This is a sequel to Bullet Garden, which was an 85KB single HTML file using only procedural Canvas geometry (triangles for enemies, circles for bullets, no image assets, no build system).
For this version I changed the constraint:
Use Vite + Phaser 3 (multi-file project)
Generate all 30+ sprite sheets with Gemini
Generate 4 biome backgrounds (3-layer parallax)
Keep performance at 60fps on mobile
Still no audio files (Web Audio API synthesized SFX)
The most interesting technical challenge wasn’t performance — it was visual consistency.
All sprites had to share:
bright cartoon palette
white outline
top-down bug perspective
Getting 30+ assets stylistically aligned required iterative prompt tuning and sometimes compositing multiple generations.
On the code side, everything was written through conversational AI coding (Claude Code). The architecture grew from a single 85KB file into a structured Phaser project with spatial hash collision detection and asset pipelines.
Gameplay-wise it’s a small survivor-like:
3 characters
7 weapons (with evolutions)
3-phase boss
~120 enemies on screen at once
Runs on desktop and mobile browsers (touch joystick or WASD). Weapons auto-attack; you focus on positioning and upgrades.
Main goal: explore how far AI-generated assets + AI-assisted coding can push a browser game without a traditional art or engineering pipeline.
Thanks for the feedback — I’ve just pushed an update with larger entities and better visual scale.
It should be live now (a refresh should pick it up).
Gamepad support is a good idea — I’ll look into the standard Gamepad API.
The small scale is partly a trade-off for mobile + keeping everything very lightweight (single 85KB file), but I agree readability suffers and I should improve sizing / contrast.
Also +1 on the fl0w / Spore + VS vibe — that’s very close to what I was aiming for visually.