“ can it build a game idea I've had for years, in a single shot?” Do people do no research or introspection when they’ve had an “idea for years”? There are countless examples of this exact game. I played this on the Gameboy Advance! There’s like 50 of them on the App Store right now. The standard “this almost certainly exists wholesale in the training data” applies, but I’m also interested in how you carry an idea fo…
Shepherd's Dog: A Game by Fable
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Re: Shepherd's Dog: A Game by Fable
#92“ can it build a game idea I've had for years, in a single shot?” Do people do no research or introspection when they’ve had an “idea for years”? There are countless examples of this exact game. I played this on the Gameboy Advance! There’s like 50 of them on the App Store right now. The standard “this almost certainly exists wholesale in the training data” applies, but I’m also interested in how you carry an idea fo…
It's called Ostrich effect and we all do it. You enjoy toying with your own idea so much, that your brain shields you from the pain of finding out it already exists. Deep down you know it probably exists. It's harmless, unless there's other people's time and money involved.
Doesn’t look like the author toyed with the idea at all, though, apart from having it in their head. Considering how they describe themselves (Check the About/Home page), if they had toyed with it at all they would have already built it.
I also don’t see why finding out it exists would be “painful”. The game is free and the author didn’t experiment or learn anything from building it, they just prompted it in one go.
Re: Shepherd's Dog: A Game by Fable
#93Curious enough, I tried the same prompt with Qwen3.6-27B. One shot produced a game with no sheeps. I had to told it to fix two bugs then. Overall, the graphics and games seems good enough and better than most of the closed models that were shown. However, not surprisingly, falls short of Fable. I've put the index.html and open code session here: https://github.com/da-x/when-ai-fails/tree/qwen3.6-27b/shepa...
Re: Shepherd's Dog: A Game by Fable
#94I think it’s impressive that an LLM can take you to a local maxima in one-shot. But once you start maintaining it, improving it and fixing bugs, you’ll eventually need to rip it apart and put it back together again while understanding how it all works. This is why I think the better approach isn’t to one-shot but to have the architecture in your head and build it up piece by piece, with the AI accelerating the code w…
Like you said, working and maintainable are very different things. One-shot hits a wall the moment you need to do anything non-trivial after the initial generation. Bug fixing is extremely hard, even with AI assistance. Same with feature additions. It's pretty much black box at this point on. AI that wrote it now goes in loops wasting tokens without being able to can't reliably fix it either, because it has no memory of the architectural decisions it made (or didn't make, for that matter) the first time round.
What I realized is that the failure here is the absence of a shared mental model between you and the code.
I'm a product designer with average front-end know-how, and a solid understanding on HTML/CSS and how the web works, coming from the era of hand-coding html/css files. After vibe-coding a few products early this year, purely to learn how AI works, how to design AI interaction patterns etc., I built something called Intent Model. (largely inspired by SDD / BDD.
Intent model is a structured, typed artifact (basically a JSON contract) that captures actors, entities, journeys, rules, and constraints before I write (or make the AI write) any code. It sits upstream of everything. Think of it like a condensed, strict distillation of your PRD / BRD / requiremnt doc.
When you hand the AI a well-defined intent file instead of a vague brief, this one-shot becomes structured and bound by rules. Now you're giving it an architecture and to conform to. You define (or make the AI define) the precise variable names, their types, lifecycle, user roles, responsibilities, business rules and constraints in the file. Every generated artifact can trace back to a decision you made deliberately, reviewd and signed-off.
In the design world, we already do this by using design tokens. We can tell the AI that it needs to strictly use design tokens and not use stray properties like a hex color value or raw values not defined in the token contract. This is easily auditable by AI as well.
The result is you can still move absurdly fast and still maintain the understanding, which the one-shot approach throws away. This way, you know why every piece exists because you defined the intent before the AI implementated it.
AI is the accelerant, and you're the architect. The intent is the blueprint you generate to guide/harness the AI.
The best part is, once you have an intent contract at the heart of your project, it becomes impossible to break things too, logically or experience-wise.
Re: Shepherd's Dog: A Game by Fable
#95When you say €20 worth of tokens is it fair direct API call price or subsidized claude code?
Re: Shepherd's Dog: A Game by Fable
#96Re: Shepherd's Dog: A Game by Fable
#97Earlier quoted context omitted.
Can you give us an example of a new idea that is not derivative of something that already exists? Should only take about a minute. Snark aside (and apologies), there's absolutely nothing wrong with the "no new ideas" take and nobody should think there is. Humans tend to work collectively, try as we might to do or appear otherwise, and often come to the same conclusions through reasoning and logic. No one-person truly…
> a new idea that is not derivative of something that already exists? Should only take about a minute. A child is born every 4.4 seconds. But it took me and my girlfriend over 9 months to birth one! Even if an original idea did show up every minute globally, does not mean that it takes only a minute to come up with the idea.
By my math you should should have at least 2 in that time, unless one of you wasn't pulling their weight.
Re: Shepherd's Dog: A Game by Fable
#98“ can it build a game idea I've had for years, in a single shot?” Do people do no research or introspection when they’ve had an “idea for years”? There are countless examples of this exact game. I played this on the Gameboy Advance! There’s like 50 of them on the App Store right now. The standard “this almost certainly exists wholesale in the training data” applies, but I’m also interested in how you carry an idea fo…
I also realized this, a quick Google search would’ve told me that this game has been made several times before, also way before I ever had this idea. Apparently it’s a pretty obvious game idea. Ah well, it’s still fun and it does appear to measure how good AI is in creating these kind of games.
I did the same recently just for fun - I really enjoyed "Gravity Force" on the Amiga - itself a lunar lander variant.
Could a model build a Gravity Force like game I could run in-browser? Yep! (I never made it as good as Gravity Force - just got the basics down)
Re: Shepherd's Dog: A Game by Fable
#99Earlier quoted context omitted.
> a new idea that is not derivative of something that already exists? Should only take about a minute. A child is born every 4.4 seconds. But it took me and my girlfriend over 9 months to birth one! Even if an original idea did show up every minute globally, does not mean that it takes only a minute to come up with the idea.
> it took me and my girlfriend over 9 months to birth one! By my math you should should have at least 2 in that time, unless one of you wasn't pulling their weight.
Re: Shepherd's Dog: A Game by Fable
#100If you sit down and write that game by hand you will not only finish it in a week but also learn a lot of things along the way and perhaps even discover something about the game and you did not imagine. That is how programming works. It is a search problem. Also this is a game has very simple mechanics I am sure you can generate as easily with Cursor or some other tools.
If the end is a combination of education and product discovery, then yeah maybe, although those are also dimensions of personal productivity that can be amplified by leveraging AI tools.
If the end goals of programming is leveraging computer automation, then nobody actually cares how the automation infrastructure gets established, and the less distractions with low value implementation complexity, the better.