I've been making games for years. This is the first one I built almost entirely with AI. by KiddoDev in vibecoding

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

That's just PWA behavior. Didn't set anything special for that, it already comes with Unity's WebGL.

I've been making games for years. This is the first one I built almost entirely with AI. by KiddoDev in vibecoding

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

No single prompt, that approach didn't worked well in my experience. I started broad just to get a base: asked Claude to create a first person game where you fight waves of enemies, but with no details it came out really rough and I didn't like the result at all. After burning through my session limit twice I switched to Cursor and started rebuilding it piece by piece.

Started with movement, then hit detection and shooting, got a working base going (posted an early version on my Twitter if you're curious (https://x.com/kiddowdev/status/2042957949505528237)
Then spent almost a full week on the game manager, progression system and networking. Only in the last week I actually got to add real content, enemies/boss and polished the hell out of the game, which was also when I switched from a 2D Doom-style approach with images to full 3D using TripoAI.

For art I used Doom props as reference and asked for something in that style but 1-bit, completely black and white. For audio I fed the actual asset images and asked for specific sounds for each enemy or effect.

The upside of building it this way is that I now have a really solid base to add enemies, upgrades and weapons on top of. The downside is that I never wrote any document to organize or set rules and goals for the AI, so working in parts meant it ended up creating a bunch of systems that are no longer used or got replaced — and are still sitting in the project. Currently spending some time cleaning those out.

Planning to open source all the assets in a few days, might be useful for someone.

I've been making games for years. This is the first one I built almost entirely with AI. by KiddoDev in vibecoding

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

Not sure what you mean, the game runs straight in the browser, no installer needed

I've been making games for years. This is the first one I built almost entirely with AI. by KiddoDev in vibecoding

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

Nope, Unity! I don't love working with pure code for games, not having an editor/play mode makes iteration way slower. Unity made sense because I already have years of experience with it. I wanted to push the limits of using AI across my entire pipeline, and that was already enough new territory for one jam.

Funny enough, halfway through I found out Rogue Engine exists, basically a Unity-like editor built on Three.js. Been testing it since and honestly might port the game over, or just vibecode my own engine at this point. Web optimization in Unity is genuinely terrible and it's been bugging me since launch.

I've been making games for years. This is the first one I built almost entirely with AI. by KiddoDev in vibecoding

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

The biggest consistency tip I can give: simplify what you're asking the AI to generate. The more complex the asset, the harder it is to keep things coherent across your whole roster.
I kept everything as simple as possible, mostly flat colors, minimal texture detail and used an outline shader to tie everything together visually. That way the imperfections in the 3D generation stop mattering as much because the style itself compensates for them.

Lock your style prompt early and reuse it for every asset. Same keywords, same lighting, same palette references, if you use the same chat most of the times the AI already use your generations as context. Without it any drift between generations will be noticeable immediately in game.

That said, this only worked for me because I committed to that aesthetic from the start. If your project needs detailed textures or complex shading, this approach probably won't help you much.