URI:
       [HN Gopher] Shepherd's Dog: A Game by Fable
       ___________________________________________________________________
        
       Shepherd's Dog: A Game by Fable
        
       Author : vnglst
       Score  : 181 points
       Date   : 2026-06-13 05:44 UTC (1 days ago)
        
  HTML web link (koenvangilst.nl)
  TEXT w3m dump (koenvangilst.nl)
        
       | sixhobbits wrote:
       | Enjoyed playing it, here's the direct link to play as otherwise
       | you have to click from the article to the GitHub and then find
       | the correct demo link
       | 
       | https://vnglst.github.io/when-ai-fails/shepards-dog/claude-f...
        
         | vnglst wrote:
         | Thanks for that, I messed up copying the links into the
         | article!
        
       | esailija wrote:
       | I didn't even have to play. Immediately after opening, some
       | notification about rotating my phone is obscuring the
       | instructions and I cannot read them.
        
         | fennecbutt wrote:
         | Damn I couldn't load it on my Nokia n95 from 2007 either. Damn
         | bruh, these silly devs should make this stuff work on
         | everything.
        
           | esailija wrote:
           | I am on a flagship samsung that runs for example the Red
           | Alert 2 browser port well.
           | 
           | OP is just pushing slop, the 80% part anyone gets for free.
           | (well 20 bucks)
        
       | jna_sh wrote:
       | " can it build a game idea I've had for years, in a single shot?"
       | 
       | Do people do no research or introspection when they've had an
       | "idea for years"? There are countless examples of this exact
       | game. I played this on the Gameboy Advance! There's like 50 of
       | them on the App Store right now.
       | 
       | The standard "this almost certainly exists wholesale in the
       | training data" applies, but I'm also interested in how you carry
       | an idea for years and don't notice this, or whether the "idea"
       | here was actually "using this thing that's been remade thousands
       | of times as an AI benchmark".
       | 
       | There's nothing wrong with remaking an old classic formula,
       | especially in game dev. It's the describing it as "an idea I've
       | had for years" that rings weird.
        
         | redrobein wrote:
         | While I agree that it isn't revolutionary that it could
         | implement this from a single prompt, what's surprising to see
         | is how well done this one is compared to the other tries. The
         | controls and movement are smooth, the animations aren't
         | jittery, the ui makes sense, there's a clear progression in
         | difficulty. This model clearly "understands" the implementation
         | of this game far better than the others did.
        
           | nmstoker wrote:
           | Yes, this subtly seems worth noting. That smoothness suggests
           | that even if many of the concepts are common/non-original,
           | the bringing together of various pieces in a form that works
           | well on modern mobile browsers is still impressive - browsers
           | are moving targets and even if there are open source versions
           | of this, it's comparatively rare they'd get continual care
           | and attention to stay fully current (unless implemented via
           | an o/s engine)
        
             | oh_my_goodness wrote:
             | Still, if the code for multiple similar games is in the
             | training data, then that's worth thinking about.
        
         | vnglst wrote:
         | I also realized this, a quick Google search would've told me
         | that this game has been made several times before, also way
         | before I ever had this idea. Apparently it's a pretty obvious
         | game idea.
         | 
         | Ah well, it's still fun and it does appear to measure how good
         | AI is in creating these kind of games.
        
           | dools wrote:
           | Well ... it's a measure of how good it is at reproducing a
           | game that probably already exists in multiple forms in its
           | training data.
        
             | puttycat wrote:
             | The question is more whether this game exists as open
             | source somewhere in the training data (probably does).
        
               | sevenzero wrote:
               | You can't possibly think those models are only trained on
               | open source data?
        
           | raudette wrote:
           | I agree - it's worth doing just for fun.
           | 
           | I did the same recently just for fun - I really enjoyed
           | "Gravity Force" on the Amiga - itself a lunar lander variant.
           | 
           | Could a model build a Gravity Force like game I could run in-
           | browser? Yep! (I never made it as good as Gravity Force -
           | just got the basics down)
        
         | fennecbutt wrote:
         | I think that's exactly why AI is suited for 99% of stuff we do.
         | 
         | I have pointed out on here before that instances of truly
         | unique human ideas not grounded in nature or previous ideas
         | from others is almost nil, there are not many examples that
         | someone can give me. All human ideas and work is derivative.
         | 
         | Elves? Humans with pointy ears. Werewolves? Humans mixed with
         | wolves. Car tyre? Cart wheel...stone wheel/roller. Etc.
        
           | jna_sh wrote:
           | I feel like prior to GenAI, you'd have had to reckon with the
           | true originality of your idea in some form as you did the
           | research. Creatives having to confront their own
           | unoriginality is such a thing it itself is reflected in
           | countless pieces of media.
           | 
           | So it's interesting to me that the creator here didn't
           | encounter the tens of physically published versions, or the
           | hundreds of them shipped to digital app stores, or all the
           | codebases on GitHub, in the course of making this. I'm sure
           | they would have done naturally prior to GenAI. Is that good
           | or bad? I don't know! But it's interesting to me.
        
