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DOOMscrolling: The Game
- lif 1y agoa good start! (reminds me of a simpler, bullet-hell variant of absolute legend "Doug Dug")
- keyle 1y agoClever idea, this is why indie games are so fantastic. They explore ideas that no studio would touch, until...
- galuggus 1y agoI used ai to make a simple game for a hackathon: you are an ai gathering training data its a bit like warioware with an extremly annoying soundtrack https://vibeware.vercel.app/ https://vibeware.vercel.app/ came 2nd! thanks claude
- miek 1y agohahaha this is so good
- LelouBil 1y agoIt's really cool ! How many games are there ? (Also I was dissapointed that double-tapping the picture for the Instagram one didn't work..)
- galuggus 1y agotheres about 15-20 games you can add your own! I put it together quite quickly for @levelsio vibe coded games competition https://x.com/levelsio/status/1915127796097290534 https://x.com/levelsio/status/1915127796097290534 originally it had levels and bosses but The code got too messy. I'm thinking about coming back to it and adding some more games. I don't use instagram or any social media actively so didn't know about double tap! will add it to the todo list.
- KaushikR2 1y agotptacek spotted
- galuggus 1y agowhat does this mean?
- tptacek 1y ago(Someone emailed me about this). I assume it's a weird barb about a blog post I wrote about coding agents a couple months ago.
- likpok 1y agoOne of the minigames in the game is "upvote post". Your username is the username of the post. I have no idea what the content of the post is, it went by too quickly for me to read it.
- doublerebel 1y ago4242 ;_; Also those aren’t fire hydrants
- quietfox 1y agoWow, that was stressful, good job!
- klipklop 1y agoPretty fun. I enjoyed.
- masswerk 1y agoProof for there being still some pretty simple ideas to be explored. – Well done.
- stevage 1y agoIt is absolutely wild seeing people who do not know how to code building and shipping computer games. This kind of language is fascinating/terrifying: > I assume doing all this computationally is more processor-intensive than using pre-rendered monsters, but it’s very smooth for me on both desktop and phone, so it must not be too intensive. I guess I’ll hear from people if it’s choppy on their device. I think the nature of our profession as coders is in process of shifting very rapidly, from "write code to do something useful" to "write code to do something useful, better than I could vibe code myself". Feels like the painful transition when professional photographers started having to differentiate themselves from whatever people could do with their own phone. On the other hand, as someone who can code in certain domains (web, maps), I could definitely see myself vibe coding as a way to quickly create something in a domain where I have no expertise (eg, Unity).
- enobrev 1y agoIn theory, I'm a fan of it. I think getting a working mock-up as a demonstration of an idea is far better than building something from a few napkin sketches and then iterating while we close in on the original vision. As for my own work, I just spent a couple hours this afternoon in a back and forth discussion with claude code, asking it to mock up a UI for me before "we" start building it tomorrow. It was just a mock-up, so I didn't require precision, but I was impressed with some tidbits that came along for the ride. Some things it did without me asking * Mock data for the lists and pages in json format, so I could easily add records to it for different scenarios * Working navigation between pages, including modals * Working progress bars and timers * Working list sorts and filters * Toasts for functionality that was beyond the scope of the mock-up ("sending email to author of post" or "banning user") * Not-half-bad animations and transitions between pages, screens, modals, etc * A responsive layout that worked better than expected on mobile and desktop * Some ideas I hadn't considered, that we then expanded upon I would have mocked this up for a client, but not for myself. It's quite nice to have a working html / javascript / css mockup to play with while I flesh out my own ideas - with a benefit that I actually fully understand the output and can tweak it myself as needed.
- conception 1y agoThe Photographerizationing of software engineering has come.
- p1necone 1y agoYou may not be able to code, but the fact that you identified the need for asset editor tooling ("lab") entirely on your own, and built and used it successfully tells me you'd probably make a great engineer. You also invented a movement control method I have never seen before - please keep making games.
- chamomeal 1y agoGame is actually pretty fun, too!
- mananaysiempre 1y ago> I had ChatGPT build labs with sliders that I could adjust to decide how I want things to appear, instead of getting frustrated with the chatbot. Your very own Steve Jobs Roll Your Own Calculator Construction Set[1]. (It is of course very common to do all sorts of game art using ad hoc parametric stuff like this, I just find the similarity amusing.) [1] https://www.folklore.org/Calculator_Construction_Set.html https://www.folklore.org/Calculator_Construction_Set.html
- ironicsans 1y agoThis 100% occurred to me as I did it. I may not be a coder but I did read the Steve Jobs biography.
