▲ 149 r/Qwen_AI

Qwen3.6:27b built a playable roguelite locally, every sprite and sound generated in code, no assets, runs fully offline.

I've been stress-testing Qwen3.6:27b and wanted to share the result with the people who actually run this model.

BONESMITH is a skull-knight action-platformer roguelite. The whole thing is one index.html. No images, no audio files, no libraries, no bundler, no server. Every sprite is drawn procedurally on a canvas, every sound is synthesized through the WebAudio API, and it runs air-gapped with the network off. The only thing that built it was Qwen3.6:27b running locally.

The part I think this community will care about: how a 27B model actually behaves on a job this big.

First attempt with a loose prompt was a broken shell. Soft-locked on room 1, blurry text, no audio. The model tried to build every system at once and collapsed under it. That's the failure mode people expect from a 27B, and it's fair.

Then I rewrote the prompt with hard scope control: build a vertical slice first, pass a QA gate, then expand. Separate world canvas for the pixel art, a second UI canvas for crisp HUD text, explicit anti-soft-lock rules. Second attempt was a completely different result.

What Qwen3.6:27b did well, unprompted:

  • Held the multi-file architecture in context and kept concerns separated
  • Added hit-stop, screenshake with trauma decay, coyote time, and jump buffering with no request from me
  • WebAudio synthesis was genuinely competent, punchy sfx straight from raw oscillators

Where it needed a concrete recipe:

  • Procedural pixel art. The first characters were readable but crude until I handed it a literal process: silhouette, core shading, highlights, 1px dark outline.
  • Keeping file size under control without being told to.

Curious if others here have pushed Qwen3.6 on multi-system codebases. Does the "architecture and logic clean, but needs concrete visual direction" pattern match what you're seeing, or is that just my prompting?

PS - the clip shows me playing badly. I built it, I never claimed I could beat it. 😂

u/BodegaOneAI — 4 days ago
▲ 189 r/LocalLLM+1 crossposts

Built a playable roguelite locally with Qwen3.6:27b - every sprite and sound generated in code, no assets, runs offline. Notes on what worked.

BONESMITH is a skull-knight action-platformer roguelite I built using Qwen3.6:27b running locally. The self-imposed constraint: zero external files. Sprites drawn on canvas in code, audio synthesized via WebAudio, one index.html that runs air-gapped with no server.

The interesting part for local inference: the first prompt attempt produced a broken mess. Soft-lock on room 1, blurry text, no audio. The model tried to build everything at once. So I rewrote the prompt with explicit scope control, build the vertical slice first, pass a QA gate, then expand. That framing made a real difference.

What a 27B model locally is actually good for in this workflow: holding a complex multi-file architecture in context, implementing game feel details without hand-holding (it added hit-stop, screenshake trauma decay, coyote time), and iterating quickly without API costs or rate limits. You can be wrong, regenerate, and try a different framing immediately.

Where it needed explicit help: procedural pixel art direction, and keeping file sizes under control without being told.

Anyone else using local models for creative/game projects? Interested in how people are structuring prompts for multi-system codebases.

PS - As you can see I suck at this game. 😂

u/BodegaOneAI — 4 days ago
▲ 218 r/Qwen_AI

Qwen3-Coder 30B one-shot a full 3D racing game from a single prompt, running fully local

Had to share this with the people who'd appreciate it most. Gave Qwen3-Coder-30B-A3B one prompt and it built a complete 3D synthwave racer: three.js + bloom, a real multi-file Vite/TS project, 60fps with delta-time movement and object pooling, collision, high-score persistence. Running 100% locally on a single RTX 5090 via llama.cpp. No cloud, no API key.

Quick setup if anyone's curious: Q5_K_M GGUF, llama.cpp with --jinja (essential for the tool-calling to actually work).

Genuinely impressed. A 30B you can run on one consumer card doing this is a completely different world than a year ago. Big props to the Qwen team 🙏

(Disclosure: I make the IDE I ran it in, so I'm biased on the tooling, but this one's about what the model pulled off.)

Happy to share the exact prompt if anyone wants it.

u/BodegaOneAI — 12 days ago
▲ 147 r/ollama

Built a desktop AI IDE for Ollama (Windows/Mac/Linux) - fleet parallel sessions, scheduled loops, git automation, Monaco editor, terminal, live preview. Free.

Been running Ollama for a while and kept wanting a real IDE built around it. So I built Bodega One.

It's an Electron app (Windows, Mac, Linux) with two modes: Chat for conversations with your models, and Code for an agentic environment where the agent uses tools, verifies what it built, and runs in the background while you keep working.

Ollama Auto-detects your instance on first launch. In-app model catalog, pull any model by name, live download progress, switch models without touching a terminal. Also connects to llama.cpp (manages the binary for you), LM Studio, vLLM, and 20 other backends.

Chat Persistent sessions, searchable history, context compaction. Built-in research mode that synthesizes web searches into structured reports with citations.

Code editor Monaco (VS Code's engine) with tab management, inline streaming diffs as the agent writes, git blame, merge conflict markers, and split view. Agent has 26 tools: sandboxed file system, shell, web fetch, code search, vision queries, and live LSP diagnostics so it sees TypeScript errors while it writes.

Fleet Run up to 12 agent sessions simultaneously in the background. Each gets an isolated worktree. When one finishes, review the diff and apply, merge, or discard.

Loops Define a task, set a cron schedule, the agent runs it headlessly and verifies the output. Full run history with QEL scores and file change counts per run.

Git Commit, push, and open PRs from inside the app. Point it at a GitHub issue and it fetches the description, runs the task in an isolated worktree, verifies it, and creates the PR.

QEL After writing code, a verification pass checks file existence, patterns, framework compliance, and runs compile and test gates. Scores 0-100. Failures get targeted repair instructions instead of a generic retry.

Goals /goal sets a persistent goal the agent tracks across sessions. Marks completion when QEL passes.

Terminal xterm.js with WebGL rendering, multiple tabs, search, command block tracking, and clickable file links in output.

Preview /preview opens a browser panel pointed at your running dev server. Agent can screenshot it for visual verification.

Codebase indexing Scans your project for symbols, exports, and cross-file references. Builds a ranked repo map injected into context automatically. Supports TS, JS, Python, Go, Rust, Java, C, C++.

Memory Agent extracts project facts across sessions and recalls them at session start.

MCP Add any MCP server by command. Tools appear in the agent palette, namespaced per server.

Air-gap mode Blocks all outbound traffic - downloads, HuggingFace, GitHub API, auto-update, cloud escalation. 15 enforcement layers. Toggle in Settings. For codebases where nothing leaves the machine.

Permission modes Ask (approve every tool call), Plan (approve once, agent executes), or Act (runs directly). Shell never auto-approves in Ask mode regardless.

There are more features but to long to list here and rather not blast a whole wall of text at you guys.

https://reddit.com/link/1u7ixlz/video/ayoqc0nsbo7h1/player

Free public beta. Beta.29.1. Things will break.

https://bodegaone.ai/download

Happy to answer questions here.

reddit.com
u/BodegaOneAI — 19 days ago