Pixelbound: Lost Signal — GPT-6 Astra
The world went quiet. One small courier still has a message to deliver.
GPT-6 Astra · xhigh · OpenAI Codex
Showcase · 7 builds
One game brief, several frontier coding models. Play every version and compare how each one builds a complete browser platformer.
Every model got the same brief in a fresh session: build a complete, polished 2D platformer called Pixelbound: Lost Signal, with original art, three levels, responsive movement, enemies, secrets, checkpoints, sound, touch controls and saved progress.
Each version is published as delivered by its session, with the session length and the model's own closing notes. Nothing here is ranked for you: play them and decide which one feels best.
The GPT versions were built in OpenAI Codex; the Claude versions were built in Claude Code and delivered as pull requests to public GitHub repositories, so you can read their full source.
Curated by Ezkielyna Lab. Six of the seven models in this arena (all five GPT models and Claude Opus 5.5) are also available through Ezkielyna API with a single key, if you want to run the same brief yourself.
# FRONTIER MODEL BENCHMARK — BUILD A COMPLETE BROWSER PLATFORMER GAME You are being evaluated against several other frontier AI coding models. Your task is to design and build a **complete, polished, playable browser game** from scratch. This is NOT a prototype. This is NOT a static mockup. This is NOT a tutorial project. You must deliver a browser game that feels like a small but genuinely finished indie game. The benchmark evaluates: - game feel - movement physics - controls - level design - visual polish - animation - originality - UI/UX - code architecture - responsiveness - performance - sound integration - technical correctness - attention to detail Do not ask unnecessary questions. Make strong creative and technical decisions yourself. --- # GAME CONCEPT Create an original 2D side-scrolling platformer called: # **PIXELBOUND: LOST SIGNAL** The game should capture the immediate fun and readability of classic platformers while having its own visual identity. Think broadly about the quality and responsiveness associated with classic side-scrolling games, but: - DO NOT copy Mario - DO NOT use Nintendo characters - DO NOT use copyrighted sprites - DO NOT recreate recognizable Mario levels - DO NOT reproduce Mario sound effects or music - DO NOT copy visual assets from existing games Everything must be original. --- # CORE PREMISE The player controls a small courier robot named: **PIP** PIP is trying to restore communication towers across a fragmented digital world. The world has become unstable after a mysterious system failure called: **The Lost Signal** Each level contains: - traversal challenges - enemies - collectibles - hidden areas - checkpoints - a signal tower at the end The player must reach and activate the tower. --- # GAMEPLAY STYLE Create a polished side-scrolling platformer with: - running - jumping - momentum - enemies - collectibles - hazards - moving platforms - secrets - checkpoints - level completion Movement should feel responsive and satisfying. The player should immediately understand how to play. --- # PLAYER CONTROLS Desktop: A / Left Arrow Move left D / Right Arrow Move right Space / W / Up Arrow Jump Shift Dash R Restart Esc Pause Mobile: Provide touch controls with: - left - right - jump - dash Touch controls must not cover important gameplay areas. --- # PLAYER MOVEMENT Movement quality is one of the most important evaluation criteria. Implement: - acceleration - deceleration - gravity - jump velocity - air control - terminal velocity - collision handling - momentum Do NOT make movement feel stiff. --- # ADVANCED PLATFORMER FEEL Implement small quality-of-life mechanics commonly used in polished platformers. ## Coyote Time Allow the player to jump briefly after leaving a platform. Approximate duration: 80–150ms. --- ## Jump Buffering If the player presses jump slightly before landing, automatically trigger the jump when they touch the ground. Approximate buffer: 100–150ms. --- ## Variable Jump Height Holding the jump button should produce a slightly higher jump. Releasing jump early should reduce jump height. --- ## Fall Gravity Falling should feel slightly faster than rising. --- ## Landing Feedback Add subtle feedback such as: - squash/stretch - dust particles - small screen feedback Do not overdo it. --- # DASH SYSTEM The player has a short horizontal dash. Dash should: - move the player quickly - have a short cooldown - provide visual feedback - allow interesting platforming routes Include: - dash trail - cooldown indicator - subtle sound effect Do not make dash mandatory for the earliest obstacles. Introduce it naturally. --- # PLAYER HEALTH Use a simple system: 3 energy cells. Taking damage removes one cell. When damaged: - brief invulnerability - blinking effect - knockback - short sound cue When health reaches zero: show a short death animation and restart from the latest checkpoint. --- # COLLECTIBLES Main collectible: ## Signal Bits Small glowing fragments scattered throughout the level. They should: - spin or animate - make a satisfying