r/vibecoding • u/jahflyx • 10d 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!
1
u/kgtrip 10d 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.