Two Repositories
Desktop games (Python/Pygame) and website (Astro/TypeScript) are separate repos with independent CI pipelines.
Static Site + Edge
Astro 7 static output deployed to Cloudflare Pages free tier. No server, no database, no runtime.
Two Browser Engines
3 Pygbag/WebAssembly ports (cached Python runtime) plus1 web-native Phaser 4 game (instant load, no download).
Deterministic Test Hooks
Seeded RNG, debug globals, Captains Log, input capture, and prewarm instrumentation for reproducible validation.
Screenshot Capture + Validation
Playwright + Sharp capture 1280×720 PNGs; validator checks IHDR, dimensions, aspect ratio, brightness, and byte distinctness.
Game Registry Validation
Required fields, enum checks, SEO length limits, screenshot file existence, engine/platform rules, browser/desktop URL consistency.
Automated Release Gate
Multi-step automated (format, typecheck, build, SEO, copy tone, CSS tokens, contrast, CSP, SW, versions, performance budgets).
CSP & Header Hygiene
Per-route CSP in _headers; unsafe-evalonly on /play/*; global CSP is strict.
Mobile & Touch Tests
Playwright mobile viewports (Pixel 5, iPhone 13, iPad) with real touch helpers for input, pause, and navigation testing.
Observations are based on session notes and recollection, not controlled measurement. They capture what stood out during development rather than formal evaluation metrics.
| Model | Task | Observations | Era |
|---|
| DeepSeek V4 Flash Free | Cannonball Clash (Pong variant) — full game implementation | - First-pass implementation was functional but lacked collision edge cases
- Required 3 intervention cycles for paddle/top-wall collision fix
- AI correctly structured the game loop, scoring, and input handling
| historical |
| DeepSeek V4 Flash Free | Treasure Cove (Breakout variant) — brick layout and ball physics | - Solid first-pass brick generation and collision detection
- Ball-angle-on-paddle logic needed manual correction
- Score and life system was correct on first attempt
| historical |
| Nemotron 3 Super Free | Kraken's Wake (Asteroids variant) — ship movement and enemy AI | - Ship movement was functional but acceleration curve felt wrong
- Enemy barrel spawning logic had an off-by-one error
- Overall structure was usable after 2 review cycles
| historical |
| DeepSeek V4 Flash Free | Port Royale Tycoon (property-trading game) — board and game rules | - Generated plausible board structure but incorrect game-state transitions
- Human had to redesign the entire game-flow state machine
- Property purchase and rent logic needed complete rewrite
- This was the task that required the most human intervention
| historical |
| Big Pickle OpenCode Zen | Astro website scaffold — layout, components, styles | - Clean component structure and CSS generation
- Theme toggle and layout patterns were correct on first pass
- Content collection schema needed manual type adjustment
| historical |
| Big Pickle OpenCode Zen | Build log post and documentation | - Generated reasonable first-draft markdown structure
- Tone needed human adjustment — AI defaulted to marketing language
- Factual claims needed verification against actual project state
| historical |
| DeepSeek V4 Flash Free | Race to Treasure Island (Phaser racer) — game scene, physics, AI rival | - Generated a functional Phaser 3 scene with boost/wind/overtake mechanics
- Rival AI path and deterministic seed logic needed manual refinement
- Obstacle collision and bump mechanic required multiple iteration cycles
- Debug hooks added for deterministic testability — useful pattern
| historical |
| DeepSeek V4 Flash Free | Race to Treasure Island — HUD, overlays, finish, touch controls | - HUD layout and boost meter generation were solid on first attempt
- Touch input handling needed the most iteration (button sizing, coordinate mapping)
- Finish/win/loss state management required manual wiring
- Overtake cue and restart logic were added iteratively over several sessions
| historical |
See thefull experiment login the desktop repo for the complete methodology and desktop-game-specific notes.
Build Log
Development journal covering the experiment, methodology, infrastructure, and browser port feasibility.
/build-log Free AI Coding Experiment
Tooling inventory, model run observations, and methodology for the zero-cost AI-assisted development experiment.
EXPERIMENT.mdAsset Inventory
Current state of all visual assets: screenshots, icons, OG image, and desktop game assets.
ASSETS.mdRoadmap
Current development roadmap: completed phases, in-progress work, and planned features.
ROADMAP.mdDeployment Guide
Cloudflare Pages setup, domain configuration, and deployment workflow.
DEPLOYMENT.md
All images are optimized WebP conversions of the original public-domain scans. They are used decoratively on this site (hero backgrounds, section accents) with aria-hidden="true" or empty alt where appropriate.
