CallOfAcher and FIFAcher: Vibe Coding Game Variants with My 10-Year-Old Nephew
A week ago, I pasted this prompt by Matt Shumer (150 words, not a single line of technical spec) into Claude Code, and went off to do something else. When I came back: a playable FPS in the browser. Not a demo, not a prototype. A game. I did it again two days later, replacing “Call of Duty” with “FIFA”, and that worked too. Then my 10-year-old nephew took over and grew both games, coming up with ideas, typing what he wanted straight into Claude’s terminal, playing, criticizing, and so on, right up to today. Both games are online, playable right now (even on a phone!), with nothing to install:
- blog.mathieuacher.com/ashfall: the FPS, with its two-player co-op mode, its environments, and so on. (video demo)
- blog.mathieuacher.com/fifacher: the football game, a match at Stade Raoul Brulat with cicadas and two exceptional players. (video demo)

It implements depth-3 minimax search with alpha-beta pruning, full move generation (including castling, en passant, and promotion), and MVV-LVA evaluation with positional bonuses. It passes 11/11 perft validation positions. It is not strong: it beats random moves convincingly but loses every game against Stockfish at minimum settings. Each move takes between 45 seconds and 10 minutes to compute. The project shows that coding agents can operate in Brainfuck at a scale never achieved before for a chess engine, not through raw translation but by designing intermediate abstractions (a pointer-tracking emitter, a memory layout manager, runtime loop patterns) that make the task tractable. Yet despite a non-trivial implementation of search, evaluation, and special moves, the resulting engine is only capable of beating a random move generator, with a large gap to even the weakest conventional engines. Closing that gap, through human-AI co-design iteration, is an open and exciting direction.
I tried it with 
The tldr; is that