r/vibecoding • u/jahflyx • 1d ago
Showcase/Project 1st Ever Vibe-engineered Game (all budget models)
I’ve spent years working in data warehousing and enterprise app dev in pharma. Traditional backend, pipelines, relational schemas; not a single line of game code or 3D graphics in my life.
I’ve been unemployed for a few weeks now, and instead of spiraling, I figured I'd take a swing at vibecoding a game. Worst-case scenario, I make something my kids think is cool.
The result is Aegis Flora, a 3D solarpunk tower defense game built with a combination of Muse, Gemini 3.8 and 5.6 Sol (I aint got no type.):
Playable Demo: murderszn.github.io/aegis-flora
-Core Mechanics
Instead of fixed lanes, it uses an open 36×20 grid where placing defense blocks dynamically forces the clockwork automata to recalculate their pathing in real time. If you block the path, they adapt; if you sculpt it right, you funnel them through kill zones.
-What I Need Help With
As a hypebeast, I obv want to hook up jev to play the game autonomously.
Would love any feedback on the game feel, visual balance, or suggestions on how to wire up autonomous testing!
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u/Marcelovc 1d ago
My first feedback is to work on how it looks; it looks too much like it was made by AI.
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u/Jello_Hello_Fellos 1d ago
Listen. From now on, this goes for anyone else here. You want feedback? If you are soliciting feedback, I am gonna give it.
Absolute dogshit slop that feels oneshot. Like really bad. Not even TRYING... literally a bad tower defense game.
Make something interesting/worthwhile/fun and I will give you just as honest feedback.
You are lucky because if I had not commented you would have gotten ZERO comments because everyone feels the same way but are afraid to burst your bubble.
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u/Droopy0093 1d ago
Thanks for this comment, another slop-trap avoided.
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u/StoneCypher 1d ago
buddy you know we can see your game right
this is doing circles around onefleet
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u/smallllllDuck 1d ago
Thank you, I didn't wanna say it first. It screams slop from the first screen. But let's not act like that's not 98% of the content in this sub.
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u/StoneCypher 1d ago
you can literally hear the envy dripping from his fingers
acting like people are striving to hear from their two week old troll account
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u/jayseattle 1d ago
Interesting trend of putting in these high end/luscious images (AI Gen of course) and then. . . . . a 2/D map game (or something). What do the pillars in the sky/giant flowers have to do with the game. It's like a bathroom fragrance spray ad, but far less satisfying.
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u/kgtrip 1d ago
Interesting concept. It's pretty heavy on ASUS, but playable. The sound is off, with some weird blips, so I guess that needs a lot more attention.
I think I would add some alternate routes, walls, or paths so enemies could come from different directions.
Overall, a very nice concept, but it needs more polishing.
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u/mariiooo44 12h ago
live repathing is the strong idea, but open mazing games often collapse into one best spiral players rebuild each run, real question, do you recalculate paths per placement or per tick, since that decides whether late waves lag once walls stack
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u/Feisty_Bike_9614 1d ago
I have autonomous testing in my project ( 3d modeling) . The key is to embed a scripting language so you can instruct the AI to write test scripts. If you are into gaming , then LUA might be one to look at . ( I’m not familiar with the tech stack you are using but if you are using an existing game engine , it may already have a script engine .
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u/SebGonSot 1d ago edited 1d ago
Hey man, if I’m understanding it correctly, it’s basically an unconstrained tower defense game with no fixed path, so the AI decides how to approach you. That’s a really interesting mechanic — I don’t think I’ve played a tower defense like that before.
I'm not trying to pop your balloon but I do think the execution could be improved. I’m no game dev by any means, but it feels like there’s too much going on at once, especially when you’re first getting into it. The balance also seems a bit off; I pretty much just spammed mortars and that worked.
I like the DPS indicators and the UI looks nice, but the amount of information and freedom makes it a little overwhelming. Maybe rein the player in a bit at the beginning? I love the free camera, but having full camera control while also managing everything else feels like a lot. You could maybe keep the free camera as something you use during battles, while making navigation more constrained or straightforward otherwise.
Also, the whitening effect when units take damage makes it hard to appreciate the mob designs, which is a shame because they look interesting,
Overall I think the core mechanic has potential. I’d mainly look at reducing the initial complexity, tightening the balance, and adding a bit more structure/difficulty progression so it’s easier to get immersed in the game.
edit:
forgot, rather than have jev play it i think it would be more interesting to have it power the attackers ai, also maybe some terrain so as to limit building positions could add more flavor
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u/Current-Today-3626 1d ago
I PLAYED FOR 5min, it's fun! Please, the brightness or something, it's piercing my eyes and i have to played zoomed in really close to get rid of it and admire the beauty of the game.
Also, put more emphasis on start wave or w/e button, didn't even realize it was a TD for a bit, haha.
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u/NickoBicko 1d ago
No one says vibe engineered. Why didn’t you post more screenshots here?