             | NitpickLawyer wrote:
             | > the creator here didn't encounter the tens of physically
             | published versions
             | 
             | The simplest counterargument: since there are already tens
             | of similar games out there, why didn't the _previous_
             | authors, supposedly grass-fed genuine checkmark blood-
             | through-their-veins humans didn 't notice the other
             | 9-8-7-6-5... games, and still released their own version?
             | Maybe because it was still that they wanted the game out
             | there? Maybe because originality really isn't that common?
             | Maybe because each individual had their own idea and spin
             | to it? Maybe because they wanted the game out as _they_
             | made it?
             | 
             | Same for this author. How they made the game is irrelevant,
             | and nitpicking the "originality" or anything else is silly.
             | Something like this wasn't possible 3 years ago. Now it's
             | possible. Deal with it, and stop trying to find ways to
             | diminish it. It's a huge accomplishment any way you cut it.
        
               | jna_sh wrote:
               | My thoughts are less about the merits of creating
               | something that already exists than they are about
               | _knowing_ you are doing that. Which I think my post made
               | very clear :)
        
               | NitpickLawyer wrote:
               | > I'm sure they would have done naturally prior to GenAI.
               | 
               | I gave a simple counterargument to this. Since there are
               | "countless" prior games, many of them released before
               | genAI, your argument is pointless.
        
               | jna_sh wrote:
               | Do you think the only reaction to knowing you're not the
               | first to do something is not to do it? Do you think I
               | said that?
               | 
               | To spell it out in case it is still non-obvious: knowing
               | this allows iteration. It allows remixing. It allows you
               | to inspect what has come before and what it did well and
               | where it succeeded and where it fell short and thus what
               | you could _add_. It is an enabler of creativity! Thus I
               | think it is interesting that GenAI may make it harder to
               | have this experience.
        
               | customguy wrote:
               | They said they think they would have encountered those
               | other games without GenAI, not that they or any of those
               | other authors shouldn't have released the game.
        
               | mycocola wrote:
               | > why didn't the previous authors, supposedly grass-fed
               | genuine checkmark blood-through-their-veins humans didn't
               | notice the other 9-8-7-6-5... games, and still released
               | their own version?
               | 
               | a) To make it better
               | 
               | b) To learn, in service of a) or another project
        
               | accomplshplihs wrote:
               | How is the theft of all human knowledge and the
               | destruction of any way of having a meaningful existence a
               | huge accomplishment?
        
             | dijksterhuis wrote:
             | i had a boss. before he was my boss, he was a friend. he
             | took me under his wing, musically speaking. he showed me
             | new music. told me what gear he was interested in. we went
             | to some gigs.
             | 
             | he used to say "the best artists have the biggest record
             | collections".
             | 
             | they've done their research. they developed _taste_.
             | they've been in that battle with the unoriginality demon.
             | they're still in that battle with the unoriginality demon.
             | they're always searching for new. for unexplored. for
             | different.
             | 
             | they've also figured out what "good artists copy, great
             | artists steal" means.
             | 
             | we take small bits. small ideas. small riffs. we turn them
             | into our own. then we repeat that N times to create "a
             | song". we borrow. we revere. we obsess. turning lots of
             | little differences into a completely new work. yes it's all
             | derivative. but derivative originality takes a lot of
             | fuckin' effort to get _right_. to be _tasteful_.
             | 
             | this thing isn't _artistic_ stealing, it's the most low-
             | effort stealing possible. creativity, originality and more
             | importantly _taste_ appear nowhere here.
             | 
             | so, is it bad? depends on your perspective on creative
             | endeavours being worthwhile and whether you have _taste_ or
             | not i guess.
             | 
             | edit - personally i don't think you can polish a turd. even
             | if you rewrite it, the memory lingers.
        
               | spacechild1 wrote:
               | Amen!
        
           | bxk76 wrote:
           | Just because AI can give you a recipe for an sandwich doesnt
           | mean everyone who sells or buys or experiments making
           | sandwiches are going to stop.
        
           | ai_fry_ur_brain wrote:
           | I think this is false. New ideas are born every minute, and
           | llms arent going to help people with those for the most part,
           | they'll end up steering you back towards the gradient if you
           | do.
        
             | 0xEF wrote:
             | Can you give us an example of a new idea that is not
             | derivative of something that already exists? Should only
             | take about a minute.
             | 
             | Snark aside (and apologies), there's absolutely nothing
             | wrong with the "no new ideas" take and nobody should think
             | there is. Humans tend to work collectively, try as we might
             | to do or appear otherwise, and often come to the same
             | conclusions through reasoning and logic. No one-person
             | truly invented the light bulb, etc, when really all
             | inventive thought is branches of derivative thought as we
             | build our collective knowledgebase. A better question would
             | be how many novel ideas are the logical conclusion of
             | branches of derivative thought and how many are tangential
             | brought about by the injection of our irrationally.
        
               | QuantumNomad_ wrote:
               | > a new idea that is not derivative of something that
               | already exists? Should only take about a minute.
               | 
               | A child is born every 4.4 seconds. But it took me and my
               | girlfriend over 9 months to birth one!
               | 
               | Even if an original idea did show up every minute
               | globally, does not mean that it takes only a minute to
               | come up with the idea.
        
               | trick-or-treat wrote:
               | > it took me and my girlfriend over 9 months to birth
               | one!
               | 
               | By my math you should should have at least 2 in that
               | time, unless one of you wasn't pulling their weight.
        
