Personal project · AI-assisted game development

Planet Orbit

From prompt to App Store — how I built a "frustratingly addictive" arcade game without writing the initial code myself.

Role
Product Designer & Developer
Methodology
AI-Assisted PrototypingPrompt → prototype → feedback
Time to Prototype
10 MinutesFirst playable build
Tools
Google AI Studio, React, Firebase
Planet Orbit · Case study

Summary

A prompt-to-App-Store experiment

Planet Orbit started as a question, not a brief: could AI close the gap between a fleeting idea and a shipping product? I wanted a modern take on the Atari classic Asteroids — a ship orbiting a planet, with a twist: make it just hard enough that players feel that "just one more try" frustration.

Normally my process is sketch, wireframe, mock, then code. Here I inverted it — prompting a playable prototype straight out of Google AI Studio, then letting real players (not my own assumptions) drive every decision from there through a Firebase backend, a global leaderboard, and an actual App Store launch.

01 — The experiment

Inverting the usual design process

Skipping wireframes to get straight to the "feel" of the physics. The goal wasn't clean code yet — it was to put the device in a user's hand immediately and test the core loop.

The workflow shift

Instead of weeks between an idea and something a player could touch, the loop compressed to minutes.

Traditional process

Sketch → Wireframe → Mockup → Code
(weeks)

AI-first process

Prompt → Playable Prototype → User Feedback
(minutes)

02 — Process

Four phases, driven by what players actually did

Each phase started with a prompt and ended with a decision forced by real usage — not a spec.

Phase 1 — the 10-minute prototype

I described the physics I wanted to Google AI Studio. Within 10 minutes I had a working prototype — significantly faster than my usual workflow.

User: Create a game using HTML Canvas where a ship orbits a planet. It should feel like Asteroids but with gravity.
Gemini: Here is a working prototype using React and the Canvas API… (generated in <10s)

v0.1 — first playable build running on device.
The first playable build. Screen recording of the v0.1 prototype, before any user testing had shaped the controls.

Phase 2 — the control pivot

Listening to users to find the "fun."

I have to look at the bottom of the screen to use the slider, so I crash.

Iteration 1 — Slider (Failed)

A user suggested a "Flappy Bird"-style interaction: tap and hold to orbit, release to drift.

Okay, this is actually addicting now. I can't stop playing.

Iteration 2 — One-tap control (Success)
Early slider-control iteration, requiring the player to watch a slider at the bottom of the screen while steering the ship
Iteration 1 — a bottom-of-screen slider. Players had to look away from the ship to use it.
One-tap, tap-and-hold orbit control that replaced the slider — tap to orbit, release to drift
Iteration 2 — tap and hold to orbit, release to drift. The control that made it addictive.

Phase 3 — scaling up

The group chat effect

Once the tap controls were finalized, adoption spiked. Four friends started a group chat solely to update each other when they beat a high score. That organic competition was the signal I needed — the game wasn't just a prototype anymore; it needed a global leaderboard.

The backend problem

A global leaderboard required a real database. This was over my head — I felt like I'd bitten off more than I could chew. I used AI as a tutor, not just a code generator, to understand how to structure a NoSQL database in Firebase.

"Step 1: Create a Firestore collection named 'scores'…"

AI-guided implementation
Global leaderboard screen showing player rankings, built after friends started a group chat to compare high scores
The global leaderboard — built after a group chat made the demand for it impossible to ignore.

Phase 4 — retention strategy

After the initial hype, Daily Active Users began to dip — a 20% decline. I needed reasons for players to open the app even without time for a long session.

  • Daily Login Bonus — a simple streak system: log in to claim currency. This stabilized the DAU dip immediately.
  • The Supply Depot — a shop to spend points on cosmetic ship skins, giving players a long-term goal beyond just high scores.
Supply Depot shop screen for spending points on cosmetic ship skins
The Supply Depot — a points shop that gave players a reason to come back beyond chasing a high score.

03 — Built and shipped

What started as a prompt became a shipped product

Planet Orbit home screen, as shipped to the App Store
The finished home screen, as shipped to the App Store.
10minidea to first playable prototype
3.5kApp Store views
104total downloads
<1motime to market

04 — Reflection

Key takeaways

Rapid validation

By skipping high-fidelity mocks and jumping straight to a working prototype, I tested complex physics mechanics in minutes rather than days.

Deployment success

I successfully navigated the App Store review process, shipping a polished product to production.

Skill acquisition

I learned Firebase, React Native concepts, and backend logic by using AI as a personalized tutor throughout the process.

Play it

Planet Orbit is live — download it on the App Store ↗.

Next project Tempus One Internal →