Thanks for the tips. I am using ClaudeCode exclusively for the coding in a neat way. I'm the architect with all the design choices, Fable is the foreman/civil engineer, and Opus/Sonnet are the contruction workers. It has been a good workflow so far and everything seems to work since after every few milestones, I do a play-test and report my findings (bugs, suggestions, ideas). Then I make a new batch of milestones based on the feedback and continue onwards. I do use my computational background to suggest certain algorithms or ways to implment ideas but often times Fable already knows of the method first and proposes it! I haven't encountered anything as of yet that wasn't solved with Fable and the other agents (maybe my prompting was careful enough). And I know the code works correctly because of my direct playtesting (I know exactly what certain effects should look like due to my physics background).
Since I'm committing to not using generative AI assets beyond simple shapes/textures/etc. the UI is minimalistic but functional and there is no sound implemented yet. While it is entirely written by AI (in typescript for playing in a browser), it runs quite well and can be adapted as needed (e.g. I added debug menus, unit parameter editors, runtime metrics, etc.).
My game is strictly 2D-only due to the computational complexity behind the game mechanic (which I'll share soon in a different post) and while C++ is an option for faster execution, this isn't needed anytime soon. But thanks for sharing your experience with AI tools.