Show HN: Fly By – retro biplane flying game (michaelteter.com)
Feedback welcome. Best on desktop. Works on mobile, but needs more polish there.
My concept, my guidance, and Gemini Flash doing the work. Took about 4 hours and 50+ conversations with Gemini.
Big Kudos to Gemini Flash (since 3.5 and later), because I have had great success with it on many projects.
65 comments
[ 0.17 ms ] story [ 59.6 ms ] threadFeedback: Consider playing with the physics of the plane depending on your pitch, so that some parts of some levels might require you to deliberately pitch down for a few seconds to build up some "stored speed".
There's probably room for improvement, but it's already enough fun that I can play it for several minutes at a time.
Now I'm trying to decide if there's anything else of value to add - without making it too much of anything. I think I'm about finished now.
https://en.wikipedia.org/wiki/Sopwith_(video_game)
This is the essence, AI is a super power, the world is ours
Don't me overdramatic. The guy who made Flappy Bird did it in a weekend without AI. A simple game like this wouldn't be difficult in any modern framework. That it can be vibe-coded in less than a day isn't really much value.
For me it has value, because it is something I wanted to play.
(Regarding the parting shot, I find myself once again, for the numerousth time, reminded of this curious lobsters comment that I'm having difficulty forgetting: https://lobste.rs/s/omq8rt/vibecoding_gets_emacs_patch_rejec... - perhaps not quite entirely directly germane here, I don't think, but, still, somehow, not quite entirely directly not.)
Every step in this argument (particularly this one) seems tenuous at best, and in need of citations.
Landing and pausing on the runway refuels the plane, but the control behavior on the ground sucks.
Overall it feels like an OK prototype but I agree it needs more polish.
That said, HN is traditionally for sharing code with the community. Maybe for AI submissions people should share their prompts? I don't know. I'd ask to see the code but since you didn't write it you can't really discuss it.
Brusque but not inaccurate, Welcome to our future I guess.
Huh? Why do you believe this? ever take a literature class?
Regarding scanlines, there is a setting to turn them off.
It took me less than 10 seconds into gameplay to pick up bullets for the (already existing) gun. Your comment reads as if you didn't try to play the game for more than a few seconds.
It's a fun little game; no need to be so smugly dismissive.
I made it a few minutes, I admit it was boring. That isn't my fault. In a better designed games these things would be more obvious.
I flagged it because of HN's AI content policy. I know it technically doesn't apply to submissions, but I think game submissions (or any others) should show more humanity, instead of being like "look at this momentarily pleasing thing Gemini coded for me".
After 30 years of hand-crafting code in 8 languages, I think I can be excused from having to do the tedious work of translating ideas into executable code.
Contrary to what some negative comments suggest, this was not a simple one prompt game. I made a lot of choices and gave a lot of direction to Gemini.
If I get motivated enough I might try to make a meta doc describing the actual process with key summaries of different types of conversations.
Great game and this reminds me of it. Thanks for sharing.
Wait, this agrees with GP's experience but not mine. Did OP invert it?
Constraining the canvas to a low-res pixel grid would be an instant improvement. The recent post https://airport.apunen.com/ does a decent job of this but it, too, has an odd mix of modern aircraft sound fx and vintage biplane graphics. It doesn't feel very retro because it's full 3D rather than limited 2D sprites of a 3D scene.
I really enjoy carefully and thoughtfully writing code by hand, I think there can be real artistry and creativity there, but no, it isn't the same thing as the game itself.
I've been working on a browser game too lately. It's a pretty great environment to work in. Three.js + WASM have cured my desire to learn Godot, at least for now.
Many comments are better too :).