Show HN: 2d platformer game built with Codex (zero code)
10 points| armcat | 13 days ago
On Sunday I spent a couple of hours building a short 2d platformer ("Prince of Persia" style). What's interesting is how I built it. I went for a zero-code approach, and built the whole thing using OpenAI Codex CLI and agent skills (with the progressive disclosure paradigm).
You can play the game here: https://acatovic.github.io/gothicvania-codex-demo/
You can see the full code, agent skills and a complete writeup here: https://github.com/acatovic/gothicvania-codex-demo
Some takeaways:
* This was one of the most enjoyable experiences ever!
* Applying harness engineering with progressive disclosure is incredibly powerful - I treated my SKILL.md as simply a ToC (a "skills map") and took it from there
* Implement -> Evaluate loops are key - I used Playwright and an evaluation checklist and the agent built and corrected automagically
* I used PROGRESS.md as a memory/log mechanism for the agent, and a way to minimize context noise
* The game dev agent was steered by the DESIGN-DOCUMENT.md, stipulating game objectives, layout and mechanics
* I used progressive prompting - I built up the game piece wise - starting with basic player mechanics, then adding tiles, NPCs, interactions, sounds, menus - one prompt at a time
Zero code written by me. Never even looked at the game engine (Phaser) API - just gave the skills a link to the documentation. The future is here!
Credits to ansimuz (gothicvania assets) and Pascal Belisle (music).
*NOTE:* The assets were *NOT* created by AI. Backgrounds and probably tiles you could generate with AI, but sprites are not quite there yet (I tried a number of different models). Something to explore fully in the future.
Enjoy and let me know what you think!
vunderba|13 days ago
Once you down-sample using nearest neighbor all the lines disappear and you're left with more traditional pixel art 32x32 tiles.
https://mordenstar.com/other/nb-sprites
armcat|13 days ago
yuppiepuppie|13 days ago
Out of curiosity, did you have any previous experience with game development to be able to actively critique the direction that the agent was developing towards?
Also, hope you dont mind, but I added it to the HN Arcade :) https://hnarcade.com/games/games/gothicvania
armcat|13 days ago
I don't have any professional experience but I did build a pacman clone in Turbo Pascal (on MS DOS) back in the 90s. Also I've been playing games all my life so have a feeling for what's important - collision detection, walkable/collidable areas, speed/timing, some basic NPC logic etc. So that seemed to have been sufficient in this case :-)
Aristarkh|13 days ago
armcat|12 days ago
So essentially it uses CLI to read all the x,y coordinates, speed, timing, it took screenshots, and combined those together.
My learning from this is - just let the agent do it. Actually trying to interfere with specific conditions and checks lowers the agent's performance. Simply give it a guide.
andsoitis|13 days ago
armcat|13 days ago