I like building apps & games.
Currently building RATS!!, a 1–4 player co-op tower defense in Godot. Free demo Dec 3.
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.
Once it’s setup it works really work. I also utilize argon or Astra to help audit and review as it goes through.
I do feel it works really well autonomously - I find most times the work is being done over night and in the day time I’m reviewing, playtesting, etc
Allows you to manage your main work, while you do this on the side
@JonasTyroller better discovery is the right fix but i'm not waiting on it.
my whole plan is a free demo in dec, it's the one thing a tiny page has that gives people a reason to click. small devs, what are you betting on meanwhile?
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.
What's funny is I actually went the exact opposite way.
Claude code writes most of my code on RATS!! but every visual is drawn by code, no image gen, no models. slower to get pretty, but when the stress test throws
16,384 rats on screen i never had to draw a single one, when i hated the look, i changed the code and every rat updated at once
- Utilized godot CLI
- Claudecode, it could also call astra model from codex via bash commands which allowed me to utilize it for audits.
Claude Code + SpriteCook + Godot built this platformer, every sprite and animation included
Give Claude access to game asset generation and models like Opus 5.5 and Astra quality check their own art: they look at every asset, check it fits the game, and regenerate what doesn't
Just talk to Claude about your game, let it do the building
1,000 on screen in godot is where it gets fun. my stress test for RATS!! goes up to 16,384 rats, all drawn in code. what actually kept it sane was 65 test suites running headless from the godot cli after every change. claude breaks stuff quietly otherwise
thousands of rats makes it fun :)
Up to 1,000 monsters and 1,000 building pieces! My vibe-coded game already has freeform building, resource gathering, equipment, leveling, stats, buffs, and skill combinations. Still lots to improve, but it's coming together! #VibeCoding#Godot#GameDev#IndieDev#AIGameDev #IndieGame
I put a dinner bell on every farm.
If most of the team stands in it, the next wave comes right now, and you get paid for the time you skipped.
Somebody always rings it early. Every single time. Then the whole team panics.
Who's the bell-ringer in your group? #WishlistWednesday #gamedev