A Liberal Arts Major with Zero Coding Skills Completes a Game
©Gemini

A whopping four months have passed since Part 1 was released. I boldly declared it a "long-term project to continue throughout 2026," but I found it difficult to finish writing Part 2. To make excuses, it wasn't just laziness. In fact, I was close to giving up on this project entirely.
The reason is simple: the 'Tap Tap Capybara' I made with Vibe Coding simply wasn't working properly.
A Liberal Arts Major with Zero Coding Skills Completes a Game
▲ Do you remember 'Tap Tap Capybara' from Vibe Coding Part 1? ©INVEN

First, bugs would appear. I'd tell Vibe Coding, "Please fix this." Then it would confidently reply, "Yes, it's fixed!" But it wasn't fixed. I'd say, "It's still not working?" It would respond, "I'm sorry, I've definitely fixed it this time!" But it still wouldn't work.
This infinite loop went on for days. I had no idea where the problem even started or how extensive it was. On top of that, I didn't have the skills to fix it myself.
A Liberal Arts Major with Zero Coding Skills Completes a Game
©Gemini

Actually, there was a more fundamental problem than just the bugs.
When you command Vibe Coding to "create a clicker game," the AI produces results that seem to run plausibly. The screen looks fine, the buttons are clickable, and something appears to be working. This makes you think, "Wow, am I actually making a game with Vibe Coding right now?"
But in reality, you're not.
It's like asking an AI to build a house. You say, "Build me a house," and it produces something that vaguely resembles a house. But when you open the door, there's no plumbing, no electrical wiring – it's just the shell of a house. It looks fine from the outside, but it's not a house a person can live in. That's exactly what my Capybara was like. It would cutey wiggle its feet, but there was no substance to call it a game.

'Real' Vibe Coding Found on YouTube


So, I put the Capybara aside in a corner of my heart and went on with my life. Then, one day, while browsing the internet, I stumbled upon a video of someone creating a game with Vibe Coding. This person was making Super Mario with Vibe Coding, and perhaps because they were a former developer, the level of completion was extraordinary. They were effortlessly building a house that people could actually live in, a far cry from my "shell of a house."
Most importantly, the video documented the entire game development process from start to finish. Watching it, I thought, "If I follow that sequence, maybe I can do it too?" I found the courage to try again on the project I had attempted and abandoned so many times. And from that video, I learned several crucial principles of game development.
The Vibe Coding Game Development Video I Actually Referenced ©스마트대디_SmartDaddy

STEP 1

Using a Good AI is Essential
A high-performing AI can handle many tasks without explicit instructions from the user. Conversely, a less capable AI requires the user to fill in the gaps.
While Lovable wasn't a bad tool, it wasn't the 'best performing' tool at the time I was developing the game. Lovable was good at quickly generating prototypes. However, when it came to complex logic or fine-tuning code structure, its limitations became apparent. Most importantly, I didn't feel like the AI was 'intuitively' understanding and executing what I wanted.
Four months have passed since I wrote Part 1, and AI has advanced rapidly during that time. Consequently, I decided to switch to a new tool.
That tool is 'Claude'. There were many AI coding assistance tools available, but I recall Claude being the first to receive positive reviews in the coding domain among over 12 AI coding agents. In fact, Claude maintained its position as the most preferred model by AI engineers until the end of 2024, and coding agents that adopted Claude as their dedicated model achieved monthly sales of $4 million within just four weeks of launch, indicating its popularity among developers. (However, it's fascinating how quickly things change; other AI coding tools are now receiving even better reviews than Claude.)
I've tried various tools like Gemini and Grok, but when running the same code, Claude's output was consistently superior. It wasn't just about the code running; Claude better understood the context I intended, proactively searched for documentation when errors occurred, and maintained consistency across long codebases.

STEP 2
A Good Game Design Document Leads to a Good Game
The second crucial element is the game design document.
This was one of the key takeaways from a YouTube video I watched. A game design document is akin to the blueprint for constructing a house. With a blueprint, you can build a solid structure from foundation to completion without missing any details. Recalling how I built a rudimentary "shell" of a clicker game called 'Capybara' with just a few lines of prompt in Part 1, I realized how little I knew back then.
First, I asked Claude: "List the types of web games you can create, from easiest to hardest." It provided a list. The easiest were games like Tetris, but I wanted to create something a bit more challenging. So, from the 'intermediate' difficulty genres, I chose a defense game that I had enjoyed playing in the past.
Of course, I didn't know what was involved in creating a defense game. I gathered information about defense games from people I knew, provided it to Claude, and said, "Create a design document based on this."
The result was astonishing. Claude produced a surprisingly plausible game design document for a defense game. And when I asked it to create a game based on this document, a reasonably well-made game emerged from the start. Wow. Compared to the frustration of hitting a wall with Capybara, game development became remarkably easy.
The difference that a 'game design document' makes is immense.
A Liberal Arts Major with Zero Coding Skills Completes a Game
A portion of the game design document actually written by Claude ©INVEN

A humanities student with a zero in coding completes a game
Even with only information found online, it creates a surprisingly detailed game design document. ©INVEN

A humanities student with a zero in coding completes a game
Of course, it wasn't used exactly as is; review and adjustments were necessary. ©INVEN

A humanities student with a zero in coding completes a game
Based on the game design document, 'Claude' created a 'Defense' game. Wow! It works, at least. ©INVEN

