Vibe Coding the Port - I gave up waiting for engine exports
I’ve been sitting on my little game Unu for a little while now (does Christmas 2024 count as a little while?). I was planning to release it as a mobile game but I started a new job and putting apps onto app stores has become more time consuming than I remember it taking in the past. I kept promising myself that I would return to the project and create some nice art but I never got there.
So I thought maybe I should just export this to the web to see what folk think. This is where I ran into a bit of an issue. I chose Godot because it is nice to use open source and it genuinely is a cool project. I decided to build my game with C# instead of the engine’s “primary” option gdscript and this ended up being a bit of a foot gun for me. The newest version of the engine doesn’t support the web yet for C#. So I ended up just shelving the project thinking I’d return to it when I could do an engine upgrade.
It has however been some time and nothing has changed on this front. What has however changed in the meantime is AI tools. Claude code is like mad good. So I figured, why don’t I just ask Claude to build my game again for me? I should add a ton of caveats here. The core of the game is very simple and has a very simple set of algorithms that are easy to translate. I also didn’t ask for a 1:1 mapping. I skipped things like my simple shop system and the games music. But all the same, I think it is very very cool that I was able to build roughly the same game on the web this way. This is very close to the reason I used Godot in the first place.
Feel free to check the game out here. There are a few rough edges but it is pretty wild that I solved my cross compilation problem in 30 minutes or so but rebuilt the entire project again for a new platform. The economics of development are getting pretty wild.
The web version
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