               | catlikesshrimp wrote:
               | I don't get your point, so I am going somewhere else:
               | twins and triplets
        
               | trick-or-treat wrote:
               | So I guess it was a dig on OP not just giving himself
               | equal, but top billing somehow, over his girlfriend on
               | creating a child.
               | 
               | Wow those 6 seconds you contributed were what made the
               | difference, big guy. Not the 9 months of gestation, by
               | any means. let's hear it for OP and his splooge everyone,
               | and so on. You get the picture.
               | 
               | I'm not sure what's going on exactly with Gen Z males,
               | it's an interesting phenomenon. I wouldn't expect that
               | kind of dialog from GenX or Boomers even.
        
           | xpct wrote:
           | It seems to me that most media genres discover the most
           | interesting parts relatively early, then most subsequent work
           | is deeply derivative. I feel that way about video games,
           | digital music, movies.
           | 
           | I'd wager it's because ideas are simpler to explore
           | orthogonally, giving an overview of what's possible.
        
           | Ouman wrote:
           | The question is not whether the ingredients are original.
           | They almost never are. The question is whether the synthesis
           | is any good
        
         | uludag wrote:
         | Same thoughts exactly. I personally started looking into indie
         | game dev and I've just started to realize how naive I was and
         | how hard just game design can be, and that I'll probably never
         | be good at it, and that most of my ideas are pretty garbage (or
         | incomplete at best).
         | 
         | Even with the perfect AI to write, one would need to iterate
         | through many different ideas, play testing constantly, getting
         | people to play test and analyze what they found fun and where
         | they got stuck. And to get the best ideas you'll need to be
         | playing lots of different kinds of games.
        
         | neonstatic wrote:
         | Well, "an idea I've had for years" and "something that has
         | never been done before" are not the same thing.
        
           | jna_sh wrote:
           | This is fair! I am possibly attaching some notion of
           | originality to the word "idea" in the context of a project
           | that others don't.
        
             | danlugo92 wrote:
             | yes you are
        
         | tripledry wrote:
         | This is a thought I've had about genAI.
         | 
         | In case it all just comes from training data, "one shotting" a
         | game would be more comparable to "git pull" and changing some
         | assets than "generating code".
         | 
         | I'm not saying this is how it works, I'm trivializing LLMs with
         | this statement, but when I see someone on linkedin excited
         | about generating checkers and chess my first thought is "you
         | could have done that with git pull for the past 20 years".
        
         | Forgeties79 wrote:
         | Usually it's an idea somebody had in a flight of fancy or
         | inspiration but they haven't really shown much interest in the
         | actual medium prior, so they don't really have any knowledge of
         | its existence and then they also don't go out of their way to
         | confirm if it already exists.
         | 
         | Like I remember in college I had something akin to the idea of
         | "50 people 1 question." I was starting to become interested in
         | shooting my own documentaries and was particularly interested
         | in man on the street style interviews. I pitched it to a friend
         | who then told me about 50p1q, which baffled him because it was
         | like _the_ hot thing already a year or two prior haha.
         | 
         | Anyway that's just something I think happens a lot. And now
         | with genAI people don't throw the idea around even, they
         | quickly do a crappy version of the thing, present it, then find
         | out it exists. Which isn't terrible I guess but it's one less
         | filter for my better or for worse.
        
         | Ouman wrote:
         | Most small games are recombinations of existing mechanics
         | anyway
        
           | pennomi wrote:
           | I'd guess that large games have an even higher percentage of
           | pre-existing mechanics than small games do. It's much easier
           | to do something experimental if you don't have to wrangle
           | investors and entire teams of writers, artists, and
           | developers.
        
         | OJFord wrote:
         | If OP is anything like me, they probably played it (or saw and
         | wanted to play it) on the GBA too, and the memory became an
         | idea, forgetting they had actually played it because it did
         | exist.
         | 
         | But also, how original can a game idea ever (now) really be -
         | there's always going to be things you can describe it as 'like'
         | or a mix of, even if not identical. And for such simple things,
         | very little room for being non-identical to whatever they're
         | like.
        
         | josefrichter wrote:
         | It's called Ostrich effect and we all do it. You enjoy toying
         | with your own idea so much, that your brain shields you from
         | the pain of finding out it already exists. Deep down you _know_
         | it probably exists. It 's harmless, unless there's other
         | people's time and money involved.
        
           | latexr wrote:
           | > You enjoy toying with your own idea so much, that your
           | brain shields you from the pain of finding out it already
           | exists.
           | 
           | Doesn't look like the author toyed with the idea at all,
           | though, apart from having it in their head. Considering how
           | they describe themselves (Check the About/Home page), if they
           | had toyed with it at all they would have already built it.
           | 
           | I also don't see why finding out it exists would be
           | "painful". The game is free and the author didn't experiment
           | or learn anything from building it, they just prompted it in
           | one go.
        
             | versteegen wrote:
             | I think you misunderstand what was meant by "toying with
             | your own idea" here. I interpret it as daydreaming about
             | it.
        
               | latexr wrote:
               | > I interpret it as daydreaming about it.
               | 
               | Which is why I said:
               | 
               | > apart from having it in their head.
               | 
               | But if that's all you're doing, there's no "pain" from
               | finding out it exists. On the contrary, there is plenty
               | of room for joy.
        
