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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