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Interesting writeup!

I personally prefer people use LLMs, since most games (not just indie games) are full of bugs, and using LLMs allows someone to fix more bugs faster (and thus improve quality).

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My biggest issue using LLMs all day every day for SWE for 2.5 years is that it introduces bugs, scope creep, and engineering anti-patterns.

Lately, I've had mild success getting LLMs to do acceptance testing and catch some of more of its own bugs, beyond even self-check code review.

Given how much I hate bugs, and since someone can fix more bugs and improve game quality using LLMs, then yeah I prefer people use LLMs.

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Anyway, I just stopped by to say thanks for the tip about the web builds -- I ripped out all the C# from my Godot game and got a working web build!

Doing so was a trivial LLM-assisted refactoring task, to be honest, so I should have done it a long time ago!

Now I'm still targeting Steam Deck (primary target: Linux + controller) as my primary development target, but I've added touch-only web (+ iOS + Android) as my secondary target, and Windows/Mac as my tertiary target.

Being able to instantly push updates to main and play a working build of my Godot game -- like I do for my React Native + Expo games -- is amazing for playtesting!

Thanks again!

Great to hear the web builds are working for you :-). I have to imagine you're seeing a traffic bump on this site just from having a web build available.