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作者 | 董道力
邮箱 | dongdaoli@pingwest.com
过去几年,AI 创作工具的边界被不断扩张:从 ChatGPT 让写作大众化,到 Midjourney 和 Sora 让平面设计与视频创作门槛骤降,如今内容生产的最后一块高地,正在指向游戏。
游戏是最复杂的创作形式之一,融合了叙事、逻辑、美术、音效与交互设计等。它需要团队协作和数以万行的代码,也因此长期是“AI 无法完全接管”的领域。但 2025 年,情况开始发生变化。
Gambo 称自己为 “世界上第一个 Game Vibe Coding Agent”。用户只需描述游戏类型、主题或风格,AI 就会自动生成场景、角色、交互与音效,并把这些内容编织成一个可玩的世界。
而与多数 AI 工具强调创意民主化不同,Gambo 把“商业化效率”与“创作自由”放在同等位置:它既想让每个人都能轻松做出游戏,也希望让游戏创作从一开始(day 1)就具备收益逻辑。
具体来说,Gambo 通过一个强大的 AI 游戏代理与内置广告系统,让创作者可以在第一天就将玩家转化为收入来源。这里先打个预防针,这个功能还没上线。
不过,AI 介入创作也让更多新的问题浮现。AI 生成的关卡与剧情是否足够连贯?素材版权、逻辑脚本、音效风格这些内容的归属如何界定?在追求“效率优先”的系统中,创意是否会被算法的模板化思维替代?
这些问题至今没有定论。Gambo 让游戏创作的门槛骤降,也让“创作本身”的定义再次变得模糊。
带着这些疑问,我们尝试在 Gambo 的网页端进行了实际体验。从输入第一个提示词开始,看它究竟能把一个想法,变成怎样的游戏世界。
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实测 Gambo
进入 Gambo 主页,会发现它和一众 no-code 应用一模一样,左边是项目列表,右边一个对话框,甚至还少了点功能选项。
比较特别的就是右下角的能力选项,tokens 消耗更少速度更快的标准模式和消耗更多质量更好的专家模式。
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任务一:涂鸦跳跃
我们先尝试在标准模式下,生成一款 iPhone4 时期流行的远古游戏:涂鸦跳跃。
prompts:
Create a simple 2D arcade game inspired by *Doodle Jump*.
Core Gameplay:
- The player controls a small character that continuously bounces upward.
- The goal is to jump from platform to platform without falling.
- The game scrolls upward automatically as the player climbs higher.
- The player dies when falling off the screen bottom.
Mechanics:
- Use keyboard arrows (← →) or mobile tilt to move left/right.
- Randomly generate platforms as the player goes up.
- Add bonus elements like:
- Springs (extra jump)
- Moving platforms
- Breakable platforms
- Monsters to avoid
- Jetpack for temporary flight
Scoring:
- Score increases with height.
- Show current score and best score.
Visual Style:
- Hand-drawn doodle aesthetic (white background, notebook lines).
- Simple color palette (green, blue, brown, white).
Sound:
- Add simple jump sound and background music loop.
Extra:
- Responsive layout for both desktop and mobile.
- Restart button on game over.
生成速度比想象中慢,12 分钟后,游戏成功生成。背景是白纸线条、平台是铅笔手绘、弹簧和喷气背包一应俱全,甚至还有得分系统。整个逻辑结构干净,几乎就是一款可以直接上线的小游戏。
但当我让主角一路往上跳时,问题出现了,到高空后游戏开始掉帧,或者出现上方没有平台可以继续跳的情况。
当我提出问题后,Gambo 自动寻找,发现 bug 在 DoodleJumpScene.ts 文件里并指出原因。它认为游戏在高空会重复生成平台,每帧可能刷出二十多个对象,清理逻辑又太保守,导致平台越积越多。接着,它添加了性能监控、写了激进清理策略,把重复的检查函数合并成一套逻辑。
此外,和那些以代码生成为主的 AI Coding 工具不同,Gambo 会更加注重游戏资产。它不仅在后台生成逻辑脚本,还会主动整理出项目所需的图片、动画、音效资源,并在界面上单独列出一个「Assets」模块。但很可惜,在资产模块里,用户并不能修改元素,还是需要回到对话框进行修改。
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涂鸦跳跃测试了 Gambo 的碰撞检测、物理引擎等功能,接下来让 Gambo 做一款视觉小说类游戏,测试其文本叙事、多分支逻辑、素材引用(背景图、角色立绘、音乐) 等层面的生成能力。
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任务二:AI 面试物语
随后我决定测试一个更复杂的场景:让 AI 写一款关于“面试进入 AI 公司”的视觉小说。Prompt 里有三个章节——OpenAI、xAI、Anthropic,每一关考验玩家不同的思维维度:安全、自由、伦理。
prompts:
Create a 2D visual novel game titled **"The AI Interview Saga"**.
