Any chance this could be available for the Web platform at least as a demo?
Silver3310
Creator of
Recent community posts
Tried it :) I didn't really understand the purpose of expanding storage/fleet, it felt like it didn't affect the amount of money :)

Also one thing I noticed, the bank is very relevant at first to level up the stores faster but then its 160k limit is basically not helpful when each power up costs 1m+ :D 

Btw, I also didn't get the idea of executing the IPO, for me it felt like the game just got restarted, was it the intention? 👀
I really appreciate such a feedback of yours and the detailed analysis of the game design, thank you so much!
> The first thing I did was go into the black hole, hoping to be teleported to the other side.
Yeah, sorry about that :D one of my friends got the same idea as well and I had to explain to her that it's not how it works here, now that you had the same issue I will try to make it more obvious that they are meant to be deadly holes :)
> I've only seen a cake, which made me bigger, but I wasn't really sure if it was a power up
Hahah, you got it! I indeed planned the cake to be more like an obstacle at first (slower = higher risk of dying) but then I realized it's easier to dodge the bullet and collect the stars with it, I think I will leave this double nature for the cake but I will definitely think of some real power ups, thank you for the ideas!
> The notification window on the top right is too far away. If I took a look at it, I'd probably risk dying doing so.
That's a VERY valid point! I also think it lasts too little and most player would just not notice it, I will definitely think about it.
> I could see myself paying for this if it had roguelike elements, or if it was a one-run game that was more difficult
Totally understandable, I had a lot of ideas for the original game (sticky zones, teleport, procedural generation) but then it looked like I overcomplicated the game design and didn't explain it well (e.g. the current issue with notifications/assumptions what the board holes do). I will try to improve it.
THANK YOU so much again for your very valuable feedback! I wish you success with your game as well!
I LOVED IT
It's one of the best clicker games I played and I felt like a financial director trying to manage all these grocery stores, reading reviews, setting up the logistics, refilling the products, paying taxes and everything, wow! The music and visuals are great as well, all of this kept me in the game for almost 30 mins. Really enjoyed it, will be following the project :)


