
J'ai copié un compte à 1,2M d'abonnés. Résultat après 14 jours.
Audio Summary
AI Summary
The speaker introduces a concept inspired by a YouTube video featuring small balls representing subscribers racing each other, with a ranking system. The original account gained 1.2 million subscribers from 112 such videos. Inspired by this success, the speaker decided to launch a similar concept on Instagram, adding a unique twist: the daily winner of the race would receive real money.
The prize money would be calculated by taking the number of new subscribers gained in the last 24 hours and multiplying it by one cent. For example, if the account gained 5,000 subscribers, the winner would receive €50. This mechanism aims to incentivize subscribers to help the account grow, as a larger subscriber base would lead to bigger rewards. The speaker notes a similar, successful YouTube project they undertook two years prior, which gained over 45,000 subscribers in 30 days. This new Instagram project, named "Ridzy Games," would be documented over 14 days, covering its development from scratch, the creation of the underlying application, engagement mechanics, daily growth, and challenges. Crucially, at the end of the 14 days, the account itself, regardless of its size, would be given away to one lucky viewer.
The speaker then delves into the technical aspects of creating the application. Since no existing application offered the required features—daily races with real follower profiles, updated rankings, and a gradually revealed mystery prize—the speaker decided to build a custom application using a "vibe coding" tool called Lovable. A key lesson shared is the importance of detailed planning before coding. Instead of a vague request, the speaker first brainstormed the complete concept, race logic, necessary data, design, obstacles, and camera behavior, then formatted it into a comprehensive prompt for Lovable. This detailed prompt included database structure, camera behavior, obstacle types, and a point system, leveraging AI for technical elements the speaker didn't master. The speaker emphasized that precision in the initial prompt reduces time spent on corrections later.
Following the prompt, Lovable generated an action plan and proceeded to create the first version of the application. The speaker's goal was to streamline the daily process to under 5 minutes for launching, recording, and publishing each race. The process involved several steps:
1. Uploading a file of all current subscribers (generated using a free scrapper tool called "Installader") to determine race participants.
2. Uploading a CSV file of users who commented on the previous video; these users would receive a speed boost in the race as a reward for engagement, aiming to boost virality.
3. Entering the number of new subscribers gained in the last 24 hours, which determines the day's prize money.
4. Entering the day number, which progressively reveals parts of a mystery prize on the results screen.
After inputting this information, clicking "start" would launch the race, automatically save results to a database, and update the leaderboard.
However, the development wasn't as smooth as anticipated. The initial version of the application had numerous issues. Balls would get stuck on obstacles, preventing dozens of subscribers from moving or winning. After Lovable fixed this, a new problem arose: balls no longer got stuck but instead fell straight down the edges of the track, bypassing all obstacles, making races last only 3 seconds. Other issues included disappearing balls, invisible obstacles, and a camera that followed the slowest balls instead of the fastest. The speaker estimates about ten iterations were needed just for the race course physics to function correctly. Despite these challenges, the rapid correction time of vibe coding (minutes instead of hours) was a significant advantage, especially for someone without manual coding skills.
Once the physics were stable, the speaker focused on details that would enhance engagement. First, using actual profile pictures on the balls made the race more addictive, as users would actively search for their own ball and stay engaged until the end. Second, a "mystery prize" was implemented: an image of the grand prize for the 14-day competition would gradually reveal itself piece by piece on the results screen after each race. This mechanism aimed to encourage daily returns to see more of the prize. The speaker had initially been unsure about the prize reveal method (blurred photo vs. puzzle) but found Lovable helpful in brainstorming and developing a system where a new piece of the image was unlocked each day. The grand prize was a small gold bar, though this remained a mystery to participants. Third, a public leaderboard was created, accessible to everyone via a link in the account's bio, allowing users to track their progress and see who was leading for the gold bar.
The speaker reflects that building the tool for Ridzy Games didn't require developers or a budget, just vibe coding, well-thought-out prompts, and iterative bug fixes. The most time-consuming part was defining the game's logic and engagement mechanics beforehand.
The first Ridzy Games video was published, featuring the speaker as the only subscriber and winner of €0.01. The speaker hoped the account would explode, potentially surpassing their main Instagram account's followers. Despite the initial enthusiasm, the project faced significant difficulties. By day 5, the account had only reached 313 subscribers, far below expectations. The speaker expressed frustration that people weren't engaging with a free opportunity to win money.
By day 8, after 7 races, the account had only gained about 300 subscribers from the speaker's initial share on their main Instagram. The first winner received €2.85 (based on 285 new subscribers). Views for subsequent videos stagnated around 1000, with an average of 20 likes and only 336 subscribers in total by the halfway point of the 14-day challenge. The speaker admitted that the initial idea of a gold bar as the grand prize might need to be downgraded to a "straw hat" due to the lack of traction. They considered resharing on their main account again, admitting it felt like "cheating" but hoping for a viral breakthrough.
On day 13, the speaker declared the project a "monumental flop," having even lost subscribers in recent days, now down to 332. They expressed a desire to stop but decided to continue for the sake of completion. The speaker speculated that the "faceless content" nature of the project, akin to a casino game, lacked the human connection or authentic value sharing needed for viral growth. They compared it to Xavier Niel's philosophy of experiencing many failures before a big success. The speaker acknowledged that this was their second public flop documented on YouTube.
On the final day, day 14, the account had 325 subscribers. The speaker reiterated that while the content itself wasn't "useful," the project demonstrated how to create such games with Lovable. They also discussed potential monetization strategies that could have been implemented with more traction, such as integrating brand advertising panels into the race course or having brands sponsor the prize money.
Finally, the speaker fulfilled their promise to give away the account. Despite the low subscriber count of 325, it was offered as a starting point. Viewers were invited to comment with their reasons for deserving the account, and a winner would be chosen in a week. The overall winner of the 14-day competition, Mister Tib Dakapo, with 151 points, was announced. Although a gold bar was initially promised, the speaker decided to award 1 gram of gold or its cash equivalent, given the project's limited success.
The speaker concludes by emphasizing the true message of the video: the power of modern tools like vibe coding. What once took weeks for a team of developers can now be achieved in hours by a single person using the right tools. This changes everything for anyone with an idea who previously thought it was too technical, expensive, or time-consuming to pursue. The speaker urges everyone to embrace this new era of creation.