Inspiration
I have played strategy games my entire life. Most of them have the same problem: the enemy never learns.
You find a strategy that works. You use it forever. The game never adjusts. The challenge disappears.
Attack on Titan stayed in my mind because it does the opposite. The titans in that story are not just obstacles — they are threats that force the Scouts to constantly adapt, sacrifice, and think under pressure. Every expedition costs someone. Every decision has weight.
I wanted to build a game where the enemy actually learns your tactics and forces you to change. Where losing a squad member is not a stat deduction but a permanent absence. Where a wall-sized titan does not fall to the same trick twice.
Wall Breaker is what happens when you combine those two ideas: a game that remembers everything you do and builds a world that responds to it.
What it does
Wall Breaker is a browser-based 3D strategy game where players command a Scout squad defending humanity's walls against advancing Titans in a three-chapter story campaign following canon Attack on Titan events.
The game begins with player registration — entering a Scout name, selecting a regiment with a starting bonus (Survey Corps for extra intel, Garrison for wall damage resistance, Military Police for higher morale), and customizing a personal avatar with face, hair, eyes, skin, uniform, and accessories. Commander Erwin addresses the player by their Scout name throughout the entire campaign.
The core gameplay loop runs through an Intel Briefing Screen before each wave, an Intelligence Phase where players interrogate squad members to gather information about titan weaknesses, a Strike Decision Phase where the correct combination of angle, timing, and squad lead must be identified, and a Combat Animation Sequence rendered in Three.js with procedural skeletal animation.
The Adaptive Titan AI System is the technical centerpiece. The system tracks every player decision across all missions:
$$A_{adaptation} = \sum_{i=1}^{n} w_i \cdot d_i$$
where $d_i$ represents each tactical decision and $w_i$ is the frequency weight of that decision pattern. After 10 waves, titans begin protecting frequently targeted weak points, countering preferred formations, and adjusting aggression based on squad composition. Intelligent Titans spawn after wave 15 with enhanced adaptive behavior that forces players to abandon their most-used strategies.
The three-chapter story campaign follows canonical events with branching forks per chapter. Chapter 1 ends with Wall Maria breached — performance determines whether tragedy dialogue unlocks or bonus intel carries into Chapter 2. Chapter 2 determines whether the Female Titan is captured or escapes. Chapter 3 produces one of three endings — True, Bittersweet, or Tragedy — based on cumulative performance score, squad survival, wall integrity, and character quest outcomes.
The Character Quest System tracks relationships with each squad member on a 0-100 scale. Quest events trigger during missions with 30-second choice timers. Relationship level affects dialogue tone, combo attack effectiveness, and ultimately determines each character's story outcome and whether alternate skins unlock.
Dynamic weather changes during missions affect visibility, ODM gear mobility, squad morale, and titan behavior. Fog reduces visibility by 40%. Rain reduces ODM gear mobility by 25%. Thunderstorms decrease morale by 5 per wave and increase titan aggression.
The game includes a full save system with auto-save triggers, a Fallen Soldiers Memorial Wall, a Lore Library unlocked through gameplay, multiplayer rooms for up to 4 players via Supabase Realtime, and Commander Erwin's voiced critical dialogue through text-to-speech integration.
How we built it
Built entirely using MeDo through conversational prompting in seven turns.
Turn 1 built the Game Start Screen with Scout name input, regiment selection, and avatar customization with real-time 3D preview, plus the initial setup tracking and auto-open logic.
Turn 2 built the Main Menu with hero image integration, the five-panel layout, player avatar display, and regiment emblem display alongside the player's Scout name.
Turn 3 implemented the Story Campaign structure — three chapters with branching fork logic, the Lore Library with all three sections, and the Character Quest Hub with relationship tracker.
Turn 4 built the core game scene: the Three.js 3D background with procedural animated titan models built from geometric primitives, the Intelligence Phase chat system, the Strike Decision Phase, and the Post-Wave Debrief with Commander Erwin's voiced dialogue using the text-to-speech plugin.
Turn 5 implemented the Adaptive Titan AI System — pattern tracking across all sessions, the adaptation logic after 10 waves, Intelligent Titan spawn behavior after wave 15, and the Titan Behavior Analysis Panel in the Intel Briefing Screen.
Turn 6 built the Dynamic Weather System, Character Quest event screens with choice timers, Character Skin Gallery, and the full progression system including skill trees, base building, and daily challenges.
Turn 7 implemented multiplayer via Supabase Realtime with host-authoritative state, the complete save system with 5 slots and auto-save triggers, the Fallen Soldiers Memorial Wall, and the Game Over Screen with AI-generated Titan Wanted Poster.
