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    <title>DEV Community: Rust Fisher</title>
    <description>The latest articles on DEV Community by Rust Fisher (@rustfisheratdevto).</description>
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      <title>DEV Community: Rust Fisher</title>
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    <item>
      <title>AI Can Write Code Fast, but Testing Is Still the Bottleneck</title>
      <dc:creator>Rust Fisher</dc:creator>
      <pubDate>Mon, 28 Sep 2026 23:45:50 +0000</pubDate>
      <link>https://dev.to/rustfisheratdevto/ai-can-write-code-fast-but-testing-is-still-the-bottleneck-4lmo</link>
      <guid>https://dev.to/rustfisheratdevto/ai-can-write-code-fast-but-testing-is-still-the-bottleneck-4lmo</guid>
      <description>&lt;p&gt;AI has changed the way I work on my mini-game.&lt;/p&gt;

&lt;p&gt;With tools like GPT, Gemini, and Codex, I can implement features much faster than before. I use AI to help write code, generate configurations, review logic, fix compilation errors, design game mechanics, and maintain documentation.&lt;/p&gt;

&lt;p&gt;Recently, I used AI to work on different types of enemies and bosses. Features such as speed bursts, armor changes, summoning, healing, and different boss behaviors can now be implemented surprisingly quickly.&lt;/p&gt;

&lt;p&gt;At first, this felt like a huge productivity boost.&lt;/p&gt;

&lt;p&gt;And it is.&lt;/p&gt;

&lt;p&gt;But after using AI heavily on my mini-game, I discovered something interesting:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Writing code is no longer my biggest bottleneck. Testing is.&lt;/strong&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  AI Makes Implementation Cheap
&lt;/h2&gt;

&lt;p&gt;Before AI coding tools became this capable, adding a new game mechanic meant spending a lot of time thinking about the implementation, reading through existing code, writing the logic, fixing syntax errors, and debugging it.&lt;/p&gt;

&lt;p&gt;Now I can describe a feature, provide the relevant context, and let AI handle a significant part of that work.&lt;/p&gt;

&lt;p&gt;For example, I can ask AI to add a new boss ability or modify enemy behavior. It can inspect the existing structure, suggest an implementation, update the code, and sometimes help fix compilation errors afterward.&lt;/p&gt;

&lt;p&gt;This changes the cost of experimentation.&lt;/p&gt;

&lt;p&gt;An idea that I might previously have skipped because it required too much coding is now relatively easy to try.&lt;/p&gt;

&lt;p&gt;But there is a problem.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Just because a feature is easy to implement doesn't mean it is finished.&lt;/strong&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Implemented Is Not the Same as Done
&lt;/h2&gt;

&lt;p&gt;A game mechanic needs to be experienced inside the game.&lt;/p&gt;

&lt;p&gt;Does an enemy move too fast?&lt;/p&gt;

&lt;p&gt;Does the boss heal too much?&lt;/p&gt;

&lt;p&gt;Does a summoned enemy behave correctly?&lt;/p&gt;

&lt;p&gt;Does an ability trigger at the right moment?&lt;/p&gt;

&lt;p&gt;Does a level create the intended pressure?&lt;/p&gt;

&lt;p&gt;Is the mechanic technically correct but simply annoying to play against?&lt;/p&gt;

&lt;p&gt;AI can help reason about all of these questions, but ultimately, I still need to launch the game and see what actually happens.&lt;/p&gt;

&lt;p&gt;That creates a development loop like this:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Design → Generate code → Compile → Run the game → Test → Observe → Adjust → Test again&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;AI can dramatically accelerate the first few steps.&lt;/p&gt;

&lt;p&gt;It doesn't eliminate the rest.&lt;/p&gt;

&lt;h2&gt;
  
  
  My Development Time and Testing Time Are Different Resources
&lt;/h2&gt;

&lt;p&gt;This problem is even more obvious because this mini-game is a side project.&lt;/p&gt;

&lt;p&gt;I have a full-time job and a family. During the day, I sometimes find small pockets of time that I can use for development.&lt;/p&gt;

&lt;p&gt;With AI, those fragments are surprisingly useful.&lt;/p&gt;

&lt;p&gt;I can modify some code, work on configurations, review a mechanic, fix compilation errors, or prepare another feature.&lt;/p&gt;

&lt;p&gt;But there is an important limitation:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;I can't actually run and play the game in my work environment.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Real testing has to wait until I am at home.&lt;/p&gt;

&lt;p&gt;And my evenings are not unlimited blocks of development time. There are normal family responsibilities and everyday tasks. Even when I have some free time, I may only have a relatively short window in which I can sit down and properly test the game.&lt;/p&gt;

&lt;p&gt;So I have ended up with a strange imbalance:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;My ability to produce code has become much greater than my ability to validate that code.&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;AI might help me implement several features during the day.&lt;/p&gt;

&lt;p&gt;At night, I may only have enough time to properly test one or two of them.&lt;/p&gt;

&lt;p&gt;The result is what I have started thinking of as &lt;strong&gt;testing debt&lt;/strong&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  AI Can Actually Create More Testing Debt
&lt;/h2&gt;

&lt;p&gt;This is one of the less obvious downsides of AI-assisted development.&lt;/p&gt;

&lt;p&gt;When implementation becomes cheap, adding another feature becomes very tempting.&lt;/p&gt;

&lt;p&gt;A new enemy mechanic?&lt;/p&gt;

&lt;p&gt;Sure.&lt;/p&gt;

&lt;p&gt;Another boss phase?&lt;/p&gt;

&lt;p&gt;Easy.&lt;/p&gt;

