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My case: 40 game ideas → a playable portfolio, solo — part 1, the vibecoding assembly line

A live build-in-public log: I collected ~40 game ideas, shortlisted half, and I'm building the best into full production games — alone, with AI doing the heavy lifting. At one point 12 playable MVPs got built in half a day. Part 1: the funnel (idea → MVP → production), the distribution channels, and why this is a case study, not a jackpot bet.

EU-focused
Konstantin Filatov

Solo operator · one-person venture studio in Europe (SEO · affiliate · micro-SaaS) · 25 August 2026 · updated 25 August 2026 · 3 min read

My case: 40 game ideas → a playable portfolio, solo — part 1, the vibecoding assembly line

The vibecoding thesis says building stopped being the bottleneck. Here’s me testing that claim at its most extreme: a one-person game studio funnel — ~40 ideas collected, about half shortlisted, playable prototypes built in bulk, the strongest promoted to full production. This is the live log.

The funnel (idea → MVP → production)

  1. Collect without filtering. ~40 ideas captured raw, in my own words — arcade loops, runners, puzzle mechanics. Ideas are graded, never discarded.
  2. Shortlist by buildability × fun-potential. About half made the cut for prototyping.
  3. MVP wave. Each shortlisted idea becomes a self-contained HTML5 canvas prototype: one file, one core mechanic, one input axis, playable on desktop and phone. AI builds from a tight design brief; I playtest and tune the feel — the part no model judges for you.
  4. Promote the winners to production. The strongest few get the full treatment: in-gameplay tutorials, difficulty curves and biomes, “juice” (slow-mo deaths, combo toasts, screen shake), balancing passes, original soundtracks — including music from my own AI-music label case, which is exactly the kind of cross-project leverage a portfolio makes possible.

Current production wave includes titles like BublDog (a French bulldog on a trampoline popping bubbles) and TwoBallz: Super Rush (a two-element runner where fire and ice swap to break what blocks you) — small, finished-feeling arcade games, not tech demos.

Distribution: web-first, stores only for winners

  • Now: HTML5 → my own web playground for testing → browser-game platforms (itch.io; portals like Poki and CrazyGames that bring their own audience and share ad revenue). Publishing costs nothing; someone else owns the traffic.
  • Later, winners only: wrap for Google Play with Capacitor, monetize with ads. Store effort is expensive — it’s spent only on games the web already proved.

The sequence is the whole strategy: prove fun where publishing is free; pay the store tax only on winners.

The log — results as they land

  • 2026-08 (part 1, this post): ~40 ideas collected and graded; ~20 shortlisted; MVP wave built (12 in half a day at peak); production treatment underway on the lead titles (tutorials, biomes, juice, balancing, original soundtracks); test playground live, portal submissions next. Revenue so far: none — by design at this stage. Next checkpoints: first portal publications, first play metrics.

Updates get appended here with dates as real numbers arrive — wins and failures both.

Part of the personal log. The thesis this tests: vibecoding for solopreneurs; the sibling experiment: the AI music label case.

Frequently asked questions

What is this case actually demonstrating?
That in the AI era, one person can run a game studio's *funnel* — many ideas, fast playable prototypes, a shortlist promoted to production — where building was historically the bottleneck that needed a team. I collected roughly 40 game ideas, shortlisted about half, built playable HTML5 MVPs in bulk (twelve of them came together in half a working day at one point), and now the strongest get full production treatment: tutorials, difficulty curves, 'juice', proper balancing. The case logs what the funnel produces — players, retention, and eventually revenue — with real numbers as they arrive.
How can one person build 12 game MVPs in half a day?
By treating AI as the assembly line and myself as the game designer and editor. Each idea gets a tight design brief (the mechanic, the input, the win/lose loop); an AI coding agent builds a self-contained HTML5 canvas prototype from it; I playtest, adjust the feel, and move to the next. The constraint that makes it work: every MVP is one file, one mechanic, one input axis — small enough to generate and judge fast. The MVP's job isn't to be good; it's to answer 'is this mechanic fun enough to deserve production?' That's the same validate-before-you-build discipline as any solo product.
What are the distribution channels for solo web games?
Web-first, stores later. HTML5 games go to browser game platforms (itch.io, and portals like Poki and CrazyGames that bring their own audience and share ad revenue) — distribution someone else already owns, so a solo doesn't have to build an audience from zero. The titles that prove themselves can then be wrapped for Google Play with tools like Capacitor and monetized with ads. Testing happens on my own web playground first. The sequence matters: prove fun on the web where publishing is free, spend store-effort only on winners.
Is this supposed to make real money?
Honestly: that's not the primary bet, and I say so upfront. Browser-game revenue for solos is real but modest (portal ad-share, some store ads); the primary value here is the demonstrated capability — the funnel itself is the product: it feeds my case studies, it's a showcase of what one person can ship with AI, and any game revenue is upside. That's a deliberate portfolio decision: some projects are direct income bets, some are proof-of-capability assets that feed the others. This is the second kind — and the log will report its numbers either way.
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