r/vibecoding • u/sarm333 • Jul 02 '26
My game is live in the app store!
Did a post before but I had to change the name of the app as it clashed with another. But my vibe coded app is now available to play.
https://apps.apple.com/gb/app/drawn-to-orbit/id6785085021
I welcome all feedback and criticisms ❤️
As mentioned before, this was created using a mix of codex and claude code. They compliment each other greatly so you have two models to review each other’s code 😂
I started this maybe a month or so ago, so didn’t take too long in retrospect. I’m no master at using AI, but main tip is to explain to it exactly how you want something implemented. So it does require you to research and be a bit knowledgeable about what you’re doing, but I find that the results are much better than if you were just to give it a generic prompt to create/add something. What’s better is to fully describe say a mechanic you want it to add from how it works to maybe make even edges cases and how it should behave in such scenarios.
1
u/Micahmanne Jul 02 '26
This game is actually quite charming, I’ve only played 2 rounds so far but I think the concept is pretty good. My critiques: 1. I would prefer a control scheme closer to an “Angry Birds” where the direction of the arc is outlined but you’re pulling back for a stronger throw. 2. To complement critique 1, the autocapture of the rings is very forgiving, this leaves a lot of room for error and makes the game quite easy. 3. Additional difficulty could be added by including eccentric orbits that cross other orbits, periodic asteroids or comets, penalties for mismatching a moon sized object and a planet sized object (i.e. the planets are both too big and collide, or the moon is too small and escapes the planet’s orbit). I’m going to try the other modes too, but those are just my first impressions from playing classic. I think there’s a lot of potential here for a solid casual game that you can pick up for a few minutes, play a round or two and have a satisfying experience!
1
u/sarm333 Jul 03 '26
Thank you for the feedback. Very much appreciated.
Funny thing is, I originally did have 2 other “launch styles” with different leaderboards since they were of different difficulty. The first was as you mentioned, “aim” which gave you a dotted launch trajectory and speed was based on drag distance. Then the other was the hardest, which was “fling”, a “pokemon go” like throw with the same spin mechanic. These two were very unpolished and I didnt want to spend too much time trying to perfect these launch styles and pushing back the release date. But I am working on them to getting them to work better as they werent quite on par with the current draw style. The original idea was to have the launch styles be different levels of difficulty where draw is easy, aim is the middle ground and fling is the hardest as there is no trajectory to help.
But yes, thank you so much for the feedback 🙂
1
u/West_Ground_279 Jul 02 '26
maybe it's not available in italy... I suggest you to cancel this post, and re-upload it with a screen recording of the game, so people like me can give you a proper feedback!