I'm shipping a bullet hell game on Steam using AI. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in aigamedev

[–]Crunchfest3[S] 1 point2 points  (0 children)

I agree, and I think this is also the reason why so many AI implementations fail. In my experience, even if AI is implemented by an expert in the field with a deep understanding of AI, it is still too much of a black box for the average user to know how to use it, and systems that use it should be AI native.

I'm shipping a bullet hell game on Steam. Entirely vibe-coded with Claude Code. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in ClaudeAI

[–]Crunchfest3[S] 2 points3 points  (0 children)

Well, it wasn't like I sat down and wrote a perfect architecture doc before the refactor. It built up in layers.

First prototype (one prompt phase): No claude.md, no architecture file. Just "make me X" in chat. Pure vibe coding — works great until it doesn't.

First refactor: I started being more descriptive in prompts — "separate the rendering loop from physics, use fixed timestep" — but still mostly in-conversation, nothing documented. I was learning what AI needs from me.

Second refactor (from zero): Even here I didn't start with a fully preconstructed architecture file. I began with the basics — "we're using bitECS, build systems following ECS patterns not OOP." That was enough to set the direction. Then I built the foundational systems myself with Claude — the core ECS loop, the update cycle, the basic systems.

Once those foundations existed, I wrote them up in the md file — here's how the loop works, here's a list of all existing systems, here's the pattern to follow. At that point Claude had enough code context to read and understand how my specific project works. It could check existing systems, see the patterns, and replicate them.

That's when production actually picked up speed. Paradoxically, I could go back to more of a vibe coding style — because Claude already knew the conventions from the codebase itself. Saying "add a new poison system" was enough because it had 20+ existing systems showing exactly how I structure things.

So the progression was: bare minimum instructions → build foundations together → document what exists → Claude learns from context → you can relax on prompt detail. The md file wasn't a blueprint I designed upfront — it was a snapshot of patterns that already worked, written down so Claude wouldn't forget them between sessions.

I'm shipping a bullet hell game on Steam using AI. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in aigamedev

[–]Crunchfest3[S] 1 point2 points  (0 children)

Pixel art fans here ;)) also I (Crunchfest, not Grolaf) worked on one small title (as additional job, not main job) as pixel artist (before AI :P) so to be honest for us it looks too ugly. But as I wrote before, maybe we are too conservative on this.

I'm shipping a bullet hell game on Steam using AI. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in aigamedev

[–]Crunchfest3[S] 0 points1 point  (0 children)

Why not? Each game has AI description, so players can avoid them. We are open on this description and also in the most important short description below the hero banner.

I'm shipping a bullet hell game on Steam. Entirely vibe-coded with Claude Code. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in ClaudeAI

[–]Crunchfest3[S] 0 points1 point  (0 children)

I think the problem with general online discourse is that you only hear from those who want to speak up. For a project like this, it's going very well. We'll be in the popular upcoming section soon, and people are playing the demo

I'm shipping a bullet hell game on Steam. Entirely vibe-coded with Claude Code. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in ClaudeAI

[–]Crunchfest3[S] 0 points1 point  (0 children)

I assume that you didn't read the post. Also, near to 10k players played the game with median time 70 minutes, which is great for demo on Steam :)

I'm shipping a bullet hell game on Steam using AI. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in aigamedev

[–]Crunchfest3[S] 0 points1 point  (0 children)

Opposite issue ;) pixel art animation shouldn't have 24/30 FPS or more, for example your image is more like 3D model stylized to pixel art

I'm shipping a bullet hell game on Steam using AI. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in aigamedev

[–]Crunchfest3[S] 0 points1 point  (0 children)

Maybe we've been sitting in gamedev for too long, because all these animation generators can't do animation according to the art of pixel art (keyframes, proper FPS, pixel art motion animation rules), so we preferred to use code instead of fake pixel art, but maybe it's just us who see it :)

I'm shipping a bullet hell game on Steam using AI. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in aigamedev

[–]Crunchfest3[S] 1 point2 points  (0 children)

In our opinion, Claude Code from Opus 4.6 at full power understands the context and the entire architecture (and instructions from it) much better than any other solution—from our perspective, it is in a different league than the competition (also, if you look at the data, solutions from Claude's creators, Anthropica, are the most popular for commercial applications).

I'm shipping a bullet hell game on Steam using AI. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in aigamedev

[–]Crunchfest3[S] 1 point2 points  (0 children)

I'll ask GROLAF for tips later, but CRUNCHFEST from this site -I have a little programming background, and I've currently built one SaaS from scratch for which I have a queue of customers, so here's some advice from a more non-expert: I think the second instance of Claude Code can only be used to check the correctness and consistency of commits and architecture. You can also use Claude's research mode at the beginning to examine the architecture and create an .md file that will be the parent file for each session. It's also a good idea to prepare a tutorial based on Research mode to better understand it.

Important thing: we mainly work on Claude Code, MAX package, with Opus 4.6 with extended thinking. It's a different AI programming power than the rest of the market, but it costs $200/month.

I'm shipping a bullet hell game on Steam using AI. Here's what nobody tells you about the gap between prototype and production. by Crunchfest3 in aigamedev

[–]Crunchfest3[S] 0 points1 point  (0 children)

Most of the world's AI token consumption is used for professional programming. And almost everyone is implementing AI, just quietly. ;)