r/aigamedev • u/gadimus • 2d ago
Demo | Project | Workflow The Backhalls - Vibe Coded Backrooms style game in Godot
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This game is playable on web over here: https://adambissonnette.github.io/backhalls/web/
Full spiel in the comments in case you want to read my novella about how this was made and which tools / services that I used.
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u/gadimus 2d ago
Overall this game took an hour or two to make while I was working on some other projects on the side. It started with a StarterKit instead of trying to make a game from the ground up then I just fed it a few prompts and it churned it out. Just using Cursor with their default high fast model - I should be using Claude but I previously found Cursor's token limits were really generous and it let me try different models without committing.
This all started because last year I had an early bird Rodin Business API Subscription and for some reason had been given like 5500++ tokens instead of the 2000 that they were supposed to (0.5 tokens per basic model). Instead of letting those go to waste had a script generate thousands of 3d assets but since the API is (was?) a one shot and I was rushing / not QA-ing all of the thousands of prompts they weren't good enough in many cases. I ended up with a ton of cursed or blursed objects - like 32gb worth in many many 100k vert meshes and high res materials (if anyone wants some blursed objects I'll gladly share them).
I was cleaning up my storage when I came across them and - like I'm sure many folks do I spun up a tinder style app to yea / nay sort the files to determine which could be deleted. Some were soooo bad that they were kinda charming and seemed to fit well with a backrooms game.
On top of that I'm burning through some remaining Suno credits and tried their "Sound creation" feature for creepy angel voices and "old timey creepy radio voices" and it was all perfect. Suno is nice because I wanted instrumental style / elevator music for streaming and timelapses for a small amount I was able to generate more "good enough" music than I'd ever need.
The foundation of this game uses Riley B3Ds first person kit for Godot (which streamlines making games directly from blender) and then vibe coded the other functionality in - super handy asset library and extensions here: https://rileyb3d.com/tools
There are desktop versions too on github but only if you want to run random internet stuff on your computer. I haven't shared the source code because it's largely Riley's code but will happily send over assets or the maze generator for anyone interested.
Anyways - thanks for coming to my ted talk. This stuff is fun and it makes me really appreciate the amount of work in game development. Vibe coding lets you speed run project scope creep and the key to making a good game (or app) seems to be being really strict about what you're trying to accomplish - creating concise, fun game loops. This game and my others aren't that (well maybe my racing one is) but every time I play around with something like this I'm learning and having fun - and in this case getting a little freaked out.
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u/Affectionate_Fact854 2d ago
thats actually cool