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Building a Game with 6 AI Agents

2 Hours to MVP: Building a Game with Claude

One Button Arena is a bare-bones survival arcade game. Hold left-click to charge a dash, release to burst forward. Dashing through enemies kills them - standing still gets you killed.

No art assets, no audio files: everything is procedurally generated. Built in Godot 4.4.1 using a 6-agent Claude Code workflow where each agent owns and writes to specific files.

Tech Stack

The 6-Agent Architecture

Instead of one AI agent doing everything, development was split across six specialized agents with strict file ownership boundaries. Agents communicate through Godot signals - no agent can modify another's files. A blocker/petition protocol forces agents to stop and request changes through the Integrator when they need something outside their scope.

IntegratorOrchestrates all agents, sole human interface, approves architecture changes
CorePlayer movement, dash charge/release mechanics, input handling
SystemsEnemy spawning, movement AI, collision detection, scoring
VisualsProcedural player/enemy rendering, particle effects, screen shake
AudioProcedural sound synthesis (dash whoosh, kill pop, death tone)
UIHUD display for score, time alive, and game over state

Read the in-depth overview of the agentic workflow →

Playable Builds

2026-01-27 · v0.1.0 (MVP)

  • Core dash mechanic (hold to charge, release to dash)
  • Mouse-follow player movement
  • Continuous enemy spawning from screen edges
  • Score tracking (survival time + kills)
  • Procedural audio (dash whoosh, kill pop, death tone)
  • Procedural visuals (shapes, particles, screen shake)
  • HUD with score and time display

Loading game (~50MB)...

Click the game to focus. Hold left-click to charge, release to dash. R to restart.

Ryan McIntire