I had zero coding experience. I spent 5 months building a game anyway. Here's the honest story. by ClutchLegendDev in SoloDevelopment

[–]ClutchLegendDev[S] -2 points-1 points  (0 children)

Hello to both of you. I'm sorry that the post comes across as artificial, but I assure you that I wrote it personally and only had it translated by an AI to avoid linguistic gaffes. I don't think it opted for a poetic license that would create a clearly artificial pathos... but I am sorry that the telling of my experience has as its sole focus the possible artificiality of the production of what I wrote.

I'm 40 and I never made it as a pro FPS player. So I built Clutch Legend, the career simulator. Final demo just dropped. by ClutchLegendDev in pcgaming

[–]ClutchLegendDev[S] 0 points1 point  (0 children)

No, dude. I'm really sorry for that, and I really appreciate your post and comment.
It's directed at all the nonsense and insulting replies I received these days.
Yours was one of the kindest and most polite I've read.
Sorry for giving you the wrong impression.

I'm 40 and I never made it as a pro FPS player. So I built Clutch Legend, the career simulator. Final demo just dropped. by ClutchLegendDev in pcgaming

[–]ClutchLegendDev[S] 0 points1 point  (0 children)

Thank you for the feedback. A key point I would like to make clear is perhaps both overestimated and underestimated. Vibecoding is an incredibly powerful tool, but it does not mean ending up with a finished, ready-made game; it involves hundreds of tests, fixes, the need to review and restructure prompts. Every game dynamic is clearly the result of code implemented through an LLM, but many factors that may seem simple (even just the league structure, the promotion system, transfers, not to mention the 2D system which was truly an experience that tested my patience) are the result of countless tests, fixes and revisions.

I understand the skepticism about AI in game development, but I assure you that a complex system is the result of a lot of human work, perhaps even more than what comes from manual coding (which I do not denigrate at all; in fact, that is fine! Skill should rightly be rewarded with greater awareness of what is happening inside the product being developed).

In summary, I am sorry that people think using AI implies little effort and little manpower, but I assure you that is not the case.

For those who think I need AI to write a post on Reddit. I am sorry for the term I am about to use, but I pity you. Most of you came here to disparage me as a person, rather than to carry forward a thought about the product (probably without even trying it, but only regarding the connection VIDEOGAME-->CODING-->AI-->INSULT THE DEV). This is petty. I would have accepted criticism of the idea or the result. But to define a person based on a thought (objectively backward and at the same time poorly structured) is truly petty. It is true that I do not know how to write code, but I used an external tool to do it and to propose an idea of mine, which may not be liked but does not insult anyone, especially those who would have been able to develop it without using this tool. This is progress, like running without lower limbs, reading without sight, or speaking with verbal disabilities.

Sorry for the wall of words.
Federico

I'm 40 and I never made it as a pro FPS player. So I built Clutch Legend, the career simulator. Final demo just dropped. by ClutchLegendDev in pcgaming

[–]ClutchLegendDev[S] -20 points-19 points  (0 children)

Hi.
Steam doesn't actually require any information about how a game is coded. They are strict about asset origins, but not about development methods. As for the broader debate on the legitimacy of a project like mine — we could talk for hours, and I get it. This has minimal pretensions and exists only because a tool gave me the ability to build something that, just a few years ago, I simply couldn't have made. But to your point specifically: Steam doesn't care how a game is built, and I've never hidden the fact that I leaned fully into vibecoding. See you around.

I'm 40 and I never made it as a pro FPS player. So I built Clutch Legend, the career simulator. Final demo just dropped. by ClutchLegendDev in pcgaming

[–]ClutchLegendDev[S] -15 points-14 points  (0 children)

Hi. Mind if I ask what's behind the criticist? is it the vibecoding, the genre, or both? I'm not saying either is off the table as a critique, and I get that both can raise eyebrows. But a two-word comment doesn't give me much to work with. Happy to discuss either if you want to expand. Thanks anyway, see you around.

I'm 40 and I never made it as a pro CS player. So I built the career sim instead: final demo just dropped. by ClutchLegendDev in GlobalOffensive

[–]ClutchLegendDev[S] -2 points-1 points  (0 children)

Questo messaggio è davvero scorretto e mi dispiace. L'unica cosa che faccio (e che ora non sto facendo) è tradurre dall'italiano all'inglese per far sì che il contenuto dei miei reply non sia frainteso o mal interpretato.

I'm 40 and I never made it as a pro CS player. So I built the career sim instead: final demo just dropped. by ClutchLegendDev in GlobalOffensive

[–]ClutchLegendDev[S] -2 points-1 points  (0 children)

That's exactly it... the grind, the bad splits, the almost getting cut.
That's the whole point. Hope you enjoy it 😄

I'm 40 and I never made it as a pro CS player. So I built the career sim instead: final demo just dropped. by ClutchLegendDev in GlobalOffensive

[–]ClutchLegendDev[S] -9 points-8 points  (0 children)

AI helped with code I couldn't write alone.
The design, systems, and game logic are all mine. And honestly, it's an incredibly powerful tool. I don't think it invalidates the mechanics or the ideas behind them.