Building PLANET GUARD: A Full Game, Built by Talking to an Agent
This one is a video, recorded from the actual development session rather than staged after the fact — including a couple of terminal and code-editor scenes recreated from the real commands and real diffs that happened, so the pacing is watchable without hunting through raw screen-capture noise.
(Narration is in Chinese; the code and commands on screen are in English and should be readable either way.)
What it’s actually showing
PLANET GUARD is a small browser bullet-heaven built for Play Grid, our free mini-games arcade. The premise inverts the usual survivor-game formula: instead of moving a character to dodge danger, the planet sits fixed at the center of the screen and never moves at all. The only input is a drag that spins a defense ring around it — weapons fire automatically once equipped, and the entire skill ceiling comes down to deciding which direction gets covered.
The video walks through:
- The origin — a five-second clip from an unrelated hyper-casual ad was the entire creative brief. No gameplay footage worth copying, just a feeling (“a planet ringed by light, meteors closing in”) that had to get written down as an actual design document before any code existed.
- AI-generated art — concept sheets for the planet, six enemy types, and a weapon-icon set, all sharing one style prompt so they’d read as one game instead of several. The cover art was generated directly through the MiniMax API — the video shows the real command and its real output.
- The core mechanic in code — the entire “rotate instead of move” interaction is about six lines of JavaScript. Seeing it on screen next to the gameplay makes it obvious how small the actual idea was.
- Three real rounds of rework — the first shipped version had three weapon systems and ran out of meaningful choices by around level nine. That single piece of feedback became the next full iteration: five tiers per weapon instead of three, two new weapon systems, stackable passive upgrades, and a wave/boss structure with a persistent currency that carries power between runs.
Why bother recreating the terminal instead of just screen-recording it
Browser automation can only capture what happens inside the browser tab it controls — it has no way to record a real terminal or a real code editor running elsewhere on the machine. Rather than skip that part of the story, those two scenes get rebuilt as short animated mockups: a typewriter effect typing out a command, a code editor revealing a diff line by line. The rule that made this feel honest rather than staged: only real commands that were actually run, and real code that was actually written, go into those scenes. The animation is a recreation for pacing. The content isn’t invented.
If you want the deeper version
The full design-and-implementation writeup — with the actual weapon-tier tables, the wave-difficulty curve, and the two “only visible once you actually look” bugs that got fixed along the way (a CSS grid column that silently zeroed out on mobile, and a warning banner that had never once displayed since it shipped) — is on the Play Grid dev blog: Building PLANET GUARD: A Planet That Never Moves.
You can also just play it — it’s free, no install, no account required.
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