Overview
In one hour, a complete, feature-rich space shooter game was conceptualized, developed, debugged, and compiled using only a collaborative loop with the use of Large Language Models(ChatGPT o3 and GTP-4o). The game was written in Python 3.11 using the Pygame 2.5.0 library and packaged into a standalone .exe
using PyInstaller. No game engine, asset packs, or manual code was required.
The result: a self-contained arcade-style shooter with modular gameplay systems, AI-driven enemies, particle effects, procedural wave mechanics, and restartable game states.

Implemented Mechanics and Systems
1. Core Gameplay
- Player-controlled ship with:
- 360° movement using arrow keys or WASD.
- Variable-rate shooting via spacebar or mouse button.
- Power-up-based enhancements.
- Enemy System featuring 4 archetypes:
- Drifter – slow-moving, basic enemies.
- ZigZag – enemies with sinusoidal horizontal movement.
- Shooter – enemies that shoot bullets with velocity prediction to lead the player’s movement.
- Dodger – evasive enemies that detect and avoid incoming bullets.
- Boss Enemy
- Spawns every 800 score points.
- Larger hitbox, multiple hitpoints, predictable movement, and timed projectile attacks.
2. Procedural Wave Scaling
- Every 15 seconds, difficulty ramps up by:
- Increasing spawn rate.
- Scaling enemy HP and speed (via
DEPTH_INC
). - Shifting enemy archetype spawn probabilities toward harder types.
3. Player Health and Lives
- Player starts with 3 hearts, visually rendered via pixel-perfect icons.
- Damage handled via:
- Enemy bullets (reduces HP unless shielded).
- Enemy collision (instant death).
- Health and shields are visually and logically tracked.
4. Power-Up System
- Random drops triggered by enemy kills (combo-influenced).
- Types:
- Rapid Fire – increases bullet rate and adds spread shot.
- Shield – protects from a single hit.
5. Combo Score System
- Time-limited combo chaining for multi-kills (3000ms window).
- Dynamic score multiplier based on streak length.
- Directly impacts difficulty scaling and power-up drop chance.
6. Visual & Audio Feedback
- Particles:
- Thruster trails when moving.
- Explosions with screen shake when enemies die.
- Screen shake effects during key impacts.
- Dynamic music ducking when shooting or taking hits.
- Procedural sound effects created from waveform generation (square wave
make_beep()
).
AI-Aided Efficiency
The entire system was created with:
- Zero external assets (no images, sounds, or libraries).
- Real-time debugging using AI feedback from tracebacks.
- Fast iteration by copy-pasting code suggestions and refactoring with assistant guidance.
- Adaptive scope evolution — starting with a base game and layering AI-guided features step-by-step.
Final Deliverable
- ~350 lines of well-structured, production-quality Python code.
- Standalone
.exe
built withPyInstaller
and ready for distribution. - No game engine or manual design — all mechanics, assets, and logic are procedural and AI-generated.
Conclusion
In 60 minutes, a complete retro-style game was authored through natural-language instructions, showcasing the power of AI-assisted prototyping in indie development. The game is playable, extensible, and can serve as a foundation for further AI-generated enhancements — including level progression, visual themes, or multiplayer.