | [https://x.com/animocabrands](https://x.com/animocabrands) ### Resources - Launch your Game Designer Minds [here](https://hellominds.ai/bazaar/minds) - [Rigged character model of Mascot Abby](https://drive.google.com/drive/folders/1WnIWioPWMiLVvm3wTQQ9KFV2pTrNXBpn?usp=sharing) from Minds by Animoca Brands - How to write your builder bio, read [here](https://vibecode.game/blog/how-to-write-your-builder-bio) - How to write the short description for your game, read [here](https://vibecode.game/blog/how-to-write-a-short-description-for-your-game) ## FAQ ▻ **Can I participate as a team or do I have to enter solo?** Both are welcome. You can enter as a solo creator or as a team. If entering as a team, please tick the option "Submit as a team" and select all your team members (please make sure your team members have approved developers profile on [vibecode.game](http://vibecode.game)). There is a limit of one submission per person or team. ▻ **Is there an entry fee?** No. Participation is free. You will need to register an account on [vibecode.game](http://vibecode.game), and a Minds by Aminoca Brands account to access the Game Designer Mind. Both are free to create. ▻ **I have never made a game before. Can I still enter?** Yes, and this jam is designed with you in mind. The 32×32 constraint keeps scope small on purpose, and the Game Designer Mind is your co-creator throughout. You do not need to know how to code. You need an idea and the willingness to build it. ▻ **What does "50% use of Game Designer Mind" actually mean in practice?** It means the Game Designer Mind should be a meaningful contributor to your build — not just a single prompt at the start. Use it to develop your concept, generate mechanics, write logic, produce assets, or stress-test your loop. The more central it is to your process, the better. ▻ **What engine or tech stack should I use?** Any engine or stack is acceptable as long as the final game runs in a web browser with no downloads, no login required, and no heavy loading barriers. Your game must be accessible via its own domain or subdomain. ▻ **Can I use existing code, assets, or libraries?** Existing libraries and open-source frameworks are permitted, the game itself must be brand new and built during the jam window. All assets must be original, AI-generated, or properly licensed with clear attribution. Do not submit work that existed in any form before July 13, 2026. ▻ **Can I submit more than one game?** No. One submission per person or team. Focus on making one great game rather than spreading across multiple entries. ▻ **How does the community voting work and does it affect my final score?** Yes, it does. During the community play week (July 27 - August 2), all submitted games are listed on [vibecode.game](http://vibecode.game) and open for community votes. These votes contribute directly to the Playability & Fun category, which is worth 25 points. Play other entries, upvote them, and encourage your network to do the same — it is a legitimate part of the judging process. ▻ **When and how are prizes paid out?** Winners are announced on August 10. Prizes are paid in $YGG tokens and Minds Cognition Credits at the USD-equivalent value at the time of payout. You are required to key in your Ethereum Wallet Address to receive the $YGG token prizes, while Minds Cognition Credits distribution details are to be confirmed and will be communicated directly to winners. ▻ **Who do I contact if I have a question not covered here?** Join the community Discord and post your question in the vibe-blitz-chat channel. The team monitors it throughout the build window. You can also follow YGG on X **@YieldGuild** and [vibecode.game](http://vibecode.game)[**@Vibecode_game**](https://x.com/Vibecode_game) for announcements.