Inspiration
I love playing games, especially tower defense games, because they involve strategy and careful planning. Age of War and Kingdom Rush are two games that inspired me. After playing many games in this genre, I wanted to combine the elements I enjoyed and create my own game. I wanted to try different ideas, build them, and see whether they were as fun as I imagined. Playing a game I created myself is what excites me the most.
What I learned
Through this project, I learned how to use Skills to work with AI in a more organized way. I could take an idea and work with AI step by step until it became a playable game, then keep testing and improving it.
Skills also helped me keep track of the work and learn more about Phaser and JavaScript along the way. The most valuable part was learning how to collaborate with AI, explain my ideas more clearly, and use its capabilities to create something I enjoy.
How I built it
I started with my own idea and used Skills to guide the development process. During the Start step, AI asked about my interests and what I wanted to create. We then went through Scope, PRD, and Spec to decide what to include, describe the requirements, and turn my ideas into a clear development plan.
The game uses Phaser and JavaScript and runs directly in a web browser through a link. During the Build step, I worked with AI to build the game piece by piece, playtest it, and make adjustments. The project also includes 36 automated tests to help check that the game works as expected.
I focused on the gameplay and the experience I wanted players to have, while AI helped me turn those ideas into a working game.
Challenges I faced
The biggest challenge was choosing graphics, a theme, and backgrounds that looked good together. AI could create beautiful visuals, but making them match my vision and feel consistent throughout the game took several rounds of changes.
I worked through this by reviewing each result, explaining more clearly what felt out of place, and asking AI to adjust it. This took time, but it taught me how important clear descriptions are when working with AI. With each round of feedback, the visuals became closer to the game I had in mind.

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