Mario Clone
Each step adds one core system. Every game is playable. Every post documents what the AI got right, what it struggled with, and what carries forward. Built for beginners — each step explains the game dev concept, not just the code.
Dodge Ball
Concept: Physics, sprites, collision detection, game loop. A simple arena survival game that proves AI can build a working canvas game in one prompt.
Lesson: Phaser.js 3.60 patterns (generateTexture, physics.add.sprite) trip up most LLMs. Always verify the framework version a model is coding against.
Scrolling Platformer
Concept: Tilemaps, camera follow, variable jump height (hold to jump higher), start/goal flags. First real stepping stone toward Mario.
Enemy Patrol
Concept: Patrol AI, stomp kills (one-way collision), death pits, lives counter, game over / continue flow.
Treasure Blocks
Concept: Question blocks (state machine), coin counters, brick blocks that break when big, bump detection from below.
Power-up Runner
Concept: Mushroom spawn/animation, flower fireballs, small→big→fire state machine, sprite swaps on state change.
Level Runner
Concept: Flagpole with physics, warp pipes (zone transition), countdown timer, full HUD (score/coins/time/world).
Enemy Gauntlet
Concept: Koopa troopas (shell physics), Piranha Plants (timed emerge), Bowser + axe bridge boss fight.
World Map
Concept: Overworld select screen, level progression locking/unlocking, castle clear animation.
Super Mario Bros. 1-1
Concept: Web Audio sound effects, NES color palette, sub-40KB target. All systems combined into one complete level.