Each game below was assembled from a short feature description by a deterministic expert system. 600+ rules across 21 decision domains fire to produce a manifest; the assembler turns the manifest into a single-file HTML game. Every game is seeded, explainable, and permanently yours.
You describe an idle game with a small set of features — mood, depth, session-shape, number-scale. The composer runs 600+ rules across these 21 decision domains to produce a manifest:
taxonomy, traits, meta, settings, balance, themeui-layout, ui-consumers, ux-polish, polishmechanic-select, library-choice, content-depth, content-depth-extrasafety, safety-extra, accessibilityreference-packs, asset-packs, balance-by-trait, fix-phaseThe manifest declares 3–12 generators, 6–72 multi-tier upgrades, 0–10 research nodes, prestige with challenges, 39–102 achievements, themed resource icons, ambient audio, lore drops at lifetime milestones — all explainable. Every decision traces to a specific rule firing.
The assembler then templates the manifest into a single-file HTML game with save/load, keyboard nav, ARIA live regions, number tweens, click floaters, sound, particles, and confetti. Output formats include single-file, multi-file, PWA, and multipage for itch.io listings.
Beyond generate, the toolchain includes explain (trace the firing chain), sim (Monte Carlo pacing report), tune (auto-tune rule parameters), and validate (rule-base health check).
This is one of seven systems built alongside the Return of the Coder essay to demonstrate the same method: use AI to extract the rules, then run the rule-based system without AI.