I just dropped a new build video, and it is the most fun I have had proving this school's whole point. I vibe coded a top-down game called Warlord in an afternoon. About two hours, not the thirty-minute fantasy. Then I handed the enemy army's brain to a local AI running on my own machine. No cloud, no API bill. The first version did exactly what an unconstrained model does. It picked moves that do not exist and froze the server while it sat there thinking. In a game loop, that is death. So I fixed it with the same pattern we teach here. The model does not drive, it picks. It gets a closed set of 14 maneuvers and returns an index into the list, so it cannot invent a move and it cannot be prompt injected. I validate the pick, fall back to a deterministic picker when the model is off-list or slow, and I put the model's failure rate on screen so you can watch the honest ceiling in real time. The model proposes. A deterministic rule decides. That last line is the whole school in seven words. Vibe coding got me the game. Engineering got me an enemy that does not fall apart. The video walks the entire thing: - How the AI reads your formation and counters it (clump and it pincers you, hold a line and it flanks you) - The decision chain, step by step - The actual code that holds the leash - 63 tests green, because I did not vibe my way past the tests Warlord is open source: https://github.com/CurtisSlone/Warlord The vibe-code game companion that scaffolds this kind of build: https://github.com/CurtisSlone/ExcaliburJS-Vibe-Companion Come build with us on Discord: https://discord.gg/GtZPPMbX9a This is building in public, so if you clone Warlord and something breaks, post it here or in Discord. Founding members shaping the rough edges is exactly the point right now. Go watch, then go build something the AI cannot wreck.