- mananaysiempre 1y agoI actually haven’t :) But I did read the Macintosh stuff on folklore.org and I find it fascinating. (Read it several times, in fact, as it makes for very good procrastination...)
- shafoshaf 1y agoIt reminds my of this scene from ST:TNG [https://www.youtube.com/watch?t=22&v=VddS5IWxHd8&feature=youtu.be https://www.youtube.com/watch?t=22&v=VddS5IWxHd8&feature=you...]
- forbiddenvoid 1y agoReally nice. Cool mechanic. I wish it was a little bit harder, though. At 2000m, I just sort of got bored, because the weapon was so powered up that all of the enemies died instantly.
- bobmcnamara 1y agoThis is awesome! Finally camped by the health and was rewarded with...one health. Kept hoping the +spread would shoot closer to down.
- Dilettante_ 1y agoWould love an option to adjust the "mouse sensitivity", and flicking(is that the right term? I mean that the momentum from scrolling continues even if you lift your finger from the screen). Right now movement feels a mite heavy, I'm scrolling like three times as much as I'd find comfortable. Aside from that, this might become my new favorite time waster of the week.
- deadbabe 1y agoCool, but I came across a headline for some reason about Charlie Kirk and wondered what the hell that was about, I left the game shortly after.
- derektank 1y agoThis is mentioned in the piece, it's a further play on the idea of 'Doomscrolling' "I was pretty happy with the game and ready to share it. But then at the last minute I got another nagging idea in the back of my mind: What if it was somehow more like actual doomscrolling? It would be easy to get an RSS Feed of headlines from a news site. Could I make them appear in the game as you scroll, in a way that felt integrated with the game?"
- tylervigen 1y agoBecause he was shot today, it was in the news, and the game pulls a live feed of news articles via RSS to simulate doom scrolling.
- felineflock 1y agoAm I the only one who finds in bad taste to use "Epstein victims demand release ..." in the game? Is rape and pedophilia already normalized and I didn't notice?
- p1necone 1y agoThe game is just pulling news headlines - specific text isn't being intentionally included.
- tylervigen 1y agoIt’s a live RSS feed of New York Times articles.
- mitkebes 1y agoIt pulls news headlines via RSS feed, so the developer didn't intentionally put that headline in the game.
- giveita 1y agoOut GTAed GTA
- ozgrakkurt 1y agoIt is a part of life, why shouldn’t it be in games? Does it cease existing if you don’t see it?
- jaynetics 1y agoMaybe the game should have a kind of "trigger warning" on its start screen, telling you that it incorporates current news. Not everyone will read the blog, and few people click the "about" button before trying a basic game.
- cubefox 1y agoKind of concerning what a non- programmer can do with vibe coding... On the other hand, it's somewhat reassuring that the game is clearly missing scroll inertia/momentum. I guess he didn't yet get the language model to do it for him.
- dankwizard 1y agothank god our jobs are safe
- tedggh 1y agoThe author is not just a regular vibecoder. He’s a very talented artist. Most people will be creating unengaging, boring and tasteless apps and games with AI.
- cubefox 1y agoBut that's something coders have in common with vibe coders: most of them are bad artists.
- giveita 1y agoGreat game! I like the share button copying to clipboards ha ha.
- btbuildem 1y agoLava is a nice touch. And the backscroll feels like a cheat code tbh
- jama211 1y agoCool!
- pbd 1y agoFinally, a game that accurately simulates my daily productivity. I open it intending to play for 5 minutes and somehow 3 hours later I'm still there, having accomplished nothing useful, with a vague sense of dread and the feeling that demons are chasing me. The verisimilitude is uncanny.
- wilson090 1y agoLove to see that people are able to create games without technical barriers. Being able to bring your ideas to life is such a powerful thing and it's great that more people can experience that
- hodgehog11 1y agoThat was a lot of fun, and far too addictive to play on a weekday! I feel like you are forced to get the power upgrades at first to get past the larger roadblocks before the fire wall hits you, but maybe this is avoidable if you're fast enough.
- riffraff 1y agoThe game Is genuinely great even tho I think there's something off with the slide sensitivity. Also, this is the first time I'm genuinely impressed by some LLM coded output, bravo to both you and chatgpt.
- alterom 1y agoThis is a genius little game. Haven't had this much silly fun since Captain Comic days.
- fmbb 1y agoThis reminds me of the old Mac shareware game BOOM, which is a (very well made) Bomberman clone with Doom assets. I would recommend anyone who likes Doom or Bomberman to try it!
- keyle 1y agoThanks! FYI https://silverweed.github.io/boom/ https://silverweed.github.io/boom/
- phplovesong 1y agoDamn this hit me in a weird spot. The game looks fun, but the fact that you said "i cannot code" and managed to pull this off with sloppy ai is really scary. I know this is just fun and games, but i cant even start to imagine what the code is like.
