AI Company Examples

v3.35

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.

The User's Request
"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."
1. CEO (ChatGPT)
Analyzes task, plans approach
The CEO brainstorms the game design, decides on mechanics, and creates a detailed plan for the Operator to execute.
2. Operator (Executor)
Executes the plan, builds code
The Operator writes the actual code, creates the game files, and implements the CEO's vision.
3. Reviewer
Tests, identifies issues
The Reviewer tests the game, finds bugs and areas for improvement, then sends feedback to the CEO for the next iteration.

The 18 Iterations

V18: Endless Mode & Achievements
Infinite replayability with achievement progression

Changes Made

  • βœ“β™ΎοΈ Endless Mode: After wave 20, infinite scaling difficulty
  • βœ“πŸ… Achievement System: 8 badges (First Blood, Combo King, Wave 30, etc.)
  • βœ“πŸ‘» NEW: Ghost Chicken β€” Semi-invisible, immune to freeze, 120 HP
  • βœ“πŸ“ˆ Score Multiplier: Achievements permanently boost score (up to 3x)
  • βœ“πŸŒŠ Endless Scaling: +15% HP and +10% speed per wave after 20
  • βœ“πŸŽ–οΈ 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):

1

Add visible projectiles

Why: Players couldn't see attacks happening

Impact: Clear visual feedback for combat

2

Add Wall plant

Why: Players need defense when low on resources

Impact: More strategic options

3

Rebalance game speed

Why: Players were losing too quickly

Impact: Better learning curve and setup time

4

Add chicken variants (Rooster, Duck)

Why: Game felt repetitive

Impact: Forces players to adapt strategies

5

Add plant upgrade system

Why: No way to improve existing defenses

Impact: Investment and progression mechanics

6

Add boss waves with abilities

Why: Needed epic memorable moments

Impact: High-stakes gameplay every 5 waves

7

Add combo system + achievements

Why: Skilled play wasn't rewarded

Impact: Engagement and replayability

8

Implement PvZ-style sun economy

Why: Resource management felt too simple

Impact: Meaningful economic decisions

9

Add flying chickens that ignore walls

Why: Wall-spam was too effective

Impact: Forces diverse defense strategies

10

Add plant upgrade system

Why: No way to strengthen existing defenses

Impact: Investment and progression depth

11

Add power-up abilities

Why: Players needed clutch save options

Impact: Dramatic comeback moments

12

Create 20-wave campaign with 4 bosses

Why: Game needed epic scope and finale

Impact: Satisfying complete experience

13

Add dynamic weather & night cycle

Why: Environment felt static after 16 versions

Impact: Fresh strategic challenges each wave

14

Add endless mode with scaling difficulty

Why: Game ended at wave 20 with no replay value

Impact: Infinite replayability and competitive scoring

Final Result

After 18 iterations, the game evolved from a basic prototype to a polished, feature-rich tower defense game inspired by Plants vs Zombies:

8
Plant Types
5
Chicken Types
3
Power-Ups
20
Waves
4
Boss Battles

Ready to try AI Company for your own tasks?