The village cheese-roll is on, and this year you are the cheese. A real rigid body barreling down the long hillside — torque to roll, a grounded hop, and physics doing the rest: hay stacks burst, fences splinter at speed, geese flap off honking, and the tumbling villagers never quite catch up. Authored end-to-end by AI agents in the real Godot 4 engine.
Arrows / A D roll · Space hop · touch buttons on mobile · game data 1.7 MB (+ engine wasm, cached after first load)
The piece was concepted first — a sunrise key-art sheet, a wheel-and-villagers character sheet and a callout board set the palette: meadow greens, cheese gold, sky blue, festival bunting. Every named element in those sheets was then authored as a real asset, and every audit round judged the build against them.


The whole course ran and was beaten as gray boxes before any art existed. That is where the physics got honest: the wheel wedged dead against a hay pyramid until bales got a burst impulse and the wheel a grip-assist force; the course was re-authored against the wheel's measured jump envelope. An automated player drives every build downhill to a verified win on each audit round, with telemetry streaming to the console for the softlock probe.


Every sprite is a Blender render shipped twice — once as color, once encoding camera-space surface normals — so the sunrise is a true PointLight2D whose warm light rolls across the wheel's rind, the hay, the pickets and the meadow. The villagers chasing you are rigged Blender characters running retargeted CMU motion capture (clip 09_02), rendered to sprite rows.
The lab audits with Playwright on this host's software renderer (no GPU), so the frame-rate rows below are a worst case — real hardware runs the compatibility renderer far faster.
| Measurement | Value | Conditions |
|---|---|---|
| Game data (.pck) | 1.74 MB | release export, ETC2/ASTC textures |
| Engine payload (.wasm) | 35.4 MB | Godot 4.3 web runtime, fixed cost, browser-cached after first load |
| Verified full run | 32–35 s course, 7–8 s airtime, 1 flip | autopilot playthrough, every audit round |
| Audit rounds | blockout 2 · art 3 | fix-all-then-re-audit until a round found nothing |
| Audit frame rate | ~1–2 fps | SwiftShader software GL — worst case; physics stays real-time via step catch-up |
The wheel is a real physics body: torque to roll, angular damping, a grounded hop impulse, contact-normal ground sensing.
Hay pyramids are stacked bodies that burst on fast impact; fences swap to tumbling rigid halves when smashed at speed.
A camera-following sun over normal-mapped renders, with occluder shadows — the lab's signature, in daylight for the first time.
Grass clods off the wheel at speed, hay bursts, landing dust, goose feathers, three-color finish confetti.
Screen-locked sky/hills/hedgerow bands over a 950 px descent; velocity lookahead and speed-scaled zoom.
Two Blender-rigged villagers running CMU capture, looping behind you and never quite catching up.