Neon Bricks with AI: The Brick Breaker Game That Refused to Stay Simple
Short version: Neon Bricks started as a familiar brick breaker. Then physics, difficulty, mobile controls, ads, and store packaging joined the meeting. Nobody brought snacks. The easy idea Move the paddle, bounce the ball, break the bricks, repeat. It is a clean game loop with a very clear promise. That clarity is useful when building with AI because every feature has to answer one question: does it make the next round more fun? Where the work actually went Making collisions feel fair on a small touch screen Keeping the ball speed readable instead of chaotic Designing levels that teach before they punish Saving progress and handling restart states Testing ads and purchases without interrupting play The first version could run. The second version could be played. Those are different milestones. A game can be technically alive and still feel like a spreadsheet with particles. AI helped, but it did not choose the fun I used AI to speed up boilerplate, debug small functions, draft UI copy...