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hmokiguess 6 hours ago

I saw the demo video, in all honesty, they felt really lifeless to me. The snowboard one was the one that most caught my attention but then the mechanics, and movements of the character, made it seem like it's really bad physics. Do you have a published game I could try rather than these demos? I'm curious

htdt 6 hours ago | parent | next [-]

Fair point, these demos are essentially raw single-run output, not cherry-picked or polished. The goal was showing the pipeline works end-to-end, not producing a finished game.

I'm planning to do a proper full game with more iteration and publish it as a playable build, not just a video. That should give a much better sense of actual quality ceiling.

lexicality 4 hours ago | parent | next [-]

Were those three games the best results you got? Only the bike one appeared to have an actual ... game to it.

The "Racing game" appeared to be a car following a set path with a freecam and there didn't seem to be any gameplay mechanics in the snowboarding one, just a physics entity wildly crashing down a hill with no consequences or score.

johncormick 2 hours ago | parent | next [-]

The year is 2050 and those are all AAA games.

4 hours ago | parent | prev | next [-]
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efilife an hour ago | parent | prev [-]

the comment you are replying to says the results were not cherry picked nor iterated over

chrisshroba 2 hours ago | parent | prev | next [-]

Can you speak to the total api costs to create one such game? Not looking for exact numbers but I'm curious if to create, say, that snowboarding game, it cost closer to $5, $50, or $500 in usage.

bgirard 4 hours ago | parent | prev [-]

I'd love to see the results of that. I think calling a single prompt iteration lifeless misses the point. It's like looking at a game that has had a few hours of development and saying it's bad. Games need iterations. Seeing your results as the first iteration is impressive. I can see follow-up prompts and custom tweaking get really good results!

Last summer I built a factorio-like automation game with older models and over time the game really started to take life.

raincole 3 hours ago | parent | prev | next [-]

These demos are far, far better than what I expect from one-shot-prompting. It's interesting how our expectations shifted though.

TacticalCoder 39 minutes ago | parent | prev | next [-]

> ... but then the mechanics, and movements of the character, made it seem like it's really bad physics

And when you realize that apps that are vibe-coded are to apps what the games here are to actual games, things get really worrying.

Oh well, back to my Claude Code CLI anyway but I know it's generating a huge amount of crappy code.

8note 2 hours ago | parent | prev | next [-]

i expect the point of the skill isnt that the end games are good, but such that claude can work on any part of the godot engine to help you make a game.

i do think LLMs need a physics skill though. very consistently they are bad at writing physics related code. at least without a lot of prompting and feedback

gedy 2 hours ago | parent | prev | next [-]

For what it is, it's amazing. The only issue I would have is the manager goons who would want a commercial game then shove something like this down dev team's throats to "be faster". I can imagine getting the professional polish all through prompts would be a trying experience (especially after not knowing what the code does because it's all generated.)

imadierich 3 hours ago | parent | prev [-]

[dead]