Total build time: approximately 6 hours.
Challenges we ran into
The Adaptive Titan AI required careful state architecture. The system tracks every player decision across all sessions and weights patterns to determine adaptation behavior. The challenge was ensuring this tracking was persistent, not session-only, and that adaptations were visible to the player through the Intel Briefing Screen rather than feeling like invisible difficulty spikes.
The mandatory history query had to run before every single scene. The same principle from the AI architecture: before generating any titan behavior, any debrief dialogue, any quest event — the full decision history must be queried. Getting MeDo to treat this as a required prepend rather than an optional context took explicit prompt constraints.
Three-chapter branching with persistent consequences required careful state design. Chapter 1's path affects Chapter 2's opening. Chapter 2's fork affects Chapter 3's difficulty. Character quest outcomes across all three chapters affect the final ending. The state object had to carry forward correctly through save and load operations without any data loss.
The Dynamic Weather System needed to affect multiple independent systems simultaneously. Fog reduces visibility AND changes intel quality AND makes titans unpredictable. Rain affects ODM gear AND formation bonuses AND morale. Each weather condition had cascading effects across different game subsystems that had to be coordinated without creating race conditions.
Multiplayer synchronization for a game with permanent consequences required strict host-authority. When a squad member dies in multiplayer, that death must be permanent for all players simultaneously. When the wall takes damage, every client must see the same value. Getting Supabase Realtime to handle these writes sequentially under the host-authoritative model took careful queue management.
Accomplishments that we're proud of
The Adaptive Titan AI System is the feature we are most proud of. It is technically the most ambitious thing in the game and the thing that makes it feel unlike any other browser strategy game. The adaptation formula:
$$I_{titan} = \frac{\sum_{k=1}^{m} f_k \cdot s_k}{T_{total}}$$
where $f_k$ is the frequency of tactic $k$, $s_k$ is its success rate, and $T_{total}$ is total waves played, gives each Intelligent Titan a specific profile built entirely from the player's own decision history. A player who always targets the nape from the right gets a titan that guards its right side. That feedback loop — your own habits becoming your greatest threat — is the design idea we are proudest of.
The Character Quest System is the second feature we are proud of. Relationship levels that affect dialogue, combo attacks, special abilities, character endings, and skin unlocks — all tracked through a 0-100 scale with four milestone thresholds — creates genuine attachment to squad members before they can die permanently. Losing a character you have built a relationship with to 85 hurts differently than losing one at 20.
The Fallen Soldiers Memorial Wall is the third. Every dead squad member gets a plaque with their portrait, the wave they died on, and an AI-generated epitaph from Commander Erwin. The empty chairs at the campfire and the names on the wall make permanent death feel like loss rather than inconvenience.
What we learned
The enemy must learn or the player stops thinking. The most important design lesson in Wall Breaker is that challenge comes from adaptation, not from increased numbers. Titans with more health points are annoying. Titans that guard the angle you always use are genuinely threatening. The distinction is the entire game.
Permanent consequences require emotional investment first. If a player does not care about a squad member, their death is just a mechanical penalty. The Character Quest System exists to build that investment before the death can happen. Without the quest system, permanent death is just frustrating. With it, it is devastating in the right way.
Persistence is the foundation of immersion. Every system in Wall Breaker — the adaptive AI, the character quests, the reputation web, the lore library — only works because the game remembers everything. The moment save data is lost or state fails to carry forward, the entire emotional architecture collapses. Getting persistence right was not a feature. It was the prerequisite for every other feature.
Scoped ambition ships. Unscoped ambition does not. Wall Breaker has an enormous feature set. Every feature exists because it was specified precisely before building began. Features that could not be specified precisely — facial animation for player avatars, character voice acting beyond Erwin, machine learning for AI — were placed explicitly out of scope. That discipline is why the game shipped.
What's next for Wall Breaker
- Voice acting expansion adding character-specific voices for all squad members during Intelligence Phase interrogations, not only Commander Erwin's debrief dialogue
- New Game+ carrying over adaptive AI pattern data and character relationships into a harder playthrough where titans start with pre-adapted behavior from the player's first campaign
- Seasonal expeditions introducing time-limited missions outside the three chapters with unique titan variants and exclusive character skins
- Cross-campaign legacy where the player's decision history from one campaign shapes the world state of the next, making each new game feel like a continuation rather than a reset
- Mobile native app with touch-optimized ODM gear controls and push notifications for daily challenges and seasonal events
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