- w4yai 1y agoSpoiler : the code is not so bad
- 0xEF 1y agoI'm not here to defend generative AI (in fact, I'd say do not use it unless you already know the language/framework well enough to clean up the output) but we have got to stop arguing from a place that assumes humans don't produce sloppy code in equally alarming volumes. About half of my week is spend troubleshooting old legacy code for this or that industrial automation devices and PLCs, the latter being their own animal driven by ladder logic. Regardless if it's some firmware in C, some proprietary app pounded out in some ancient .NET version or just plane old PLC programming, the amount of times I have puzzled over what the heck the original programmer was thinking is mind blowing. Prior to moving into this position, I had no idea what the crufty greybeards meant when they were griping about spaghetti code. Now I do. Stepping back through someone else's work, often done with some kind of set-it-forget-it mindset because, for some reason, people create things and ignore that the environment will eventually change, is the biggest, dumbest headache. So dumb, that about a year ago, I start practicing things like writing firmware from scratch because just starting from zero turned out to be easier than trying to fix someone's old, convoluted mess. Most humans code crap. Some humans code very, very well and write beautiful, eloquent software as a result. Congrats to those in that crowd, but understand they are the minority. So, when we started feeding a stochastic parrot some code to teach it to do our work for use, we fed it garbage. And what happens when garbage goes in?
- DoughnutHole 1y ago> Most humans code crap. My biggest frustration with AI coding tools is that bad engineers are no better at judging the quality of AI code than they are at writing code themselves. So, their output has shot through the roof without an improvement in quality. The productivity of good engineers has gone up as well but good engineers tend to actually think about what their tools are doing, which slows them down. Bad engineers are now able to output more shit code than ever before. I feel like I’m watching my company building a house of cards in real time.
- 6510 1y agoI'm honestly impressed. I've seen many early games where countless concepts were tried (with mixed results) and you've found something entirely new with extra points for it's extreme simplicity.
- rogermungo 1y agoStrangely compelling. Nice idea
- bendoy 1y agoI just Doomscrolled 1878 meters and killed 3482 monsters. How far can you get? Great game! Few impressions of the gameplay - Way easier on laptop compared to mobile; the monsters still spawn at the bottom of the viewport so you can camp at the top much further away on a laptop - The game almost gets easier the more powered up you get. To make it more challenging you could consider speeding up the lava at the top
- lemiffe 1y agoI crashed it by dying at the same time as getting a 100-kill power up (chrome, iOS)
- alvaro_calleja 1y agoOMG this is a great game! Simple and addicting, congrats!
- wald3n 1y agoFun!
- rollcat 1y ago> Can a game work where all you do is scroll? Yes. MVP: <https://sc.rollc.at/ https://sc.rollc.at/>
- tedggh 1y agoI’m not impressed by ChatGPT writing the code for this game. The author has beyond average vision and taste. I’m excited to see what other creative little geniuses will be able to do when these tools get better and cheaper. I think creatively we are living a moment comparable to the introduction of portable 35mm cameras in the 1920s.
- svantana 1y agoThis game could have been made in a number of other no-code/lo-code environments, from Shockwave in 1995 to Unity visual scripting today. LLMs may enable more open-ended game design than those tools, but this game is not proof of that.
- plaguna 1y agoIs this inspired by Death by Scrolling, the upcoming video game by Ron Gilbert? https://www.grumpygamer.com/deathbyscrolling5/ https://www.grumpygamer.com/deathbyscrolling5/ Even the fire effect coming after you looks similar.
- dt3ft 1y agoI found a way to cheat. The fire which is meant to force you doom scroll actually disappears if you scroll down then back up. This means that you can just chill out in the “easy area” and get your powerups and kills. Scrolling down (doomscrolling) is not mandatory.
- rob74 1y agoYeah, a relentlessly advancing deadly wall of fire becomes much less scary without the "relentless" part... Another way of decreasing the difficulty is to enlarge the "playfield". I actually did that by chance, because my browser window is usually only half of my 4K monitor, so it's taller than wide. Because the monsters always start off at the bottom, you have much more time to shoot them.
- abk404 1y agovery cool. ik you built it with ai but do you have the code public ? Really want to check it out.
