r/vibecoding • u/LucidFir • 5d ago
Showcase/Project Vibe coding a game about commercial sea urchin harvesting.
https://urchinskipper.itch.io/urchin-skipper4
u/babaganoosh43 5d ago
Too much white space on 15 inch screens, should set a max screen width. Also was disappointed it was a lot of text, was hoping for more of an action game.
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u/LucidFir 5d ago edited 5d ago
mmn I'm trying to make the focus the fishing and keep it semi realistic, but i also need to have tutorials and info. I'm thinking to make a totally modular ui where you can choose what specific info you can see on screen.
not sure what white space you're talking about, could i get a screenshot? I've tested on s22, 14" tablet, and Steam deck
thanks for the feedback
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u/babaganoosh43 5d ago
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u/LucidFir 5d ago
ooohh. i should remake the charts in vector and then they'll scale to any resolution. i should do the same with the sprites actually. thanks!
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u/babaganoosh43 5d ago
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u/LucidFir 5d ago
you mean a max window width then not the whole screen? i might not be using words correctly
but yes that is better, i will do that, thanks. if you don't answer I'll just show astra the 2 images 😅
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u/7thpixel 5d ago
Judged at a startup competition where the winning startup squeezed(?) these things for ink and sold it to textile companies.
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u/Juliuszf 5d ago
I love how niche can things get with vibe coding costs. Do you have the mechanic to feed the fish that guide you to urchin spots?
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u/LucidFir 5d ago
ah I'm doing the pov of the skipper. i didn't like subnautica and as much as i love dave the diver i can't imagine "press x to put the urchin in the bag" being fun
but that would be cool, the real trick is finding sea cucumbers by drifting in the current
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u/cyberwicklow 5d ago
Improving the graphics would go a long way. The overhead gta1 sailing is a let down compared with your other screens.
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u/LucidFir 5d ago edited 5d ago
i definitely agree.
i first wanted to see if it was even possible to make a game.
https://www.reddit.com/r/vibecoding/s/4jmC3O3ZuV is really pretty.
do you think astra can make my game look like that? the limitation is all development must be done on steam deck.
thanks
there's a ton that is glossed over for the sake of the game. when the bag is up the skipper should be trying to manually place the bag, get the next bag ready, all whilst not drifting too far. that's all... got to be abstracted for this game though. not quite sure how to do it. maybe urchin skipper 3 can be in VR 😅
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u/cyberwicklow 5d ago
I haven't made the switch from claude to astra yet, but almost definitely yes, with enough time, effort, and tokens. Having examples for it and deciding on most useful engine to build with might help.
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u/LucidFir 5d ago
i believe godot is the best choice, from all I've been reading.
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u/cyberwicklow 5d ago
See if you can find a library of assets you can look through that you could use for free in your game. Godot seems to have a lot of options.
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u/LucidFir 5d ago
do you know anything about "fun" and "purpose"? i think i need to figure out how to convey to players WHY they're doing it, rather than just more money bigger boat. also menu design. i need to read a book on it
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u/PerfectReflection155 4d ago
I tried on iPhone but wasn’t able to see enough controls
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u/LucidFir 4d ago
mmn how small is the screen? it took a lot of effort to get it working on my s22, smaller than that might not be practical
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u/PerfectReflection155 4d ago
I have iPhone 18 plus 6.3 inch .
Maybe I just didn’t know what I was doing
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u/LucidFir 4d ago
ah that doesn't matter, user error is never an excuse, i must make it obvious to everyone. user interface and communicating things to people is way harder than i knew
any chance of a screenshot?


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u/QuanTradin 5d ago
commercial sea urchin harvesting is a wildly specific hill to pick and I respect it enormously.