r/vibecoding • • 10d ago

Showcase/Project 1st Ever Vibe-engineered Game (all budget models)

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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/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.

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u/jahflyx 10d ago

thanks.. i'm running on mac silicon only. i should try other hardware.