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by peyloride 2 days ago
Seems like a vibecoded not finished game.
2 comments

I was able to upload hacky unpolished amateur game demos long before LLMs existed.
Sure, but it’s easier to slander someone with unfalsifiable accusations of “vibecoding” than to engage with their work on any substantial level.
I liked it a lot as an engine. Game-wise the first things I'd add would be car/tire damage, fuel use, and scattering replacement parts nearby. Perhaps off-road tire tracks could sometimes lead to wortwhile loot, but often into danger. Since it's post-apocalyptic, a geiger counter or wild-animals seem like natural extensions.

I don't care that it's vibe-coded, the author has clearly invested time and effort in tuning the feel and controls, as well as getting a natural feel for the procedural landscape which makes up for the low-poly visual. The driving experience felt much better than most other games I've played, where steering and acceleration involve distracting levels of over-correction.

Randomly scattered parts or other valuables always irk me. Better let the player find a ruin, or a wreck (if we're talking tire tracks) where parts can be salvaged - it makes more sense to find stuff in such places.
They irk me too, and yet I see lone car wheels and other debris quite frequently in the real world.