@andreeliasdev The amount of entries in the top 100 that aren't even really games, but just proof of concepts or prototypes, only shows how questionable the review process was and how heavily it was biased toward the reviewers own definition of fun
Welp, unfortunately my game didn't make it into the Top 25 of #VibeJam.
Which was expected, to be honest. Maybe next year I'll prepare better and won't start a week after the jam begins.
A few entries surprised me by not making the list, like Vibefall and Pawnfall.
But after reading one of the judges comment about fun being more important than polish and execution, I can understand the reasoning...
Since, "fun" is an extremely subjective criterion. What's fun for one person may not be fun for another, and when only two judges are filtering most of the entries, it's inevitable that some personal bias will influence the selection.
On another note, Hinom Tower is becoming a full game. I think I’ve finally found the art style I want to pursue (Still testing the color pallete tho), and in a couple of weeks I should be able to finish the Steam page.
I might also write an article or make a post soon about using AI for prototyping and scaling up game development.
Been quietly updating my #vibejam entry and it's becoming a completely different game.
Reworked most of the art, reworked mechanics, still some adjustments needed but might launch a steam page in a couple weeks.
But what I really wanted to highlight is what proper polish and game feel can do to a project. The difference is hard to ignore
🏆 The Vibe Jam of 2026 sponsored by @cursor_ai + @boltdotnew + @heyglif + @tripoai is now being judged!
Me and @s13k_ are now judging the ~1000 games of
When either one of us likes a game, it goes on to the next round, so it's like a first stage
@s13k_ built an awesome judging system that lets us just play the games in the browser (most work in an iframe) and then immediately score them
Then in the second round, we send the remaining games to the other judges:
- @timsoret from @oddtalesgames
- @ericzakariasson from @cursor_ai
- @NicolaManzini from VibeSail
- Alessandro from @OverJumpRally
The prizes are:
- First place: $25,000
- Second place: $10,000
- Third place: $5,000
19 games done, 926 to go!
@BeanJuiceStudio Nobody can tell if you used AI for code without digging through the source. What got Randy wasn't the usage, it was the live stream showing it. All this does is make people more secretive about their process, which solves nothing
@MrReche Played it for a bit and got strong Breathedge vibes. Leaning into that direction with survival systems like food and water plus upgrades tied to them could fit really well
I've been doing traditional game jams for a long time and jam games are always simpler by nature, but the quality here genuinely surprised me. I avoided Three.js going in because of the graphic and optimization limitations, but after playing entries like @leocooout capybara game and @DannyLimanseta Tiny Skies, I completely changed my mind. And I wouldn't call that kind of work slop by any stretch. Excited for next year, I think it's going to be a real reference point for how much the barrier to entry in game dev has dropped
@HLS_dev Finally a game to scratch my itch for riding giant rats🤣
Nice work man, can't imagine how hellish it was to implement systems like this on a tight jam schedule
Nice cost breakdown. Mine came out to around $65 total.
$30 Glif subscription + $10 extra credits for art and audio, $5 TripoAI for 3D assets, $20 Cursor.
@heyglif surprised me, I could generate an enemy image and use it as context to generate matching sounds for it. Cursor held up well too, managed to finish the whole game on their cheapest plan