First-person record · Source language: English
Playing to check a game AI made
A developer who made a game with AI faced the gap between it running and it being fun to play. Based on reactions from actually playing, they revised the content and the communication method.
- Who:
- Software developer Simon Willison, who says they have little game development experience
- Scope:
- A personal game prototype by one developer
- Source published:
- 2026-10-20
- Period observed:
- July–October 2026 (some individual revision dates not stated)
- Editorial check:
- 2026-10-23
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What was confirmed
- The first version ran but they judged it not fun. They iterated between AI revisions and their own play.
- In a versus game connecting devices by sound, they report the opponent complained of a headache. They added a warning and prepared another communication method.
Who, and in what situation
Prototyped a game played in a smartphone browser, mainly with Claude Code.
What they needed
Adjusting a working prototype into an experience that is actually playable.
What they tried
They did little detailed code review and checked behavior and experience by playing repeatedly.
What this source lets you read
For generated deliverables, a step where a person experiences them in the intended way is also needed.
What to check next
How do you separate the judgment that it is finished from the judgment that people can use it without trouble?
Limits of this source
- A report of the author's subjective view and limited playtesting. It is not a comparative trial of fun, safety or development efficiency.
- Code quality and security were not independently verified.
Read the primary source
Links use the original title or a HAKOMIRO source description. Japanese originals retain their published wording.
Battle Drones — a vibe coded RTS with audio-based multiplayer (opens in new tab) ↗
Simon Willison /
The author's own account of the making process and experience.