Eight foods fight it out in rounds of would-you-rather until one is left standing. My concept, art direction and UX, built in about five days by directing Codex.
Concept, game mechanics, art direction, UI/UXbuilt by directing Codex; I acted as product owner and QA
Stack
Next.js
React
JavaScript
GSAP
Vercel
ChatGPT
Codex
Higgsfield
Timeline
V1 launched October 2026sound design and more food categories in progress
128
choice paths, all checked by an automated test
7
rounds to a winner
~5 days
from idea to a running V1
12
Codex sessions
Overview
I always freeze when I open a delivery app: too many options, no idea what I actually want. I also needed a project to get properly fluent in AI-assisted development, so I built a game that fixes the first problem. You pick a category, eight foods fight it out, and whatever is left standing is what you order.
My role
Came up with the concept and designed the game mechanics
Set the art direction and designed every character concept
Designed the layout, UI and UX of the full flow
Planned the build with ChatGPT, broke it into Codex-ready tasks, and directed Codex through 12 sessions
Tested every build myself, diagnosed what was wrong and described each bug precisely enough for Codex to fix
Refined motion, timing and layout until the experience felt right
Challenges & solutions
01
Turning indecision into a game loop
A long list of options is what causes the problem in the first place, so the game never shows more than two at once. Each round is a single either/or choice, and the winner stays in, so you’re always comparing a new option against your current favourite. Eight foods give seven rounds and 128 possible choice paths. Codex ran an automated test across all 128 to make sure every game ends in a consistent final recommendation.
foodfight.online
Pick a craving: one category is live in V1, more are on the way02
Directing AI rather than just prompting it
I’m not a React developer, and I didn’t write or review the code. My job was everything around it: I planned the approach in ChatGPT, broke the product into tasks small enough for Codex to build reliably, and set what counted as done. Then I tested every build like a product owner. When something broke or felt off, I worked out what was wrong and described it precisely enough for Codex to fix.
The arena entrance is a good example. The first version worked, but squeezed the whole sequence into 1.27 seconds, so the poster movement and the fighters’ entrance felt rushed. I rewrote the task as specific beats:
keep the immediate response to the click
slow the poster’s movement toward the centre
hold for 400ms
then bring in the fighters
keep choices disabled until both fighters have finished entering
leave the existing combat animations and arena placement unchanged
The revised sequence runs about 2.35 seconds. Desktop and mobile recordings, plus automated checks for input locking, focus and reduced motion, gave me concrete ways to review the result without reading the code.
foodfight.online
The revised entrance: click response, poster move, a 400ms hold, then the fighters03
A consistent cast of AI-generated characters
Each food fighter started as my own character idea. The risk with generated art is a cast that looks like it came from different games, so I used ChatGPT to keep the prompts consistent in style and structure, then generated the characters in Higgsfield.
foodfight.online
The full cast, generated from one consistent prompt structure04
Timing and continuity
The hardest part wasn’t the logic; it was the feel. Beyond the entrance, two refinements made the biggest difference:
One persistent scene: the arena height varied by up to 50px between screens, so the stage jumped during transitions. A single persistent scene frame fixed this and keeps the experience continuous from start to finish.
Responsive composition: I checked the scene composition across five viewport sizes, from 320px mobile to 1920px desktop.
foodfight.online
The arena: one persistent scene frame from the first fight to the winner
foodfight.online
The same scene at 320px and 1920px
foodfight.online
A full game, from craving to winner
Results
~5 days
From idea to a running V1, in about five days of part-time work
128 paths
Every possible game checked by an automated test, all ending in a consistent recommendation
V1 live
A complete experience on its own domain, from category choice to final winner, with one category live and more in progress