Đế chế ve chai – Junkyard Empire

Playable browser game demo: https://bravo06.itch.io/dechevechai. Concept, game design, story and art direction by me. Code written with Claude. Cutscene art generated with Higgsfield. Music composed with Suno.

I loved games long before I studied graphic design, and I wanted to make them. Right after finishing design school I applied to game studios, hoping to help ship a title, any title. Nobody hired me, so I went into advertising instead. The idea never left.

I later shipped a few small mobile games with Buildbox, a no-code tool, handling concept, gameplay and art direction on each. But a game of this scope was out of reach that way. Learning the tool while building would have cost far more time, effort and health.

In 2022 I wrote a design document for a game about scrap collectors in Saigon, then left it in a drive folder. This year I opened it again to test one question: Can I vibe code a playable game by directing AI?

Nine versions later the demo is live. All code was written with Claude, mixing the Sonnet 5.5 and Opus 5.5 models. No game engine was used.

Each of the five districts has its own rule: a crowded market, a dark sewer on a flashlight battery, a guarded construction site, a canal you work by boat. Once you know a district you can buy its yard and hire collectors, and the game shifts from picking up cans to running a business.

Core game

You walk the streets, pick up scrap, avoid traffic and dangers, and sell at the junkyard before the day ends. A day lasts 80 seconds, 27 seconds for the night. Money goes to medicine first, then to better vehicles, from a sack on your back to a electric motorbike with a trailer.

Art direction

I chose pixel art because of where I started. I grew up on Mario, Contra and Jackal, games of the cartridge video game era, and they ‘haulted’ my mind of what a game looks like. The world is top-down, 16-bit in style: narrow Saigon tube houses, hand-painted signs, tangled power lines. In-game sprites and tiles are drawn entirely in code. For cutscenes I built character sheets first, then generated each panel against them to keep the cast consistent.

Story

It is a casual sim, but I wanted it to have soul in it. The player is a 13-year-old orphan raised by an old scrap collector who has fallen ill. The people you hire come with a short interview, and some carry a story that unfolds as comic panels after a few days on the job. A laid-off programmer writes a routing app for the crew and increase income. A fashion designer turns cans into a runway dress.

Leave a Reply