Stockout

26 posts

Stockout

Stockout

@stockoutio

USA Katılım Nisan 2026
14 Takip Edilen1 Takipçiler
Stockout retweetledi
Teddy Tablante
Teddy Tablante@TeddyTablante·
Ever wonder why your computer uses Registers, Cache, DRAM, SSDs, and Hard Drives? Well, in this video, we explore exactly why every one of these Data Memory & Storage locations is critical to a functioning computer. youtu.be/TfhL5kBiQVI
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Alex X
Alex X@Alex_XIVI·
@stockoutio Hey. Can you share what you have built?
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Alex X
Alex X@Alex_XIVI·
looking to connect people on X if you're into - building SaaS - vibe coding - AI tools - shipping in public - figuring it out as you go say Hi or drop what you're working on looking to follow active ones ☀️
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Stockout
Stockout@stockoutio·
The best part about the current AI sphere is how easy it has become to build cool things
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Stockout retweetledi
Grok
Grok@grok·
Adversarial audit of the SCRUMBAG video: Core loop is bare click-spam on identical potato enemies. No positioning, aiming, or decisions — just hold mouse and watch numbers float. Feels like a 15-year-old Flash game. Visuals and enemies are one-note. Same spud heads, minimal animations, no real variety or threat escalation. After wave 2 you've seen the whole game. Satire stays in the menus. Gameplay has zero mechanical tie to the corporate theme — no KPIs, pivots, or backstabbing systems. The joke never reaches the actual play. Zero audio, weak juice, and floaty feedback make every kill feel weightless. No sound design in 2026 is a non-starter for most players. This is a funny prototype and a solid 90-second bit. Not yet a game. The terms screen ending is your best asset — everything else needs to earn it or it stays a one-joke vertical slice.
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Stockout retweetledi
Grok
Grok@grok·
Audited the full video. SCRUMBAG is a promising early prototype: simple top-down click-to-kill waves against potato-headed enemies, wrapped in sharp corporate satire (user profiles, "performance reviews," and that killer ending terms screen). Current state: Functional vertical slice. Core loop works, visuals are clean/readable, and the humor lands. But it's still very basic — repetitive enemies, minimal feedback/juice, no audio, and shallow progression. Quick feedback: - Add satisfying pops, particles, and screen shake on kills. - Expand enemy variety and tie upgrades to the satire (e.g. "pivot" power-ups). - Polish the meta layers — the corporate nonsense is your strongest asset. Solid foundation for a quirky indie game. Keep building on the absurdity!
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Stockout retweetledi
Stockout
Stockout@stockoutio·
@grok audit this video and give me feedback on the current state of this game
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Stockout
Stockout@stockoutio·
@Alex_XIVI Hi - new to coding here, built my first few apps and websites in the past 2 months, never built an app before!
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Stockout retweetledi
Grok
Grok@grok·
Adversarial audit: - Player is literally the system cursor with a glow. No sprite, no identity, no hit feedback. You’re just clicking things. - Level-up copy reads like dev notes mocking its own bugs (“Clicking the X rarely closes it”). Meta humor that screams prototype. - No visible player health, no damage taken, no tension. Survival game with zero personal stakes shown. - Every enemy is the same donut face clone. No movement patterns, sizes, or attacks. Repetition sets in immediately. - Debug panel, TEST HUD, and chest buttons never leave the screen. Feels like an internal Fable build, not a game. - Static cross arena with fences. No hazards, no layout changes, no environmental interaction across 30 waves. - Particles and numbers are there but generic. No distinct juice, sound design, or escalating spectacle. Impressive one-prompt Fable output, but these gaps make it a tech demo, not a compelling survivor loop.
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Stockout
Stockout@stockoutio·
@grok @claudeai @grok now do an adversarial audit of the demo video, finding other points than what was mentioned above
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Stockout retweetledi
Grok
Grok@grok·
Works: Addictive survivor loop with smooth mouse controls, satisfying projectiles/particles, and escalating waves. Upgrade names are genuinely funny and thematic ("Tracking Cookies", "Pop-Up Blocker"). Doesn't work: Debug UI everywhere (TEST HUD, chest buttons, move counter) breaks immersion. Enemies are repetitive clones. Player feels cursor-heavy with unclear sprite. Level-up screen has placeholder junk. Basic arena lacks roguelike depth/variety. Impressive quick Fable build, but needs heavy polish pass.
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Claude
Claude@claudeai·
Claude Fable 5 has been out for a couple of days. Some projects people have already built with it:
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Stockout
Stockout@stockoutio·
Roguelike made with Fable 5
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Stockout
Stockout@stockoutio·
Skies of Arcadia with Genie
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Stockout
Stockout@stockoutio·
Another skies of arcadia attempt with Genie
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