             | josefrichter wrote:
             | Yeah "toying" as in "entertaining the idea" in any form or
             | shape.
             | 
             | And I disagree that the author didn't get anything from it.
             | There's a ton to glean, it was probably fun, and many HN
             | readers enjoyed the post.
        
               | latexr wrote:
               | > And I disagree that the author didn't get anything from
               | it.
               | 
               | Those were not my words. Clearly they got a game out of
               | it. What I said was they:
               | 
               | > didn't experiment or learn anything from building it
               | 
               | Which is unambiguously true. There was no experimentation
               | and no learning. There was one prompt and one result.
               | 
               | > and many HN readers enjoyed the post.
               | 
               | That's entirely orthogonal.
        
         | LogicFailsMe wrote:
         | 90% of everything is crap according to the late SF write
         | Theodore Sturgeon. That was true before AI and it remains true
         | presently. Does it really matter whether this game was in the
         | training data or not here? I guess if one is trying to assert
         | it can build original ideas (and it can, I've done it), but it
         | seems like this is the equivalent of pulling something from
         | Stack Overflow and customizing it given the description of the
         | problem.
         | 
         | IMO the ability to describe a game and let the AI implement a
         | PoC is pretty wild. It's a signal as to whether such an idea is
         | worth pursuing further to me rather than a finished product.
         | And I am enjoying all the experimentation with existing genres
         | as well as the occasional truly original experience due to the
         | dramatically lower cost of entry. What these efforts lack
         | currently is the playtesting and polish that is hard without a
         | human in the loop. So much like agentic engineering, the
         | productive work is in being a centaur. It surprises me how much
         | pushback this is getting from the demographic that embraced the
         | relatively inscrutable git over simpler alternatives for small
         | teams along with the tower of Babel of equally inscrutable
         | frameworks and APIs.
         | 
         | It's not unlike Martin Scorsese admitting upfront he's using
         | GenAI as a creative tool to visualize scenes for his scripts.
         | The predictable backlash that he dare use AI in any way for any
         | aspect of his craft despite his irrefutable oeuvre is a sign of
         | the times more than a legitimate objection to me. Ask the users
         | of deviantArt to stop working with Photoshop and see how that
         | goes.
         | 
         | Having worked in the game industry in the past and adjacent to
         | Hollywood over my career, they were already top heavy
         | exploitative cultures before AI. And any auteur that thinks
         | they can replace humans with agents is as tuned in to GenAI as
         | the tech CEOs and VCs that happily announced layoffs and
         | instituted tokenmaxxing benchmarks to measure the "incredible"
         | boost in productivity AI enables.
         | 
         | So my question, ahead of the mandatory downvotes for not
         | chanting along with the torch-bearing mob against AI in every
         | way is: beyond the CapEx and the buildout issues (both legit
         | IMO), how is AI impacting you negatively and personally?
        
           | jna_sh wrote:
           | You are the second person to respond to my question that's
           | entirely orthogonal to the actual AI usage here with a very
           | self-conscious screed. Go read my responses to the first one
           | :)
        
             | LogicFailsMe wrote:
             | If you're going to go orthogonal to the AI yourself, what
             | makes you think other people won't go orthogonal to your
             | own screed?
             | 
             | I'm happy to assume the guy had the idea in his head for
             | years. That others did too should come as no surprise. We
             | are all a lot more alike than most people acknowledge. And
             | this seems the credible successor to Activision's stampede
             | from the late 1970s. Happy?
        
         | besterman23 wrote:
         | I believe that AI is not a signal of all white collar jobs
         | being replaced, it's a signal that SWE was in its own bubble
         | and this is the pressure to pop it.
         | 
         | Most software is not needed, YCombinator itself works on the
         | philosophy of "maybe 2/300 ideas are good" and even among those
         | their biggest hitters were social media platforms and
         | undercutting existing services using VC money.
         | 
         | It was a big game that didn't make a lot of sense in
         | retrospect, and now with these AI super coders it just doesn't
         | make sense faster.
         | 
         | Software ate the world, and AI is the garbage disposal meant to
         | chew up the leftovers.
        
         | warmedcookie wrote:
         | I played it in Twilight Princess and I did not have fun and
         | Link probably didn't either.
        
       | hbarka wrote:
       | That's one tired sheepdog.
        
         | vnglst wrote:
         | This was my second attempt, I'm still learning! Besides, the
         | wolf was freaking me out.
        
           | defrost wrote:
           | Always fun having a go, mind you Michael Nyman had some
           | thoughts on all this:
           | https://www.youtube.com/watch?v=xn1_vUe_Vws
           | 
           | For interest, some shepherds run two dogs, each on a
           | different whistle or voice command pitch.
        
       | tbreschi wrote:
       | Brilliant marketing here in the title
        
       | fennecbutt wrote:
       | Looks kinda like "Sheepherds" which came out recently.
       | 
       | However as others have pointed out the idea is a common one,
       | probably because many people are exposed to sheep and sheep dogs
       | and farming. Which further reinforces a previous point I made
       | that all human work is derivative and barely anything actually
       | original.
       | 
       | But that's why it doesn't matter! Make that game/app/website that
       | someone else has made before, make your own interpretation! The
       | beauty and uniqueness is in the skin not the flesh!
        
