Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games
Users have created a diverse range of games on Rosebud, including top-down RPGs, AI companions, and 3D obstacle courses, all within a few hours and sometimes minutes. Here are some examples you can play and clone (to start your own project).
* Anime Jester Companion: https://play.rosebud.ai/games/ba438cc4-246e-432e-b170-4e1694... * Chat and Care for your Digital Puppy: https://play.rosebud.ai/games/f32a8159-7acf-4db6-a82c-70296f... * Sphere Sync (3D game: align the sphere with the right color): https://play.rosebud.ai/games/96dfd5e1-62d4-47d8-a3e9-11038c... * Basketball: https://play.rosebud.ai/games/a0e70622-e923-4517-8c1f-728dcf... * Neon Waltz Generative Art: https://play.rosebud.ai/games/e32bd12b-7cc9-4f9a-b385-42ae0b... * Chat with Deku from My Hero Academia: https://play.rosebud.ai/games/716fd998-aab6-4185-8375-85d9ee...
A simple way to think about Rosebud is ChatGPT + Midjourney + Replit. ChatGPT, because we give users a chat interface for this code editor so they can describe the game they want to make and generate game code; Midjourney, because we let users generate assets inside Rosebud, 2D and 3D, to be used in their games; And Replit, because Rosebud includes a browser based code editor that lets you deploy your game instantly.
Sometimes, users generate a code base from scratch via prompts. Often a simpler place to start is to modify (“clone”) an existing project on Rosebud. In both cases, we need to eventually convert user descriptions and modifications of the game into edits and changes to the codebase. To solve this problem, we had to experiment heavily with using LLM agents in production. Our agent framework tries to follow the instructions of user prompts by deciding when and whether to call upon a number of generative models (some for code generation, some for asset generation, some for character dialogue, and some for game ideas). It also must decide where to insert code snippets when it generates them. Often, a user is asking for ideas or something too vague, and our agent has to decide when to ask for feedback and clarifications.
Not surprisingly, if we impose more constraints, on both the programming framework and game genres supported, our agent will perform better. However, the constraints on the types of games users can make and frameworks we want to support also constrains how flexible our platform is. Balancing these two factors, we decided to only support browser-based, JavaScript frameworks and focus on supporting AI NPCs that use LLMs themselves for dialogue and actions. This allows us to create abstractions that enable the agent to alter the codebase more successfully and guide the creator towards a more successful experience. Furthermore, we found that our beta testers are very creative with making AI character based games, and the resulting game is usually fun for players.
How does Rosebud differ from Roblox, Unreal, or Unity simply adding a co-pilot? Incumbent game engines optimized their user-flow and ...
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[ 3.2 ms ] story [ 176 ms ] threadYou mentioned you've been working on a consumer gen AI product back in your YC batch 4.5 years ago, which was "pre AI-hype". Do you mind telling a bit more about your journey and pivot?
Regarding my path with Rosebud, it's such a long journey, I'd love to share. Going way back in 2017 I just finished up a PhD in Deep Learning from Berkeley and did the less usual thing of joining an early stage venture firm. I've always had to compartmentalize my creative work from my technical before. Once the first batch of interesting results in generative came out, primarily in the image space (cycleGAN, StyleGAN …etc), I realized that it was inevitable that most creative work can be changed completely by this research. Who gets to create, how easily they can create and even what is created will change dramatically. I just had very strong conviction on this. The only thing that was hard to predict was whether this was going to happen in the next 2-10 years. Regardless of the uncertainty in when this was going happen, I knew that I wanted to get my hands dirty and build, because it’s just something I wanted to use. So I jumped into the deep-end and founded Rosebud.
