
André → andreelias.dev
@andreeliasdev • 3,851 subscribers
I do Web Games, SaaS and YouTube 🇧🇷 • 🌳 My latest game: https://t.co/p8vC30JnjZ • 🌿 Open Source Grass: https://t.co/tnV9smU1yg
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I have to say that I’m very disappointed by this year’s #vibejam I'm disappointed because the judging process was… weird My game that you can see bellow ranked #94. Way lower than what I was expecting. I put a lot of effort into the game, I wanted to make sure I’d “push the limits on what AI can do”, just like the organizers were pushing to the builders. And in all honesty, I think I delivered that. I got a lot of positive comments about it (appreciate who did) But it was not enough to be even in the top 25. The judging process went like this: > 2 people judged 950 games, selected the top 25 and handed them to other judges Once I knew my game didn’t qualify in the top 25, I reached out to one of the first judges to ask for feedback, trying to understand why my game went so poorly. The response I got was “your game is not fun at all and lack any kind of story. You focused too much on graphics”. I thought it was a bit harsh, but okay. I’m fine with criticism. Then I reached out to a judge (a game dev) that was responsible to rate the top 25 games and asked for feedback as well. The response was completely different, I got “Jesus, this looks awesome! You should’ve be in the top 25” and the rate he gave me would've put me in the top 10 or maybe even top 5! Then I noticed the biggest problem of the jam: > The judges responsible for picking the top 25 has no experience on game development at all, and this completely broke the judging system So all my work focusing on real game development and not AI Slop was pretty much thrown in the trash as this was simply not important for the initial judges All because they just didn’t consider the game fun. Which brings me to another problem: > Fun is subjective I’ve played my game with my wife and we had a blast, and we also played other games that we didn’t find it as much fun. So they decided the results of the game jam that has 50k in prize pool based on their personal experience of fun. I mean, fun is important. But technical depth also should be considered in a game jam. They said that “fun > polish” was the criteria. But this is definitely flawed by the reason above. You can build GTA 6 but if the judge does not like GTA you are discarded. With no regards on the technical complexity of the game whatsoever I’m not here to trash on anyone, I think everyone that shipped a game deserves to be praised. And I think the winners deserved their spot. But the rest was very... questionable. And lots of participants didn’t get the respect they deserved (I've talked to a bunch of them) That’s my take. I'll tag some creators down bellow that should've get more credit
André → andreelias.dev73,904 Aufrufe • vor 1 Monat

I tested Rust vs Javascript for games 🎮 I had this question recently and decided to port my Three.js game to Rust Desktop I'm still not able to reproduce the same look on both games but I believe that codewise they are very similar With both games running, the Rust version averages 37FPS while the Three.js version averages around 20FPS If I'm running one game at a time the FPS goes up considerably (60 FPS on both with power on) So the Rust version for Desktop has 85% increase in performance on my Macbook Pro M4 This comparision is basically comparing Browser vs Native, which is not completely fair So that's why I want to port the Rust version to WASM on the browser and benchmark again soon
André → andreelias.dev92,815 Aufrufe • vor 1 Monat

After 15 days of hard work, I'm happy to share my game for @levelsio's 2026 #vibejam The game is called Hollowlands and I'm trying my best on it. Learning a lot of new stuff in the process. My previous game development experience + AI is a powerful combination that I honestly think it's underexplored by many. What used to take weeks of development now is being done in days, allowing me to focus more on the creative part of the process. Next step: Integrating multiplayer using Colyseus ⚔️ by Endel who's also a fellow brazilian 🇧🇷
André → andreelias.dev80,148 Aufrufe • vor 3 Monaten

Pedi demissão do meu emprego na Europa para focar 100% nos meus projetos e criação de conteúdo. Confesso que estou nervoso para caramba! Não vou ter mais minha renda mensal garantida e vou ter que reviver meus SaaS que ficaram em segundo plano. Mas se Deus quiser vai dar tudo certo e espero contar com o apoio de todos! 🙏🏻 Build In Public 100% transparente vindo por aí… Nesses momentos de dar um salto da fé eu sempre lembro dessa cena aqui… “When do I know I’m ready?” “You won’t. That’s all it is.. a leap of faith”
André → andreelias.dev37,638 Aufrufe • vor 6 Monaten

