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The Biggest Challenge
Our biggest challenge was coordinating multiple AI models to build and refine a complete, playable browser game while maintaining consistent gameplay across three distinct moving jobs.
We used an iterative development process where I provided the original concept, creative direction, and hands-on playtesting, while AI collaborators helped implement, debug, and improve the game.
The biggest breakthrough was combining arcade driving, spatial furniture-packing puzzles, couch maneuvering, and piano-moving challenges into one cohesive experience. Extensive testing revealed issues with collision behavior, stage transitions, visual rendering, and mobile controls, which we addressed through repeated human-guided revisions.
We also created an original four-track soundtrack using Aubum, my locally developed AI system.
The project demonstrated how human creative direction, practical testing, and multiple specialized AI systems can work together to produce a complete game.
AI Tools Used
Claude (Anthropic), ChatGPT (OpenAI), and Aubum, my custom-built local AI system.
Claude and ChatGPT assisted with game programming, debugging, visual improvements, interface design, and testing.
Aubum generated the game's four original soundtrack tracks through locally hosted AI music models.
I directed the project, established its creative goals, evaluated AI-generated work, and conducted hands-on gameplay testing.
Areas Where AI Was Used
AI was used extensively in game development, including: - **Code:** Gameplay systems, physics, collision handling, puzzles, stage transitions, menus, achievements, checkpoints, and responsive controls. - **Graphics:** Game environments, characters, vehicles, visual effects, interface artwork, and visual improvements. - **Audio:** Four original soundtrack tracks generated by Aubum, along with sound design assistance. - **Testing and debugging:** Code reviews, automated checks, performance analysis, and iterative bug fixes. - **Writing and design:** Gameplay instructions, interface text, game descriptions, and development brainstorming. All work was guided by human creative decisions, with final gameplay evaluated through hands-on playtesting.
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Comments
This game is pretty fun! I love the different minigame mechanics to complete a delivery run. I would say the art could use some work with the details, like how the characters move, the headless driver and guys on the "moving" road in the main page. This is a cool game great work! I did have an issue with none of the controls working, I am using keyboard and mouse, I think it was because of touch mode being on auto, or using the mouse when I first started the game. I reset and used the keyboard to select buttons and move in the menu and it worked fine. I would test that some more. Awesome job!
I see! So it's a moving company simulation game.
You drive to the client's place, pick up their belongings from the origin, drive to the destination, and unload them. The last part feels a bit like Sokoban (box-pushing puzzle).
As an overall concept, the mechanics feel cohesive without any major clash. If these separate parts were generated or developed using different AI tools, it's definitely an interesting experiment.
On the other hand, from a player's perspective, I think it comes down to whether the act of moving itself is fun as a game. Driving, picking up cargo, driving again, and placing the items—while these steps are totally normal for an actual moving job, it might feel a bit tedious unless the player is specifically looking for that kind of simulation.
For instance, if we ask "What is the most fun part about moving?", it might be making the client happy or bringing all the fragile cargo safely without a scratch. If that's the core focus, turning it into a driving game centered on "using precise driving technique to deliver fragile cargo unharmed" might convey the fun much more effectively. That's probably how I would approach it.
That said, if the goal was to let players experience the whole end-to-end moving process, the game accomplishes that reasonably well.
If the message is "Moving is usually stressful, but this game makes it fun!", then sharpening the design to emphasize a sense of satisfaction or speed might work even better. Just my personal take, though!
Hey I like the idea but to be honest there's too much going on. The mini-games follow the real-world logic of drive-pack-organize-drive etc., but it's a bit too much for one game. It might be a better idea to polish just one or two. Especially the last 2 stages, setting the furniture in the new house and sokoban for some reason, feel unnecessary.
Driving and organization have most potential in my opinion.
Ah a bunch of mini games packed together, kind of a neat idea. I think this could be more engaging with some polished and fineness. The route wasnt particularly interesting to drive, most of it could be driven without thinking, the roomba went right out the door. Good concept.