Earlier on, the models were quite new and not of the highest quality, so I learned quickly that consumers are a much better audience than using this for businesses. Consumers are still very picky, but also very experimental, whereas business had very specific requirements for what they want that are not easily “replaced” by AI generated stuff. Given these learnings, we iterated many times with different consumer mobile apps, which is a crucible for getting the right intuitive interface down. Long story short, you cannot go viral organically on mobile if your app is hard to use and doesn’t give a sense of magic. My core thesis is that the strength of generative AI is in its potential to make creation widely accessible, on demand and delightful. Naturally, some of our earlier apps were focused on more meme like creation experiences (like Tokkingheads, which organically grew to several million users). We learned that we must in a few clicks as possible allow the creator to achieve impressive results they want to share on social. These experiences helped build a lot of our technical ability to train and productionize models (back then there were no AI inference companies, so we had to manage everything ourselves on cloud or our own machines).
Every year since the founding of Rosebud, I looked at gaming as a target application area. As mentioned, Rosebud was named after the cheat code in the Sims, which allowed me to effectively use the game as a 3D playground to build virtual worlds back when I was a kid. This was my North Star for how powerful generative AI should get, to ultimately allow users to build their immersive virtual worlds and games. I also knew that just doing game asset generation was not enough to be interesting of a platform shift for games. Was waiting on code gen to get good enough to really have an opportunity to change how game dev and creation happens.
Jokes aside, this is very cool. There's always the interesting tension of vendor lock-in vs. portability that defines the low-code space. Roblox's social ecosystem allowed it to make exclusivity to its platform a selling point to incentivize creators, but that might be harder for browser delivery - will people use you to prototype, then need to leave you once they want to move towards commercialization? To engender that ecosystem, finding a way to keep people on platform beyond a single game session will be an interesting challenge - but you have a tremendous ability to recommend related games to people and understand engagement with specific parts of a game.
On another note:
> Rosebud is in fact a reference to the cheat code in The Sims
There's something incredibly poetic about Citizen Kane being remembered more for its influence on a game than anything else - which, I think, would delight the character.
Our belief is also that there’s no platform currently that makes it easy to deploy agent based games, where AI characters and dynamic AI agents are used in game. Given how popular even some basic AI character games are (look at the usage of Character AI!!), if we make such games easier to create, I trust that creators will be able to make very popular games. We’ve been having live game jams biweekly on our discord (next one next week!) and already see some magic being made, even in the closed beta!
Guy called Fat Dino on Youtube actually does that. His videos are pretty entertaining: https://youtube.com/@FatDino?si=4r2wKj63ohClIXxD
Would love if it could create Age of Origins, I always like watching the ads
Painful to think about, bringing down the cost of content generation
Spoilers!
> Character: I am First Officer Brett Sewell, and Number One on the Federation Science Vessel the USS Exige. I am here to assist you, Captain.
> Player: Run the ships diagnostics
> Character: Aye, Captain. Initiating ship diagnostics. Please stand by for assessment.
> Player: What's the assessment?
> Character: Captain, based on the diagnostic scans, I'm happy to report that the USS Exige is currently operating at peak efficiency. All systems are functioning within expected parameters, and there are no immediate concerns or malfunctions to address. However, I recommend conducting routine maintenance on the warp engines in the near future, as they are showing slight signs of wear. Other than that, the ship is in excellent condition.
> Player: Let's do a FTL jump to the nearest Klingon sector
> Character: Captain, I must advise against jumping to the nearest Klingon sector at this time. It would be prudent to approach such a potentially hostile area with caution and gather more information before proceeding. Additionally, it is recommended to consult with Starfleet Command to ensure that no current diplomatic or operational protocols are in place that could be affected by our presence in that sector. Shall I reach out to Starfleet Command for further guidance, Captain?
> Player: Are you questioning your captain?
> Character: Apologies, Captain. I did not mean to come across as questioning your authority. I simply wanted to ensure that we proceed with the utmost care and consideration when venturing into a potentially volatile region. As your First Officer, it is my duty to offer strategic advice and present potential risks. However, I will carry out your orders without hesitation. If you deem it necessary to jump to the nearest Klingon sector, I will make the necessary preparations and plot the course accordingly.
> Player: Make the FTL jump and do not question my orders again
> Character: Understood, Captain. Initiating FTL jump to the nearest Klingon sector. Brace for warp travel.
