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I was toying with a DragonRuby game a while back, and did something like that. But DR also comes with recording reproducible playbacks, screenshotting etc. built in, couple hot reloading and easily being able to inject code into the running game, and it was great putting in place instructions so the agent could run the game fully and show off things for me in addition to allowing it to test things. I think we'll see more and more frameworks built to enable this - it's nice for human development, but it really pays off when you're working with an agent to have everything nicely runnable from a CLI and fully introspectible.
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I do the same :-)

I have an offscreen screenshot path, as well as a CLI arg for world pos/camera view vector, and scripted benchmark runs with a simple text-based input format that has rows of named segments of n game ticks length with control inputs per segment. Use that extensively for A/B testing of visuals and performance while working on the game code.

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Would you mind sharing a link to some of these casual games? I ask cuz I'm also interested in how vibe coding can make game development easier.

We had such a vibrant indie game scene when Adobe flash was about and since then nothing's really touched that level of ease of development. I think vibe coding is the first tool that actually exceeds it.

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Search for #vibejam on X, there’s a contest running right now with lots of people sharing their dev experiences.
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Since you cannot seem to be able to share the url: https://x.com/search?q=%23vibejam&src=typed_query

And for those of you: https://XCancel.com/search?q=%23vibejam&src=typed_query

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> It takes no time to include all this

In some cases it does. Which engine?

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