Code & Releases

Source & Roadmap

All code is open source under the MIT license. Contributions, issues, and feature requests are welcome.

Proof

Engineering Discipline

The project uses a 29-check automated fast gate, extended for full releases. Every check must pass before deployment. Below are the key engineering practices in place.

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.

Experiment

AI Development Stack

Every tool used to build this project was free-to-use: open-source frameworks, free-tier cloud services, and local hardware. No paid AI models, no cloud compute, no subscriptions. The project now includes a web-native Phaser 4 game alongside the Pygbag/WebAssembly ports.

ToolCategoryUsed forCostStatus
OpenCodeai-agentTerminal-based AI-assisted coding; File generation and editing; Multi-step task orchestrationfreecurrent
DeepSeek V4 Flash Freeai-modelGame logic generation (Pong, Breakout, Asteroids variants); Python/Pygame boilerplate; CSS and layout generationfreehistorical
Nemotron 3 Super Freeai-modelAlternative generation runs; Comparison against DeepSeek output; Cross-platform packaging scriptsfreehistorical
Big Pickle OpenCode Zenai-modelUI component generation; CSS token system generation; Documentation first draftsfreehistorical
Ollama (local inference)ai-modelLocal free-model inference on the builder workstation; Narrow documented patchesfreecurrent
GitHubplatformSource control; CI/CD (GitHub Actions); Release hosting; Issue trackingfree-tiercurrent
Cloudflare PageshostingStatic site hosting; SSL/TLS; Global CDNfree-tiercurrent
X600 WorkstationhardwareAll development; AI model inference; Builds and testingalready-ownedcurrent
AstroframeworkStatic site generation; Content collections; Component modelfreecurrent
Python + PygameframeworkDesktop game engine; Procedural rendering; Input handling; Audio generationfreecurrent
NumPytoolProcedural audio generation; Signal processing for sound effectsfreecurrent
PyInstallertoolCross-platform executable packagingfreecurrent

Model Run Observations

Notes on what each model was asked to generate and how well it performed. These are historical session notes, not benchmarks — they cover the initial game and website work, not later site sessions.

Observations are based on session notes and recollection, not controlled measurement. They capture what stood out during development rather than formal evaluation metrics.

ModelTaskObservationsEra
DeepSeek V4 Flash FreeCannonball 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 FreeTreasure 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 FreeKraken'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 FreePort 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 ZenAstro 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 ZenBuild 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 FreeRace 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 FreeRace 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.

Documentation

Project Docs

Detailed documentation for the experiment methodology, asset inventory, deployment, and roadmap.

Art & Attribution

Public-Domain Illustrations

This site uses public-domain pirate and Treasure Island illustrations by Howard Pyle (1853–1911) and Louis Rhead (1857–1926). Howard Pyle's illustrations are from Howard Pyle's Book of Pirates (1921). Louis Rhead's illustration is from the 1915 edition ofTreasure Island by Robert Louis Stevenson (Project Gutenberg). All are public domain in the United States. Seethe Credits pagefor the full breakdown orASSET_CREDITS.mdfor the complete inventory.

Illustration of a marooned pirate alone on a beach, from Howard Pyle's Book of Pirates

Marooned

Illustration of a marooned pirate alone on a beach, from Howard Pyle's Book of Pirates

Author
Howard Pyle
Year
1921
Collection
Howard Pyle's Book of Pirates
License
Public domain (author died 1911, published 1921, pre-1931 US)
Source
Wikimedia Commons
Illustration of Blackbeard burying treasure on a moonlit beach, from Howard Pyle's Book of Pirates

Blackbeard Buries His Treasure

Illustration of Blackbeard burying treasure on a moonlit beach, from Howard Pyle's Book of Pirates

Author
Howard Pyle
Year
1921
Collection
Howard Pyle's Book of Pirates
License
Public domain (author died 1911, published 1921, pre-1931 US)
Source
Wikimedia Commons
Illustration of pirates forcing a captive to walk the plank, from Howard Pyle's Book of Pirates

Walking the Plank

Illustration of pirates forcing a captive to walk the plank, from Howard Pyle's Book of Pirates

Author
Howard Pyle
Year
1921
Collection
Howard Pyle's Book of Pirates
License
Public domain (author died 1911, published 1921, pre-1931 US)
Source
Wikimedia Commons
Treasure Island cover illustration by Louis Rhead, depicting the treasure map with the Hispaniola at sea

Treasure Island — Cover Illustration

Treasure Island cover illustration by Louis Rhead, depicting the treasure map with the Hispaniola at sea

Author
Louis Rhead
Year
1915
Collection
Treasure Island (Louis Rhead illustrated edition)
License
Public domain (published 1915, author died 1926)
Source
Project Gutenberg
Illustration of pirates dividing treasure on a beach, from Howard Pyle's Book of Pirates

So the Treasure Was Divided

Illustration of pirates dividing treasure on a beach, from Howard Pyle's Book of Pirates

Author
Howard Pyle
Year
1921
Collection
Howard Pyle's Book of Pirates
License
Public domain (author died 1911, published 1921, pre-1931 US)
Source
Wikimedia Commons

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.

Maker

Built by Erich Donahue

Decision science, data products, practical systems, and creative technical work built in the open. Exploring AI-assisted development as a force multiplier for product-minded engineering. This project is my public workbench for exploring zero-cost AI-assisted development.