Unleash the Power of Vibe Coding: Building a Full Sci-Fi Strategy Game
Unleash the Power of Vibe Coding: Build a Fully Functional Sci-Fi Strategy Game without Writing a Single Line of Code. Discover the game development process using AI-powered tools and techniques.
21 april 2025

Unlock the power of AI-driven game development with this step-by-step guide to creating a full-fledged strategy game using Vibe coding. Discover how you can bring your vision to life without writing a single line of code, and learn the tips and tricks to streamline your development process.
How Vibe Coding Helped Create a Fully Functional 2D Grid-Based Strategy Game
Building the Game Framework with Cursor and Claude 3.7
Enhancing the Game's Mechanics and Visuals
Implementing Battle System and Win Conditions
Refining the Game with Debugging and Commit Management
Conclusion
How Vibe Coding Helped Create a Fully Functional 2D Grid-Based Strategy Game
How Vibe Coding Helped Create a Fully Functional 2D Grid-Based Strategy Game
I used Vibe coding to build an incredible 2D grid-based turn-based sci-fi strategy game without writing a single line of code. I started by providing a high-level concept to Grok, which generated the initial game mechanics and rules. I then used Cursor with Claude 3.7 to build the framework, including the main.py file, images and sounds folder, and a README with the game's rules and mechanics.
After addressing some initial setup issues, I had Cursor and Claude 3.7 continue building out the game. They added the four different ship types (Corvette, Mech, Dreadnought, and Drone), implemented a basic combat system, and created an AI opponent for me to play against. Cursor also helped me improve the user experience by adding tooltips, polishing the unit selection and movement, and visualizing the AI's turn.
As I continued testing the game, I identified additional features to implement, such as warp lanes, bases that could be attacked, and a build menu to construct new units. Cursor seamlessly integrated these features, even helping me refactor the code to ensure a cohesive and balanced gameplay experience.
Throughout the development process, I learned the importance of maintaining a clear specification and using Git for version control. Cursor's ability to write tests and commit changes made the iterative development process much smoother. By following a workflow of making changes, testing manually, asking Cursor to write tests, and then committing the code, I was able to build a fully functional 2D grid-based strategy game in just 4 hours.
Building the Game Framework with Cursor and Claude 3.7
Building the Game Framework with Cursor and Claude 3.7
After getting the initial concept from Grok, I turned to Cursor and Claude 3.7 to build the framework for the game. I started with a simple 10x10 grid-based, turn-based, sci-fi strategy game concept, and Cursor set up the basic structure in main.py
, including dependencies like Pygame and NumPy. It also created an images
and sounds
folder, as well as a README
file with the game's rules and mechanics.
When I ran into some "no module available" issues, Cursor and Claude 3.7 quickly resolved them by installing the necessary dependencies. Cursor then created a game
directory and a gamestate.py
file to handle the game state. I accepted all the changes without reviewing the code and was able to see a 10x10 blank grid, ready for me to bring it to life.
Next, I had Cursor and Claude 3.7 review the README file, understand the game concept and mechanics, and start building out the necessary components. This included adding four different ship types (Corvette, Mech, Dreadnought, and Drone) with their own attributes and functionalities. Cursor also added labels to each unit to make it easier for me to understand what they were.
To make the game more playable, I asked Cursor to build an AI opponent that I could play against. Cursor also added tooltips on hover to provide information about each unit's status, such as hit points and movement range. Additionally, Cursor polished the unit selection and deselection process, making it more intuitive.
With the basic framework and functionality in place, I then focused on adding a combat system, where adjacent enemy units could attack each other. Cursor implemented a simple damage calculation logic, and I also requested a preview of the combat outcome before engaging in battle.
Overall, the process of building the game framework with Cursor and Claude 3.7 was efficient and streamlined. By providing clear instructions and allowing the AI to handle the technical implementation details, I was able to quickly iterate and refine the game without getting bogged down in the coding process.
Enhancing the Game's Mechanics and Visuals
Enhancing the Game's Mechanics and Visuals
After establishing the initial framework and core gameplay, the focus shifted to polishing the mechanics and visuals of the game. The first step was to address the clunky unit selection process. By automatically deselecting the previously selected unit when a new one was chosen, the user experience became much smoother. Additionally, visually indicating when a unit was out of moves helped players better understand the game state.
To provide more transparency into the AI's actions, the turn sequence was slowed down, allowing the player to observe each move the AI made. This gave valuable insights into the AI's decision-making process and helped the player better understand the game's dynamics.
Next, a combat system was implemented, where adjacent enemy units could engage in battle. The combat logic, though simple, provided a satisfying gameplay loop. To further enhance the experience, a combat preview was added, allowing players to assess the potential outcome of an attack before committing to it.
