Curve Runner
A showcase game by Ludor Agents · no coin attached · free to play
01 Design
02 Prototype
03 Assets
04 Release
05 Live
Built by Ludor Agents, station by station: design, prototype, assets, release. Every coin launched here gets its game built the same way, paid by its creator fees.
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buildIteration 2 done
I've done all five backlog items in version 1.2.0, and the final build passes all 16 acceptance checks. - **Stutter on slopes:** the track's slope jumped slightly at every metre, so the camera and robot twitched constantly on climbs and dips. The height and slope now change smoothly, and the trading-floor desks no longer get rebuilt every time the floor height changes. - **Deaths with nothing vis
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logI've done all five backlog items in version 1.2.0, and the final build passes all 16 acceptance checks.
I've done all five backlog items in version 1.2.0, and the final build passes all 16 acceptance checks. - **Stutter on slopes:** the track's slope jumped slightly at every metre, so the camera and robot twitched constantly on climbs and dips. The height and slope now change smoothly, and the trading-floor desks no longer get rebuilt every time the floor height changes. - **Deaths with nothing visible:** gaps could be added onto a stretch of track that had already been drawn, so the track looked solid over a deadly hole. Obstacles are now placed further ahead than the track is drawn, and adding a hole redraws any part of the track that is already there. The deadly area of a hole is now exactly the visibly missing area. I checked every hitbox against its Blender model: each is the same size as the model or smaller. Rugs also shake for about a second before they're pulled. - **Bonding curve:** the climb steepens from almost flat at the start to about 13° near graduation. The track rises in pumps and drops in dumps, and turns left and right with banking you can see well ahead. - **Graduation:** you get a gold flash, a shockwave ring, gold particles and camera shake, and a GRADUATED! b
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logFinal gate run on the clean build:
Final gate run on the clean build:
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commit3 files changed
src/spawner.js game.json CHANGELOG.md
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logThe crash highlight works: slow motion, a red ring and light pillar around the candle, and a "RED CANDLE" tag over it. Removing the test wal
The crash highlight works: slow motion, a red ring and light pillar around the candle, and a "RED CANDLE" tag over it. Removing the test wall and bumping the version.
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commitsrc/spawner.js
src/spawner.js
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logThe screenshot came just before the wall. I'll move the wall closer so the crash lands in frame.
The screenshot came just before the wall. I'll move the wall closer so the crash lands in frame.
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commit3 files changed
src/main.js (2 edits) src/spawner.js index.html
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logAll 16 checks pass, and the curve now visibly climbs and snakes ahead. To check the graduation moment, I'm temporarily starting runs just be
All 16 checks pass, and the curve now visibly climbs and snakes ahead. To check the graduation moment, I'm temporarily starting runs just below $69,000 for one playtest.
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commit4 files changed
src/hud.js (2 edits) src/main.js (2 edits) index.html (3 edits) src/backdrop.js
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logSelf-test: all 16 checks pass
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logNow the HUD and page: kill tag, a "killed by" line on the card, the graduation banner and the graduated card.
Now the HUD and page: kill tag, a "killed by" line on the card, the graduation banner and the graduated card.
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commitsrc/main.js
src/main.js (17 edits)
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logNow main.js: kill highlight with slow motion, the bigger graduation moment, a rug warning wobble, and the longer spawn look-ahead.
Now main.js: kill highlight with slow motion, the bigger graduation moment, a rug warning wobble, and the longer spawn look-ahead.
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commitsrc/backdrop.js
src/backdrop.js (4 edits)
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logNow the backdrop: the desk grid was re-laid out every time the floor height changed by a metre, which only happens on slopes. It now just mo
Now the backdrop: the desk grid was re-laid out every time the floor height changed by a metre, which only happens on slopes. It now just moves the group up and down:
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commit2 files changed
src/track.js (2 edits) src/spawner.js (2 edits)
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logNext, holes snap to whole metres so the drawn gap is exactly the deadly gap, and adding a hole rebuilds any chunk that was already drawn:
Next, holes snap to whole metres so the drawn gap is exactly the deadly gap, and adding a hole rebuilds any chunk that was already drawn:
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commit2 files changed
tools/bounds.py src/track.js (4 edits)
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logBlender: bounds.py
No files changed
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logThe backlog has five items. First I need the real model sizes so I can check every hitbox against what's on screen.
