
A fully automated game built with zero external assets — pure code-generated visuals, physics, and procedural audio — designed to run as an endless YouTube Shorts live stream. What started as a circular battle royale pivoted into a vertical marble race through procedurally-generated obstacle courses, with every pixel drawn by code.
Builder of firstcommit.io. I ship with AI and share the journey.
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Paste this in your AI coding tool to build your own version, guided by the approach in this guide.
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Built the entire 8-file architecture from a single massive prompt. State machine (LOBBY, COUNTDOWN, BATTLE, VICTORY, RESULTS), elastic ball physics with momentum conservation, neon glow rendering (triple-layered concentric circles with alpha falloff), and a PlayerQueue system pre-loaded with 200+ funny names like SpeedDemon, RizzLord, and GigaChad. The renderer drew everything from scratch - balls, arena borders, particle explosions, text with glow shadows. Hit immediate Python 3.9 compatibility issues with modern type hint syntax.
~60 messagesThe first playable version was too slow and deaths felt wrong. Balls were dying on the very first bounce because the arena border collision was too tight and collision response too aggressive. Spent time cranking up velocities, adding a --scale command line flag for testing on different screen sizes, tuning friction coefficients, and making hazards spawn at the right cadence. The goal was peak dopamine - fast, chaotic, visually satisfying even on mute.
~46 messagesAfter watching the game loop several times, the circular arena format hit a wall. Balls bouncing inside a circle was visually repetitive - there was no sense of progression or journey. The feedback was clear: Being a circle is kind of boring. This led to the architectural decision to completely pivot from a battle royale to a vertical marble race with an obstacle course. Created a detailed redesign plan covering 8 obstacle types, procedural course generation, camera system, and programmatic audio.
~10 messagesComplete rewrite of the core game. Built 8 obstacle types (Peg, Platform, Ramp, Spinner, Funnel, ConveyorBelt, BouncePad, Crusher), each with their own collision physics. Course generation stacks random segments with no consecutive duplicates. Camera system uses a weighted blend (60% leader, 40% median) with smooth lerp. Added programmatic audio generated at runtime from sine/square wave byte arrays - different sounds for bounces, peg hits, bounce pads, eliminations, and finish line crosses. All drawn with code, zero assets.
~80 messagesThe marble race worked but had gameplay issues. One ball would often gain a huge lead and the rest could not catch up - needed rubber-banding mechanics. Changed the game from elimination-based to finish-line-based: first 5 balls to cross the finish line win, shown in order with times. Added stuck detection - balls motionless for 3+ seconds get yanked horizontally to a new position within the walls. Despite all the polish, the core loop of balls falling through static obstacles still felt passive. The session ended brainstorming the next evolution.
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Builder of firstcommit.io. I ship with AI and share the journey.
5 stages to follow
Paste this in your AI coding tool to build your own version, guided by the approach in this guide.
Build the project from this First Commit guide: 5604e24a-310f-461e-b410-6d589a2e952eNo source repo linked — follow the guide stages to build from scratch.