Interesting outcome. What began as the application of AI in game development has now expanded into AI-driven engagement within the comment layer itself.
We are effectively witnessing a full-stack integration of artificial intelligence: content generation, user interaction, and feedback synthesis operating within a single system.
In simpler terms, AI is no longer just building the experience—it’s also reacting to it.
Sure, this was my first prompt to generate the architecture:
"""
Please create the professional structure for the PushThemOut2 game. It will be an HTML/CSS/JavaScript game (= it can be run on any browser) and I'd like to make sure it has clear division between the logic, player classes, object classes, enemy classes, event handling, sprites folder (make sure it's possible to customize the sprites in the future and they are auto-scaled), sounds/music folder (make sure it's possible to customize the sounds/music in the future, ideally add some sound engine elements so it's possible to change the volume of the sound based on the player distance from the object).
Some context: If it helps I want to recreate the following game of mine (PushThemOut: online co-op, see the screenshot) that was written in Unity (client) + Python (server), and now I want it to be in pure HTML/CSS/JavaScript and make it standalone (no division between client and the server). The purpose of the game is to control a ball on a colorful galaxy pool table and the idea is to push your enemies out to survive.
"""
Basically I highlighted the importance of an easily extended architecture so that it's easier for Claude (or any other model) itself to add new changes / extend the functionality, the output of this prompt can be seen under the following commit: https://github.com/Silver3310/push-them-out-2/commit/0499a5227f826e763496984aa0f...
Hey folks :)
Recently I got excited by the idea to revive one of my projects with AI and the result was honestly quite fast and successful so I decided to share my experience here with you in case it can help anyone as well 🙌
Some context
So recently I got the idea to "revive" one of my old projects, this project had complex architecture (client/server) and written in Python/C# with no AI in 2023, to revive it was pretty painful due to outdated Python/Unity versions and I was kind of like... hmm, why not to try to use the modern AI tools to rebuild this game to make it much simpler to run at anytime (like a standalone browser game)? and it worked 👀
Cost and usage limits
Claude subscription costs 20 dollars minimum for an individual, it gives access to the Opus 4.7 but with significant limitations, basically 2 big queries to this model will hit your limit for 5 the next hours, and if you do it 5-6 times you will hit the weekly limit. It's definitely a significant constraint but fortunately during one such query the Opus 4.7 model can define the whole architecture, fix 5+ bugs, add 5+ features, so it was worth it at least for me.
Prompt Engineering
The prompts were done in the following way for my project:
"""
You're a professional game developer specialized in browser games and technologies like HTML, CSS and JavaScript. Please read through the game docs, architecture and implement the following features/bug fixes:
<request goes here>
Please make sure your solution aligns with the current architecture, improves and introduces more best practices if relevant as well as documentation
"""
Claude could work on the request for 10-15 minutes but the end result was always a ready-to-use solution with surprisingly no bugs
Repository / PRs
You can check the repository used to build the project with AI at the following link: https://github.com/Silver3310/push-them-out-2
Here you check out example PRs: https://github.com/Silver3310/push-them-out-2/pull/6, https://github.com/Silver3310/push-them-out-2/pull/8, https://github.com/Silver3310/push-them-out-2/pull/11.
Hope this info can help someone with their project development/improvement/migration! :)
This game really caught my attention honestly, I enjoyed my 20 mins playing it, left the feedback here :) https://itch.io/post/16035476
And if you can give a chance to my project I'd really appreciate it as well https://silver3310.itch.io/pushthemout-timeisout :)
As a person who is not really familiar with RPG games I really enjoyed it!
What I really liked here:
+ The atmosphere, the colorset and the music/sounds (esp. in the menu, the frogs croaking is done very well)
+ The simple fighting system, you just do the setup and all the fight happens on its own and you just watch a root for your team, that's a cool show :)
At first I was a bit confused cuz I didn't know where to click (it'd be cool to add an arrow specifying that you have the click the swords button in the right-bottom) but I really enjoyed the fact the game has a tutorial with animation that explains the gameplay, for me it was really helpful :) Sharing some screenshots of my progress:


Will be watching this game develop :)
The core idea is nice indeed, I played it for ~10 mins and for some reason I couldn't find out how to shoot, not sure if it's to be unblocked during the game, my maximum score was 218 and it was hard to dodge with no ability to shoot, I clicked everywhere on the screen including the white button in the middle in the bottom (which I didn't really understand what it does) and still the ship wouldn't shoot, not sure if it's intended by the game.
Also additional thoughts on the UI:
The logo doesn't really fit on my device's screen

And I think here it would better to put the "Play Again" button above and make it bigger because users will want intuitively to press the first button they see after the death with the idea to start over and currently such a button is the "menu" and I was getting back to menu even though I wanted to just start over :)

Wishing you success with the further game development! Hope the feedback was useful 👍
I really enjoyed this platformer, it has some potential and the colors are cool:

some things I'd probably suggest improving would be:
* there's some sort of inertia when jumping and it makes it hard to precisely jump on a short platform, not sure if I explained myself right but jumping was a bit of a challenge
* once I got to the 2nd level my bombs from the 1st level disappeared, it'd cool if we could carry them over
Is there any chance this app can be available for the Web platform via buttons?
Talking about the game itself it looks really cool, it reminded me of the "Galaxy on Fire" series that I used to play on old Java phones, it definitely has some potential in several directions (levels with increasing complexity, open world, etc).
For some reason Google Play says that currently the game is not compatible with my current devices (google pixel 9a/samsung s21 fe):

Hey folks, recently I've released the browser game PushThemOut: TimeIsOut that has sort of experimental game design and nice graphics/music (I hope) that focuses on a constant analysis of what's happening in the game and avoiding all the dangers.
I believe the game may seem a bit chaotic at first due to many objects / game design change over the levels but I personally think the game turned out to be pretty engaging, a bit challenging yet not very long (it's a 10 min challenge), I wonder how others feel, have I overcomplicated the gameplay, do the colors hurt someone's eyes, I'd love to hear all of this to better understand if the implemented game design was a actually great idea that has some potential in the future or I better abandon it 🙈











