A storm front is rolling over the rooftops and the laundry is still out. Run, jump and save all eight washing lines before the rain breaks — a complete precision platformer authored end-to-end by AI agents in the real Defold engine, and playing in seconds on a phone connection.
Arrows / WASD / touch · ~1.8 MB over the wire · starts in seconds
The piece was concepted first: a key-art sheet, a character turnaround and an environment callout board set the palette — terracotta caps, cream plaster, white linen, a slate-blue storm. Every named element in the sheets was then authored as a real asset.


The whole game ran and was beaten as gray boxes before any art existed — feel (coyote time, jump buffering, asymmetric gravity, camera lookahead) and the level's fall-recovery routes were tuned where changes cost minutes. An automated player drives every build through all eight lines to a verified win on each audit round.


The heroine is a rigged Blender character whose run and jump come from retargeted CMU motion capture, rendered to sprite rows. The washing lines are real cloth simulations — three wind phases baked into a flutter flipbook. Tiles, props, skyline ranks and the storm bank are all Blender renders packed into Defold atlases.
This lab exists to prove a real-engine game can be playing before a phone user loses interest. Every payload ships pre-compressed and is inflated in the browser, so any static host serves it optimally. Measured first-playable times, Playwright CDP network throttling:
| Connection profile | Throughput / RTT | First playable frame |
|---|---|---|
| Wi-Fi / 4G | 10 Mbps · 60 ms | 2.7–3.0 s |
| Fast 3G (HSPA+ class) | 6 Mbps · 150 ms | 3.5–4.4 s |
| Chrome DevTools “Fast 3G” preset | 1.44 Mbps · 562 ms | 12.2 s |
Total transfer 1.82 MB (engine 976 KB + game data ~0.8 MB, gzip + RDO-basis textures). Measured headless on software rendering — real devices boot faster.
Mocap-driven hero flipbooks; cloth flutter; props — all Blender-rendered, basis-compressed.
Hand-generated tilemap with per-tile collision hulls; raycast locomotion against them.
Washing lines are trigger collision objects; the player body raycasts the world.
Chimney smoke, wind-blown leaves, and a full-screen rain front — hand-written particlefx.
Resolution-independent HUD laid out in physical pixels — one layout from desktop to phone portrait.
Factories spawn lines and scenery; every system talks via msg.post — no globals.