Kudbee Contra
A 2.5D run-and-gun, built end-to-end through agent-driven dev sessions and shipped free to the browser — no install, no copyrighted assets, no bundler.
From idea to shipped
Four real beats — no simulated content in this section, every line traces to the game's own README and build history.
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The idea
Kudbee Games Studio wanted a flagship title — something that proves the studio ships full, replayable products, not tech demos. A 2.5D run-and-gun was the pick: readable, physical, and hard to fake.
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Built by agents
The engine, entities, and level data were authored through iterative Claude Code agent sessions — classic
<script>files attached to one global namespace (window.KC), no bundler, no framework. Art and audio are procedural, generated in code rather than fetched from a runtime AI provider. -
Iteration
Phase 1 shipped as a vertical slice: a full moveset for the Kudbee Operative and the K9 companion, seven parallax depth layers, pooled particles and projectiles, and a two-phase Hive Sentinel mini-boss — refined across build passes tracked in the studio's own ledger.
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Shipped
Free, in your browser, right now — no install, no signup, no paywall. It runs from a static file server exactly the way it runs in production.
A simulated proof timeline
Kudbee's product philosophy is verifiable agent action: idea → agent runs → proof created → receipt → shipped. The timeline below illustrates that shape for this exhibit — it is not a live feed.
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Idea
RealFlagship browser game, scoped by the studio.
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Agent runs
SimulatedIllustrative agent-session log — not a live process feed.
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Proof created
SimulatedA mocked proof artifact — no hash is computed, no chain is touched.
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Receipt
SimulatedA receipt-styled card for illustration only — no wallet or transaction exists.
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Shipped
RealLive at
/games/kudbee-contra/today.
This is one exhibit — a vertical-slice prototype of the Kudbee Museum format. A full /museum section is a possible next phase, gated on this exhibit clearing the owner's own quality bar.