What is vibe coding?
By Eduardo Orellana · Updated
Vibe coding means describing what you want in plain language, letting a model write the code, and accepting the result without reading it. You judge the software by running it rather than by reviewing the source. That last part is the definition; everything else is a consequence. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows and Linux, on the official Godot engine.
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The definition, precisely
Vibe coding is programming where the feedback loop runs through behaviour instead of source. You say what should happen, a model produces code, you run it, and you decide from the running program whether it is right. If it is wrong you describe what was wrong and go again.
The word "vibe" points at the acceptance criterion. A traditional review asks whether the code is correct by inspection. Vibe coding asks whether the thing does what you wanted. These are not the same test and they fail in different places.
Using a model to write code you then read carefully is not vibe coding. That is assisted programming, and it is a different and older practice. The distinguishing feature here is that reading the code is not part of the loop.
Where the method works
It works where behaviour is fully observable. Game logic is the clearest example: if the door opens when it should, the door code is right, and there is nothing hidden behind that observation.
It works where the cost of being wrong is low and the cost of iteration is low. Trying five versions of how combat feels is a different activity when each version is a sentence rather than an evening. You test ideas you would otherwise have argued yourself out of.
And it works where you have real taste about the output. Judging a running game is a skill most people have without training, which is why games turn out to be one of the better fits for the method.
Where the method fails
It fails where correctness is not visible from the outside. Security, money, data integrity, anything with an edge case you will not stumble into by playing. A payment path that works in every case you tried is not a payment path that works.
It fails on structure. Code written sentence by sentence over weeks accumulates a shape nobody chose. Everything still works and every new change costs slightly more, and there is no single moment where it went wrong.
And it fails on anything with taste in the shape rather than the behaviour. A world, a level, a layout. You can describe a valley to a model and get a valley. Getting the valley you actually meant, by description alone, takes longer than shaping it with a mouse, and the intermediate results are almost right, which is the hardest thing to fix.
Vibe coding a game specifically
Games split cleanly along the line above, which is unusual and useful. The behaviour half — rules, state, triggers, movement, inventory, dialogue flow — is nearly ideal for the method. You can see whether it is right by playing.
The world half is harder. There is no correctness test for a landscape or for the layout of a flat room, only whether it is the one you wanted, and a model cannot know that from one sentence. Two things fix most of it: agreeing what the world is before anything gets built, and keeping a hand on the controls for the last few metres.
So the sensible arrangement is not "vibe code the whole game" or "do not vibe code". It is to let the model build the behaviour and the world from a brief you agreed, judge both by playing, and shape by hand the part a sentence cannot carry.
More on this: Vibe coding a game jam entry in a weekend
Where Flockbay fits
Flockbay is built on exactly that arrangement, in both 2D and 3D games. Before anything is built, its AI asks about your game one round at a time and writes a brief, and nothing is built until you approve it. Then it builds the world — terrain, water, weather, plants, characters and props in a 3D game, tile ground, scenery and sprites in a 2D one — writes GDScript you never have to read, and plays the game to check its work. For the call that is pure taste, the same world tools are buttons around the Godot editor's own view, worked with a mouse rather than a sentence.
The engine underneath is Godot, open source, bundled inside a desktop app for Windows and Linux. The game runs locally on that copy of Godot, so the loop of change, play, judge is as fast as your machine.
Being non-technical means you do not write the code. It does not mean you cannot judge the result, and in vibe coding the judgement is the entire mechanism. Building needs an internet connection; playing what you built does not.
More on this: What is a no-code game engine?
Questions
- Who coined the term?
- It came out of the AI developer community in early 2025 and spread quickly, which is why usage is still loose. The core meaning is stable: describe, run, judge, without reading the source.
- Is vibe coding real programming?
- It produces real programs. It does not teach you to program, and it is a poor choice if learning the skill is your actual goal.
- Is it safe for production software?
- For anything where correctness is not observable from running it, no. Games are a much better fit than payments or authentication.
- Can I read the code if I want to?
- With Flockbay, yes. It is GDScript in a normal Godot project on your disk. Nothing requires you to.
- Can you vibe code the world too?
- Up to a point, and Flockbay does: it builds the world from the brief you approved. A world has no correctness test, only taste, so the same world tools are buttons in the Godot editor for the last few metres. Almost right, fixed by hand in a minute, beats almost right described again in a paragraph.
Related
- Vibe coding a game
- What is an AI game maker
- Is AI game making cheating
- Does AI game making actually work
- Vibe jam: what the format rewards, and what it rules out
- Do you need to code to make a game?
- Can AI make a game?
- Vibe coding a game jam entry in a weekend
- Can AI make a 3D game?
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