IdLings Dev Log
How IdLings was made, in the order it happened: from the Unity prototype I built alone to the App Store, five days of work in September 2026 with AI agents as my development team.
It was not a one-prompt build. I ran the agents the way I would run any development team: workshop the ideas, mock them up, write the plan and the specs, build, then test and review, with me making the calls at every step. Each entry is tagged with its stage, and says what I did and what the agents did. Claude Code agents wrote the code and the mockups under my direction, and OpenAI's Codex drew the new art. The ending stays a surprise: finish the game to see it.
- Prologue
- Workshop
- Mockups
- Plans and specs
- Implementation
- Testing and review
- Release
2020
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First scenes in Unity
The earliest screenshots I kept, from January 2020, when IdLings was a Unity game I was building alone.
5 pictures -
The last Unity build
The layout the Unity version settled on, and the one the rebuild started from. I set it aside unfinished in 2021.
3 pictures 25 September 2026
- Unity or Godot? Back to it, in Godot I picked IdLings up again with AI agents as my team, and the first call was whether to finish it in Unity or rebuild it in Godot. Text
- Six checks for done A plan before any code A design plan with a measurable definition of done, approved before a line of game code, then filed as 13 epics. Text
26 September 2026
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First draft: 22 boards
The first full set of mockups, rendered from an HTML kit. Superseded the same day.
4 pictures -
Redrawn on the Unity forest
The mockups redrawn over the Unity scene's own layout, with all thirteen statue slots and my clock.
4 pictures -
Variations, then a fresh start
Seven variations after my notes, and then I asked for a fresh start.
6 pictures -
A fresh pass in three bands
Mr Moody and the time at the top, the forest in the middle, the wallet over wooden signs at the bottom.
6 pictures -
Every screen, signed off
The complete set of 31 boards and a style guide, signed off before any screen was built.
7 pictures -
First light on the iPhone X
The first Godot build on my iPhone X, installed without Xcode's help.
3 pictures -
Art: reused, drawn and generated
The Unity art reused, the new pieces generated from it, and everything snapped back to the game's pixel style.
4 pictures -
Every screen built against its board
Each band, sheet, popup and cutscene built and checked side by side with the board I had signed off.
7 pictures - Round 7, 8.5 hours A bot plays the whole game A simulated player showed the plan's clock rule could never work, and set the game's pace. Text
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The whole story on a phone
A scripted run on the iPhone X from a fresh save, through the intro, the first rounds and every panel.
4 pictures 27 September 2026
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My first playtest
I played it on the phone and raised what was wrong, and each report became an issue.
4 pictures -
Real purchases, real Game Center
The store, notifications, achievements and the review prompt, working on the phone.
7 pictures 28 September 2026
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Workshop: an attack for every fairy
The fairies' borrowed animations replaced by a real attack each, picked from three options.
3 pictures - No spoilers An ending worth reaching The credits scene had five rounds of its own. It stays a surprise. Text
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Workshop: Dust that grows with power
The Dust a fairy throws grows with her power, in her own colour.
3 pictures -
Workshop: where does a kitty sit?
Kitties hung in the air while their fairies moved. The answer was on her head.
3 pictures -
Thirteen kitties on thirteen heads
All thirteen kitties riding on their fairies, and the fairies no longer shrinking when they attack.
3 pictures -
Every purchase, start to finish
Every product bought and restored, the notification on time, and a full run from a fresh install. The plan closed.
8 pictures -
Readability: I cannot read anything
On the phone, everything was too small. A redesign with bigger type, rounded numbers and taller sheets.
6 pictures -
Mark-ups, nit-picks and the approval
Two more rounds on the phone, my marked-up screenshots, and the redesign approved.
6 pictures -
A flourish for every ×2
When an upgrade doubles a fairy's power, stars burst from the button and a ×2 rises from it.
2 pictures 29 September 2026
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Old devices and the final build
The store build needs a newer iPhone than my test phone. Then the last fixes from a fresh install.
2 pictures -
A store page without spoilers
Six screenshots rendered from the build, never the ending, and the version submitted with its purchases.
6 pictures 7 October 2026
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On the App Store
IdLings went on sale on 7 October 2026, free, with nine in-app purchases.
1 picture