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The Biggest Challenge
Making thousands of simulated atoms read as a living gas instead of colored dots. The breakthrough was running AI as a team rather than one chat: Claude Code wrote the simulation and the WebGL2 renderer, then parallel agents built five complete looks for the swarm (liquid, plasma, atoms, contours, smoke) as live, switchable shaders, so I picked by playing instead of imagining. The UI went the same way: nine visual directions as image comps, one chosen, built in code and checked by an independent design review. Balance and adaptive difficulty were tuned by bots that play every level.
AI Tools Used
Claude Code (Anthropic) with parallel subagents and the Impeccable design skill; Codex CLI with OpenAI image generation; ElevenLabs (voice eleven_v4, music eleven_music_v2_5).
Areas Where AI Was Used
Code and shaders, game and level design, UI, key art and cover, narrator voice and music, text, balance testing. Not AI: sound effects (Envato Elements), font (Jost).
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Comments
Visually, it is great. However, the mechanistic differences between gases were not apparent, and movement/attack did not seem to have any meaningful control.
This is really fun! I managed to clear it all the way to the end—6 stages in total, right?
I'm not sure if argon gas is actually purple, but I really liked the visual of painting everything purple! The voice narration was surprisingly good and added a lot to the experience too.
As a game, it feels super well-polished and complete. Thanks for sharing such a fun concept!
I think this is a great concept, it's interesting and it makes for a great visual display. You've clearly put effort into everything and it shows. I think the main weakness is that there doesn't feel like real game play involved, I was able to finish all the levels without effort. Which I think can be fine and work if it's a cozy type style game, but I don't think it's supposed to be a cozy style game. All in all I enjoyed it.