Super Glop Arcade by loveapplegames
* TRIGGER WARNING: AI content ahead! Not recommended for AI haters or the faint hearted!*
UPDATE: I made a second game with 100% AI generated code called "Generative Gungeon" (see the "cooldown game" link below).
UPDATE: a postcompo version is now available! It features: gameplay fixes, (AI generated) particles, (non-AI generated) sounds.
In the super glop arcade, all game code is 100% AI generated, while the graphics are 100% hand drawn!
Controls: - W,S,A,D - move player - Cursors or L - shoot
This is an experiment to create games with 100% AI generated code, using a special AI based software development method. You have precise control over the result than with the usual vibe coding approach, but without requiring you to write code. This involves splitting the software into components, then using the AI as a "compiler" to generate code for each component, from prompts structured like source code. See also my VSCode Webcogs plugin.
To create the games, I used two types of components: map generators and entities. A map generator defines where tiles and entities are placed, then you can generate behaviour for each entity type placed on the map separately.
I tried creating minigames with a variety of game mechanics, to see how far I can go with this method.
Map generator prompt example:
"Create a function that generates a cave with enemies and a player. Each tile is either: wall (&), empty (.), enemy (C), player (Q). Each empty tile should be reachable. The player should be placed in an empty space. The enemies should be placed along the cave walls."
Entity prompt example:
"Create a player that moves in all directions with the left stick, and shoots in all directions with the right stick. A bullet disappears when it hits a wall, and removes the wall tile. Player movement is inertial. Dies when it hits an enemy or a wall."
I spent most of my time adapting and documenting my game library for use with AI, while also enjoying my vacation in Seville! So I didn't get round to particles, backgrounds, or sound.
During development, I did 392 requests to GPT 5.4, totaling 260408 output tokens and 636280 input tokens, with a total cost of Eur 4.59 (51 cent per game on average).

Ratings
| Overall | 853th | 1.786⭐ | 30🧑⚖️ |
| Fun | 849th | 1.667⭐ | 29🧑⚖️ |
| Innovation | 851th | 1.722⭐ | 29🧑⚖️ |
| Graphics | 778th | 2.074⭐ | 29🧑⚖️ |
| Humor | 670th | 1.477⭐ | 24🧑⚖️ |
| Mood | 836th | 1.696⭐ | 25🧑⚖️ |
| Given | 10🗳️ | 11🗨️ |
What a game! It looks like an old website collection of arcade web games. Fun! Good practice of using AI
Also thank you for talking about your AI prompting strategy.
The games are relatively well-coded, in a sense that I did not notice any weird behavior or any bugs, so the pipeline you have built is quite-solid, I would imagine, based on the fact that you were able to generate 9 minigames in 2 days.
But the biggest problem is that they are extremely unbalanced. Every game I tested was simply too fast and hectic, to the point you couldn't really control the player to do what you wanted, and that felt quite frustrating. And for that I think a human in the loop is the solution. While the mechanics are there, the actual speed / acceleration / whatever you call it needs to be carefully finetuned by trial-and-error by a human to maximize fun, and while you are at it, you might realize that another extra mechanic might need to be implemented by A. For example, the AI might have modeled just the speed of the character and throught testing you find out that you also need to model acceleration into your equations, so you will have to go back to the AI do that and then test it again, and so on and so on...
Cheers, I hope to see another entry that is a little bit more polished.
@pavel-goncharov I opted out of the theme because I didn't care for it.
I had a lovely experience playing these games, but also it IS raw and, honestly, unindividual.
Good job with trying to optimize using of AI. It`s great if you have quality code architecture, but overall it still looks and plays like slop...
Have a good rest in Seville! ;)
In some shooting games I couldn't figure out how to shoot, displaying control scheme would be nice, or just using the exact same control scheme in all of the games.
http://tmtg.nl/ludumdare/ld59-cooldown/jgame-games/mazegame/webcogs/promptbuild_entities.json
http://tmtg.nl/ludumdare/ld59-cooldown/jgame-games/mazegame/webcogs/promptbuild_maps.json
http://tmtg.nl/ludumdare/ld59-cooldown/jgame-games/mazegame/webcogs/promptbuild_particles.json
If you install and enable the webcogs extension in VS code, you will see build buttons appear when you edit these files.