
Danny Limanseta
@DannyLimanseta • 32,653 subscribers
I make games with AI. Making Cook the Dungeon, a first-person roguelike deck builder game. Product Designer, Co-founder at Nurture and Reroll.
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I took Grok 4 for a spin this weekend to build this game prototype. I used SuperGrok Chat to generate the initial game prototype and then brought it over to Cursor to continue coding with Grok 4 MAX. Grok 4 in Cursor is like a no-nonsense agent. Doesn't speak much, but delivers the goods. There were moments where I was rate-limited or stuck on a bug or two that I had to get other models to help, but otherwise it's a fast, reliable model to work with. This makes me incredibly excited for Grok Code to launch in August!
Danny Limanseta20,487,565 Aufrufe • vor 1 Jahr

I got to try Grok 4.5 in early access in Cursor for the past few days and I absolutely enjoyed it. It feels like Opus 4.8 at 2x the speed at a much cheaper price point. I tasked it to brainstorm > plan > implement a big feature for my game (this act 1 boss fight) and it did not disappoint. - It is much smarter than Composer 2.5, during planning mode, it is able to think through my request more robustly, ensuring that edge cases are covered and makes sure to ask the right questions to confirm with me first. - It is much better at brainstorming ideas/suggestions, similar to Opus 4.8, though I think Fable still edges out a little when it comes to brainstorming ideas and suggestions - It is FAST. probably the fastest of all frontier models (Opus 4.8, GPT 5.5 etc), which makes it a joy to build with, because I can stay in the flow - It has much improved visual/animation capabilities than Composer 2.5, it can code up animations (i wanted an explosion animation with particle effects) with much, much better visuals, animation movement and timing. This is a big leap and I was so happy to see this improvement. - The best part for me is that I can just use the same model from planning down to execution without switching to a lower cost model because the price point is cheaper than other frontier models. I'll be testing this model with more challenging tasks in the next few days but I think this is going to be my main driver for vibe coding for a while. Also, its nice to see Grok back in the race. 🙌
Danny Limanseta1,421,893 Aufrufe • vor 1 Monat

I’ve been using Grok Bot in early access for a little over a week now, and it has been a massive boost to my game dev workflow and my productivity in general. One of the first things I asked it to do was to visit my custom art generation tool webpage and generate art assets to replace all the image placeholders in my game. It looked through my codebase to understand what each asset was, wrote a custom art generation prompt for every single one, generated the images, cropped and cleaned them up into transparent PNGs, and then wired them back into the game. In about 2 hours, it generated 74 (cleaned and cropped) art assets for the cards and integrated all of them into my game. Now, ALL my art assets workflows go through Grok bot. This blew my mind because, before this, I was doing everything manually, one asset at a time. It basically solved my entire art asset workflow and allowed me to put it on autopilot, which is amazing. I’ve also been using Grok Bot for: Playtesting my game: The bot was a little slow initially, so I asked it to build a skill specifically designed to playtest my game, with intimate knowledge of its rules and mechanics. It’s much faster now, though I’m still looking for ways to optimise its speed. Setting up my itchio page for my game: It also automated a workflow that uploads a new build to itch whenever I push one to GitHub. Going to the itch website and uploading builds manually every single time was always a pain. Flowcharts and UX design: I’m a UX designer by day, so I decided to give it a much bigger task. I fed the agent a PRD and asked it to design the UX flows and wireframes. With the help of the Figma MCP, it actually delivered. Auditing all my paid subscriptions: I had it go through my emails and hunt down subscriptions that I might have forgotten about. Unsubscribing me from marketing newsletters: It did this beautifully, though it did miss a few newsletters. What I’ve learned is that it takes time to discover all the possible use cases for Grok bot. I’ve had to reevaluate my day-to-day workflows and figure out which parts I can delegate to it. So far, it has been a huge productivity unlock for me and I am discovering more uses for my Grok bots every other day.
Danny Limanseta404,057 Aufrufe • vor 22 Tagen

Happy to announce that the game I've been building for the past 2+ months now has a playable demo! If you're at your computer and would like to give the game a try, you can play it at I'd love to hear your feedback and suggestions in the itchio comments or in this thread. Thank you!
Danny Limanseta95,225 Aufrufe • vor 15 Tagen

Took Grok 4.6 out for a spin this weekend and built this horde shooter prototype on ThreeJS. It is a big step up from Grok 4.5! I've always wanted to try building a horde shooter game with thousands of enemies onscreen and used Grok 4.6 for pretty much everything (including UI, vfx, and even the sfx!), except the 3D models for the characters, which were made and rigged with Meshy. I'm also amazed that ThreeJS with WebGPU can really handle thousands of enemies onscreen at the same time, though I think I pushed the limit here with Depth of Field and some other fancy shaders. Very fun!
Danny Limanseta63,198 Aufrufe • vor 17 Tagen

