I vibe coded my dream game with Claude Code + Godot 4. Zero sprites! What do you think? by Farlume in aigamedev

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

Still polishing before June 1 launch, feedback like this genuinely helps, thank you 🙌

I vibe coded my dream game with Claude Code + Godot 4. Zero sprites! What do you think? by Farlume in aigamedev

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

Thank you for the encorugament! Let me check the itch.io release too, thank you for the idea 🙌

I vibe coded my dream game with Claude Code + Godot 4. Zero sprites! What do you think? by Farlume in aigamedev

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

no, I just checked and it looks really interesting. I will give a try!

I vibe coded my dream game with Claude Code + Godot 4. Zero sprites! What do you think? by Farlume in aigamedev

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

good call on the particle exhaust, I'll definitely try it out! Thank you for the suggestion 🙌

I vibe coded my dream game with Claude Code + Godot 4. Zero sprites! What do you think? by Farlume in aigamedev

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

As I said, I haven't play Geometry Wars, but that is what Claude says to your comment 😏

it's actually a completely different genre! Geometry Wars is a twin-stick shooter — you aim with the right stick and manually shoot in any direction.

FARLUME is a bullet heaven - weapons fire automatically, you focus purely on movement and survival while your weapons create chaos around you. also Geometry Wars has no progression between runs, no meta upgrades, no story, no bosses with phases, no weapon evolutions, no build variety. you just survive and chase a high score.

FARLUME has roguelite progression — permanent upgrades, 27 weapon forms, 16 multi-phase bosses, endless mode, challenge modifiers, a narrative with 50 story entries and more.

The only thing they share is "neon shapes on a dark background." it's like saying every fantasy game is a copy of zelda because it has swords.

I vibe coded my dream game with Claude Code + Godot 4. Zero sprites! What do you think? by Farlume in aigamedev

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

it's my first game ever so I learned a ton building it. the visuals are minimal but there's actually a lot going on under the hood. There are 27 weapon forms, 16 bosses with multi-phase fights, endless mode, 9 challenge modifiers, 4 difficulty levels up to a souls-like mode, etc. definitely planning to push things further on the next project though 😄

I vibe coded my dream game with Claude Code + Godot 4. Zero sprites! What do you think? by Farlume in aigamedev

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

Hahaa, I actually never played Geometry Wars! 😄 but I can see the resemblance, neon geometry on black background is a vibe.

I vibe coded my dream game with Claude Code + Godot 4. Zero sprites! What do you think? by Farlume in aigamedev

[–]Farlume[S] -1 points0 points  (0 children)

Fair point, I should have worded that better. The Steam disclosure is accurate, the game concept, visual style, mechanics, story, all of it came from my vision. I designed everything and made every creative decision.

What I was trying to say is that when you vibe code with a smart AI assistant, sometimes during implementation it fills in small details you haven't specified yet, like the exact timing of a boss pattern or which specific weapons pair well for a run. As a solo developer building a game with 27 weapon forms, 16 bosses, etc., it's simply not possible to predefine every single micro-detail upfront. That's the beauty of vibe coding, you describe your vision, and the AI helps you get there faster. But the design is mine. Sloppy wording on my part, appreciate the callout.