
Danny Limanseta
@DannyLimanseta • 31,048 subscribers
I make games with AI. 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 Limanseta20,470,064 views • 10 months ago
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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 Limanseta297,937 views • 15 days ago

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 Limanseta168,984 views • 11 days ago

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 Limanseta202,115 views • 1 month ago

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 Limanseta183,444 views • 2 months ago

After almost 4 weeks of dev, I've submitted Tiny Skies to #vibejam. I've never launched a multiplayer game before, so I'm a little nervous! Tiny Skies is a cosy little game you can pick up and play whenever you have a few minutes. It's a pretty chill and relaxing game where you can fly around and do stuff like: - play casual capture the flag with other players - shoot paintballs at each other (and at gremlins!) - make package deliveries - race in mini races - catch some fish - drift on a magic carpet - collect jellyfish friends - visit the landmarks of the world as a Capybara - unlock all vehicle options: biplane, magic carpet, or fishing boat (unlockable via multiple playthroughs) - or if you're up for it, figure out how to save the world from impending doom I hope you'll enjoy flying (and boating) around the world and soaking in the vibes! Link to play in the replies 👇
Danny Limanseta53,000 views • 1 month ago

This weekend, I explored a mobile game idea with my kids (they suggested a mobile pokemon-like game) so I had them coming up with ideas for the creatures and I try to visualise them with ChatGPT Images 2.0 and vibe coded a small prototype on Cursor to play around with. The art direction of the creatures are in vinyl toy matte style so it has this toy-like aesthetic quality that I quite like! For a mobile app/game, I went with Expo + React Native to create this mobile app so that I have one code-base for both Android and iOS. So far I'm pretty impressed with Expo's live mobile app preview feature! Being able to easily preview the mobile app on my phone in seconds is a big plus.
Danny Limanseta36,694 views • 1 month ago

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 Limanseta119,970 views • 6 months ago

My vibe coding workflow has changed since I started using Cursor Plan + Opus 4.5 more extensively. Before: Break down tasks into micro-prompts with specific tasks Now: Write a longer feature scope > Plan mode: Ask for proposals > Review proposed plans > Build I'm able to build an Autobattler prototype in 3 days as a result. It has: - 8 mercenary classes to recruit and fight for you - Diablo 2-style Item generation system with 100s of thems with random affixes and rarities - Formation-based Turn-based Combat and spell systems - Procedural dungeon runs with randomised events and enemy battle encounters It's accelerating. I can feel it.
Danny Limanseta78,322 views • 4 months ago

Over the weekend, I added multiplayer "paint ball" dogfight to Tiny Skies, so players can fly around pelting each other with colourful paint balls, just for fun. I tried meshy and tripo to generate some 3D models for the game and the mesh vertices count are really high and lags the game a lot (probably because my game is a globe with thousands of objects - albeit mostly instanced). To my surprise, I found Gemini 3.1 Pro to be really quite good at generating good looking 3D models that are low in poly count. It generated 3D models at a much higher quality than Opus 4.6, Sonnet 4.6 and GPT 5.4. You can see the upgraded biplane models and some objects in the video below. #vibejam
Danny Limanseta35,950 views • 1 month ago

Got introduced to , an AI code assistant specialised for Unity by Julian Park and after dabbling with it for a day, I am really impressed with how good it is for vibe coding on the Unity Game Engine. Bezi early impressions: - Bezi works direcly on Unity with a Plugin, this means that I don't need a Unity MCP - Because Bezi is built for Unity, the success rate of feature implementations is visibly higher than general coding models - It was able to integrate Unity store assets like a Weather system to this game pretty seamlessly - I was able to add a fishing database, lighting and weather systems into this game fairly quickly I'm very impressed with the results with Bezi so far. I feel that vibe coding a full indie game on Unity and releasing it on Steam, Mobile and Web is within reach. This also validates one thing that I have been suspecting: A specialised model designed for a specific use case can perform better than a general model at the particular domain. Very exciting!
Danny Limanseta48,647 views • 2 months ago

From idea to playable godot game in 8+ days of vibe coding. This took about 1.2B tokens on Cursor. I'm hoping to get a playable demo done soon. If the idea of managing a band of mercenaries and taking on merc contracts and earn loot (autobattler-style) appeals to you, let me know! Will share the demo link when its ready.
Danny Limanseta65,679 views • 3 months ago