Alley Brawlers — one game across its development stages

Playable builds of the same game at each stage; click to play (keyboard; the first load downloads about 100–150 MB).

① Initial generationThe first version, generated directly from the task description, before any development.score 56.6step 0 ② Autonomous developmentDelivered when the Global Quality Monitor judged autonomous development saturated.score 56.6step 0 → 9 ③ Stage 1: directed developmentDelivered after the stage brief entered the loop. Adds attack tells, a walking pose, HUD portraits and round stars.score 61.5step 9 → 15 ④ Iteration 1: interface and guidanceTitle screen layout, character-select flow, control hints; portraits use the actual characters.step 15 → 24 ⑤ Iteration 2: visuals and hit feedbackNeon back-alley title background, knock-down pose proportions, damage numbers and hit sparks.step 24 → 32 ⑥ Iteration 3: game feel and audioHit-stop, stronger screen shake, KO slow motion, combo counter, clearer health trail, looping music and UI sounds.score 66.0step 32 → 41

Development

41 rounds of development · 5 champion changes · 3 rounds of directed human feedback
Saturation points: initial step 0 → autonomous step 9 → stage 1 step 15 → iteration 1 step 24 → iteration 2 step 32 → iteration 3 step 41
Score rises from 56.6 for the initial generation to 66.0 for the final build (+9.4). Same rubric and judge throughout; each build is the mean of three scoring passes.

Block Cascade · same process

Arrows move and rotate, Space hard-drops, Shift holds; T for sprint mode, Y for score attack.

① Initial generation / autonomous developmentThe first generated version. Autonomous development ran one round and the Global Quality Monitor found no better build, so this one was delivered.score 37.2step 0 → 1 ② Stage 1: directed development19 rounds after the stage brief, two champion changes; delivers the round-9 build.score 50.0 (+12.8)step 1 → 9 ③ Stage 2: directed development16 rounds after the second stage brief, two champion changes (R03, R06); no change at R09/R12/R15, so saturated; delivers the round-6 build.score 48.5step 10 → 16 ④ Iteration 1: board and landing feedbackFull left panel (hold, session stats, controls), a recent-clears list on the right with overlapping labels fixed; landing shockwave, edge sparks and dust, camera shake scaled by drop height, score pop-up on hard drop.step 17 → 28 ⑤ Iteration 2: game feel and audioHold-slot hint with C as an alternative key, centred results card, a 31-second music loop in place of a 1.8-second clip, and separate sounds for tetris, combo, danger and countdown.score 50.0step 29 → 46

46 rounds of development · autonomous step 0 → 1 (no better build) · stage 1 step 1 → 9 · stage 2 step 10 → 16 · iteration 1 step 17 → 28 · iteration 2 step 29 → 46 · 2 rounds of directed human feedback
Score: initial 37.2 → stage 1 50.0 (+12.8) → stage 2 48.5 → iteration 2 50.0 (all three passes agree).

Lawn Guardians · same process

Tower defence. Click sun to collect it, click a card to pick a seed, then click a lawn square to plant; right-click cancels.

① Initial generationThe first generated version, before any development.score 61.7step 0 ② Autonomous developmentDelivered when the Global Quality Monitor judged autonomous development saturated (round 12).score 86.1 (+24.4)step 0 → 12 ③ Stage 1: directed development13 rounds after the stage brief, one champion change; delivers the round-3 build. The brief asked for visuals and feedback, which the general rubric barely measures.score 85.5step 12 → 16 ④ Iteration 1: controls and readabilityClick positions aligned with the cursor for collecting sun and planting, a greyed preview with the reason when a plant is unaffordable, hit flash separate from health bars, peas disappear on hit.step 16 → 29 ⑤ Iteration 2: visuals and animationNew title screen (wooden sign, plant line-up) and a newly drawn house; zombie walk cycle no longer jumps between four different drawings, and zombies no longer vanish while eating.step 30 → 37 ⑥ Iteration 3: art and musicWooden seed bar, paper seed packets, carved level-transition panel with wooden buttons; zombie death dust, pea trails, and looping title and battle music.score 84.25step 37 → 46 ⑦ Iteration 4: background art and sprite cleanupSky, distant tree line and grass around the play area in place of a flat brown fill, the house set on the grass; stray plant fragments removed from zombie eating frames.step 47 → 52 ⑧ Iteration 5: top-row zombies behind the HUDThe top bar clipped the heads of zombies in the first row; the bar is slimmer and the lawn moves down, freeing 54 px.step 52 → 55

55 rounds of development · autonomous development saturated after 21 rounds and delivered round 12 · stage 1 saturated after 13 rounds and delivered round 3 · 3 rounds of directed human feedback
Score: initial 61.7 → autonomous 86.1 (+24.4) → stage 1 85.5 → iteration 3 84.25. Iterations 1–3 address controls, visuals and music, which carry little weight in the general rubric, so the score stays level; iterations 4 and 5 were not scored.