I've been working on Ziva[0], an AI plugin for Godot that's explicitly for game development. Game development is hard and a different paradigm than regular coding, so there may be a learning curve, but we're working to flatten that out.
Just a heads up, it's highly unlikely you're going to be able to get away with pure vibe coding (as defined by Karpathy) for game dev.
There's just no way around the fact that games need a lot of play-testing and visualization, all of which is difficult to capture discrete unit tests.
Many of the games I've released using an agentic CLI (OpenCode) would have been absolutely impossible to vibe code.
That being the case, any library that’s been around long enough to be well represented in the training data of the larger LLMs will work perfectly fine. Love2D, Phaser, etc., would all be solid options.
To be fair, Unity is already building a suite for exactly this. "Unity AI" is aimed at letting you prompt your way through development instead of menu-diving
I’m not interested in the output that is “engine”. I’m interested in the output that is “game”. Why not just start at my own programming language, right?
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Happy to answer any questions!
[0] https://ziva.sh
There's just no way around the fact that games need a lot of play-testing and visualization, all of which is difficult to capture discrete unit tests.
Many of the games I've released using an agentic CLI (OpenCode) would have been absolutely impossible to vibe code.
That being the case, any library that’s been around long enough to be well represented in the training data of the larger LLMs will work perfectly fine. Love2D, Phaser, etc., would all be solid options.