Dino Clash
Inspiration
Dino Clash combines two gameplay loops we love: the relaxing progression of raising dinosaurs and the fast-paced strategy of merge-defense auto battlers.
Our goal was to make the ranch more than a collection system. The dinosaurs you raise, feed, and evolve directly become your battle team, making progression on the ranch meaningful in every fight.
We also wanted to explore whether a complete 3D game could be built with an AI agent driving the Cocos Creator editor, not just generating code.
What It Does
Dino Clash has two connected parts:
Ranch
- Explore a small open world while riding your dinosaur.
- Build hatchery pens and raise new dinosaur species.
- Buy specific eggs with no gacha.
- Feed and evolve dinosaurs to increase their levels.
Battle
- Build your army by placing dinosaur nests on a limited grid.
- Merge matching nests to create stronger units.
- Manage limited space and resources to optimize your setup.
- Choose your army's HOLD LINE and defend against enemy waves.
- Choose passive upgrades during battle.
- Survive a series of increasingly difficult stages.
The core loop is simple: raise dinosaurs → build your battle setup → fight → improve your collection → fight again.
How We Built It
Dino Clash was built with Cocos Creator 3.8.8, WebGL, and TypeScript, with a portrait 720×1280 layout.
The project was developed with Claude Code driving the Cocos Creator editor through an MCP bridge across 34 development sessions.
We used an editor-authored architecture, data-driven configuration, a pure battle simulation, automated validation gates, and real browser-based gameplay testing to keep the AI-generated codebase reliable.
Challenges & Learnings
The biggest challenge was making sure the game actually matched the intended design while working with an AI-driven development process.
We learned to:
- Verify the real build instead of relying on editor previews.
- Turn recurring bugs into automated validation rules.
- Measure gameplay problems instead of relying only on subjective feedback.
- Test complete player flows rather than individual functions.
- Keep a build log so each AI session could build on the previous one.
Accomplishments
- Built 2 playable scenes and 9 screens.
- Created a complete ranch-to-battle gameplay loop.
- Implemented dinosaur raising, evolution, spawning, merging, passive upgrades, and wave-based combat.
- Built a pure battle simulation for automated balance testing.
- Added automated code, configuration, UI, and gameplay validation.
- Improved combat positioning based on measurable gameplay data.
- Developed the project through 65 AI-assisted development sessions.
What's Next
Our next priorities are to rebalance merging so it becomes a meaningful strategic choice, create a proper stage progression with unique waves and bosses, expand the dinosaur roster and exploration maps, and replace placeholder assets with production-ready content.
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