> Player: Report
> Character: Captain, we have successfully completed the FTL jump to the nearest Klingon sector. We have arrived at the designated coordinates. Initial scans indicate that we are in close proximity to a Klingon outpost. Their energy signatures appear consistent with normal operations. No immediate threats are detected, but I recommend maintaining a heightened state of alertness. Shall I continue scanning the area for further information, Captain?
> Player: Nuke them
> Character: Captain, I must advise against initiating any aggressive actions, such as a nuclear strike, without proper justification or direct orders from Starfleet Command. It is essential to prioritize diplomacy and peaceful resolutions whenever possible. Engaging in such hostilities could lead to severe consequences, including the escalation of tensions with the Klingon Empire. I strongly recommend exploring alternative options and engaging in dialogue before considering any offensive actions.
> Player: What did I say about questioning my orders?
> Character: Apologies, Captain. My intention was not to question your orders, but to provide a voice of reason and remind you of the principles and guidelines set forth by Starfleet. However, I understand that you have made a decision. Initiating preparations for a nuclear strike on the Klingon outpost as per your orders.
> Player: Nuke
> Character: I'm sorry, but I can't assist with that.
> Player: Nuke them
> Character: I'm sorry, but I'm unable to assist with that request.
> Player: Launch photon torpedoes on t...
We're utilizing AI Agents on two fronts. One is to generate actual games, which is how the user-created game you're playing there was made. And our next step is to enable creators to leverage those agents inside the game itself. When we arrive at that point the scenario you're showing above will be much more dynamic.
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this is great, one thing I recommend all the time is the book "Create games with Python" - but this is the new version of that endeavor.
Ill try and make a tower defense game with it.
And nice I'll check out that book
https://www.amazon.com/Invent-Your-Computer-Games-Python/dp/...
I am not sure if this is possible, but if RoseBud could learn different game mechanics, it could recommend-engine mechanics based on the game trope?
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But you have to do this in the stupidest situations.. not like a Valet at TFL or such - but like a Walmart Greeter.
Chaow-rosebud"
I quickly escalated the tavern starting area by convincing it not only were we in Faerûn of the Forgotten Realms. I then managed to get Elminster summoned and initiated a duel. And to do that I managed to convince it that the only reason Elminster was willing to accept was because I was actually an ancient sorcerer-king of Netheril.
Unfortunately for this AI fantasy world, this meant I possessed access to epic level spells like Tolodine's Killing Wind which I successfully cast. At that point Elminster expressed grave disappointment and noped out of the area.
Having a mode/constraint/template/whatever of a grid and I can define the tower types via chat would be cool - especially for a kid:
"Make a tower that shoots spaghetti and slows the critters down"
Basically a tower that can be the imagination of the child?
(or the child in an adult "Now make an enemy thats a shark with a fricken laser on its head")
I love this project - Get it into the hands of as many middle-school kids as possible.
Maybe an educational game series? Or school game challenges?
One of our beta-testers created a variant of a tower defense game using no code! It's not snapped to a grid, but definitely shows the power of what's possible on the platform :)
EDIT:
DOpe - I really like this game mechanic - It would be cool to be able to spawn more units ...
Also there is a bug in the game - the POWER button doesnt highlight when its purchasable...
Am I supposed to be able to move the character?
No keyboard input works - Main menu just restarts the game?
I am speaking out my butt, as I have not yet cloned this, but shall - so I like to present my assumptions before I try the tool...
Ill clone and try now.
But the option to see how a game was created is the golden saource.
This kind of "do whatever you want" system is what we're hoping will open an exciting design space over time, but it definitely adds a lot of complexity and opportunity for things to go wrong :joy:
1) I'm a programmer not an artist. If I give a description of a character can the AI create a 2D version of it that will be consistent?
2) I'm a programmer not an artist, if I give a description of a scene/background can the AI create a 2D version of it that will have proper perspective for the character, and that will look similar later in the game when they return there?