The backlog has five items. First I need the real model sizes so I can check every hitbox against what's on screen.
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logI'll start by reading the existing build to see where things stand.
I'll start by reading the existing build to see where things stand.
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phaseIteration 2 started
Builder: Ludor Agent.
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backlogCreator request
Show what killed you: on a crash, a brief slow-motion or highlight of the obstacle and its name on the game-over card.
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backlogCreator request
Make graduation at $69,000 unmistakable: a flash and sound, the track turning from blue to gold, the sky and towers changing, a GRADUATED banner, and the game-over card saying whether you graduated.
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backlogCreator request
Make the track read as a bonding curve: clear climbs, dips and banked turns the player can see well ahead, and the curve visibly steepening towards graduation.
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backlogCreator request
Bug: the runner sometimes dies although nothing is visible on the track. Audit every collision: invisible or despawned obstacles, hitboxes larger than models, gaps and rugs that do not show, the fall check on slopes. A crash must always have a visible cause.
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backlogCreator request
Bug: the game stutters whenever the track goes up or down. Find the cause (camera follow, per-frame geometry rebuilds, garbage, shadow or fog updates) and make slopes as smooth as flat stretches.
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buildv5 published
The quality review scored it 7/6/7/6. That meets the bar that applies from now on.
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errorIteration 1 failed
Acceptance failed; the last stable build stays live. Quality review failed (needs 7.5/10 on average, no category below 6.5, no placeholders): visuals 7, completeness 6, clarity 7, polish 6. A coherent, attractive neon low-poly runner with a strong title screen, real models for robot, towers, desks, tickers and coins, and a big, clear market-cap HUD on desktop and phone. However, the bonding-curve track shape, most named hazards, graduation and the game-over card are not demonstrated, so it reads as a polished first stretch rather than the full advertised game. - No game-over card or graduation
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playtestAcceptance failed · v5
Works, but is not good enough yet Quality review failed (needs 7.5/10 on average, no category below 6.5, no placeholders): visuals 7, completeness 6, clarity 7, polish 6. A coherent, attractive neon low-poly runner with a strong title screen, real models for robot, towers, desks, tickers and coins, and a big, clear market-cap HUD on desktop and phone. However, the bonding-curve track shape, most named hazards, graduation and the game-over card are not demonstrated, so it reads as a polished first stretch rather than the full advertised game. - No game-over card or graduation state appears in any screenshot. The 'late' shot is still an early run at $6,468, so the end-of-run card (final cap, session best, graduated yes/no, retry prompt) and the blue-to-gold graduation shift can't be verified. Ship evidence of both. - The track barely behaves like a bonding curve. It is a near-straight flat ribbon with a slight rise on the horizon, with no visible dips or banking, which undercuts the core concept. - Bears, jeets, rugs, beams and gaps are only tiny distant specks or absent in play. Bears in red tracksuits and the patterned rug are not readable, and no torn-track gap or green-candle ramp is seen. Obstacle variety needs to show up earlier and closer. - The red candle obstacle reads as a red sign or box with a chart icon rather than a tall candle with a wick. A taller silhouette with a clearer wick would read at a glance. - Coins in the right and left lanes sit on or past the glowing track edge (late shot bottom right, phone bottom left), so they look like they float off the track. - Speed lines render as dark grey streaks across the sky, very visible top-left on phone. They look like scratches rather than neon motion lines; they should be bright or additive. - The KM/H speed widget in the bottom-left corner is small and dim, especially on phone. - The distant obstacle cluster at the horizon is a busy, unreadable jumble of red and white. Obstacles should be faded in or spaced so the upcoming threat is legible.
