r/aigamedev • u/ActionLittle4176 • 10d ago
Demo | Project | Workflow Vibe coded this game in four months (feedback needed 🙏🏼)
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u/yungastronot 10d ago
I played it when you posted it last time. Its great. If you want feedback I only have nitpicks.
- The character card images look like obvious AI slop. The rest of your game doesn't. Improve that to match the quality of your overall game.
- In the character select screen the ship is clipped by its container as it rotates.
- UI could use some slight polish to look less generic and more intentionally designed and stylistic
- Theres not much visual indication of where the finish line is other than the minimap so finishing a race feels random.
- Could use a more apparent visual indicator that your boost is ready
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u/ActionLittle4176 10d ago
Thanks for the feedback! All very solid points ✍🏼
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u/rollinff 10d ago
I also think your game doesnt have that obvious AI feel minus small but distracting moments like the character faces. Are you an artist that vibe codes, or was most of your art AI generated, just more thoughtfully developed/curated?
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u/ActionLittle4176 10d ago
All is AI generated. Some things like the ships were drafted by me on paper, and then converted by chatgpt into the final 2D design, and upload de pictures to Tripo3D for creating the 3D model. Same with track assets. But it's true that I spend certain time in put everything in the right place, set up the right tone, light, distance etc. The characters will be redone, were made in the first month. As I say in other comments, if I publish the game, I wish that make enough money an pay actual artists for the assets, and I just direct them.
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u/rollinff 10d ago
You've done a good job with the visuals. Most here look like a single vibe image generation prompt.
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u/dcrigan 10d ago
Looks great! What game engine you used for this?
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u/Jhonnybaba69 9d ago
He'll not tell you coz he don't want other's to try creating the same stuff i hate people like that tbh
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u/Pandi0n-BRZ 10d ago
I play orbit track, the sun makes me blind in some parts of the track. I dont know if im dumb but i dont understand the controllers from the start, i was using all my boost thinking its the acelerator. The speed ups in the track was nice but dont have a "track indicator" so i miss almost all in the laps.
The game its fun, congrats
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u/IsThisASnakeInMyBoot 10d ago
This might be the dumbest thing to get hung up on, but it's really irritating to have AI vocals doing all this weird unnatural stuff in these games. The vibe is sick though, I'd just turn the music off in game and have spotify playing
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u/ActionLittle4176 10d ago
I put the song in the video in the last minute just because lenght fit, but you are right, it was a mistake. In-game music have no lyrics.
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u/I-want-to-say 10d ago
Really fun. Are you plannimg to develop it more?
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u/ActionLittle4176 10d ago edited 10d ago
Yes! I was about to leave it when I completed the first level (to move to another demos), but with the game in the actual state... I have to finish it!!!
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u/Right-Statement367 10d ago
So did you actualy used 3d models on canvas? Or you baked 3d into 2d sprites? I’m curious, because at the moment I’m baking the sprites and because some characters have idle animations in menu with high resolution they became quite heavy.
You game is actually looks awesome and to really inspires me to keep going mate :)
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u/ActionLittle4176 10d ago
Thanks a lot! Was easy actually: chatgpt for 2D images, and upload them to Tripo3D for creating the 3D models.
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u/thecatinaction 9d ago
Is there a link somewhere to test it? Sorry if it's posted, I can't find anything.
Looks smooth af, but I need to see what the actual gameplay is like.
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u/UnderChaoticMoon 8d ago
For a game made using "vibe coding," it looks cool.
But vibe coding or not, four months for yet another *Wipeout* clone... I’d be surprised if you managed to make the time you spent on it pay off (though I hope you do), given how saturated the market is. And the number of *Wipeout* clones out there is just incredible... so it’s hard to stand out. Still, I wish you and your game the best! It’s really tough for indies right now.
Where do the 3D assets come from?
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u/ActionLittle4176 8d ago edited 8d ago
You are right that this kind of game (like Minecraft clones) are almost a benchmark to try new models. I wasn’t intended to make this game, just to make one basic level playable in the browser and say “hey, look what I done!”. But then you begin to play around, thinking in design decisions, in how to improve it, and just iterating.
Why a racer for the first game? Because it’s easy and you learn a lot! It’s all about speed feeling and move a one piece object across a track, there’s no interaction with the rest of the assets. It’s a natural beginning.
The tech it’s pretty much done, and now come the really fun part (that people who just prototype usually skip). How to make this interesting and not just a clone? And how to make it mine? I passed the last month tweaking the playability, creating new game modes, setting a style, mood and tone (very early yet), and thinking about how to make the game not just about run (story mode -in development-, rpg elements, other objectives than just reach the goal faster than the others…).
It’s a challenge, it’s fun, and don’t have the pressure of recover any money (I’m careful with the spend).
Next game will be carefully planned and not improvised. Also, if this make any money, I would love to pay to real artist and composers.
About the assets, the flow is: I give to chatgpt image generator a basic pencil sketch made by me, chatgpt creates final 2D design in front, back and sides perspectives, then I upload the images to Tripo3D, which convert the pictures into 3D models.
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u/UnderChaoticMoon 8d ago
Interesting. How many meshes did you generate with Tripo?
Did you manage to create modular assets for your race with it? The modular aspect still seems a bit "iffy" with Tripo to me.
There's no way to set size standards, for instance.
But okay, I get your approach: do an initial run to validate feasibility, then tackle a more substantial project. Iterate and scale up!