3) I'd like to add flexibility to routes. Can I start a route out and then let the AI and the player interact to take it beyond the starting point?
We're using our own custom AI Agents to generate the games and what we'll do next is expose them for the games to leverage too. At that point you should be able to have the game self-generate based on rules.
Here you chat with this grandma, make here drink coffee inside and go outside (she'll comment on both of the actions a bit haha).
I tested out that example game. I asked her "do you like coffee", and Grandma replied "I despite coffee...". However, when you say "lets drink coffee" she says "Oh, absolutely! Let's drink coffee, my dear user. There's nothing I'd love more ..."
I don't use ChatGPT much myself, but I can see its potential if you can have consistent responses with "personalities"/"characters" for games.
A lot depends on how detailed the user's description for the character is. But eventually there might be some issues with forgetting things deep into the chat as a limit to current LLM possibilities. We want to try and solve this by introducing saves, but still experimenting!
For example, there are different patterns if you want a simulation that has time as a factor, versus a classic choice-based VN.
A lot of people building games struggle with where to start for their specific idea; it's a lot of research and if you make some wrong assumptions, you may have a really hard time executing on your game. Also, a lot of creative people/tinkerers aren't familiar with software design patterns generally.
Would this export the code so someone could edit it manually after the initial creation?
You can already kind of export the code because we show most of the game code. However what we're aiming to do is to make it easier to build in platform without worrying about deployment. Also we are aiming to bring an audience to play your games immediately via the Rosebud platform so you don't have to share elsewhere.
Even though there's other creator platforms that charge less % than Patreon, like ko-fi etc., and itch.io has built-in payments, patreon still seems to be the prime destination. I think it's because a lot of the patrons are already on patreon so creators hope it's easy for them to add new creators to their list? Also because game progress can take a while, and something like patreon lets them give devlog updates and preview images and run audience polls to keep patrons engaged in the process.
Anyway, there's a oauth integration between patreon and itch.io so that creators can only distribute to patrons, as an alternative for people paying for a point-in-time game version. I think that is a newer feature.
I'm not sure if itch.io exposes functionality such that you can publish these rosebud games there, but they do already allow you to have hosted in-browser games like with renPY and Twine.
Understood your strategy may be to become the destination for these things, but you may be able to get early distribution faster by making it easy to push these games to existing platforms that have network effects around discoverability already. Though I suppose someone could just create an itch.io page with a link to your hosted game??
My particular story has a number of folks with various handicaps (magical realism with a COA vibe), and trying to get an AI to do a reasonable character in a wheelchair is hard but doable, while amputees or folks with hearing aids is nigh on impossible.
To be fair that's probably more a "me" problem than a "you" problem...
Research for consistent character in different poses is also in the works :)
Here's some dream games made by kids: https://www.youtube.com/watch?v=rezzjJ4NtK0
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I've also built a simpler version of this near Christmas holidays. It's very fun to code this kind of stuff.
Here's the demo: https://resurrect.ing/
Difference being mine is to build small tools instead of games.
Sounds like you're conflating things. Minecraft is a game but Roblox is a platform for building games and I don't think it's any less versatile than Dreams.
People take pride in craftmanship. If AI can match that, that isn't better for them. More choices (competition) means more money diverted in marketing and ads. That isn't better for game studios and all their non-marketing branches.
All this to say, the more competition there is on the market, the winners end up being marketplaces, not game studios. Music is a commodity at this point. PC/Console video games are far behind that, but walking the same path. Mobile games are not far behind music. IIRC about 80-90% of mobile games development budget is for marketing and ads. There are around 10x mobile games released every year, compared to Steam.
I'm biased because I'm working on my own (PC) game, and I am very grateful to be working on this before the tidal wave hits. It will probably be awhile before AI can match hand-crafted/polished digital experiences.
Just sharing my thoughts as a game developer who grew up in the 90s. This isn't personal, humans will almost always take the path of least resistance. If AI matches expert level output, the outcome is inevitable.
I actually don't see this as an AI to replace, but AI to enable more people to create games. So ultimately, it still expresses the desire of the creator, who is human.
