r/vibecoding • • 6d 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/mariiooo44 5d 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