I'm planning to do a proper full game with more iteration and publish it as a playable build, not just a video. That should give a much better sense of actual quality ceiling.
Last summer I built a factorio-like automation game with older models and over time the game really started to take life.
The "Racing game" appeared to be a car following a set path with a freecam and there didn't seem to be any gameplay mechanics in the snowboarding one, just a physics entity wildly crashing down a hill with no consequences or score.
The asset generation costs are tracked precisely. The current cost table: images are 5–15 cents depending on resolution (7 cents at 1K default, 10 cents at 2K, 15 cents at 4K). 3D models via Tripo3D run 30–60 cents depending on quality tier (a full 3D asset including the reference image is 37 cents at medium). Visual QA (Gemini Flash) is essentially free at this scale.
A typical game needs maybe 10–20 images and a handful of 3D models, so total asset costs usually land under $3. For something like the snowboarding game, you're looking at roughly $5–8 all-in — closer to your $5 bucket than $50. And image gen costs are dropping fast, Grok Imagine is 2 cents per image now, which is on the migration roadmap.
It helps to not have to sink most of your initial motivation energy on setting up the most basic mechanics like player movement physics from scratch and demo level templates.
I use cluade code to help work in godot, but I dont try to use claude as a one shot tool anymore. I haven't gotten good results out of it and I haven't seen any good results out of it elsewhere.
And when you realize that apps that are vibe-coded are to apps what the games here are to actual games, things get really worrying.
Oh well, back to my Claude Code CLI anyway but I know it's generating a huge amount of crappy code.
i do think LLMs need a physics skill though. very consistently they are bad at writing physics related code. at least without a lot of prompting and feedback