         | totetsu wrote:
         | I'm sure I saw a blog post about this same mechanic being made
         | by llms back a year or so ago too
        
           | totetsu wrote:
           | Well it was the same person at least
           | 
           | https://news.ycombinator.com/item?id=43360648
           | https://news.ycombinator.com/item?id=43298945
        
         | zkry wrote:
         | But isn't getting an LLM to n-shot something just going to
         | produce non-unique, non-original interpretations of an idea?
        
       | stephbook wrote:
       | Playing on iphone13 mini.
       | 
       | It instructs me to rotate my phone. The pasture doesn't get any
       | bigger, but now the top bar blocks half the screen. The tooltip
       | about rotating stays in the middle of the screen. Unplayable.
       | There's a music note indicating sound, but I never heard the dog
       | bark.
       | 
       | It's exactly the kind of unpolished slop I expected it to be.
        
       | thih9 wrote:
       | The article's title seems needlessly dramatic, the article itself
       | doesn't reference the LLM's danger.
       | 
       | The title could have been just "Shepherd's Dog: A game by Fable
       | 5".
        
         | vnglst wrote:
         | Not sure if it would've gone to the front page of Hackernews
         | with that title! I was also trying to make a little fun about
         | the drama around Mythos/Fable: Even though Fable did this
         | really well, to me it does not appear to be fundamentally
         | different from other top models.
        
           | dakolli wrote:
           | Yeah, fundamentally the same: Worthless.
        
             | hurtigioll wrote:
             | funny how a worthless LLM belongs to the fastest revenue
             | growing company in the history of Capitalism
        
               | ps3udo wrote:
               | Can you provide any source for that claim? Thanks!
        
               | hurtigioll wrote:
               | google it. this article from one month ago is already
               | obsolete, annualized revenue grew from 30 bln to 44 bln
               | in the last month
               | 
               | https://venturebeat.com/technology/anthropic-says-it-
               | hit-a-3...
        
               | techpression wrote:
               | Because others are paying for it. It's a lot easier to
               | get revenue when you don't have to care about CAC or
               | paying the bills.
        
             | perching_aix wrote:
             | Bit of a funny thing to so proudly assert in your millionth
             | "your favorite show is shit" type comment, don't you agree?
             | 
             | In close lockstep with @ai_fry_your_brain, who at least
             | makes it clear right on the tin that they're not here to
             | engage in any earnest capacity whatsoever. Always a mixed
             | feeling between being appreciative of that, and finding it
             | blatant.
             | 
             | Good thing it's AI ruining communities, a thought I have no
             | doubt you also share in. If only people properly recognized
             | the hard work of people like you in this.
        
       | ciscoriordan wrote:
       | My Belgian Tervuren and I have a basic herding title and about 4
       | years of herding experience.
       | 
       | The sheep movement is excellent. You could make it even more
       | realistic by having them favor lusher areas and by having one
       | occasionally bolt spastically (hard mode?)
       | 
       | A handler mode where you play as a human and shout commands at
       | the dog could be cool too!
        
         | disillusioned wrote:
         | Come by!
        
         | entropie wrote:
         | > My Belgian Tervuren and I have a basic herding title and
         | about 4 years of herding experience.
         | 
         | Do you happen to have any videos of a Tervuren doing actual
         | herding work or competing in herding trials?
         | 
         | I was apparently under the wrong impression that Tervurens are
         | no longer bred for herding. My girlfriend just told me that
         | there are still dedicated herding lines, but when I started
         | looking into it, I could hardly find any footage. Compared to
         | the thousands of videos of Border Collies working stock, there
         | seems to be very little material available.
         | 
         | I'd also be interested to hear more about what your dogs are
         | like. Are they from a specialized herding line?
         | 
         | Do you see them as being closer to the typical working Malinois
         | - very intense, high-drive dogs with a strong prey focus - or
         | more like a blend of the classic German Shepherd and Border
         | Collie traits?
         | 
         | The latter type, at least in my experience, can make excellent
         | everyday companions as long as their owners know what they're
         | doing and provide enough mental and physical stimulation.
         | 
         | The reason I'm asking is that I've been considering getting
         | another Malinois. I used to own a fourth-hand Belgian Shepherd
         | who eventually turned into a reasonably good everyday
         | companion, but it was a long and sometimes difficult road.
         | There were also certain situations where he could never really
         | be trusted.
         | 
         | He also had a habit of finishing arguments that my Pointer
         | started in a very Malinois-like fashion, while my Pointer was
         | generally too stupid(and proud) to learn anything from _that_
         | experience.
         | 
         | Feel free to write a wall of text if you feel like it.
        
       | nickandbro wrote:
       | I sure do miss Fable. It just knew how to do things and do them
       | well. Sad it's now blocked.
        
         | willtemperley wrote:
         | I wonder if this is the real problem: it was too good, and a
         | lobby of companies feeling threatened by the competition
         | decided to push the jailbreak narrative as a scapegoat.
        
       | evilturnip wrote:
       | I think it's impressive that an LLM can take you to a local
       | maxima in one-shot.
       | 
       | But once you start maintaining it, improving it and fixing bugs,
       | you'll eventually need to rip it apart and put it back together
       | again while understanding how it all works.
       | 
       | This is why I think the better approach isn't to one-shot but to
       | have the architecture in your head and build it up piece by
       | piece, with the AI accelerating the code writing.
        