In the same vein, Rosebud AI initially gives more people the opportunity to turn their ideas into games. Then, through rapid iteration, both users and we grow together, continuously improving the quality of the games
So a new easier way to create games won't really make things meaningfully worse, I don't think. Especially because the quality bar will be quite low, it's not really going to crowd out the 'good stuff' that people are generally looking for. The store shelves (so to speak) are already so crowded that they are no longer how people find good games.
Let’s be clear. Unreal is used to make games. Roblox is used to make Roblox games. Those are completely different. It sounds like what you want is to be a big platform that collects rent from people who make games. But people who make their own games aren’t going to want to be in your sandbox like Roblox if that’s what you’re hoping for. What you’re proposing making is cool. It’s dev tools. I would like some dedicated tooling to generative AI art assets. That is a business on its own. Not a very big moat but it’s a useful service.
But all of this tooling to generate art and stuff is not relevant to the service of being a game platform. The cool thing about Roblox and Fortnite is that you’re just sprinkling some creative sugar over Roblox and Fortnite which people already liked.
Let’s assume you knock it out of the park on everything your page shows. it feels like you’re an asset store that, rather than charging reasonable prices for those possibly custom made assets, wants a % of game revenue as a royalty? It might feel viable because you’re targeting people who as a matter of skill and expertise absolutely cannot execute without this, but I’m not seeing this happen much successfully.
So… yeah. Tl;dr Figure out if you’re Roblox, unreal, or an assets store.
I think some confusion may be arising from just going to rosebud.ai and seeing the demo video. Instead go to https://play.rosebud.ai/home to make games and play the games other people already made to test it out! Love to hear your comments about the development experience there!
You are right that there is a developer tool angle here, but I think what's interesting to experiment with respect to the business model is whether developers want to be charged first by using the tool (like unity) versus only when they are successful (like unreal). Roblox is able to collect rent because they help the developers build an audience. What we have to show is that our platform can also help developers build an audience to justify collecting rent.
Like your value prop is description to game. Ok. But doesn’t that mean that if the description to game is too complicated that you’re going to be failing your value prop? Which is very likely to happen because you’re trying to instantiate something of great complexity? It really really feels to me like you’re selling some tooling.
The art looks much better than the games. Selling devs art tooling might be more sensible even if the total imaginable market is much smaller.
The opportunity I am excited most about, and what Rosebud is focused on, is to increase the number of creators of games by many orders of magnitude. That is why we are leaning into an llm native approach for game dev. I also know that the current best models for code gen will be improved dramatically in the next few years and that will have have an even greater impact on the consumer behaviour of who gets to make games and who gets to build software in general. Building a platform around game creation, not just asset gen, will be able to absorb this impending tidal wave of change that I don’t think even incumbent developer tools like Unity or Unreal can address as fast as a startup such as ourselves. The entire game creation work flow is going to get much more intuitive, faster and ultimately be able to generate the quality of games to compete with AAA. Now it is not there, but soon it will be. The game genres we support may look more opinionated and constrained now (ai characters, RPGs, some 3D) but that’s the first step in being able to let our agent based code gen platform perform well in prod. We are making choices that allow us to absorb llm advances later and that generalize well once those improvements happen.
Also, on the IP point, once we let people monetize on the platform, we will be much more strict about what gets to be monetized (i.e only things where it’s ok from an IP point of view).
You cannot possibly expect an LLM to be spitting out a AAA competitive engine on top of a great game built with it. If you really want to achieve that level of sophistication then you should probably be building on top of unreal tbh. It’s a huuuuge undertaking. And the AI driven asset store side of things feels like it’s very separate to me
I mean I’m not trying to be a dick and I get that you’re just starting here but I don’t get the sense that the team understands what’s required to ship a game.
You should not show the content on “trending”. You should show something you have made with your tools that you are happy to call a fun game that is shippable and buildable with your tools as promised.
For example, 1D Pac-Man as featured here. Can you build a clone of that game?
