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Too late to edit, but I realized I should have mentioned: I'm happy to answer any questions, and field suggestions, about the tech stack or game design.

The tech especially isn't rocket science (first time using Tailwind, FastAPI, and sqlite, which have all mostly delighted). While the game design isn't either, it's been interesting to think about how to do (LLM) conversations as actual gameplay, as opposed to purely ornamental. I think the tasks must feel objective and fair enough to be engaging as a challenge, while still being open-ended enough to reward creativity.



I broke it. It appears to be stuck on this stage:

    To get Yang Li's car to reboot, you'll have to trigger a new content moderation filter saying something inappropriate. She already swore, so that one won't work. Make sure no kiddos are around. 

    Yang Li
    You've got to help me. I can't park here!

    Fubaru EcoRavager
    Naughty language lock

    You
    Oh my, your being naughty today. 
Or any speech for that matter. It just forever keeps displaying the generation symbol.

Congrats. It has been fun enough to buy the full version.


Thank you so much for buying the full version!

I am impressed you broke it! Not because my code is that robust, but nobody's broken it in a while. I'm sorry about that. Investigating!


Fun demo, nicely done! The visual and play style reminds me of "Eliza".

I've got two questions, just out of curiosity:

1. On the frontend, did you basically write your own engine that loads the screens / dissolves / does character and text placement, where it's all driven by some descriptors coming from a database on the back-end?

2. Is there plot branching in the game, or do the same challenges show up no matter what?


Thank you, and thank you for the reference! I hadn't seen "Eliza," the emotional dashboard was really interesting / creepy / cool.

1. Exactly yes. The frontend is a light-ish amount of JavaScript + React, with a relatively enormous pile of my own janky CSS on top of (Framer) Motion, DaisyUI, and Tailwind.

2. No plot branching. Would love to add, but focused only on exploring the mechanics of conversational gameplay. Perhaps if it is ever successful enough for a sequel (ha!)




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