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game-prototype-vs-litelisted

Vampire-Survivors-lite. WASD survivor with auto-aim, escalating-rate enemy waves, projectile damage, XP gem pickup. Built as the THIRD framework-test, validating the "each new prototype is faster than the last" hypothesis.
MelonS/MelonS-Agents · ★ 11 · AI & Automation · score 85
Install: claude install-skill MelonS/MelonS-Agents
# Vampire-Survivors-lite — Day 1 The third framework validation prototype. Built end-to-end in **4 minutes 37 seconds** wall-clock using `agent.py` exclusively. ## Empirical speedup curve | Prototype | Day-1 wall-clock | Notes | |---|---|---| | Skill #3-A (RimWorld-lite) | ~2 hours | Pre-framework, includes SDXL→Kenney pivot | | Skill #3-B (Suika lite) | ~8 min | 1st framework use, ~15× speedup | | Skill #3-C (VS lite — this) | **~4.6 min** | 2nd framework use, ~26× speedup | **The speedup is compounding.** Each new prototype is faster than the last because: 1. Genre YAML already defines `scripts:` list (`agent.py plan`) 2. C# template catalog covers 80% of patterns 3. `agent.py gen-sprite-proc` + `gen-sfx` generate assets in seconds 4. `agent.py gen-editor-scaffold` produces SceneSetup + BuildScript + AutoScreenshotter (with lesson #9 runInBackground fix baked in) 5. Bug patterns (#4-9) absorbed into templates — re-discovery cost = 0 ## Day 1 — what ships 11 C# scripts: - PlayerMovement (WASD, Rigidbody2D kinematic) - PlayerHealth (HP 100, iframes 0.6s, hit flash) - AutoShooter (find nearest enemy, fire projectile 0.45s interval) - Projectile (move, lifetime 2s, contact damage 3, destroys self) - EnemyEntity (HP, contact damage, hit flash, drops XP gem on death) - EnemyAI (move toward player at speed 2) - WaveSpawner (escalating 0.6→ rate, ring-spawn radius 9 around player) - XPGem (magnet within 2.5, pickup adds XP) - XPManager (singleton XP store) - HUD (HP / XP