Hi everyone!
After previously building a “flat” little 2D sandbox game level using Codex CLI and agent skills, I decided to truly step into a role of an agentic game designer and orchestrate a fully playable game level (once again, with Codex and agent skills). This time with all the bells and whistles! Tiles, enemies, sounds, music!
You can play the game here.
I also documented everything (and you can clone and run locally) here.
I know you love takeaways, so I’m going to give you some takeaways:
- This was one of the most enjoyable experiences ever!
- Applying harness engineering with progressive disclosure is incredibly powerful - I treated my
SKILL.mdas simply a ToC (a “skills map”) and took it from there Implement -> Evaluateloops are key - I used Playwright and an evaluation checklist and the agent built and corrected automagically- I used
PROGRESS.mdas a memory/log mechanism for the agent, and a way to minimize context noise - The game dev agent was steered by the
DESIGN-DOCUMENT.md, stipulating game objectives, layout and mechanics - I used progressive prompting - I built up the game piece wise - starting with basic player mechanics, then adding tiles, NPCs, interactions, sounds, menus - one prompt at a time
Zero code written by me. Never even looked at the game engine (Phaser) API - just gave the skills a link to the documentation. The future is here!
Credits to ansimuz (gothicvania assets) and Pascal Belisle (music).
If there is interest I can turn this into an OpenAI Cook Book.
Some screenshots below:

