Inspiration

I’ve always loved games that feel a little chaotic — where you just jump in, swing a sword, and watch the madness unfold. So I made one. But the part I’m most excited about is letting you make the chaos. I wanted to build something where anyone can design their own level, toss in enemies, and just see what happens. It’s all about creativity, fun, and giving people the tools to make their own weird, awesome experiences.

What it does

Creates a creative outlet for its players! You can play short levels and hone your sword-swinging skills, or you can make a quest and send it to your friends to test their skills.

How we built it

We used Kiro, Phaser, and Devvit

Challenges we ran into

Devvit takes a while to load new changes, so the dev cycle is slowed a bit by that.

Accomplishments that we're proud of

Allowing players to make their own levels! This is a feature I always want in my games, and so I was thrilled to squeeze it into this game jam.

What we learned

As usual, it is always better to spend time planning and take the path of least resistance when vibe coding a game. It's good to have a strong vision, but important to find a compromise between your vision and where your AI-powered IDE thinks the text element should appear.

What's next for BigFun

I'd love to let people upload image packs to the game to create more visually engaging levels, and also add more in depth enemy profiles to make them feel more unique

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