Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

That’s such an interesting experiment. It almost feels like you had a junior engineer or an intern who doesn’t have enough experience in the industry and you tried to guide it to make a working game. It kind of did, but at the same time it’s a very rough game and maybe that is what where we currently are in terms of AI capabilities of writing game code.

I loved that you’ve used a lot of enemies from the tileset, that was nice to see so many of them, but the combat itself wasn’t too fascinating. I found an exploit when you can attack as many times in the turn as you wish as long as you press attack button soon after starting the previous attack action (I guess it’s not being blocked until all animations finish). And I found rogues to be too powerful, so I just had a 4 rogue party which obliterated anything it touched, which was fun for some time. But after 2-3 battles and figuring out that no abilities work it just became a chore.

I would love to be able to explore dungeon more and combat less, but I guess your AI intern wasn’t cooperating too much :)

Anyway thanks for your service to the community, it’s a good example of completely vibe-coded game, here’s my play-through (I’m sorry if I sound a bit too frustrated in the video):