How AI Company Works: A Real Example
Watch how the AI CEO directs the Operator to build a game, then reviews and improves it through 18 iterations.
"Build me a game with chickens that need to cross a fence and there is a plant that shoots electricity and stops it. Every time more chickens, every round you need to wait to get more sun to have more plants. Make up the rest, be creative. I want to see a working game with option to plant plants."
The 18 Iterations
Changes Made
- ββΎοΈ Endless Mode: After wave 20, infinite scaling difficulty
- βπ Achievement System: 8 badges (First Blood, Combo King, Wave 30, etc.)
- βπ» NEW: Ghost Chicken β Semi-invisible, immune to freeze, 120 HP
- βπ Score Multiplier: Achievements permanently boost score (up to 3x)
- βπ Endless Scaling: +15% HP and +10% speed per wave after 20
- βποΈ Achievement Toast: Popup notifications on unlock
CEO's Decision
"CEO (ChatGPT) analyzed player retention: game ends at wave 20 with no reason to replay. Planned endless mode + achievements for long-term engagement. Operator implemented scaling and ghost chicken. Reviewer (Gemini) suggested achievement multiplier cap at 3x to prevent score inflation."
Key Decisions by the AI CEO
These are the strategic decisions ChatGPT made to improve the game (not boring bug fixes):
Add visible projectiles
Why: Players couldn't see attacks happening
Impact: Clear visual feedback for combat
Add Wall plant
Why: Players need defense when low on resources
Impact: More strategic options
Rebalance game speed
Why: Players were losing too quickly
Impact: Better learning curve and setup time
Add chicken variants (Rooster, Duck)
Why: Game felt repetitive
Impact: Forces players to adapt strategies
Add plant upgrade system
Why: No way to improve existing defenses
Impact: Investment and progression mechanics
Add boss waves with abilities
Why: Needed epic memorable moments
Impact: High-stakes gameplay every 5 waves
Add combo system + achievements
Why: Skilled play wasn't rewarded
Impact: Engagement and replayability
Implement PvZ-style sun economy
Why: Resource management felt too simple
Impact: Meaningful economic decisions
Add flying chickens that ignore walls
Why: Wall-spam was too effective
Impact: Forces diverse defense strategies
Add plant upgrade system
Why: No way to strengthen existing defenses
Impact: Investment and progression depth
Add power-up abilities
Why: Players needed clutch save options
Impact: Dramatic comeback moments
Create 20-wave campaign with 4 bosses
Why: Game needed epic scope and finale
Impact: Satisfying complete experience
Add dynamic weather & night cycle
Why: Environment felt static after 16 versions
Impact: Fresh strategic challenges each wave
Add endless mode with scaling difficulty
Why: Game ended at wave 20 with no replay value
Impact: Infinite replayability and competitive scoring