Addressing the issues with warp lanes was a crucial step. By clearly defining the desired behavior and communicating it to the AI, the warp lane functionality was refined, providing a more intuitive and consistent user experience.
The introduction of bases as a key game element added a new strategic layer. Players now had to balance exploration and resource gathering with defending their own base, creating a more engaging and balanced gameplay loop.
To improve the overall visual appeal, custom sprites were integrated into the game. By leveraging a free sprite repository and instructing the AI to assign the appropriate visuals, the game's aesthetics were significantly enhanced, transforming the simple geometric shapes into a more visually appealing and thematic experience.
Throughout the development process, the author emphasized the importance of committing changes to version control and writing tests to ensure the stability and reliability of the game. This approach allowed for iterative improvements and the ability to confidently make changes without introducing unintended consequences.
Implementing Battle System and Win Conditions
Implementing Battle System and Win Conditions
One of the key features I needed to add to the game was a robust battle system. Initially, when I tried to attack another unit, nothing really happened. So, I added a simple combat system where if two enemy pieces are adjacent, they can attack each other.
The logic was straightforward - each unit had a certain number of hit points, and every hit would reduce the health score by that exact amount. This was a basic implementation, but I wanted to make it feel more familiar to other turn-based strategy games.
To achieve this, I added a preview of the combat before the attack. When you click on a unit, you can see how much damage your unit will do to the enemy and vice versa. This gives the player a better understanding of the outcome of the battle.
I also wanted to introduce a clear win condition for the game. Initially, there was no real objective, so I decided to make the destruction of the enemy base the primary win condition. I made the bases attackable, and if you destroy the enemy base, you win the game.
This added an important strategic element to the game. Now, players have to balance exploring and expanding their territory with protecting their own base from enemy attacks. They need to carefully manage their resources and units to ensure their base remains secure while also pushing towards the enemy's base.
To further enhance the gameplay, I introduced a build menu that allows players to construct different types of units, each with their own strengths and costs. This added an economic layer to the game, as players need to carefully manage their resources (in this case, "nebula") to build the units they need to achieve victory.
Overall, the implementation of the battle system and win conditions was a crucial step in transforming the initial 10x10 grid into a fully-fledged turn-based strategy game. These features, combined with the visual improvements and other refinements, helped create a more engaging and polished gaming experience.
Refining the Game with Debugging and Commit Management
Refining the Game with Debugging and Commit Management
As the game started to take shape, I encountered several issues that needed to be addressed. To ensure the game was polished and functioning correctly, I focused on two key aspects: debugging and commit management.
Firstly, I wanted to be able to test the win conditions without having to play through the entire game every time. To achieve this, I added a debugging feature where I could trigger the base destruction or unit destruction for each player. Initially, this was done using key commands, but I later decided to make it a hidden menu for a cleaner user experience.
Secondly, I recognized the importance of committing changes along the way. I noticed that making a single change could sometimes lead to unexpected consequences in other parts of the game. To address this, I made sure to commit my code regularly, using Git to create save points. This allowed me to easily revert changes if needed and maintain a clear history of the project's development.
Additionally, I implemented a workflow where I would make changes, test them manually, and then ask Cursor to write tests for the new functionality. Once the tests passed, I would commit and push the code to GitHub, and then move on to the next feature. This approach helped ensure the game's stability and reliability as I continued to build and refine it.
Through this process of debugging, commit management, and a structured workflow, I was able to create a polished and well-functioning game, despite the initial challenges. The ability to quickly test and iterate on the game's features, while maintaining a clear version history, was crucial in transforming the initial concept into a cohesive and enjoyable strategy game.
Conclusion
Conclusion
In this project, I was able to create a fully functional 2D grid-based turn-based sci-fi strategy game using Vibe coding without writing a single line of code. The process involved providing a high-level concept and requirements to the AI assistant, which then generated the initial framework and continued to build out the game's features and functionality based on my feedback and guidance.
The key highlights of this experience include:
- Rapid prototyping and development: By leveraging the AI's capabilities, I was able to create a complete game within just 4 hours, without having to write any code myself.
- Iterative refinement: Whenever I encountered issues or wanted to add new features, I could simply provide instructions to the AI, and it would implement the changes and improvements.
- Automated testing and refactoring: The AI was able to write tests for the game and refactor the code as needed, ensuring the stability and maintainability of the project.
- Visuals and assets: The AI was able to integrate free sprites and assets to give the game a polished and visually appealing look, further enhancing the overall experience.
Overall, this project has demonstrated the power and potential of Vibe coding, where an AI assistant can collaborate with a human to create complex software applications quickly and efficiently. The lessons learned, such as the importance of clear specifications, version control, and testing, will be valuable for future Vibe coding projects.
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