Saying up front that our code and art are AI made, because it changes what this answer is worth.
The part AI changed for us was not producing the prototype. That got cheap. What got expensive is proving the prototype did what the log says it did.
Most of our early failures looked like success. A build exited zero having compiled nothing. A gate reported a pass after scanning zero assets. A test suite went green over a second half of the game that turned out to be unreachable, because one save key was read by a page and written by none.
So the artefact we care about now is not the build, it's the harness that plays it from the title screen to a real ending and counts what it exercised.
Generation got cheap. Verification is the whole remaining cost.































































































































































































































































































































