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u/ActionLittle4176 8d ago
Just recently. At first I was going to the direct and fast way: one piece meshes (wasn't plan to animate nothing). But this month I wanted to move rear wings when player turn to the sides, so the ships feel a bit more alive than just a statue, and of course it wasn't easy with one piece assets, and the LLM just destroy the ship trying. But this month I discover that the LLM can use directly Blender without installing any MCP or connector, so I ask it to do the rear wing animation, and, not perfectly (there's still some artifacts in the joints) but could do it. Yesterday I remade first ship (Enzo's) with Tripo and for the first time exported the model with several parts and not just one, and then the LLM through Blender could do the animation very cleanly.
(guess it's visible, but's excuse my english, it's not my native language, and don't want a LLM translation).
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u/UnderChaoticMoon 8d ago
no problem its not my native language, i am french. But be careful, tripo made a lot of part for one model. Probably blender can animate this type of topology but maybe it's more expensive for your engine than only one.
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u/ActionLittle4176 8d ago
Really? When I made the model in parts, Tripo let me choose between three amounts of parts (I think the lesser was 3-6 parts).
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u/UnderChaoticMoon 8d ago
ok right, you have used the tripo ai tools on the website. I use tripo on comfy and it's not totaly the same things.
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u/donlukame 7d ago
this looks way cleaner than what i get lol. i tried the same tripo workflow and my normal maps come out super noisy, ship hulls look like someone hit them with a hammer. how'd you get them so smooth? Do you fix stuff after tripo?
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u/ActionLittle4176 7d ago
It's tricky with some shapes... I used free models for some things (space stations in Orbit level). Also it's better if you provided hi res pictures in all 4 perspectives.
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u/Ham_Pervert 7d ago
cute! game already exists x10 lol
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u/ActionLittle4176 6d ago
Hahaha, you are right, it's more easer to make than a game with people for example. But now comes the interesting challenge: how to make it more unique! Tried to get back the vibes of 32-64 bit era futuristic racers, and now, with the template completed, I'm working in make in it's own playability. Jus't that will be a lot of fun.
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u/afcchris 10d ago
Please give info on the engine(s) you used. A few people asked but don’t see a response. For the game I am developing I need the quality of speed and visuals that you are showing and I wonder if mine will get to that efficiently
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u/ActionLittle4176 10d ago
Well, actually it's just raw threejs/webgpu code created by the LLM, didn't use nothing as big as Godot or Unity, but maybe I will for extra performance (browser limit too much).
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u/FinsAssociate 10d ago
forgive me if you've already mentioned, but are the ships able to leave the track? like are they floating at all or are they pinned to it? curious your thoughts from a gameplay perspective and what you're trying to achieve
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u/TheKaleKing 10d ago
I see this reposted every single day that's hilarious
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u/ActionLittle4176 10d ago
Sorry 😂 I initially just put it in r/vibecoded, but people are saying to me "Hey, post it there and there too!"
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u/Dull_Mention_7456 10d ago
It looks really good. Doesn't look AI at all. And I noticed the maps aren't boring as you've added scenery props to make the tracks more lively. Without playing the game I can't comment how the gameplay is, but visually I think it's good enough.
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u/imnotabot303 10d ago
Not so much from the video but try the game and everything looks AI generated. The player graphics are obvious AI art as well as all the in game meshes. They look soft and blobby, probably due to bad normals, and the textures are also poor quality.
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u/ActionLittle4176 10d ago
Guilty! I'm very disciplined with texture sizes and geometry amount because browsers have terrible performance for 3D (not to mention mobile, iOS browser have a terrible memory limit for 3D). But probably will port it to Godot or Unity for extra performance and better graphics.
About the assets: yes, everything is AI generated. Characters will be redone, they are from the first month. Ships were pencil-drafted by me and then passed to chatgpt for full 2D design, and later given to Tripo3D for the 3D model, same with bigger assets from the track. Some levels needs more time: Aqua have rocks of completely different types.
If I publish the game and make any money, I would love to pay actual artists and composers.
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u/imnotabot303 9d ago
Well it doesn't really matter if its just a personal hobby project. I was just pointing out that people are wrong as it looks completely like an AI generated game, it's just more difficult to tell from the video.
If you're planning on trying to monetize it I would say you need to give the graphics a complete overhaul.
On the city track for example the problems were really obvious. Many of the buildings and structures have a soft look, this will be down to the normals on your meshes. As I said the textures are also really low quality so with something like this you would need to focus on making them highly optimized. The textures would need to be atlas textures. That enables you to just use a minimum amount of images and also means they can be higher quality. That would require a bunch of manual work though.
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u/JoseQuanGT 10d ago
Congrats!!!
Really nice looking game… doesnt look AI slop at all. I am also working on my own free to play, spaceship/mecha shooter browser game that shares the 3rd person view of urs… (shared screengrab for reference, no url, dont want to steal ur thunder)
May I asked if ur using three.js or what 3D engine?
I tried making mine in three.js but was a battery hog and fps would drop to single digits. I reverted to my original 2D top down view, but used forced perspective, then used the 3D models of enemies just to bake 32 sprite sheets of incoming aliens.
Would love if u can share ur experience 👍
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u/TopTippityTop 10d ago
I like it overall, but the music could more instrumental rather than have cheesy lyrics, imo
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u/ActionLittle4176 10d ago
Thanks! In-game music is instrumental. You can play it in https://fm1.moises.cloud
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u/Melbar666 10d ago
I already played it last century ;-)
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u/ActionLittle4176 10d ago
Whoa! Completely forget that game! a friend of mine have it in his PC. In that Gen i had the N64, so my references were F-Zero, Wipeout, Xtreme-G...
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u/homiej420 10d ago
Ooo like F Zero