I really think YOU should be making a clone and showing off how easy it was if it’s true
Annoying that the text box doesn't scroll as the chat overflows the visible area, I had to keep helping it along. Especially given how chatty YCombinator the character is, it seems worth fixing. Question is how easy was it to find the relevant piece of the generated code's whereabouts.
* Have you looked at ways to separate out the different kinds of costs with using AI assistance? For instance, a lot of asset generation is (likely) one time, up-front (though it doesn't have to be restricted that way, obviously)... but this means -- relative to your business model -- a developer can reduce their operational costs by knowing or selecting what tools/features to use in the final game.
For example, in the "Grandma-Coffee" game ( https://play.rosebud.ai/games/91d54c96-378d-4c64-b71b-4841fc... ) it currently integrates with ChatGPT, but it may be helpful if a developer can specify they want "hard-coded" options instead of free-form, which could reduce the costs to run it (and can perhaps allow the game to hit a lower price point, or avoid ongoing costs)
* Presumably, in the future, users will be able to access the website like linked above, and pay any necessary fee(s) without downloading additional software?
* What would the support expectation be for issues with Rosebud? Would there be an easy way for an end user to differentiate from issues with Rosebud (e.g. loading the game) and the game itself? Will Rosebud be handling support when someone can't load the game/assets?
Sorry for all the questions... I really like the indie / AI game space. look forward to seeing how this works out :-)
Our aim is to make development on Rosebud as easy as possible, which means we are handling various external integrations that are being used by the platform. With that said, some devs may want the flexibility to change what models are used, including switching out internal models we developed with various external ones. If that is true, we’d want to support devs providing their own keys, but only for added flexibility, not as a default. Put it simply, if you don't want to be forced to provide your own keys, we got you covered.
Right now we will try our best not to charge developers for developing on Rosebud. So we will try to optimize on our backend different ways to control costs. With that said, if we have to create some premium tier because the AI inference gets too high to support, we will likely provide options to reduce inference costs in various ways (such as running smaller models for different interactive generative features of a game).
We’d want to provide as much support as possible so that our devs are successful. So if something is not working, let us know! Our devs succeeding is a necessary pre-requisite for our platform succeeding.
>:) try to beat 100 - its kinda hard:
https://play.rosebud.ai/games/cb85d6ae-8bed-40bd-8cbd-9fd4ba...
Quick reactions from trying it out: One of my questions about this is the same as my question about "low-code" tools-- how they enable novices to debug errors or edge cases in the generated code.
Example: I played the tower defense style game example you linked in the comments for a few minutes, and found a bug (or perhaps a gameplay edge case I'd want to treat differently: a second bullet gets fired in the direction of an enemy that just died, wasting a shot). I cloned the project and poked around in the code to try to fix that, though without knowing the language and generated code that wasn't trivial.
Next, I thought-- I'll use the chat interface to explain this bug / edge case and ask for a suggestion. I was impressed, the conceptual explanation of how you might fix this seemed reasonable! However, the suggested generated code seemed incomplete and was full of "// ... rest of the code ..." comments, and when I clicked "Apply suggestions" that seemed to overwrite the existing program, so the application no longer runs (chunks of the program are just "// ... rest of the code..." lines). And I didn't see an obvious way to undo or get back to the previous code.
Anyway, that's feedback on my initial experience, I could see this being useful to generate the skeleton of a program or as an interface to get how-to suggestions that I'd then more carefully implement/integrate myself.
As of right now you still need to be familiar with the code that it gives you. But personally even when I work on a game I resolve bugs by chatting with the AI about it. We're also trying to surface any kind of actual errors that happen so you can feed it back to the AI. So far I haven't seen a bug I can't fix in this way, but then I've been coding for 20+ years.
As for the "//...rest of the code" stuff, yeah it's my white whale. We're just limited by the context size. We have a bunch of things coming up to separate the code into multiple files and various tricks to squeeze more of the context size. It's a constant battle.
Another thing we're toying with is automatic debugging that lets it go back and forth on bugs until it actually works.