         | dools wrote:
         | I've found it very easy to maintain, add features to and fix
         | bugs in software I've written entirely with LLMs, and in
         | languages and frameworks with which I'm unfamiliar. You just
         | ask the LLM to explain the code and then work with it to come
         | up with the fix.
        
           | ai_fry_ur_brain wrote:
           | How big are those projects.. I dont think this is good for
           | your mental health or physicaly your brains health. Problem
           | solving keeps your brain strong. The laziness in us is
           | inclined to take shortcuts, don't do it. Its like driving
           | your car 3 blocks instead of walking, your physical health
           | will suffer.
        
             | dools wrote:
             | > How big are those projects
             | 
             | Define big I guess. They're non-trivial, mix of internal
             | enterprise tools, a multiplatform app
             | (android/ios/mac/windows/web currently headbutting its way
             | through review), including a billing system for my small
             | telecommunications business.
             | 
             | > I dont think this is good for your mental health or
             | physicaly your brains health
             | 
             | I find the experience of doing it without writing the code
             | to be intellectually pretty similar. I still solve a lot of
             | problems, the LLM couldn't, for example, one shot the event
             | sourcing model I built for synching data between devices.
             | It took quite a few iterations and I had to define a lot of
             | the architecture, but I did it at a level that wasn't "here
             | is a class, here is a module, this module does XYZ", more
             | at the "whitepaper" level or describing how specific bits
             | of the app needed to work in order to solve some problem.
             | 
             | It's also very similar to managing other developers.
             | 
             | > Its like driving your car 3 blocks instead of walking,
             | your physical health will suffer
             | 
             | It's more similar to having staff rather than doing
             | everything yourself. The problem solving just shifts to a
             | different area, and you get more done.
        
             | matwood wrote:
             | > Problem solving keeps your brain strong.
             | 
             | Coding is not the sole problem solving skill. In fact,
             | coding may be one of the easier skills much of the time.
             | Deciding what to build, where to focus efforts,
             | understanding a customer's needs, could all be just as if
             | not more challenging than the coding part.
        
               | dools wrote:
               | Also what the code should do and how it should do it.
               | LLMs regularly cannot come up with the best way to
               | approach something. Once those decisions are made,
               | codifying them is kind of the least interesting part of
               | the entire exercise.
        
             | boredhedgehog wrote:
             | > Its like driving your car 3 blocks instead of walking,
             | your physical health will suffer.
             | 
             | And be sure to only walk barefoot. Relying on artificial
             | shoes weakens the muscles and the skin of your feet.
        
               | mycocola wrote:
               | A reasonable compromise in the face of frostbite and
               | hookworm.
               | 
               | I suppose critical thinking skills are also as bad,
               | making you question the state of the world. Problem
               | solving is another one, deluding one into believing there
               | are solutions to suffering.
        
               | jounker wrote:
               | Sarcasm aside, most shoes are pretty bad for your feet.
        
             | yogthos wrote:
             | I've been working on a project that's over 150k loc of Rust
             | at this point. https://dirge-code.github.io
             | 
             | You absolutely can have the LLM write maintainable code. A
             | few tricks I use are to ask it to plan out features in
             | phases, and then do a branch and a PR for each focused
             | piece of work. It makes it a lot easier to review and
             | understand what's happening.
             | 
             | I also ended up making a tool which lets the LLM get a high
             | level perspective of the codebase, and then see parts that
             | are structurally gnarly. I've been using it to do refactors
             | and clean things up periodically. It helped a lot with
             | keeping the architecture clean.
             | 
             | https://github.com/yogthos/wavescope-mcp
             | 
             | Adding features and evolving the codebase has not been a
             | problem even at this scale.
        
         | hurtigioll wrote:
         | LLMs are good now at looking at existing project and suggesting
         | big refactors for technical debt removal and new better
         | architectures after the project grew organically for a while
        
         | MrScruff wrote:
         | I think this is true for projects beyond a certain complexity.
         | I have 100% vibe coded projects with tens of thousands LOC, and
         | haven't seen any real issues with fully automated maintenance.
         | Will that approach work in every scenario, absolutely not, but
         | the size and complexity of projects where it does is growing
         | with each new model release.
        
         | rahulmax wrote:
         | Strongly agree, well said. The one-shot is sexy purely because
         | that first demo is so impressive. Going from zero to working
         | app in minutes.
         | 
         | Like you said, working and maintainable are very different
         | things. One-shot hits a wall the moment you need to do anything
         | non-trivial after the initial generation. Bug fixing is
         | extremely hard, even with AI assistance. Same with feature
         | additions. It's pretty much black box at this point on. AI that
         | wrote it now goes in loops wasting tokens without being able to
         | can't reliably fix it either, because it has no memory of the
         | architectural decisions it made (or didn't make, for that
         | matter) the first time round.
         | 
         | What I realized is that the failure here is the absence of a
         | shared mental model between you and the code.
         | 
         | I'm a product designer with average front-end know-how, and a
         | solid understanding on HTML/CSS and how the web works, coming
         | from the era of hand-coding html/css files. After vibe-coding a
         | few products early this year, purely to learn how AI works, how
         | to design AI interaction patterns etc., I built something
         | called Intent Model. (largely inspired by SDD / BDD.
         | 
         | Intent model is a structured, typed artifact (basically a JSON
         | contract) that captures actors, entities, journeys, rules, and
         | constraints before I write (or make the AI write) any code. It
         | sits upstream of everything. Think of it like a condensed,
         | strict distillation of your PRD / BRD / requiremnt doc.
         | 
         | When you hand the AI a well-defined intent file instead of a
         | vague brief, this one-shot becomes structured and bound by
         | rules. Now you're giving it an architecture and to conform to.
         | You define (or make the AI define) the precise variable names,
         | their types, lifecycle, user roles, responsibilities, business
         | rules and constraints in the file. Every generated artifact can
         | trace back to a decision you made deliberately, reviewd and
         | signed-off.
         | 
         | In the design world, we already do this by using design tokens.
         | We can tell the AI that it needs to strictly use design tokens
         | and not use stray properties like a hex color value or raw
         | values not defined in the token contract. This is easily
         | auditable by AI as well.
         | 
         | The result is you can still move absurdly fast and still
         | maintain the understanding, which the one-shot approach throws
         | away. This way, you know why every piece exists because you
         | defined the intent before the AI implementated it.
         | 
         | AI is the accelerant, and you're the architect. The intent is
         | the blueprint you generate to guide/harness the AI.
         | 
         | The best part is, once you have an intent contract at the heart
         | of your project, it becomes impossible to break things too,
         | logically or experience-wise.
        