- ironicsans 1y agoYou can view source. It’s pretty much all in main.js
- ironicsans 1y agoHi! I’m late to the conversation and maybe this will be buried too far to notice, but as the person who made this game I’ve really enjoyed reading all the comments and thought I’d address some of them. In no particular order: * Yes the game is easier on taller screens where you can see more of the game at once. I considered making gameplay literally identical everywhere by scaling it or capping the size, but this way felt more in the spirit of real doomscrollable content, since web pages are taller on different devices. * The game is not inspired by Ron Gilbert’s upcoming Death By Scrolling, which I only just learned about and am relieved to see is not the same concept. But I’m a Ron Gilbert fan and can’t wait to play it. * Yes, you can cheat the Wall of Fire, as people noticed. It’s not constantly present. Once it’s a certain distance behind you (I think 20m), it’s not in memory anymore and won’t chase you. It only shows up again if you remain within the same 10m area (+/- 5m) for 7 seconds or longer. So if you move up and down enough, it won’t come. * A few people have commented about the scrolling speed and momentum. I actually worked on this, it wasn’t up to the LLM to decide. I had the LLM make a config file with parameters I could tweak for top speed, friction, momentum, acceleration, deceleration, etc., and played with it until I was happy with it on my devices. But I did play on a borrowed device and it had a slightly different feel. So it may feel different on your device or perhaps you just would have preferred different settings. I don’t know if an experienced coder would have written it in a way that is a better experience across all devices to begin with, or if play testing would have helped me identify cross-device differences I could still fix with vibe coding. * A little more behind-the-scenes because it seems like people here might enjoy more details: I set the sprite baseline for the first monster’s animation at the bottom so it would “bounce” properly, and this made it so the collision box wasn’t placed right because the code kept using the sprite bottom as the center of the collision box. The LLM had a really hard time understanding that the box should match the sprite and I spent a lot of time struggling with it. So for debugging purposes, I made it possible to reveal the collision boxes by typing the ! (exclamation point). I left that in and you’re welcome to toggle that if you feel like it. It also exposes the collision box for webs so I could determine how much they should overlap before getting caught in a web. * Another debugging thing: I needed to be able to trigger a weapon upgrade manually so there’s a hotkey for that. It’s not too hard to find but shhh no cheating. * Someone noted that this feels like “the painful transition when professional photographers started having to differentiate themselves from whatever people could do with their own phone.” I was a professional photographer working in NYC during the commoditization of photography and I 100% relate to this. “Why should I pay you $800 for a photo that my nephew can take for $50?” was the sort of thing we heard a lot. Photography hasn’t recovered. I successfully pivoted to video. * This isn’t my first vibe coded game or my first time on Hacker News. So if you found this interesting, you should sign up for my newsletter: https://ironicsans.ghost.io https://ironicsans.ghost.io Thanks everyone!
- auto 1y agoOnce I gave this sometime I actually enjoyed the concept quite a bit. I think it's a novel twist on the bullet hell genre, and I'm a sucker for single button/input style games. I'm playing on a mouse, specifically a Logitech G502 that I can "unlock" the screen wheel to be almost frictionless, which to me feels like the right meta for a game like this. Couple constructive criticisms: - Is there a pause button that I'm missing? If not, add one, I want to actually play this more but I need to be able to take breaks - The beginning is too easy. I'm biased as I like difficult games that encourage mastery, but I found myself dying early on runs because I was getting impatient with how slow the early progression is - I haven't played enough yet to know whether monsters eventually come from the top, but eventually they should, it would greatly increase the difficulty curve - Hitboxes feel a little meh, and don't seem to match the sprites - If there's sound, it wasn't working for me, which leads to... - Pump up the juice. You've got a great core loop, but you need the juice. One of my favorite game dev talks of all time would be perfect for you to watch and iterate with (https://www.youtube.com/watch?v=AJdEqssNZ-U https://www.youtube.com/watch?v=AJdEqssNZ-U) - Monster diversity. Again, maybe I didn't play long enough yet to get to newer monsters, but from what I can tell the only diversity is their looks, health, and approach angle. Monsters that are faster and incentivize different movement, or that shoot back at you, or blow up after shooting so you have to avoid, etc. I'll stop there, don't want an absolute laundry list. Keep at it, you've got a unique foundation, it'd be a shame not to polish it up!
- ironicsans 1y agoThere’s a pause button on the bottom right. Or just tap P.
- BizarroLand 1y agoMaybe add a charge meter that can fire a pulse weapon with a press of the spacebar after so many seconds of play. Unlock it later on in the game or something, idk. I played for about 300 monsters and it got boring.
- RankingMember 1y agoGreat job, the little articles caught me off-guard at first, excellent little addition.
- excalibur 1y agoI understand the legal reasons for not including it, but Doom music and sfx would enhance this game so much.
- hoppp 1y agoI read vibe coding and I click the back button. Genuine human effort is interesting, but if it's outsourced to Ai, anyone can just do the same
- deleted 1y ago[deleted]