BadLuck Tano — A Cozy Renovation Nightmare Made With BabylonJS

Hey Babyloniers!! :waving_hand:

It’s been a long time since I went through the forum, as always a lot of work and little free time

I wanted to share another small project I built over the last 3-ish days just for fun and to disconnect a bit doing what I enjoy most: playing around with BabylonJS :heart:

The game is called “BadLuck Tano” and it’s a small cozy/relax-style management game inspired by the very real nightmare-story of my friend Tano renovating his first home :sweat_smile:

You manage workers, stress, money, family patience, construction disasters, weird accidents and all the emotional chaos that comes with a home renovation.

I mostly made it as a fun tribute to him, but also as an excuse to experiment with BabylonJS, real-time 3D apartment rendering, character placement, UI effects and some game systems in a super short dev sprint.

It’s always amazing how fast and enjoyable prototyping with BabylonJS can be.

Would love to hear your thoughts and feedback :raising_hands:

https://badlucktano.com/

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Wow, great work for only 3 days!

Really shows what can be achieved with creativity and AI leveraged well. Very polished.

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Wow! It looks great! It’s so polished. Great work!

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The World of Vibe-Coding.
Two years ago I already saw that it was going to be great but it generated distrust because in general I failed quite a lot, especially developing with frameworks like React, NUXT…
But in the last few months this is crazy:

  • GPT 5.5 is very powerful to develop the idea, approach and focus of the initial stack
  • Claude is definitely powerful to develop everything
  • Gemini Flash until a few months ago was a good choice for editing details, timely files and easy edits.

To think of such a development two years ago was to face you at 3 weeks minimum.
Some analysts say that we are in a phase of normalcy in which we will not see major advances in many models, but honestly there is not a week without a news without surprises.

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This is amazing! :open_mouth: Even with AI, doing this in 3 days is impressive.

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how does dust get in a closed fridge .. its quantum physics :wink:

I think as a beginner in the game , those pop ups that have a auto timer to select one things or another , with some default then close , the time is maybe a little too short ? drive worker to hospital yourself or call them a cab.. mmm i chose the cab haha, it definitely has potential , seems like it could be a good game , maybe it already is and i need to spend more time playing it :wink:

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@DRLeria How did you design the UI? I mean the artistic stuff like colours, shapes, placement, layout, etc.

AI, as well? If so, how? Is it a matter of the right prompts and you will get ready html/css code? Or do you have to go via generative image AIs?

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Hi @Joe_Kerr The UI was designed mostly through vibe coding, using Claude together with a UX/UI-oriented skill:

https://github.com/nextlevelbuilder/ui-ux-pro-max-skill

I don’t simply ask the AI to generate an interface and accept the result. I usually guide the process quite closely, specifying layouts, components, interactions, and visual direction. Sometimes I also give it more creative freedom with prompts like “make this screen feel more premium” just to see what ideas it comes up with.

Before starting, I spend time defining the architecture, tech stack, and project structure. I often use GPT to help create a detailed specification. For that, I usually rely on a Prompt Engineer GPT created by my brother:

https://chatgpt.com/g/g-691a51eed9b481918657a53b741bb2b8-ingeniero-de-prompts

I review and refine the generated specification and then feed it into Claude (usually through Antigravity).

Most of the codebase was initially generated through vibe coding. Once I have a working foundation, I reorganize the code, understand the architecture Claude proposed, and refactor it until I’m comfortable maintaining and extending it myself.

The 2D assets were mostly created with GPT Image 2. The 3D side is much more manual: the apartment was modeled, textured, and lightmapped by me in 3ds Max. I also used some free Sketchfab assets, low-poly characters from a Unity asset pack, and Mixamo animations.

Another fun part was giving Claude a fair amount of creative freedom to generate many of the game’s events. After defining the characters, mechanics, and overall tone, I let it invent renovation disasters, contractor drama, family situations, and random humorous events. Many of the final events came from those brainstorming sessions and were later curated and adjusted by me.

For me, AI doesn’t replace the design or development process. It acts more like a very fast collaborator that helps accelerate implementation and content creation, while the final direction, decisions, and refinements remain in human hands.

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Very insightful, thanks for sharing!

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Music like in a magic dream. :blue_heart:
Can you, please add multilanguage?

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Hi @onekit
Yes it´s multilanguage, select “EN”. Also you´ve a button in Pause menu

It’s possible that not all translations have been added yet. My English version has dialogue in Spanish and English mixed together.

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ups!!
Let me check that.
Thnaks!!

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It’s not a big problem, since in 2003 I worked for a Spanish company from Zaragoza, so I understand what they’re talking about. :grin: But they need to be translated into English somehow.

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I saw it!
It’s in the Summary, I think.
Thank you so much!

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Zaragoza!! I was there a few months ago. Beautiful city

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