         | danlugo92 wrote:
         | > you'll eventually need to rip it apart and put it back
         | together again while understanding how it all works.
         | 
         | This is what spec .md files are for, skill issue
        
         | systemsweird wrote:
         | Exactly this! People think the one shot gets them to 95%
         | complete on an implementation of their vision. Issue is, it
         | actually gets you the AIs vision adjacent to what you want, and
         | coercing that into the actual implementation you want is now
         | 95% of the work.
         | 
         | This is really no different from working with humans. A
         | visionary founder has to spend tremendous effort to get their
         | engineers to will a vision into existence. This will be the key
         | skill with AI.
        
       | CarRamrod wrote:
       | BAA VRAM EWE
        
       | wg0 wrote:
       | Now next game - The Boy who cried wolf! Wolf!
        
       | ai_fry_ur_brain wrote:
       | Forces me to rotate to get warning message to disappear (works
       | fine on portrait, but regardless forces me to play with two
       | hands..), when rotate doesnt even fit on phone.
       | 
       | fROnTEnD DeV Is DeAd
       | 
       | DeSiGN Is DeAD
       | 
       | Cool idea tho, could be a fun game if if the UX wasnt so hostile.
        
       | isoprophlex wrote:
       | "a game idea I've had for years"
       | 
       | Bruv, there are already countless games with this exact
       | mechanic...
        
       | chvid wrote:
       | As far as I can tell it is possible to get this sort of quality
       | game with a properly tuned harness out of one of the cheaper
       | models.
        
       | PUSH_AX wrote:
       | In which harness?
        
       | andrepd wrote:
       | He should ask AI to tell him that #aaa text on #eee background is
       | not acceptable.
        
       | ernst_klim wrote:
       | When you say EUR20 worth of tokens is it fair direct API call
       | price or subsidized claude code?
        
         | vnglst wrote:
         | Direct API access I'm afraid, it was not my intention to spent
         | it all in one go on this. But after 12EUR I didn't want to stop
         | anymore
        
       | bloomark wrote:
       | > It's really fun and exactly how I imagined it.
       | 
       | If this is what you imagined, you need to imagine better.
       | 
       | * Pathfinding is terrible (if I end up inside the fenced area
       | clicking outside doesn't lead me out). * Forcing me to go
       | landscape while not even filling the entire screen is terrible
       | (where did you even test this). * Controls are disastrous (I'm
       | either barking all the time or a bark makes my sprite ignore my
       | movements).
       | 
       | You one-shotted this, and I will admit it's incredible that these
       | agents can create something like this in minutes.
       | 
       | But your statements along with the "most dangerous AI model" in
       | the title are disingenuous. Please do better.
        
       | _pdp_ wrote:
       | If you sit down and write that game by hand you will not only
       | finish it in a week but also learn a lot of things along the way
       | and perhaps even discover something about the game and you did
       | not imagine. That is how programming works. It is a search
       | problem.
       | 
       | Also this is a game has very simple mechanics I am sure you can
       | generate as easily with Cursor or some other tools.
        
         | thih9 wrote:
         | Cursor has access to the latest models so it should be
         | equivalent, right?
         | 
         | Or is there some other AI usage described in this article that
         | is not supported by cursor?
        
           | _pdp_ wrote:
           | I don't use Cursor so I mentioned it as slightly impartial
           | suggestion but my point is broader. I hear and have seen
           | results from others using Composer 2.5 which is only
           | available in Cursor.
        
         | pnut wrote:
         | More deeply than programming being a search problem,
         | programming is a means to an end.
         | 
         | If the end is a combination of education and product discovery,
         | then yeah maybe, although those are also dimensions of personal
         | productivity that can be amplified by leveraging AI tools.
         | 
         | If the end goals of programming is leveraging computer
         | automation, then nobody actually cares how the automation
         | infrastructure gets established, and the less distractions with
         | low value implementation complexity, the better.
        
       | momocowcow wrote:
       | So it created a trivial game that a teenager could've built as a
       | part-time project while acquiring deep knowledge.
        
