I've wanted to get into NES homebrewing for years but found it difficult to get started. Eventually I vibe-coded a language specifically designed to build NES games, but then fell down the rabbithole of designing that language and the compiler, instead of building games. Typical.
I was able to produce a few (very) "low effort vibe-coded games that completely defeat the point of learning to work and be creative with limited hardware", but along the way I was still able to learn how to build a compiler to be creative with limited hardware for me. And that was fun.
I'll never make anything 1/1000th as impressive as the games passionate hobbyists have made over the years, and I don't think we're even building the same thing, conceptually. For me, vibe-coding the game (and the language, and the compiler) is the game itself.
My favorite thing to come out of it is https://imjasonh.github.io/playground/nes-player/?rom=subway which is a RCR clone set on the NYC subway, complete with realistic routes, schedules and transfers. There's no "point" to it really, just go from place to place punching dudes.
But that's the thing: the things made with genAI are mostly interesting to the prompter only. Everyone is making custom one-off software that has one developer and an install base of one.
I took a glance at your game and Kunio fighting endless Kunio clones looks boring to me. I guess the realistic NYC subway angle might be interesting but it's not obviously an interesting game mechanic.
Vibe all you want, but don't expect others to be as enthusiastic of your own vibe as you are yourself.
I was able to produce a few (very) "low effort vibe-coded games that completely defeat the point of learning to work and be creative with limited hardware", but along the way I was still able to learn how to build a compiler to be creative with limited hardware for me. And that was fun.
I'll never make anything 1/1000th as impressive as the games passionate hobbyists have made over the years, and I don't think we're even building the same thing, conceptually. For me, vibe-coding the game (and the language, and the compiler) is the game itself.
https://github.com/imjasonh/playground/blob/main/nescript/RE...
My favorite thing to come out of it is https://imjasonh.github.io/playground/nes-player/?rom=subway which is a RCR clone set on the NYC subway, complete with realistic routes, schedules and transfers. There's no "point" to it really, just go from place to place punching dudes.
I took a glance at your game and Kunio fighting endless Kunio clones looks boring to me. I guess the realistic NYC subway angle might be interesting but it's not obviously an interesting game mechanic.
Vibe all you want, but don't expect others to be as enthusiastic of your own vibe as you are yourself.