Vibecoded Game Jams — Est. whenever

Sloppy
Prototypes,
Shipped on
Purpose.

We're three bored game devs who vibecode whatever cursed idea pops into our brains, slam it into a "playable" state, and yeet it onto the internet just to prove it could exist.

3 devs in the lab
5 cursed prototypes
0 production ready
01 / Origin

Who
Even
Are We

Just three game devs who got tired of "polish first, fun later" and flipped it. We prototype fast, accept the jank, and hit publish before we can talk ourselves out of it.

If you're here for balanced difficulty curves, UX research, or clean code — you're gonna have a time. If you're here to poke weird little experiments until they break, welcome home.

One of us said "I bet we can make this cursed game in under 3 hours." We did. It was terrible. We kept going.

prototype first bugs later gameplay over graphics zero scope control overcaffeinated
01
Ship the Jank
No hiding prototypes in private repos forever. It compiles? It ships.
02
Fun over Fancy
Gray boxes, default fonts, programmer art — all allowed. Core loop slaps? Ship it.
03
Bugs are Lore
If something weird happens, assume it's an emergent feature. Roll with it.
02 / Games

What
We Ship

03 / Rules

The Only
"Rules"

01
Max a Few Hours
If it can't be hacked together in a short session, it doesn't go here. We live and die by the "is it funny if it barely works" metric.
02
Ship the Jank
No hiding prototypes in private repos forever. It compiles? It launches? It makes us giggle? It ships.
03
Embrace Broken
Bugs are part of the lore. If something weird happens, just assume it's an emergent feature and roll with it.
04
Fun over Fancy
Gray boxes, default fonts, programmer art — all allowed. If the core loop slaps, aesthetics can show up late to the party.