&lt;p&gt;A different healing behavior?&lt;/p&gt;

&lt;p&gt;Let's try it.&lt;/p&gt;

&lt;p&gt;More level configuration?&lt;/p&gt;

&lt;p&gt;Generate it.&lt;/p&gt;

&lt;p&gt;Individually, each decision feels inexpensive because AI is doing much of the implementation work.&lt;/p&gt;

&lt;p&gt;But every new feature creates something else that must eventually be tested.&lt;/p&gt;

&lt;p&gt;If five new mechanics are implemented but only one is validated, the project hasn't really moved forward by five features. It has also gained four pieces of unfinished work.&lt;/p&gt;

&lt;p&gt;This means that maximizing AI output is not necessarily the same as maximizing project progress.&lt;/p&gt;

&lt;p&gt;That was an important realization for me.&lt;/p&gt;

&lt;h2&gt;
  
  
  I'm Now Building Tools to Make Testing Faster
&lt;/h2&gt;

&lt;p&gt;If testing is the scarce resource, then the obvious response is to make every minute of testing more productive.&lt;/p&gt;

&lt;p&gt;I have started adding debug commands that allow me to quickly spawn specific enemies, bosses, or set up game states.&lt;/p&gt;

&lt;p&gt;Instead of playing through half the game just to reach one specific situation, I can jump straight to the exact scenario I need to test.&lt;/p&gt;

&lt;p&gt;I want to push this idea further.&lt;/p&gt;

&lt;p&gt;For each mechanic, the ideal workflow should be something like:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Launch the game.&lt;/li&gt;
&lt;li&gt;Enter a debug command.&lt;/li&gt;
&lt;li&gt;Immediately spawn the target enemy and set up the game state.&lt;/li&gt;
&lt;li&gt;Observe the mechanic.&lt;/li&gt;
&lt;li&gt;Record the result.&lt;/li&gt;
&lt;li&gt;Change the relevant values.&lt;/li&gt;
&lt;li&gt;Repeat.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;The less unrelated gameplay I have to go through, the more useful my limited testing time becomes.&lt;/p&gt;

&lt;p&gt;AI is useful here too.&lt;/p&gt;

&lt;p&gt;Instead of asking it only to build more gameplay features, I can ask it to build better debugging tools, test commands, state displays, and shortcuts.&lt;/p&gt;

&lt;p&gt;That may produce less visible progress, but at this stage it can actually help the mini-game reach a playable release faster.&lt;/p&gt;

&lt;h2&gt;
  
  
  I Also Need to Stop Over-Polishing
&lt;/h2&gt;

&lt;p&gt;There is another problem that AI cannot solve for me: deciding when something is good enough.&lt;/p&gt;

&lt;p&gt;A game can always be adjusted.&lt;/p&gt;

&lt;p&gt;An enemy could move slightly faster.&lt;/p&gt;

&lt;p&gt;A boss could have a little less armor.&lt;/p&gt;

&lt;p&gt;A level could contain a few more enemies.&lt;/p&gt;

&lt;p&gt;An ability could trigger two seconds earlier.&lt;/p&gt;

&lt;p&gt;If I try to perfectly tune every number before releasing the game, the project can consume an unlimited amount of time.&lt;/p&gt;

&lt;p&gt;For a side project, that is simply not realistic.&lt;/p&gt;

&lt;p&gt;So I'm trying to distinguish between two kinds of problems:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Release blockers&lt;/strong&gt; (problems that prevent the game from shipping), such as broken mechanics, game-breaking bugs, serious balance issues, or incorrect behavior.&lt;/p&gt;

&lt;p&gt;And &lt;strong&gt;"nice-to-haves"&lt;/strong&gt; (things that could simply be better), such as minor balance adjustments or aesthetic improvements.&lt;/p&gt;

&lt;p&gt;The first category needs to be fixed.&lt;/p&gt;

&lt;p&gt;The second category often needs to wait.&lt;/p&gt;

&lt;p&gt;Otherwise, "polishing the game" becomes a never-ending rabbit hole.&lt;/p&gt;

&lt;h2&gt;
  
  
  AI Moved the Bottleneck
&lt;/h2&gt;

&lt;p&gt;After using GPT, Gemini, and Codex extensively on this mini-game, I don't think the interesting story is simply that AI makes programmers faster.&lt;/p&gt;

&lt;p&gt;It does.&lt;/p&gt;

&lt;p&gt;But software development is a pipeline.&lt;/p&gt;

&lt;p&gt;When one part of the pipeline suddenly becomes much faster, another part becomes the constraint.&lt;/p&gt;

&lt;p&gt;For my mini-game, AI has reduced the cost of implementation enough that I can clearly see the next bottleneck:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Validation.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;I can generate code faster than I can play the game.&lt;/p&gt;

&lt;p&gt;I can create mechanics faster than I can judge whether they are fun.&lt;/p&gt;

&lt;p&gt;I can add features faster than I can properly tune them.&lt;/p&gt;

&lt;p&gt;So my goal now isn't to make AI write as much code as possible.&lt;/p&gt;

&lt;p&gt;It's to use AI to help me reach a tested, playable version faster.&lt;/p&gt;

&lt;p&gt;That means fewer unnecessary features, better debugging tools, shorter testing loops, and a stricter definition of what "done" actually means.&lt;/p&gt;

&lt;p&gt;AI didn't remove the hard part of game development.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;It moved the bottleneck.&lt;/strong&gt;&lt;/p&gt;

</description>
      <category>ai</category>
      <category>gamedev</category>
      <category>software</category>
      <category>testing</category>
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