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The Biggest Challenge
Keeping a fast-moving project consistent while directing an AI coding agent through big changes: three balance passes, a card-draft progression system, a gettext-style localisation pipeline (462 strings, Ukrainian to English) and a size-optimised custom Godot web template (wasm cut from 39.5 MB to 24.7 MB). The breakthrough was using AI as a team rather than a single assistant: one agent implemented, parallel agents reviewed and translated, and the reviews caught real bugs, such as JavaScript callbacks that never registered in the web SDK bridges.
AI Tools Used
Claude (Claude Code): coding agent, code review sub-agents, translation.
Areas Where AI Was Used
Code, gameplay balance, English localisation, build tooling, store page layouts. Art, sound and music are not AI-generated (Kenney CC0, game-icons.net CC BY 3.0).
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Comments
I gave it a shot!
The cyberpunk sci-fi vibe combined with the Vampire Survivors-style gameplay is really cool. However, even though full-screen is recommended, the game slowed down significantly around Level 17, so I had to stop there.
If it weren't for the lag, I definitely feel like I could have made it through the full 7-minute run!
I really like the concept of this game but the ui was really hard for me to work with- I got stuck in the screen where you pick a buff and had to spam mash my keyboard to get out.