I like building apps & games.
Currently building RATS!!, a 1–4 player co-op tower defense in Godot. Free demo Dec 4.
Sharing how I build it. Wishlist below
In August, my game was grey lanes, orange dots and a yellow square for a barn.
Eleven weeks later it's RATS!!, a co-op tower defense: four worlds, four crowned rats, thousands of rats on screen, and every visual drawn by the game's own code. No image generators, no 3D models.
I built it with Claude writing the code in Claude Code and Godot running the game. My job is the director's: what the game is, how it looks, every playtest, and saying no.
The moment that changed how I work: in mid-October, Claude rated its own new art 9/10. The same screenshots went to Codex blind, with no clue which version was new, and it gave them 4/10. Codex was right. So I rebuilt the look, and since then nothing that builds the game gets to grade its own work.
How it runs now:
- every feature starts as a written plan before any code
- Claude builds each feature in its own copy of the project; the tests decide when it's done, not Claude's report
- after every change, a bot plays 25 seeded runs, so nothing breaks the balance by accident
- the game films itself, and every visual change is judged on real screenshots, never on the code
- Codex reviews every change and grades the art blind, against Kingdom Rush, Thronefall and Bloons TD 6, never against my last version
- 63 test suites run before every commit
About 1,000 commits in. The one thing I'd pass on: get a second opinion that can't tell which answer is yours.
@martinleblanc you can still release vibe coded web based games on steam, they don't restrict you. build as web and package it as desktop. there is also https://t.co/TX9AUI270b which is pretty popular
@coldhealing I think a lot of people are still learning and having fun with AI to see what the possibilities are. These smaller projects are just to get an understanding. I was playing around last night and also built this 3v3 hockey arcade game for fun. Play it:
https://t.co/gxyaGgxWfS
Update on the 3v3 hockey game Claude Fable 5.2 built me: it went from flat daytime blocks to a night game under floodlights. 1%~ usaged
New since the first version:
glossy ice that reflects the players and lights
bloom, light beams, a live jumbotron, crowd and board ads
rebuilt characters: a bearded Enforcer missing a tooth, a Sniper with a gold chain, a tiny Dangler with flowing hair
still zero asset files, every model, texture and sound is code
Same chat session. I gave feedback, it rebuilt. Still a rough prototype and I still want it torn apart.
https://t.co/oyMN1TTuFF
I asked Fable 5.2 for a 3v3 arcade hockey game. In under 60 minutes it build one I can play in a browser tab.
Shiny 3v3:
- 4 archetypes: Enforcer, Sniper, Fanger, Offensive D
- AI Goalies, body checks, one-timers, a heat meter for 2-point flaming shots
- every model, texture and sound is generated in code, zero asset files
- works on desktop, gamepad and phone.
One chat session, 2% of left over weekly usage. First playable came from a single prompt, then one round of my feedback on feel.
Its a very rough prototype, and I want feedback. What feels off? What's your general thoughts?
Play it: https://t.co/yuhAEPbl9l
I wanted to test Fable 5.2's quality with one-shot prompts without human feedback.
Everything in this game is from scratch: models, sounds, textures. ~$550 at API pricing, ~2.7M output and 445M input tokens, heavily cached. Took 8 hours!
Play it here: https://t.co/fazOCcyNIH
@felixrieseberg Truly amazing for only 8 hours - one shot! Did you only use fable 5.2 or did you have additional tools? Do you find it easier without using an engine, such as unreal?
2x resets with the most powerful model drop yet + x1 weekly resets Fable 5.2 is going to be a lot of fun.
It’s going to be nice expermenting with my existing and new projects. The new UE 5.9 with Fable 5.2 combo seems impressive.
Holding off until my weekly reset Wednesday to get the full use of these, so excited lol
We've given all Pro, Max, Ultra, and Team users one free full reset, across all models and limits. Use it anytime before December 10 at 2:00PM PT.
We recently fixed a few small issues that used more limits than intended, and the Fable resets didn't do much for those of you who'd already hit your weekly limits for all models. While these issues didn't affect everyone, we want to make up for the trouble.
You'll find it in Settings > Usage, or at https://t.co/5YRzheAZyQ.
@topphamilia Appreciate it! Our wishlist grew by 5 today which was exciting. Can’t wait for the demo, that should really boost us. Marketing is the hardest part as a solo dev managing it all. Anything on the page you’d change?
What do you think of our updated Steam page?
Updates now are live with the new progress I have been working on.
- new artwork
- new trailer, screenshots & gifs.
- new character models
- improved short descriptions
- revamped our text design for the store page, adding headings where needed.
It’s the little things that help, any feedback is awesome!
P.S don’t forget to drop us a wishlist. Thank you!
https://t.co/FDiLPwhiR1
@kayaravenya It’s kinda obvious to tell if people are but it’s also silly because X can tell when something is copy and pasted into the chat as a post. It better to be your authentic self. Make mistakes, have fun!
@robj3d3 The jump is significant but I would say it’s better to compare to opus 5.5 as it was already super seeding fable 5.1 in performance anyways and reduced cost in every metric.
@chongdashu@photonstorm I haven’t tried UE 5.9 yet but deff excited to check it out with fable 5.2 and the two resets they gave.
Side note - if you haven’t played around with Godot, their a good engine for indie games and also support web deployment
It’s worth knowing Steam doesn’t require you to disclose AI if you’re utilizing it for coding assistance. Their content survey says AI tools used to speed up development are not the focus. What you have to disclose is AI content that ships to players like art, sound, narrative, localization, store page and marketing assets.
As a solo developer on a tiny budget, Claude helps write my code, and I still review, playtest, and find gaps myself.
I disclosed anyway, and honestly a big part of that was fear it would get reviewed bomb if someone found out later AI was used in some way.
Disclosing helps you keep things honest, regardless, majority of all game development will shift to utilizing AI in some form, similar to how it has impacted all other industries.
It’s a tool, good developers will utilize it effectively and avoid AI slop. Fable 5.2 dropping yesterday feels like a real step in that direction.
Big Walk developers disclosed the use of AI to meet the final stretch of production.
The outcome shows two things:
1) A studio as big as House House required AI to survive the market.
2) A smaller studio would have not survived the very people demanding disclosure.