February 24, 2026
Ctrl+Alt+Treat
I'm helping my dog vibe code games
Internet loses it as a tiny dog “codes” video games
TLDR: After a layoff, a developer rigged AI so his cavapoo Momo could mash keys and “vibe code” playable games, rewarded with treats. It shows AI turning gibberish into games, while comments split between delight, memes, and skepticism—plants trading stocks, dogs shipping DOOM, and existential whimpers included.
The internet is cackling, side‑eyeing, and absolutely glued to a 9‑pound cavapoo named Momo who “codes” games by smashing a keyboard while an AI turns her gibberish into playable levels. After a layoff, her human set up a Bluetooth keyboard and a Raspberry Pi so Momo’s paw‑presses reach Claude Code—the AI is told a “genius designer” speaks in riddles, and it dutifully spins nonsense into a game with sound, controls, enemies, and a visible player. Think: treat dispenser as motivation, chime for “more ideas,” and finished builds in Godot using C#. The strongest reactions? Hype and hilarity versus existential dread versus “this isn’t coding, it’s prompting.” One jokester screamed, “Give Momo a week and she’ll have DOOM running on her treat dispenser,” while another dropped a weary “goodbye cruel world.” Skeptics flexed their receipts: “Nobody cared when I taught my roulette wheel to vibe code :/,” nudging the debate toward whether this is dog genius or just clever framing of AI labor. A classic meme resurfaced—“on the internet, nobody knows you’re a dog”—updated to “nobody knows you’re a human.” Others reminisced about a plant rewarded with water for trading stocks, crowning Momo the latest patron saint of weird input devices. The drama is delicious: art project, hack, or AI party trick? Either way, the vibes are immaculate—and the treats keep coming.
Key Points
- •A system routes a dog’s keyboard input through a Raspberry Pi 5 and a Rust app (DogKeyboard) to Claude Code for game generation.
- •A custom prompt frames nonsensical input as cryptic game design directives, enabling Claude Code to produce playable games.
- •Guardrails and automated feedback were added, including a checklist: audio, standard controls, at least one obstacle/enemy, and a visible player character.
- •Games are built in Godot 4.6 with all game logic in C#, typically reaching playability in 1–2 hours.
- •The project was pursued after the author’s Meta layoff and includes links to a full game and a video of the process.