I've built a multiplayer survival game for the browser in 30 days and I didnt write a single line of code 🤯 So I'd like to write my notes about it once the deadline is done now. The last 20% of a project is indeed the hardest part of it all. In the last 2 days i've been working on the final version of Hollowlands for @levelsio's 2026 #vibejam I worked a lot! I fixed a lot of bugs, tested a lot playing with my wife. Fixed more bugs... But now, thank God, I have the final result! The game looks good, yes. I've spent half of the jam just tweaking every single detail of the procedural world generation. And It was worth it! The game still runs well on most devices and still has less than 20MB in size. Which is pretty impressive to me. The process of building was very straighforward: 1. I used Three.js + React to create the game. Before I started I created a huge document defining every rule i'd like the codebase to be implemented upon. It had clean code rules, archtecture decisions, ECS principles (good for games), and so on. This helped a lot constrain the AI to maintain the code maintainable and separated into clear domains (systems). This document was made partially by me given my previous experience building web games (I've made a lot of mistakes in the past and made sure they will not repeat again) and partially AI suggesting best practices. 2. For every feature I prompted the AI, I was very specific on details that I'd like implemented. If I knew what I was doing, I was more specific on the "how" I wanted to be done. If I didnt know what was doing I first asked the AI to brainstorm possibilities with me, based on industry standards, pros and cons, and so on. Then I would decide what path to go. 3. Every single feature I used Leva for tweaking the values. So for example, the size of the trees, colors, distance between objects, animation speed, etc. Everything I have a slider that I can adjust. 4. To make the game look good I used Tripo to create the models. To be honest it's not 100% perfect. If you check the character in game you can notice a few issues here and there (the arms lol), but I believe that it will keep getting better over time. 1 Year ago I tried and it wasnt even close to what it's now. Then I used a few post-processing + shaders + particles techniques to bring the "wow" factor. 5. I did only 1 feature at a time. And every change it was a commit with a clear message of what was done. This helped the AI fetch previous commit to understand what changed and know exactly what happened in the past. If I opened multiple terminals at once and blasted prompts the code and commit history would be a mess in a few days. And for every change the AI did, I asked it to do a Code Review of everything that was changed and look for violations on the document I wrote in the beggining defining the codebase guidelines. I realized that I pretty much applied software engineer principles using AI: Code, review and merge, code, review and merge... 6. On the last week I implemented the multiplayer using Colyseus ⚔️ which was pretty nice. I used AI to fetch the whole documentation and create a skill.md file that helped a lot. The creator of the framework Endel also did a extensive research on how real multiplayer games are implemented. It's open source and it was a gold mine for the AI to come up with the implementation for my game. You can ask him the link :) And that was it I think. I'm extremely tired now. The last 2 days was insane. The game's final version is not what I had in mind in the beginning of the jam. I had to cut a lot of cool features. But given the 30 days deadline I think it was a huge success. Hands down my best game ever made. Now I'll take a few days to rest and come back with more updates on the game. Maybe it can become a big deal in the future with more updates. Who knows. And in the event I win first place in this game jam, I'll use the money to fund my own game studio + cover the expenses of my child that is going to be born in September :) Cheers guys! If you have any question, feel free to reach out. I'll answer every non-bot comment in here haha Note: The link to play is in my profile
André → andreelias.dev17,950 Aufrufe • vor 2 Monaten

After 25 days working on my game for the #vibejam I'm glad to share the building system! Now you can: ✅ Build houses ✅ Set respawn position placing a bed ✅ Keep your items safe putting them in a chest ✅ Craft items in the workbench I'll share the link to play it tomorrow if everything goes well 🤞🏻
André → andreelias.dev18,265 Aufrufe • vor 2 Monaten

A sneak peek on the multiplayer mode I'm adding to my game for @levelsio's 2026 #vibejam I'm really happy with how this is turning out! Big shoutout to Colyseus ⚔️ for such a nice framework. I fetched the whole docs, created a colyseus-skill.md file and it's pretty much one shotting everything (still need some tweaks and testing, of course) I'm just not very happy with the single character model, it looks weird on multiplayer. I might add more if I get the time.
André → andreelias.dev10,839 Aufrufe • vor 3 Monaten

Eu estou com um grande problema no meu jogo... 🤔 Não está divertido! 😫 A ideia é promissora: Casais cuidarem de um pet juntos. A execução está sólida: O pet é bonitinho, cenário legal, física embutida, performance boa, multiplayer, notificações... Mas eu depois de alguns dias cuidando do pet eu já perco o interesse. E isso é péssimo para um jogo a longo prazo -> O engajamento precisa ser alto e os jogadores precisam retornar todos os dias. Eu sinto que está faltando algo a mais, algo que irá realmente deixar o jogo engajante. Mas ao mesmo tempo não quero entrar na armadilha de ficar implementando features até o jogo "ficar perfeito", porque isso nunca acontece. Ficar meses desenvolvendo algo que ainda não foi validado é uma péssima ideia também. Então eis o dilema: - Lançar do jeito que está e correr o risco de queimar a largada com reviews ruins nas lojas de app e engajamento baixo. ou - Refinar o jogo com features para maior engajamento mas correndo o risco de gastar mais tempo em algo que não vai dar em nada. Algum expert em apps por aí?
André → andreelias.dev14,505 Aufrufe • vor 6 Monaten
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