pickup effect - increment the score - produce lightweight particle feedback Display: Signal Bits: 34 / 50 --- # RARE COLLECTIBLES Add three hidden: ## Data Cores per level. These should require: - exploration - optional platforming - hidden paths Show completion progress after finishing a level. --- # ENEMIES Create original enemy types. Examples: ## Glitch Hopper Small enemy that moves back and forth. Player can defeat it by landing on top. --- ## Static Drone Floating enemy moving along a path. Requires timing to avoid. --- ## Corrupt Bug Fast ground enemy that occasionally charges. --- Enemies should have: - readable silhouettes - simple behaviors - hit reactions - death animations - appropriate sound effects Avoid complex AI. Good game feel is more important. --- # HAZARDS Include hazards such as: - spikes - energy pits - falling platforms - moving lasers - disappearing digital blocks Hazards must be visually readable. The player should understand what is dangerous before touching it. --- # PLATFORM TYPES Use several platform mechanics: ### Static platforms Basic terrain. ### Moving platforms Move horizontally or vertically. ### Falling platforms Shake briefly before dropping. ### Bounce pads Launch the player upward. ### Phase platforms Appear and disappear on a predictable rhythm. --- # CHECKPOINT SYSTEM Add checkpoint terminals. When activated: - checkpoint lights turn on - small animation plays - respawn point updates Make checkpoints feel rewarding. --- # LEVEL DESIGN Create at least: # 3 PLAYABLE LEVELS Each should feel meaningfully different. --- # LEVEL 1 — SIGNAL MEADOW Theme: bright digital grassland. Purpose: teach movement naturally. Introduce: - jumping - collectibles - basic enemies - checkpoint - simple moving platforms Difficulty: easy. --- # LEVEL 2 — CIRCUIT CAVERNS Theme: dark underground technological caves. Introduce: - falling platforms - bounce pads - vertical traversal - drones - hidden rooms Difficulty: medium. --- # LEVEL 3 — GLITCH TOWER Theme: unstable corrupted tower. Introduce: - lasers - disappearing platforms - faster enemies - more demanding jumps - dash-focused traversal Difficulty: medium-hard. End the level with a visually satisfying signal tower activation. --- # CAMERA Implement smooth side-scrolling camera behavior. Camera should: - follow the player horizontally - slightly anticipate movement direction - avoid excessive jitter - keep the player readable - stay inside level boundaries Optional: slight vertical camera adjustment during major jumps. --- # ART DIRECTION Create an ORIGINAL pixel-art-inspired visual style. Suggested direction: retro-futuristic digital world. Palette: - deep navy - muted blue - teal - warm orange - light cream - restrained neon accents Avoid visual clutter. Do NOT make everything glow. Use glow only for: - important collectibles - checkpoints - signal towers - certain hazards --- # PIXEL ART QUALITY Sprites should feel coherent. Use: - consistent pixel scale - clean silhouettes - readable contrast - limited color palette Avoid: - inconsistent resolution - blurred sprites - generic emoji - placeholder rectangles - random clip-art If generated procedurally or with canvas primitives, make them intentionally designed. --- # CHARACTER DESIGN PIP should be: - small - recognizable - expressive - readable at low resolution Suggested silhouette: small rounded robot body with: - visor - antenna - compact limbs - small backpack transmitter Create animations for: - idle - run - jump - fall - dash - damage - death - victory Animations can be simple but should feel polished. --- # ENVIRONMENTAL DETAILS Add background depth using parallax layers. For example: foreground terrain midground architecture distant digital skyline ambient particles Keep backgrounds subtle enough that gameplay remains readable. --- # PARTICLES Use lightweight particles for: - running dust - landing - jumping - dash - collectible pickup - enemy defeat - checkpoint activation - signal tower activation Particles should support feedback. Not overwhelm the screen. --- # AUDIO If audio generation/assets are possible, include original or freely usable audio. Add: - jump sound - dash sound - collectible sound - enemy defeat - player damage - checkpoint activation - level complete Background music should be subtle. Provide mute controls. Do not use copyrighted music or sounds. --- # UI Create a polished HUD. Display: - health - signal bits - data cores - dash cooldown HUD should remain minimal. Avoid giant UI panels. --- # MAIN MENU Create a proper opening screen. Include: PIXELBOUND Lost Signal Buttons: PLAY LEVEL SELECT HOW TO PLAY SETTINGS --- # LEVEL SELECT Show three levels. Display: - completion state - collected Signal Bits - Data Cores Locked/unlocked states should be visually clear. --- # PAUSE MENU Include: Resume Restart Level Settings Main Menu --- # SETTINGS Include: Music volume SFX volume Mute Screen shake toggle Reduced motion option --- # GAME OVER Avoid generic: GAME OVER Instead use something thematic such as: SIGNAL LOST Provide: Retry Return to Level Select --- # LEVEL COMPLETE SCREEN Display: SIGNAL RESTORED Then show: Time Signal Bits collected