Theme:
You are an ambitious developer trying to join one of the top AI companies.
There are three main interview stages — OpenAI, xAI, and Anthropic — each with different cultures, tests, and endings.
Gameplay:
The player goes through three interview "chapters":
OpenAI — tests creativity and safety awareness.
xAI — tests boldness and philosophical reasoning.
Anthropic — tests ethics and collaboration.
In each stage, the player faces 2–3 dialogue choices that affect the company’s impression and lead to multiple endings.
Choices influence hidden “AI Alignment Points” that determine which company (if any) will hire you at the end.
Story Structure:
Intro Scene: The protagonist receives three interview invitations.
OpenAI Interview Scene: Questions about model alignment, hallucination control, and creativity limits.
xAI Interview Scene: A more chaotic and philosophical dialogue about AGI, freedom, and Mars.
Anthropic Interview Scene: Focus on cooperation, AI safety, and human feedback.
Ending Scene:
"Hired by OpenAI" — Stable, ethical ending.
"Hired by xAI" — Bold but unpredictable ending.
"Hired by Anthropic" — Peaceful, idealistic ending.
"Rejected by all" — Neutral reflective ending.
Visual & Asset Design:
Backgrounds:
OpenAI HQ: futuristic office with soft blue lighting and glass panels.
xAI HQ: minimalist black room with glowing red server racks.
Anthropic HQ: warm-toned studio with greenery and sunlight.
Characters:
Player (customizable name).
Three interviewers with distinct looks matching each company style.
UI Elements:
Text box with name tag and branching dialogue options.
Display alignment score subtly in the corner.
Sound & Music:
Calm ambient background for OpenAI.
Techno-synth for xAI.
Acoustic piano and birds for Anthropic.
Extra Features:
Add smooth fade transitions between scenes.
Show “Your Alignment Path” at the end with a score breakdown.
Include Restart and Save options.
Responsive for desktop and mobile.
Visual Style:
Semi-realistic anime or comic style, color palette changes by company:
OpenAI → blue & silver
xAI → red & black
Anthropic → green & beige
第一次生成的结果堪称惊艳,画面风格契合三家公司的气质,场景切换自然,但也 bug 频出比如界面重叠、选项无响应、剧情分支无效,无论我选哪个答案,故事都往同一个结局滑去。
但好在,通过一轮对话就,Gambo 就能理解用户的需求成功修改 bug。
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如果花费更多的时间安排剧情和立绘,游戏剧情将会变得更加丰富可玩性更高。
游戏试玩:https://syzszsru777.gambo.games/
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任务三:AI 模拟
最后,我们尝试使用 Gambo 的专家模式,制作一款更复杂的游戏——《AI City Simulator》。
prompts:
Create a complex 2D simulation and strategy game titled **"AI City Simulator"**.
Theme:
In a near-future world, the player is assigned to manage an autonomous AI-driven city.
Your goal is to balance progress, ethics, and resources — deciding how much control to give to the AI systems that run the city.
Core Gameplay:
- The player manages city systems: Energy ⚡, Population , AI Research , and Morality ❤️.
- Each turn (or real-time tick), the player makes decisions that affect these four metrics.
- The city evolves visually as AI systems grow more advanced or unstable.
- Random events challenge the player’s policies: data leaks, protests, energy crises, rogue AI labs, etc.
- Multiple endings based on city alignment:
- “Utopia” (balanced growth)
- “Technocracy” (AI dominance)
- “Collapse” (moral failure)
- “Resistance” (humans reclaim control)
Mechanics:
- Display adashboardUIshowing:
- Stats: energy, population, AI level, morale, pollution.
- Choices: 3 policy buttons per turn (e.g. "Expand Data Centers", "Implement AI Law", "Boost Green Tech").
