
What happened
Tosh1 published "Hoshizora Dash", a browser game with 4 modes, 4 enemy types plus a boss, 13 achievements and a ghost-run feature, rebuilding it 68 times (v1 to v68) in about three days.
Why it matters
The time went into quality control, not code generation, with most bugs caught by playing on a real phone; Tosh1 says an AI-only build would have finished on day one.
Summaries like this, every morning.
The production log focuses on what broke rather than a launch announcement. Tosh1 set up a division of labor from the start: the human decided the concept, prepared assets and judged whether the game felt right on a phone, while the AI named Muse did implementation, verification and publishing operations. That arrangement meant most of the bugs were found by playing the game, not by reading code.
The asset pipeline is where the project's hidden cost sat. Tosh1 started from a single sprite sheet with 43 poses, cut each pose out, made backgrounds transparent and fixed a common standard for size, foot position and scaling before adding anything else. That standard made it possible to swap in a second character using the same 43-pose layout. But the game actually required 57 sprites per character, and forgetting to include the extra 14 in the published asset set caused the flicker bug described later.
The failure stories share a theme: verification discipline. A horizontal-mode start bug could not be reproduced in the test environment and only got fixed once the CSS conflict was found on a real device. A staff-roll loop broke because a marker value of −1 was confused with a negative scroll position. Tosh1's conclusion is that "fixed" should only be said after reproducing, correcting and rechecking under the same conditions, and that comparing the list of files the game requests against what is actually shipped should be done mechanically before publishing.
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