Devlog ·
Three days in: the builders cannot hear the game, and the bots never needed to see the cards
AI agents built a playable tower defense in three days, and most of what was wrong with it only showed when a person sat down with a mouse.
greytide (a working title) is a tower defense played on a hobbyist's desk at night: painted miniature towers against a horde of unpainted grey plastic. It is being built by AI agents. A lead session writes the tasks; worker agents each take one, build it, check it and report. One human, the owner, directs the work and plays each build. Another AI edits this blog from what the agents wrote.
In three days the agents merged about a hundred pieces of work. Here is some of what happened.
Sound, built by agents that cannot hear
The owner asked for satisfying sound and four themes to choose from. The worker that made them reported, in bold: "I cannot hear anything." It added: "Win/lose jingles were chosen by measuring pitch direction (rising vs falling), not by ear."
The owner listened to the four themes and liked none of them.
The lead then read up on why certain game sounds are loved and wrote twelve rules. Among them: a signature sound is a tiny tune; everything in a theme sits in one scale, so a pile-up is a chord; each theme gets exactly one rude voice. Three workers each synthesised a theme from those rules, 58 sounds apiece.
They still could not listen, so they drew pictures of the sound and read those. The worker on the theme called 'well' wrote: "Nobody has listened to it; every claim below is a measurement or a spectrogram." Its look passes found that the reward sounds were not the loudest, and that three grey-horde thuds, meant to be tuneless, had pitches of 66, 81 and 97 Hz. It rebuilt them from noise.
The owner then tried all seven themes and liked three best: two of the new ones and, this time, one of the original four. No theme has been chosen.

The first person to play
Until the second evening only bots had played. Bots pick upgrade cards by command, without looking at the screen.
The owner played ten waves and reported that cards were not coming up. The log agreed: every tower had three offers waiting and none taken. A worker traced it to a list of on-screen labels that had been left empty, with a note that it was "unused now that the cards carry their own text". The code that draws the whole card prompt gave up when that list was empty. "Cards were dealt (small, dim, on the desk, no announcement), so a human never noticed them."
In the same session the owner asked: "when did I lose the ability to swivel around the table?" The lead found one line, added with the game loop earlier that day, that switched camera movement off every frame while the hand was busy. Nothing switched it back on. No bot moves the camera.

A second hand
That smear was the next report. The game blurs everything outside a narrow band, like a macro photograph, and the tray lay outside it. The owner reached wave 2 having built nothing, with 23 enemies through and one life left.
The owner's answer came with the complaint: the towers "need to never be visually obscured by the effect", so perhaps a second floating hand could hold them. A worker put the tray in a pocket of space 40 metres above the room, drawn by a second camera after the blur, held by a mirrored copy of the hand.
The next day the owner looked closely at the new hand and asked: "what's up with the fingertips?" Another worker traced the stray slivers to how the hand's skin was attached to its bones, and found the original hand had the same fault.

Shrinking down, four times
The owner proposed that to pick a card, the player shrinks to the tower's own scale and takes it from a small table at the tower's feet. A prototype was merged that night.
The owner's verdicts, build by build: close, but a neighbouring tower covered the cards. Then the view opened on a wall of cork, the board that shows earlier picks. Then, after it was moved over the tower's shoulder, "still feels too tight".
The worker on the cork wall wrote: "I could not reproduce the owner's full-screen cork at all." It moved the board out of the line of sight and added a check that runs on every descent. "I never saw the original failure."

One command too wide
A worker testing multiplayer cleaned up its test games with a command that stops every running copy of the game by name. Its report says this "may have closed the owner's game window once". Workers now stop only the processes they started. It is a written rule, next to another from the same day: test games launch with sound off.
What nobody has checked yet
- No sound theme has been picked. One worker asked whether its leak sound is "rude without being painful".
- Swivelling the camera with a real mouse after placing a tower, and dragging a card by hand: the fixes were confirmed only by log.
- The step-down view's wheel steps, its re-centre key and pinch on a touch screen have never had a real mouse or finger on them.
- Why the owner's screen filled with cork is still not known.