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Glm 5.1 Test : Making a Retro Style Game

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March 31, 2026
intermediateopenclaw

Summary

You're watching a live coding experiment where GLM-5.1 gets put to the test building a custom retro game from scratch. The creator decides to push beyond typical space shooter demos and attempts something more unique: a Westworld-inspired roguelike game. The challenge? See if the AI can handle a custom concept it probably hasn't seen before. You'll follow along as the creator uses Claude Code with GLM-5.1, working through the planning phase and dealing with real-world issues like slow token rates and API limits. The stream shows the messy reality of AI-assisted development—not a polished tutorial, but actual problem-solving in real time. When GLM-5.1 proves frustratingly slow, you'll see the creator pivot and run the same prompt on Minimax simultaneously to compare performance. The video emphasizes using planning mode in Claude Code rather than jumping straight to agent mode, asking architectural questions upfront about web vs Godot, game scope, and art generation. You'll learn why the creator chooses browser-based development for speed and shareability, opts for a single vertical slice with 2-3 zones, and plans for AI-generated pixel art. The Westworld theme fits perfectly with roguelike mechanics—robots resetting daily mirrors the game loop of rebirth and iteration. This isn't about perfect execution; it's about testing AI coding tools under realistic constraints, making quick decisions when things don't work, and showing the actual thought process behind prompt engineering and tool selection. You'll see both the potential and limitations of current AI coding assistants when tackling creative, custom projects rather than standard implementations.

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