Re:Hard Road – A beautiful procedural post-apocalyptic game
by peyloride on Monday July 27, 2026 @08:09PM
(#49077481)
Seems like a vibecoded not finished game.
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Re:Hard Road – A beautiful procedural post-apocalyptic game
by Conscat on Monday July 27, 2026 @08:26PM
(#49077642)
I was able to upload hacky unpolished amateur game demos long before LLMs existed.
Re:Hard Road – A beautiful procedural post-apocalyptic game
by p-e-w on Monday July 27, 2026 @08:49PM
(#49077817)
Sure, but it’s easier to slander someone with unfalsifiable accusations of “vibecoding” than to engage with their work on any substantial level.
Re:Hard Road – A beautiful procedural post-apocalyptic game
by anigbrowl on Monday July 27, 2026 @09:06PM
(#49077950)
I liked it a lot as an engine. Game-wise the first things I'd add would be car/tire damage, fuel use, and scattering replacement parts nearby. Perhaps off-road tire tracks could sometimes lead to wortwhile loot, but often into danger. Since it's post-apocalyptic, a geiger counter or wild-animals seem like natural extensions.
I don't care that it's vibe-coded, the author has clearly invested time and effort in tuning the feel and controls, as well as getting a natural feel for the procedural landscape which makes up for the low-poly visual. The driving experience felt much better than most other games I've played, where steering and acceleration involve distracting levels of over-correction.
Re:Hard Road – A beautiful procedural post-apocalyptic game
by soco on Tuesday July 28, 2026 @03:21AM
(#49080501)
Randomly scattered parts or other valuables always irk me. Better let the player find a ruin, or a wreck (if we're talking tire tracks) where parts can be salvaged - it makes more sense to find stuff in such places.