STEP 3
Logic Before Graphics
The third lesson I learned was to complete the logic before adding graphics. It doesn't matter if it's clay or a block of polygons; the priority is to make the game function correctly first. (This is what I should have heard back in Part 1, when I was stuck on character appearances and went through 12 versions.)
Fortunately, the prototype game worked well. The monsters moved along the path as I intended, and the units attacked. From here, I began making detailed adjustments. How to place units on the map, how to combine units, adding new monsters, setting win/loss conditions... I refined each aspect one by one.
The process was difficult, but incredibly fun. I pondered, "What elements are needed to make this feel like a game?" and added the necessary features one by one. I added units, added monsters, incorporated background music, and then added special effects and various visual effects.
As time passed and I could see the game taking shape, I felt a sense of satisfaction and lost track of time, engrossed in coding.
What was even more impressive was that 'Claude' could understand and execute my commands, even though I, with no coding knowledge, was giving various instructions. Furthermore, when I asked 'Claude', "Suggest things that can improve the game's completeness, excluding balance aspects," it provided diverse and very useful suggestions while developing the game.
As I focused intently on development, I found myself almost believing I had become a true game developer.
A humanities student with a zero in coding completes a game
By adding units, monsters, and combinations, the logic was largely completed. Wow! ©INVEN


STEP 4
Applying Graphics

The fourth step is the graphics work.
This turned out to be more challenging than I initially thought. First, I experimented with various tools and prompts to generate the desired graphics. Then, I had to manually edit them in Photoshop to achieve the exact look I wanted. I had to meticulously cut out each character and input them one by one, a process that would have been impossible without Photoshop skills.
Relying solely on image prompts wasn't effective, as the AI often misunderstood the requests. Furthermore, constantly tweaking details by using up tokens was inefficient. (This was a hard-learned lesson from the Capybara section in Part 1.)
The real difficulty began when I started integrating the graphics into the actual game. Issues like images being cut off or monster movements not aligning with their graphics began to surface. These problems could only be identified by applying the graphics within the game environment itself. I worked with Claude to address these issues one by one, and this phase also consumed a significant amount of time.
Personally, I had an interesting experience during this process. I divided the tasks, with Claude handling the coding and Gemini responsible for the graphics. The workflow was surprisingly effective. I would have Claude compile the necessary design specifications, then pass that information to Gemini for graphic generation. Finally, I'd apply the completed images back into Claude and receive feedback. At one point, I felt like a Project Manager, coordinating between the development and design teams, even though I was just switching between two chat windows alone.
Once the image work was complete, the game truly started to feel "game-like." This sense of accomplishment and reward naturally led to me spending more time on game development. Since updates were immediate and aligned with my vision, I found myself rapidly depleting my token allowance, pausing, and then resuming work more and more frequently.
A Liberal Arts Major with Zero Coding Skills Completes a Game
Requesting design specifications from 'Claude' to be sent to 'Gemini' ©INVEN

A Liberal Arts Major with Zero Coding Skills Completes a Game
Showing the received results to 'Claude' and getting feedback to send to 'Gemini' ©INVEN

A Liberal Arts Major with Zero Coding Skills Completes a Game
Continuously switching between 'Claude' and 'Gemini' like this ©INVEN

A Liberal Arts Major with Zero Coding Skills Completes a Game
Creating graphics for units and monsters ©Gemini

A Liberal Arts Major with Zero Coding Skills Completes a Game
Also creating background maps ©Gemini

A humanities student with a zero in coding completes a game
Huh? The monsters aren't moving on the track. ㅜㅜ ©INVEN

A humanities student with a zero in coding completes a game
The map, completed after numerous trials and errors ©Gemini

A humanities student with a zero in coding completes a game
After several revisions, the monsters finally succeed in moving on the track ©INVEN

A humanities student with a zero in coding completes a game
An intro page was also created here ©Gemini

A humanities student with a zero in coding completes a game
The ending image was added, enhancing the overall quality ©Gemini

STEP 5
Unexpected and Unique Difficulty: Balancing

The final stage was balance adjustment.
This involved level design while actually playing the game, and it was incredibly difficult to do alone. While playtesting by myself, the game had many random elements, so when it was too easy, I'd wonder if it was too simple, and when it was too hard, I'd constantly question if I had designed the balance poorly. I eventually asked some acquaintances to test it, but their game comprehension varied, and with the significant random elements in a defense game, the results were all over the place.
While adjusting the game's balance, I realized why some games are released with less-than-perfect balance. After twelve rounds of balance adjustments,
somehow, the game was completed.
A humanities student with a zero in coding completes a game
The defense game 'Twilight Mountain Defense' is complete, having taken on a proper form ©INVEN

A humanities student with a zero in coding completes a game
I'm moved that it's a game that works, one way or another. ©INVEN

A humanities student with a zero in coding completes a game
Various in-game functions are performing well. ©INVEN


A humanities student with a zero in coding created a game.
It's both surprising and satisfying that I, who knew nothing about coding, managed to create a game that actually works. I also learned that making games is incredibly fun.
I learned a lot during the process. When it came to adding graphics, I refined prompts and made repeated requests, much like a designer giving feedback in a development studio. I learned that this is by no means easy, and I also felt how arduous the task of balancing is. While I could make a game without knowing how to code, there were so many other mountains to climb in 'making a game' besides coding.
Just being able to experience all of this firsthand by creating the game myself made this a project where I gained a great deal.
And above all, the fact that I, who knew absolutely nothing about coding, was able to create a game to this extent using only 'Vibe Coding' is, in a way, a little frightening. Compared to four months ago with 'Luvable', I've been thinking complex and varied thoughts about how rapidly AI is developing, what developers in the actual industry must be feeling, and what it means to live in such a world.
Four months ago, I let go of the capybara I was desperately trying to catch, but in the end, I created a functioning game with my own hands. The reckless challenge of a humanities student with a zero in coding was made possible thanks to the advancement of AI.