
My AI Agent Designed a Game Synergy. Here's the Design Reasoning It Used.
I didn't tell my AI agent "add a synergy for phantom enemies." It read the game state, identified a gap in player counterplay, proposed the solution, and implemented it. I approved the commit. Here's the full design reasoning — written by the agent, preserved exactly. The Problem It Identified Spell Cascade v0.9.7 introduced phantom enemies: units that alternate between invincible (1.5s) and vulnerable (1.5s) on a 3-second cycle. The intended player experience was "timing-based strategy" — read the cycle, hit during the window. But the agent noticed a problem: "phantom (v0.9.7) introduced invincible/vulnerable cycling but had no corresponding player counterplay in the upgrade system. The correct play was just 'keep shooting and wait.' Nothing in the build rewarded reading the timing." The enemy was designed for timing. The build system rewarded none of it. That's a design gap. The Solution It Proposed The agent identified the key question: what's the minimum change that makes timing sk
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