My case: 40 game ideas → a playable portfolio, solo — part 1, the vibecoding assembly line
A live build-in-public log: I collected ~40 game ideas, shortlisted half, and I'm building the best into full production games — alone, with AI doing the heavy lifting. At one point 12 playable MVPs got built in half a day. Part 1: the funnel (idea → MVP → production), the distribution channels, and why this is a case study, not a jackpot bet.
Solo operator · one-person venture studio in Europe (SEO · affiliate · micro-SaaS) · 25 August 2026 · updated 25 August 2026 · 3 min read
The vibecoding thesis says building stopped being the bottleneck. Here’s me testing that claim at its most extreme: a one-person game studio funnel — ~40 ideas collected, about half shortlisted, playable prototypes built in bulk, the strongest promoted to full production. This is the live log.
The funnel (idea → MVP → production)
- Collect without filtering. ~40 ideas captured raw, in my own words — arcade loops, runners, puzzle mechanics. Ideas are graded, never discarded.
- Shortlist by buildability × fun-potential. About half made the cut for prototyping.
- MVP wave. Each shortlisted idea becomes a self-contained HTML5 canvas prototype: one file, one core mechanic, one input axis, playable on desktop and phone. AI builds from a tight design brief; I playtest and tune the feel — the part no model judges for you.
- Promote the winners to production. The strongest few get the full treatment: in-gameplay tutorials, difficulty curves and biomes, “juice” (slow-mo deaths, combo toasts, screen shake), balancing passes, original soundtracks — including music from my own AI-music label case, which is exactly the kind of cross-project leverage a portfolio makes possible.
Current production wave includes titles like BublDog (a French bulldog on a trampoline popping bubbles) and TwoBallz: Super Rush (a two-element runner where fire and ice swap to break what blocks you) — small, finished-feeling arcade games, not tech demos.
Distribution: web-first, stores only for winners
- Now: HTML5 → my own web playground for testing → browser-game platforms (itch.io; portals like Poki and CrazyGames that bring their own audience and share ad revenue). Publishing costs nothing; someone else owns the traffic.
- Later, winners only: wrap for Google Play with Capacitor, monetize with ads. Store effort is expensive — it’s spent only on games the web already proved.
The sequence is the whole strategy: prove fun where publishing is free; pay the store tax only on winners.
The log — results as they land
- 2026-08 (part 1, this post): ~40 ideas collected and graded; ~20 shortlisted; MVP wave built (12 in half a day at peak); production treatment underway on the lead titles (tutorials, biomes, juice, balancing, original soundtracks); test playground live, portal submissions next. Revenue so far: none — by design at this stage. Next checkpoints: first portal publications, first play metrics.
Updates get appended here with dates as real numbers arrive — wins and failures both.
The general playbook this case follows: how to make a game alone.
Part of the personal log. The thesis this tests: vibecoding for solopreneurs; the sibling experiment: the AI music label case.
The numbers behind this case are kept as a live board — every stage of the funnel, what it cost, and the rows still at zero: the one-person game studio board.
Want to build one yourself? The assembly line as a recipe: DIY: make a simple game in a weekend — and then DIY: publish yourself.
Frequently asked questions
What is this case actually demonstrating?
How can one person build 12 game MVPs in half a day?
What are the distribution channels for solo web games?
Is this supposed to make real money?
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