My concept, my guidance, and Gemini Flash doing the work. Took about 4 hours and 50+ conversations with Gemini.
Big Kudos to Gemini Flash (since 3.5 and later), because I have had great success with it on many projects.
My concept, my guidance, and Gemini Flash doing the work. Took about 4 hours and 50+ conversations with Gemini.
Big Kudos to Gemini Flash (since 3.5 and later), because I have had great success with it on many projects.
Feedback: Consider playing with the physics of the plane depending on your pitch, so that some parts of some levels might require you to deliberately pitch down for a few seconds to build up some "stored speed".
There's probably room for improvement, but it's already enough fun that I can play it for several minutes at a time.
Now I'm trying to decide if there's anything else of value to add - without making it too much of anything. I think I'm about finished now.
This is the essence, AI is a super power, the world is ours
Don't me overdramatic. The guy who made Flappy Bird did it in a weekend without AI. A simple game like this wouldn't be difficult in any modern framework. That it can be vibe-coded in less than a day isn't really much value.
(Regarding the parting shot, I find myself once again, for the numerousth time, reminded of this curious lobsters comment that I'm having difficulty forgetting: https://lobste.rs/s/omq8rt/vibecoding_gets_emacs_patch_rejec... - perhaps not quite entirely directly germane here, I don't think, but, still, somehow, not quite entirely directly not.)
Overall it feels like an OK prototype but I agree it needs more polish.
That said, HN is traditionally for sharing code with the community. Maybe for AI submissions people should share their prompts? I don't know. I'd ask to see the code but since you didn't write it you can't really discuss it.
Brusque but not inaccurate, Welcome to our future I guess.
hydropax•4d ago