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Own product, in development, browser demo live

Interlock

CombatCombat with enemy swarms and partner upgrade choices.

English gameplay screenshots.

Interlock1 / 5

Interlock combat with mecha fighting enemy swarms, partner upgrade panels and landscape touch controls

A one-to-four-player game where teammates build each other's machines, with real-time combat, shared saves and reconnection support.

In short

  • Why games: I'm learning game design, because I think future products will need gamified, interactive experiences to keep people engaged.

What I built.

I designed the upgrade-sharing mechanic and built the simulation, rendering, multiplayer networking and interruption recovery with AI agents.

The engineering decision.

Run the host's fixed 60 Hz simulation in a Web Worker, use WebSocket signaling to connect WebRTC peers, and keep reliable control traffic separate from state and input messages.

The result.

The demo supports cooperative and solo operations, shared saves, reconnection and autopilot for interrupted pilots. Keyboard/mouse, gamepad and landscape touch controls are implemented. Phone apps come next; the browser version remains the free way in.

How it's built

Alone, with AI agents.

How I build with AI agentsI specify the work with acceptance criteria. Agents build to the spec and verify it with tests and evals until they pass. AI personas from the target audience add hypotheses. I'm the human in the loop: I review what models can't judge, then ship or revise.

I simulate how players might react, using AI personas, to choose what to try in the first real playtests.

For the marketing, I'm building an animation pipeline: concept art to 3D models, refined in Blender with an LLM, then rigged and animated with AI from video of real movement.

Evidence and scope

Demo requirements and verification

  • TypeScript / Three.js
  • WebGPU / WebRTC
  • Node.js

A WebGPU-capable browser and direct WebRTC connections are required. There is no TURN relay; a restrictive browser connection policy can prevent joining.

The repository remains private. The hosted build and ongoing development have separate status; gameplay balance still needs human playtests.

Touch controls do not establish physical-phone performance. Reference-phone benchmarks and hands-on verification remain separate from desktop browser checks.

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