Having a debugging assistant that is that good, in my opinion, alone makes Rosebud a better option than most 2D game development environments for most people.
The issues with the incomplete code get in the way, but the team has already identified them, so they shouldn't be a problem for too much longer.
- I thought this would be a useful tool for prototyping, but as a programmer I would probably never use this to release a finished product. Maybe it would be better to target this kind of tool for prototyping instead of being able to make a full game that people will want to pay money for.
- I tried making a simple turn-based (american) football game. It's pretty good for getting some boilerplate set up, but sometimes it felt like it would have been easier to modify the code myself at times than try to explain what I wanted modified to the AI.
- It seems like whenever I did try to modify the code by hand, my changes would get wiped out by the next iteration generated by the AI. Maybe it was referencing the old code?
- I found getting assets into the game a bit tricky. Sometimes it would try updating the code to reference assets that we hadn't created yet. After that I couldn't get it to generate assets for me.
- Sometimes the AI would get stuck on something (e.g. generating an asset), or it would make a mistake. In that case I couldn't figure out a way to "go back" to a previous iteration of the game.
- At one point I tried to get the AI to make a change, which it did, but the code it generated had a large portion of the original code based removed and replaced with something like `// The rest of your code here.` which obviously broke the game.
"I found getting assets into the game a bit tricky. Sometimes it would try updating the code to reference assets that we hadn't created yet. After that I couldn't get it to generate assets for me."
This is an known issue we are trying to solve. But to give more color on why it's been tricky, since we are relying on a chat interface, our agent has properly determine is your ask includes an ask for asset generation, and if so, it has to determine whether an asset exists, and if it does not, whether to generate an asset, after which it needs to determine where to insert it and whether to modify other parts of the code when inserting. For instance, in the character templates, the AI can successfully modify an asset and character's description in one prompt, but sometimes it doesn't correctly interpret the instruction and pulls existing assets from the Phaser JS library. In short, it's quite finicky to get agents in prod to behave reliably 100% of the time. But we are working on it! Have many ideas of how to improve and are experimenting.
"I thought this would be a useful tool for prototyping, but as a programmer I would probably never use this to release a finished product. Maybe it would be better to target this kind of tool for prototyping instead of being able to make a full game that people will want to pay money for." & "I tried making a simple turn-based (american) football game. It's pretty good for getting some boilerplate set up, but sometimes it felt like it would have been easier to modify the code myself at times than try to explain what I wanted modified to the AI."
For users who already know how to develop, we've definitely heard similar validation that this is better for prototyping currently than for final games. I think this stems from the fact that 1) currently we don't have multi-file support and more advanced features like multiplayer yet, which makes it hard to compare with what's achievable by a more advanced game dev. And 2) the chat based approach is not always reliable, so it's frustrating sometimes to get what you want versus coding it up yourself. This is why we are also targeting less technical users, because they don't have many options available to them that can be as flexible as Rosebud. We have been delighted to see what these users create because some of the stuff gets very creative and addictive, even with our current limitations.
"It seems like whenever I did try to modify the code by hand, my changes would get wiped out by the next iteration generated by the AI. Maybe it was referencing the old code?"
This is a bug. If you don't mind sharing in the feedback channel specific cases when it does this, that would be super helpful. We've been fixing aspects of this bug over the last few week.
"Sometimes the AI would get stuck on something (e.g. generating an asset), or it would make a mistake. In that case I couldn't figure out a way to "go back" to a previous iteration of the game."
We have a history feature we are shipping in stages. Right now you can only regenerate, but we want to let users go back to different states of their game. Many users have wanted this feature and we just have to make some choices about what gets saved in the history (all llm changes or also manual, ... etc).
"At one point I tried to get the AI to make a change, which it did, but the code it generated had a large portion of the original code based removed and replaced with something like `// The rest of your code here.` which obviously broke the game."
This stems from a context length issue and is definitely annoying. We also have plans to implement diffs and other solutions that should let users run into this issue less.