Very impressed with Composer 2.5 after about a day of usage. I've almost moved over to it exclusively from GPT 5.5, even using it for planning now. It's like Opus 4.7 on steroids, crazy fast. Fast models really get me into the flow of building, which is exhilarating. Also, a sneak peek of a weekend mini-project I'm building: a racing game where you race your mouse cursor.
Danny Limanseta299,550 Aufrufe • vor 3 Monaten

Vibe coded "Tariff Pong" in a couple of hours. I knew I had to do this when the idea came.
Danny Limanseta912,081 Aufrufe • vor 1 Jahr

This weekend I explored making another game prototype. I grew up playing simulation games like Game Dev Studio and Dungeon Village, so I thought it would be fun to make an MMO dev studio game, where you are the developer building a fledgling MMO for players to play in. I got it to a point where you have. tech tree where you can earn XP and unlock some buildings, NPCs and mobs, enough for me to test the core game loop, but somehow I still feel like it's missing something. I might revisit this in the future, but it was fun being able to explore making a game in a genre I haven't really tried before.
Danny Limanseta20,002 Aufrufe • vor 9 Tagen

After a couple more days with Composer 2.5, I've got a pretty good sense of what it can do for game dev, specifically this mouse cursor racing game I'm building. It nailed ~80% of the features I threw at it, from planning to execution. Pretty amazing. I did have to switch to Opus 4.7 MAX a few times for features that need stronger visual understanding, like adding a 360 loop to the track or nailing a specific visual effect I had in mind. But man, Opus 4.7 MAX is expensive. Composer 2.5's visual understanding is weaker than Opus 4.7, but for most other things it's pretty damn close, and 10x cheaper. So it's now my default. The beauty of Cursor is I can switch models whenever I want, so I'm never stuck on one. Really excited for the larger incoming model. I have a feeling it's going to shine at planning. Can't wait!
Danny Limanseta172,409 Aufrufe • vor 3 Monaten

I am having a lot of fun with this ThreeJS game. Will probably be spending more time on this cosy flyer game for #vibejam And btw, shaders are awesome! I highly recommend anyone building a 3D game to add some shaders to make your game look good. Here's a quick primer on the different types of shaders you can tell your AI to level up your game's graphics: - Noise-based shader for water refractions or shimmer - Fresnel shader for a nice rim lighting effect on your 3D game objects - Post-processing shader to change your game's color scheme dynamically - Post-processing shaders like the VHS effect that @levelsio use for the Drone flyer game - Shader effect to make the trees sway or objects wobble - and many more uses Shaders are incredibly versatile and useful. I would recommend you to go YT to check out some shader basics videos and come up with more creative uses for them!
Danny Limanseta203,685 Aufrufe • vor 5 Monaten

I used Cursor to vibe code a simple fishing game prototype on the Unity Engine. Here's my learnings: - I did not use any Unity MCP for this. The game was built entirely by Cursor models (Sonnet 4.6 for execution and Opus 4.6 for planning) - The model was able to set up the game, getting the basic game mechanics working fairly quickly - I had to use the Unity Game Editor UI to attach components to the in-game objects manually, but it was quite easy to follow the instructions given by the Cursor model - Unity Editor is huge and slow! Compared to Godot, I find the UI really clunky I feel tired looking at it - Unity Assets Marketplace is amazing, there are so many amazing art assets there (like the ones I am using for this game). This is probably the biggest strength of Unity. - I had some issues with restoring checkpoints, probably because of how Unity Game Editor UI being really clunky and I had to manually adjust things in the Editor, which the model doesnt have knowledge of Overall, the results turn out pretty decent, but it was a rather frustrating experience, especially when I had to debug issues or rollback changes. I'll explore more vibe coding on Unity but for now, I think I prefer Godot as a game engine. I just wish there is a Godot Asset Marketplace!
Danny Limanseta186,148 Aufrufe • vor 5 Monaten

Had a pretty productive week. Flow is such a strange state, it feels almost sublime when you’re in it. Grok 4.5 in Cursor certainly played a big part in that. - Upgraded the dungeon visuals to make it feel more atmospheric - Redesigned 18 enemies and added different enemy poses when they attack or get hurt - Redesigned all 86 cards in the game, I basically had Grok guide me through the redesign process in a structured way, card by card - Reworked many of the combat VFX to make it feel more juicy Still more work to go but really happy with the progress. Steam page if you'd like to wishlist the game:
Danny Limanseta34,900 Aufrufe • vor 1 Monat

Gemini 3 is indeed impressive. In my limited testing with it, it feels like it is able to take on larger, complex prompts with ease and low failure rate. I think one of the biggest strengths that Gemini 3 has is its ability to generate coherent looking 3D voxel or SVG art, which makes it super easy to create game prototypes without having to implement art at all. Made this Heroes of might and magic-inspired overworld prototype with mini map and basic UI in less than 2 hours. Really excited to test this more. Demis Hassabis and Logan Kilpatrick and the Gemini team, you guys really cooked this time!
Danny Limanseta120,537 Aufrufe • vor 9 Monaten