         | Levitating wrote:
         | Humans can do lots of things, I don't see how that's relevant.
         | This post is about AI progress.
        
       | da-x wrote:
       | Curious enough, I tried the same prompt with Qwen3.6-27B.
       | 
       | One shot produced a game with no sheeps. I had to told it to fix
       | two bugs then.
       | 
       | Overall, the graphics and games seems good enough and better than
       | most of the closed models that were shown. However, not
       | surprisingly, falls short of Fable.
       | 
       | I've put the index.html and open code session here:
       | 
       | https://github.com/da-x/when-ai-fails/tree/qwen3.6-27b/shepa...
        
         | vnglst wrote:
         | Would love a PR with this!
        
       | raincole wrote:
       | There were dozens (if not hundreds) of more complex games made by
       | Fable on Twitter the first day it was released. The only reason
       | this is on HN frontpage is the stupid clickbait title.
       | 
       | Some random examples:
       | 
       | https://x.com/fe_yukichi/status/2064635098411180374
       | https://x.com/akiraxtwo/status/2064780732082651402
       | https://x.com/kieradev/status/2064482704763085202
       | https://x.com/VincentLogic/status/2064699740936356065
       | https://x.com/XiaohuiAI666/status/2064994538591223911
        
         | franze wrote:
         | No, the reason is that it is a follow up on a (multiple)
         | threads march last year and shows the progress of ai.
        
       | GuestFAUniverse wrote:
       | (Exaggerated:) Guy who would never pay 20EUR to another dev for
       | such a game, pays same amount for AI.
       | 
       | Applause to Anthropic: mission accomplished!
        
         | ashdnazg wrote:
         | That's no surprise, telling the AI what to do is basically the
         | IKEA effect.
         | 
         | https://en.wikipedia.org/wiki/IKEA_effect
        
         | djeastm wrote:
         | There's always been a premium paid for custom work, though. OP
         | just paid off-the-rack prices for a custom-made suit.
        
       | Ouman wrote:
       | The "world's most dangerous AI" framing is funny here because the
       | result is basically the least dystopian use case imaginable
        
       | rcarmo wrote:
       | Pretty great game, am having some fun
        
       | Andrew_nenakhov wrote:
       | ok, after playing this game, I started respecting shepherding
       | dogs' skills even more.
        
       | shmoil wrote:
       | Yeah, but can it one-shot Sven Bomwollen?
        
         | djmips wrote:
         | 2002 - a strange game!
        
       | deadbabe wrote:
       | It's sad that someone can think about a game for years and never
       | really spend the time to just build it out. This is a very simple
       | game even a CS student could build for an assignment. But now
       | we're supposed to be impressed an AI can one shot it for $20
       | dollars.
        
       | helterskelter wrote:
       | This game need a "bah-ram-ewe" cheat code where the sheep dog
       | turns into a well-mannered pig who politely asks the sheep to
       | return to their pen.
        
       | root-parent wrote:
       | But all this was in the training data no?
       | 
       | https://github.com/Nuno1123/chaser https://github.com/tee-
       | lab/collective-responses-of-flocking-...
       | https://shoze.itch.io/sheep-game
       | https://store.steampowered.com/app/3006280/Sheepherds/
       | https://ameiswhattodo.itch.io/sheepy
        
         | ofjcihen wrote:
         | Oh wow, this is just a straight ripoff of that last one isn't
         | it?
         | 
         | I feel like this is a recurring theme. Someone posts about one
         | shotting something and then it's revealed that you could also
         | have one-shot it buy git cloning the repo it's based off of
        
           | deadbabe wrote:
           | The real point of these posts is karma farming. Posting a
           | good one shot is worth at least a hundred or so upvotes.
           | People need to recognize this for what it is and ignore these
           | kind of things.
        
             | weirdhacker42 wrote:
             | What can I buy with all of my karma?
        
               | ocodo wrote:
               | while the common refrain is nothing, what you get with
               | karma is a v.small online recognition boost.
               | 
               | so almost but not quite nothing.
        
               | deadbabe wrote:
               | Karma is the only thing you take with you when you die.
        
       | iugtmkbdfil834 wrote:
       | Oddly, I wonder if this is not a great benchmarking prompt.
        
       | andai wrote:
       | 45 minutes and $20 ? You can make it in 5 minutes with DeepSeek!
       | 
       | I even did it for free in their web chat.
       | 
       | https://jsbin.com/sigesemeyi/edit?html,output
       | 
       | DeepSeek Flash was also able to do it, even with reasoning
       | disabled, but Pro gave much nicer graphics.
       | 
       | Your Fable version is prettier though!
       | 
       | Edit: And has better gameplay. And sounds. OK, nevermind! Fable
       | wins this one :)
        
         | jm_l wrote:
         | In this version, the sheep all get stuck in the corners and
         | edges. This doesn't happen in the Fable version.
        
           | andai wrote:
           | The Fable version has some kind of "gravity" that pulls the
           | sheep together.
           | 
           | Some of the other games mentioned here use fancier flocking
           | mechanics (like boids!)
           | https://news.ycombinator.com/item?id=48518518
        
         | pixelesque wrote:
         | Love the:
         | 
         | > // Sky-like background
         | 
         | comment for the ground! :) No doubt most of the training data
         | is for sky...
        
       ___________________________________________________________________
       (page generated 2026-06-14 10:01 UTC)