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The Arrow Gauntlet.

Theo’s first Tell and Show game. Side-scrolling battlefield. Wave after wave of archers. The first project where he learned that "make it scary" had a craft answer.

17 kept · 9 revised · 4 undone — the AI-decision tally that produced this game.
The decision moment

"Make the arrows feel scary."

Five words. The first time Theo asked the AI for a feel, not a fact. Inkie came back with three options, and the one Theo kept was not the one he expected.

STEP 01

What Theo wrote

"Make the arrows feel scary." — Theo, project notebook

Five-word prompt. No code reference, no parameter, no syntax. Inkie’s job was to translate.

STEP 02

Inkie’s three options

Inkie · proposing 3 options
Add a charge-up sound before each shot.
Add camera shake + red flash on near-miss.
Add a slow-mo telegraph for 200ms.

Three concrete craft moves. The kid picks one.

STEP 03

What the change felt like

Achilles stage with the new camera-shake-on-near-miss effect highlighted. Changed

Theo played it. Twice. Then turned to ask why the sound was annoying.

STEP 04

The decision

Keep shake Review telegraph Undo sound
Kept the camera shake. Undid the charge-up sound: "It’s too noisy." Kept the slow-mo telegraph but revised the duration from 200ms to 320ms. The arrows finally felt scary in the way Theo meant.

Three changes from one prompt, all snapshotted, all reversible.

What he leaned on

Four Game-track wizards. All built in.

Every Tell and Show Game project ships with the same wizard set. Theo used these four on Achilles — the same four your kid will reach for first.

add-enemy-archetype

The archers, the central threat. Inkie scaffolded the spawn pattern; Theo tuned the wave rhythm so each arrow had its own moment.

add-collision

Hit-box tuning. Theo wanted misses to feel fair and hits to feel earned. He revised the dodge window twice before the rhythm worked.

add-animation

The "scary arrows" decision. Camera shake on near-miss + a red flash. The change Theo kept from Inkies three options.

theme-palette

The hand-drawn manga ink look. Theo picked the swap from a default set; Inkie proposed three takes and he kept the heaviest one.

The other three

Theo shipped three more after this.

Achilles taught him to specify the feel. Icarus taught him to revise the threshold. Orion taught him to split a vague request into three concrete asks. Perseus taught him to keep the second proposal.

Your kid’s decision log starts the day they sign in.

Achilles took Theo four sessions to ship. The decisions in those four sessions are what changed him from a kid playing games into a kid making them.