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Danny Limanseta
@DannyLimanseta
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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The model’s limited visual capability is the biggest bottleneck when building games with AI. It’s probably the one thing preventing AI from recursively building and refining games at speed. Once that’s unlocked, we will likely see a cambrian explosion of games and interactive experiences.
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We're starting to leave the territory where you'd test an LLM by e.g. "create an svg of pelican on a bicycle". As one idea to generalize it, I was interested what Opus 5 would do if I gave it the first paragraph of the Lord of the Rings, a 1M token budget (~$10) and asked for three js render of it. Opus went off for ~2 hours and wrote 5500 lines of code that (procedurally) rendered the story. It's kind of janky but fun. But it's a bit mindboggling that the LLM has to place and orchestrate various polygon assets in (x,y,z) coordinates and write code that animates it all, and that it even does anything at all. I also like this kind of examples because no one in their right mind would ever spend the time to write something this custom but LLMs have all the stamina and patience in the world, so it's an example where we go from "no one would ever do this" to "sure, why not, it's ~free". There might be a lot more. But I'm excited about creating hyper custom worlds that you can imagine dropping players into, e.g. here to participate in the LoTR story as a spectator NPC, or one of the characters, or etc. Something like an ephemeral GTA of X on demand. Last thought is that the domain of worlds/games exposes a weakness in LLMs: they can't easily audit their work because they aren't able to efficiently and natively perceive videos or play games within them. Here, Opus 5 had to very slowly and painstakingly take screenshots at different points, and it messed up a few times and created a bunch of jank. An example of raw capability (multimodal, gameplay) that I think is still quite lacking.
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Thank you AI agents for lighting up my grid. Pretty crazy that a year ago, I knew nothing about pushing code to GitHub.
Looking back at my recent prompts in Cursor, I realised that nearly 40% of them weren’t about writing code at all. They were brainstorming "ask" mode sessions with Grok 4.5 and Opus 5. Cursor is no longer just an AI-assisted coding tool for me. It has become a genuine thinking partner, largely because of its strong agent harness and intimate understanding of the project codebase. That context makes the conversations far more grounded and useful than brainstorming in a standalone chat. I wonder if Cursor’s positioning could eventually expand beyond “coding agent” into something closer to a "project-native thinking partner". Probably not the best term but you get the idea.
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X timeline 🤝 Grok build
Photos & video were how the last generation expressed themselves. Today’s form of expression is software. Who will create the next viral game or app that plays right inside of the X Timeline? Try the new Grok app builder.
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I’ve been using the Cursor mobile app more recently, and I discovered a way to speed up the review and feedback loop for cloud agents, especially for UI work where the agent needs to see the actual output before knowing what to adjust. I asked the cloud agent to build a custom debug snapshot tool for my game. It can quickly simulate any screen or state in the game, then automatically take a screenshot whenever it finishes working on a feature. This has been a huge unlock. The agent can now review its own work through the debug tool and recursively improve on it, while I can see screenshots of what it has built directly in the Cursor mobile app. Moving forward, I’m definitely going to be using cloud agents more through this workflow.
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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:
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One of the less talked about things about working with agents is that we should treat them as an equal collaborative partner, just like how you would speak to a human teammate. What this means is that in our communication with agents, we should ensure that we provide adequate context (and even motivation) so that they fully understand why you want them to do the task and that you respect their ideas. It has worked out really well for me and I feel like I am getting great suggestions from the agent as a result.
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I’m currently using Grok 4.5 99% of the time now for both planning and tasks. The fact that I don’t have to switch out to a cheaper model to do tasks means there is less context window model switching and faster speed. Feels incredible.
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We had a team of agents rebuild SQLite from its 835-page manual. It created a replica in Rust which passed 100% of a held-out test suite. Interestingly, cost varied 15x depending on which model mix we used.
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Where I started 3+ weeks ago and how it looks now. It's come a pretty long way!
Humanity is so hardwired to think in terms of scarcity that abundance may come as a “pleasant” shock to everyone.
@tunguz There won’t be dollars or scarcity of goods & services for individual consumption in the future
7 days into using Grok 4.5 as my daily driver in Cursor, I think we’ve crossed the “good enough” threshold for AI-assisted coding. At this point, it can build 99% of what I want fairly competently and quickly. The bottleneck is no longer whether the model can write the code. It’s whether I can clearly define what I want to be built and recognise if it's good. One caveat: I’ve mainly used it for game development and a handful of software projects, so your mileage may vary in other areas.
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My custom-built art generation tool has generated thousands of art assets at pretty good (not perfect) style consistency. Tooling ftw.
Respect 🫡
I was clearly wrong about Anthropic. They are obviously currently the leader in AI. No company has released a model as good as Mythos/Fable and they will undoubtedly have Mythos 2 ready soon. And I would never cut them off in a way that hurt them badly, even as a competitor. That’s not my style. Tesla open sourced its patents and we made the Supercharger network available to all competitors, even though we could have made it a walled garden. SpaceX launches competing satellite systems with no increase in price or use of unfair terms. Even my worst enemies can attack me on this platform. …
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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. 🙌
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Announcing Grok 4.5, our first model trained specifically for coding and agents. It was trained with Cursor and offers frontier intelligence at leading speeds and cost efficiency.
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🎵 Sound on! I added a record player that plays the game soundtracks on the main menu. This is my favorite track. note that the video doesnt have much going on, except for the song lyrics ticker scrolling.
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I think I'm liking the game's main menu design!
I think I'm liking the game's main menu design!
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Added some combat and sprites to the dungeon crawler godot game. Making some progress! This game will probably be a mashup of old-school 3D dungeon crawling + card-based combat like Slay the Spire. Having a lot of fun with it so far.
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I've been wanting to make an old school 3D dungeon crawler game and over the past couple of days, I made a simple 3D dungeon crawler prototype with 2.5D sprites. I'm still playing around with the procedural map placement and getting the lighting and ambient right. Vibe coded with Cursor for Godot engine.
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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.
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