@InOneProjects I'm glad, and no, sadly no immediate plans to continue with it, but here I described other features I had planned to eventually have a really enjoyable infinite web game to which I can add a bit of monetization to continue it's dev:
https://t.co/m7fvLyiAsb
Early in the morning got to submit in time my entry for the #vibejam by @levelsio
Glitch Fixing
An Idle / Incremental / Rail-Shooter built by AI (Cursor + Suno) where your mission is to "Fix" Apps by shooting at their Bugs and Glitches.
While having inspirations on House of Dead, Space Invaders, Fez, Matrix and Tron, due to limited time had to scope down things like:
HP / navigation through branching paths / hidden key objects / multiple weapons / special powers / vulnerable spots / minilore / many more
Was really interested in creating an Idle game where you not only play it actively but can stop playing it anytime and there's no penality and instead the game keeps collecting things for you. Web capabilities should be able to add things like Notifications to keep you engaged, overall a potential new future for gaming with advancements such as WebGPU everywhere in the horizon.
Paradoxically the hardest thing for Cursor to understand out of my shallow instructions was the skewdness and perspective of the UI elements, those I had to boomer code them myself.
But outside of these non-conventional-styling exceptions, I can notice the improvement from last year vibecoding capabilities where nothing feels imposible anymore, and the requirement for details on explanations is also lowering dramatically, where AI justs "gets you".
For example, the procedural pixel art of the enemies was 100% coded by AI, "pixel by pixel" because I really wanted a way to have "decomposing" enemies.
Can't wait for next year's vibejam, we will probably have real indie games scenes where funding of permanent servers could make long term playing multiplayers!
Leaving the link below.
Good luck to all participants btw :)
π Glitch Fixing @andbastf:
Super clever and original - on rails shooter using 2.5D plus 3D graphics. I really enjoyed this and was impressed with the polish.
@levelsio@cursor_ai@boltdotnew@heyglif@tripoai@s13k_ Thanks for hosting the experience again!
Is really fun to confirm that the programming language of the future is any human language and creativity + some conceptual understandings of software dev.
Check my entry here:
https://t.co/m7fvLyiAsb
Early in the morning got to submit in time my entry for the #vibejam by @levelsio
Glitch Fixing
An Idle / Incremental / Rail-Shooter built by AI (Cursor + Suno) where your mission is to "Fix" Apps by shooting at their Bugs and Glitches.
While having inspirations on House of Dead, Space Invaders, Fez, Matrix and Tron, due to limited time had to scope down things like:
HP / navigation through branching paths / hidden key objects / multiple weapons / special powers / vulnerable spots / minilore / many more
Was really interested in creating an Idle game where you not only play it actively but can stop playing it anytime and there's no penality and instead the game keeps collecting things for you. Web capabilities should be able to add things like Notifications to keep you engaged, overall a potential new future for gaming with advancements such as WebGPU everywhere in the horizon.
Paradoxically the hardest thing for Cursor to understand out of my shallow instructions was the skewdness and perspective of the UI elements, those I had to boomer code them myself.
But outside of these non-conventional-styling exceptions, I can notice the improvement from last year vibecoding capabilities where nothing feels imposible anymore, and the requirement for details on explanations is also lowering dramatically, where AI justs "gets you".
For example, the procedural pixel art of the enemies was 100% coded by AI, "pixel by pixel" because I really wanted a way to have "decomposing" enemies.
Can't wait for next year's vibejam, we will probably have real indie games scenes where funding of permanent servers could make long term playing multiplayers!
Leaving the link below.
Good luck to all participants btw :)
Early in the morning got to submit in time my entry for the #vibejam by @levelsio
Glitch Fixing
An Idle / Incremental / Rail-Shooter built by AI (Cursor + Suno) where your mission is to "Fix" Apps by shooting at their Bugs and Glitches.
While having inspirations on House of Dead, Space Invaders, Fez, Matrix and Tron, due to limited time had to scope down things like:
HP / navigation through branching paths / hidden key objects / multiple weapons / special powers / vulnerable spots / minilore / many more
Was really interested in creating an Idle game where you not only play it actively but can stop playing it anytime and there's no penality and instead the game keeps collecting things for you. Web capabilities should be able to add things like Notifications to keep you engaged, overall a potential new future for gaming with advancements such as WebGPU everywhere in the horizon.
Paradoxically the hardest thing for Cursor to understand out of my shallow instructions was the skewdness and perspective of the UI elements, those I had to boomer code them myself.
But outside of these non-conventional-styling exceptions, I can notice the improvement from last year vibecoding capabilities where nothing feels imposible anymore, and the requirement for details on explanations is also lowering dramatically, where AI justs "gets you".
For example, the procedural pixel art of the enemies was 100% coded by AI, "pixel by pixel" because I really wanted a way to have "decomposing" enemies.
Can't wait for next year's vibejam, we will probably have real indie games scenes where funding of permanent servers could make long term playing multiplayers!
Leaving the link below.
Good luck to all participants btw :)