My experience is I waste more using inferior models. Company pays for it anywYspeople who don't want to burn asstons of tokens on mundane tasks


I'm also on the $100/month plan at home but at this level I'm nowhere near close to running out yet. But at 20 I could see itwell that certainly changes the calculation.
I'm getting a hell of a lot done on just a little $20/m account. At that scale economizing on model choice seems to help. The latest model always seems to burn token crazy fast and rarely is the task big enough to justify it.
I'm doing this with two games using unity and Claude. It's addictiveI've been using my company's paid copilot to create qol tools for my job. Just me tho.
I'm very tempted to try vibecoding a game in Godot or something. Not to make money... Rather make a game I'd personally love to play.

I've been creating BG3 mods. I'm trying my hand at crafting outfits but this requires Blender. There is a MCP for this and it all works but the output is pretty meh. Not sure if there are any skills to improve this or I just need to wait a couple more months...I'm doing this with two games using unity and Claude. It's addictive
One of our games is 2D (stardew graphics) and it's first pass was the ugliest shit I've ever seen. I had to work a full two days with Claude asking it to refine it and now it's started to look really good.I've been creating BG3 mods. I'm trying my hand at crafting outfits but this requires Blender. There is a MCP for this and it all works but the output is pretty meh. Not sure if there are any skills to improve this or I just need to wait a couple more months...