Prime Time Idle
favorites
completed
221 ratings
Posted November 2, 2025. Updated November 2, 2025. Played 2641 times for a total of 1876 hours.
description
This short (<60 minutes) game is based on an art project I had been planning for a while, and then realized that perhaps an idle game was the way to go instead. It's also an experiment in vibe coding - it's about 98% AI-written code, albeit with me spending a few dozen hours writing the prompts and debugging, and I think turned out pretty well.
The game itself is a short-form incremental game that combines math and music to generate a song of epic proportions. Or at least of epic length. You'll see.
Currently in a beta build, please share feedback, bugs, etc. Thanks!
Clockwork game icon by Lorc under CC BY 3.0 from game-icons.net.
generative ai disclosure
AI was used for "vibe coding" but not for any in-game assets beyond javascript UI (not that there really are any 🤷🏻).
latest update
Fixed out-of-control endgame growth 0.2.1 November 12, 2025
Yeah, whoops, had some numbers wrong for the late game. Those should be a lot more reasonable now and no longer possible to grow out of control. The game is effectively over once you get the 16th prime, but you can keep playing if it makes you happy.
Also added a simple timer to count time spent playing.
EDIT: Added 0.2.1b with some performance optimizations. Asked the new Codex to review the code its predecessor wrote and it had some...strong opinions about the quality of the earlier code. 😅
view all updates












newest comments
developer response: Oh, individual instruments per prime could yield some interesting results! If there's enough interest for this to grow then that would definitely be on my list.
top comments
just goes to show that having the gen-ai tag doesn't make a game bad (still kind of a bad omen tho since it implies a lack of effort) 5/5 would NaN again
developer response: Definitely not a lack of effort - took me dozens of hours of work. I'm just a crap programmer, so the AI was writing the code as I was designing and refining the game. The intent was for this to be a "good" use of AI - one that is human mediated and finely-controlled. This was not "make a game that does this", this was "here's the full design spec, follow it".