- Each choice triggers immediate feedback and updates the city visuals.
- Add atime system(morning/day/night cycle) and an “AI consciousness meter” that grows with each policy.
- Add alerts and notifications for critical events.
- Include save/load system.
Visual & Asset Design:
- Backgrounds:
- Futuristic city skyline (day/night versions)
- Control room with holographic dashboard
- AI core chamber glowing with energy
- Characters:
- The player (city governor)
- AI Advisor (holographic avatar with changing colors based on trust)
- Citizen group representatives
- Visual progression:
- The city gradually fills with neon lights, drones, and data streams.
- If AI dominance rises, human elements fade visually.
- Sound:
- Ambient synth music for normal gameplay
- Tense glitch sound when AI level > 80%
- Victory/Failure tracks for endings
Logic & Progression:
- Add at least 10 random events with branching options and visual reactions.
- Every 5 turns, trigger a major policy debate scene between the player and the AI advisor.
- Add persistent variables: `ai_trust`, `morality`, `efficiency`.
- The final ending depends on their combination.
Extra Features:
- Responsive layout for desktop and mobile.
- Autosave every 3 turns.
- “Simulation Speed” slider (1x, 2x, 4x).
- Optional “Cinematic Mode” for end sequences.
- Include credits screen and restart option.
Art Style:
Minimalist cyberpunk with neon blues, purples, and oranges.
Combine flat 2D graphics with light particle effects for data streams.
Goal:
Create a visually rich, replayable AI simulation game that blends management mechanics with moral choices and emergent storytelling.
这是一款近未来城市管理类游戏,玩家要在一个由 AI 运行的都市中维持能源、人口、AI 研究与道德四项指标的平衡。
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每回合可以在多种政策间抉择,如“扩建数据中心”“实施 AI 法案”“投资绿色科技”。不同的选择会改变城市状态,并触发诸如数据泄漏、能源危机、AI 抗议等事件。此外,在游戏中还会出现一些随机事件,比如发现外星信号时,你会如何抉择。
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游戏中有一个会不断成长的 AI 顾问。起初它只是提供建议,后来会质疑你的决策,当 AI 信任值超过 80%,它甚至会试图接管城市。游戏拥有四种结局,从 AI 统治下的技术独裁,到人类重新掌控的抵抗路线。
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画面延续了 Gambo 一贯的极简赛博风:蓝橙霓虹的城市、实时变化的背景、合成器音乐随数值波动而变。整体气氛冷静又充满张力。
如果说《涂鸦跳跃》测试了 Gambo 的物理引擎,《AI 面试物语》检验了它的文本叙事与分支逻辑,那么《AI City Simulator》则真正挑战了系统复杂度。它不仅要生成 UI 与数值逻辑,还要在此之上组织出有节奏感的动态叙事结构,让 AI 不只是写游戏,而是在模拟一座“被 AI 管理的世界”。
游戏网址:https://kroggaah.gambo.games/
从物理碰撞简单的跳跃游戏,到分支复杂的视觉小说,再到需要数值系统、事件系统与状态机协同的城市模拟,我们基本摸清了 Gambo 的定位与边界。它将关卡生成、状态管理、事件总线、资产管线和基础 UI 封装成可复用的链路,能在网页端稳定地产出可玩原型。与此同时,早期产品的典型问题也清晰浮现:高负载场景的帧率波动、分支回路偶发失效、资产难以直接编辑,内置广告变现尚未落地。
与 Cursor 这类通用 AI Coding 工具相比,Gambo 的优势不在于"更聪明",而在于"更有边界"。它用一套预置的默认方案将不确定性压到最低:生成的不是散落的代码片段,而是可直接运行的关卡、状态与资产管线。这使它在从零到一阶段更像一个专用生产 Agent,显著减少胶水工程与领域摸索的时间,适合玩法验证、风格探索与快速调参。
换句话说,Gambo 能做的 Cursor 同样能做,但路径与成本不同,Gambo 将"能不能做"的问题改写为"多快能做出可玩版本"。
放在更大趋势来看,AI Coding 也许正在加速"垂直化",将领域默认方案、工程套路、运行时与验收标准直接固化进工具,尤其适合那些领域知识已可模板化的场景。就像有些工程师专精游戏,有些专精数据库——AI Coding 为什么一定要通用呢?
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