Play as Kosros. Survive the rot.
P2K Roguelike Survival is a browser-playable, top-down dark fantasy roguelike. You are a tiefling wizard — fragile, dangerous, and running out of forest.
Simulation owns gameplay. Phaser renders.
The architecture has one load-bearing rule that survived all 11 phases: keep game logic completely separate from the rendering layer.
Idea burst → Claude → Codex → ship.
Every phase was built with the same loop: refine the vision, give it precision, then hand it to Codex with enough structure that the AI could plan and implement without drifting.
How the game grew.
11 phases plus several post-MVP systems. Each phase locked to one concern before the next began.
What it looks like in motion.
Smoke test captures from each major phase. Every screenshot was taken by Playwright running against the built dist/index.html.
The honest account.
The strongest portfolio story isn’t “AI made a perfect game.” These are the real blockers, what caused them, and what each one taught.
South-facing frames drifted in pose, color, and proportions. The character lost identity across directions. AI doesn’t have the visual capability to judge angle, readability, and aesthetic consistency the way a human animator does — I had to put in manual work to identify proper sprites and frames.
It took a full repair pass before the art could be fairly judged on its own merits.
Abstract goals are the enemy of AI-assisted development. The AI optimizes for completeness of the response, not completion of the work.
The allocation percentage dropped faster than expected — a real constraint that forced discipline around what to ask for and when.
Built with the Game Studio Plugin.
P2K was developed using the OpenAI Game Studio plugin for Codex — a curated skill pack designed for building browser games with AI-guided workflows.