Data Cores Deaths Include: Next Level Replay Level Select --- # GAME FEEL Add restrained juice. Examples: - subtle camera shake when appropriate - impact freeze for enemy stomp - small squash/stretch - particle bursts - slight UI animation - sound feedback - animated level completion Do not create excessive screen shake. --- # SECRET AREAS Include at least one hidden path per level. Secrets can contain: - Signal Bits - Data Cores - visual easter eggs Provide subtle environmental clues. Do not make secret areas impossible to discover. --- # PERFORMANCE Target: 60 FPS on normal desktop hardware. Optimize: - game loop - collision checks - particles - animations - object spawning Avoid unnecessary DOM reflows. --- # IMPLEMENTATION Use the best technology available in the environment. Possible approaches: - HTML5 Canvas - JavaScript / TypeScript - Phaser - PixiJS - React for menus + Canvas for gameplay Choose whichever provides the strongest finished product. Do not add unnecessary frameworks. --- # GAME ARCHITECTURE Organize code properly. Suggested systems: Player InputManager Physics CollisionManager Camera LevelManager EnemyManager AudioManager ParticleSystem UIManager GameState Do not put the entire game into one gigantic file unless the environment requires it. --- # PHYSICS Use stable collision handling. The player should never: - randomly fall through platforms - stick inside walls - teleport through terrain - jitter while standing - double-trigger checkpoints Test: floor collisions wall collisions ceilings moving platforms enemy collisions hazards --- # BROWSER RESPONSIVENESS Support: Desktop Laptop Tablet Mobile landscape The canvas should scale correctly. Preserve aspect ratio. Do not stretch sprites. --- # MOBILE EXPERIENCE Provide functional touch controls. Consider: - large touch targets - multitouch - landscape orientation - jump + direction simultaneously - dash while moving Mobile controls must actually work. --- # SAVE SYSTEM Use localStorage to save: - unlocked levels - best completion time - collectible progress - settings Do not require an account. --- # ACCESSIBILITY Include: - keyboard navigation for menus - visible focus states - reduced motion setting - mute controls - sufficient UI contrast --- # NO AI SLOP Do not create a game that looks like an AI coding demo. Avoid: - generic rectangles for everything - default browser buttons - random gradients - emoji characters - placeholder text - unfinished UI - meaningless particles - excessive bloom - overusing glowing neon - generic "cyberpunk" visuals - huge tutorial text panels The game should feel intentionally art-directed. --- # DON'T FAKE FUNCTIONALITY If a button exists: it should work. If a setting exists: it should affect the game. If a level is shown: it should be playable. If a collectible counter exists: it should update. If a checkpoint exists: it should actually save respawn position. Do not create decorative fake functionality. --- # FIRST 30 SECONDS Pay special attention to the beginning. Within the first 30 seconds, the player should: - understand movement - jump - collect something - encounter a simple obstacle - feel satisfying feedback Do not start with a long tutorial. Teach through level design. --- # POLISH PASS After the basic game is working: PLAY IT. Do not stop immediately. Perform at least one refinement pass. Look specifically for: - poor jump feel - awkward acceleration - collision bugs - boring empty areas - unreadable hazards - weak feedback - ugly spacing - inconsistent pixel size - broken mobile layout - performance problems Fix them. --- # FINAL QA Before completion, verify: ## Gameplay - player movement works - jumping works - coyote time works - jump buffering works - dash works - enemies work - health works - checkpoints work - death works - level completion works ## Levels - all three levels are playable - all levels can actually be completed - no impossible jumps - secrets are accessible - checkpoints are correctly placed ## UI - menus function - pause works - level select works - settings work - HUD updates correctly ## Technical - no runtime errors - no missing imports - no broken assets - no console error spam - no horizontal overflow - save system works --- # BENCHMARK PRIORITIES Your implementation will primarily be judged on: 1. Game feel 2. Fun 3. Visual polish 4. Level design 5. Responsiveness 6. Originality 7. Animation and feedback 8. Technical implementation 9. Code quality 10. Overall completeness A smaller polished game is better than a huge unfinished game. --- # FINAL INSTRUCTION Do not provide only: - architecture - explanation - pseudocode - mockups - screenshots - plans Actually build and run the game. Use the available tools and development environment. Continue until you have the strongest finished implementation you can reasonably produce. You are competing directly against other frontier coding models. Make the result feel like something a person would genuinely want to keep playing.
Open any version to play it and read how it was built.
The world went quiet. One small courier still has a message to deliver.
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