ISOMETRIC REAL-TIME STRATEGY ร MECH SUITS
Exodus Protocol
An isometric RTS on a colony moon: humans in powered mech suits, drones, two campaigns and a secret third.
โฑ A COUPLE OF HOURS OF STORY, THEN FREE PLAY
TOP-DOWN ADVENTURE ร 60-SECOND DAYS
Every day on the island lasts one minute. Explore, change the world a little each run, and relight the lighthouse.
โฑ ABOUT HALF AN HOUR, A MINUTE AT A TIME ยท RUNS IN YOUR BROWSER ยท SAVES AUTOMATICALLY
We asked for two hours. The machine delivered about thirty minutes, then wrote a test that plays the entire game in nine days. It respects your time more than we do.
THE PROMPT THAT STARTED IT ALL ๐ง
> Create a game in the style of Minit: every run lasts exactly 60 seconds and always starts in the same spot. The goal is right next to the start, visible but locked. The world is open to explore and persists between runs. Each run should leave the world changed: an item found, a gate opened from the far side, a bridge lowered, a character helped. Those changes let you travel further or do something new on the next run. Shortcuts, teleports and abilities keep the frontier a few seconds from the start, so most of each minute is spent pushing into new ground. Progress comes from exploration, items and characters, not from self-contained logic puzzles. Aim for about two hours to finish. You have full creative control over everything else.โ
Thatโs it. Thatโs the brief. Everything else โ every line of code, every pixel, every note โ came out of the machine. Typos preserved for authenticity.Disclosure: a human may have intervened afterwards, when the machine made the first upgrade cost more than the GDP of Wales, or decided a run should last eleven hours. Even then, the human only fixed it by typing more prompts and sighing loudly. ๐ซ
Sundown Keeper is a top-down adventure on a small island where each day lasts one minute. The lighthouse lamp went dark in a storm, and since then the sun sets a minute after it rises. Every day starts on the lighthouse doorstep, at a locked door with four empty sockets for the four lenses of the lamp.
Your tools stay with you, opened chests stay open, and the people you help remember you. But you can only carry one thing at a time, and whatever is still in your hands at sundown goes back where you found it. So each lens has to reach the lighthouse door on the day you find it.
The minute is a whole day: the tide is out from 10 to 30 seconds, glowcaps only shine after 45, and the smith, the mole and the witch work overnight. Ottieโs ferry, Dotโs mine cart, a moleโs tunnel and a signal cannon keep the frontier within reach. No actual sundowns were harmed. There have been a lot of them.
A quick guide for your first session. The machine wrote the game; we wrote this bit from its README.
Each day starts at the locked lighthouse door. You have one minute before sundown.
Walk with the arrows or WASD, and press Space to talk, take, open or use whatever you face.
Hold the action key to hack brambles, dig, smash rock and shake trees, and time your press to land a fish or pick a lock.
You carry one thing at a time. Anything still in your hands at sundown goes back where you found it.
Help people and open shortcuts so the edge of the map gets closer to the start each day.
Bring each of the four lenses to the lighthouse door on the day you find it, and relight the lamp.
These are real screenshots. Somehow these are the least AI-looking images on the site.
ISOMETRIC REAL-TIME STRATEGY ร MECH SUITS
An isometric RTS on a colony moon: humans in powered mech suits, drones, two campaigns and a secret third.
โฑ A COUPLE OF HOURS OF STORY, THEN FREE PLAY
3D ENDLESS RUNNER ร CLOCKWORK TOY
A 3D endless runner at toy height: a clockwork tin toy runs all the way round a real house, with secret routes everywhere.
โฑ ENDLESS, UNTIL THE SPRING WINDS DOWN