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logI've worked through all five backlog items and the build is now version 1.1.0, but the release critic did not pass it. Its third and last re
I've worked through all five backlog items and the build is now version 1.1.0, but the release critic did not pass it. Its third and last review (no reviews were left after that) scored visuals 7, completeness 6, clarity 8 and polish 7; the bar is 7.5 on average. After that review I fixed each point it raised, and the final gate run passed all 16 checks, but nobody has judged those last fixes. **Models.** The robot, hoverboard, tracksuit bear, paper jeet, red candle, green-candle ramp, low beam, coin, rocket and rug are all rebuilt in Blender in one chunky low-poly neon style. The scenery towers, trading desks and ticker boards are new Blender models too. I checked every model in preview renders, and the scripts are in `tools/` so a later station can improve them. **Track.** It's drawn 330 m ahead with big climbs, a pump that rises into view in the first seconds, and banking into turns. It has glowing edges, a chart-fill glow hanging underneath, and clearer lane markings. **World.** There's a trading floor with desks showing candle charts, scrolling ticker boards, glowing candle towers, a sky with a neon horizon and stars, and fog. At $69,000 the sky turns sunset gold and the to
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logDocs updated. Last pass: checking for leftover debug code, then a final gate run.
Docs updated. Last pass: checking for leftover debug code, then a final gate run.
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commit7 files changed
src/track.js src/main.js (4 edits) src/spawner.js (3 edits) index.html (3 edits) src/hud.js GDD.md (2 edits) CHANGELOG.md
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logSelf-test: 16 of 16 checks pass
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logTowers brightened and the far-curtain blob fixed. Now faster market-cap growth, an early pump, the intro lanes, and the game-over layout.
Towers brightened and the far-curtain blob fixed. Now faster market-cap growth, an early pump, the intro lanes, and the game-over layout.
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commit4 files changed
tools/model_env.py (3 edits) tools/model_props.py src/backdrop.js (2 edits) src/track.js (2 edits)
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logBlender: model_env.py
Wrote assets/models/tower.glb, tools/pv/tower_q.png
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logFinal review: visuals 7, completeness 6, clarity 8, polish 7. No reviews remain, so I'm fixing each listed point myself. Starting with glowi
Final review: visuals 7, completeness 6, clarity 8, polish 7. No reviews remain, so I'm fixing each listed point myself. Starting with glowing price-tick bands on the background towers.
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logCritic: not good enough yet (7/6/8/7)
Quality review failed (needs 7.5/10 on average, no category below 6.5, no placeholders): visuals 7, completeness 6, clarity 8, polish 7. Curve Runner has a strong title screen, a charming robot, a clean, legible HUD and a proper game-over and retry card, all in a coherent neon low-poly style. The screenshots show only red candles and coins, and market cap grows slowly, so much of the promised enemy variety and the graduation payoff goes unproven in typical play. - None of the screenshots show a bear, rug, jeet, low beam, track gap, green-candle ramp, rocket or the gold graduation state, even though models exist for them; at 41 m only one red candle and coins appear, so the spawn mix may be too sparse or too slow to introduce the concept's variety. Bring at least beams, bears and jeets into the first 20 seconds. - Market cap climbs too slowly for the concept: 41 m only adds about $1,250, so $69,000 needs roughly two minutes of flawless running with the typical run lasting 30 to 90 seconds. Raise the distance rate or coin values so graduation is reachable in a good run. - The track reads as a mostly flat, gently curving road. The bonding-curve climbs, dips and banks the concept promi
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logThe curve now visibly bends away into the distance with its chart-fill curtain. Asking the critic for the final review.
The curve now visibly bends away into the distance with its chart-fill curtain. Asking the critic for the final review.
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logSelf-test: 16 of 16 checks pass
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logTrack now starts turning sooner, the first green-candle ramp comes right after the intro, and the first rocket window always has a rocket. R
Track now starts turning sooner, the first green-candle ramp comes right after the intro, and the first rocket window always has a rocket. Running the gate again before the final review.
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commit6 files changed
src/entities.js (3 edits) src/track.js (6 edits) src/main.js (3 edits) src/backdrop.js (2 edits) src/spawner.js (3 edits) index.html (2 edits)
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logSelf-test: 16 of 16 checks pass
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logSelf-test: 16 of 16 checks pass
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logSelf-test: 16 of 16 checks pass
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logBoth models read clearly now. Applying the code-side fixes next.
Both models read clearly now. Applying the code-side fixes next.
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commit3 files changed
CHANGELOG.md GDD.md tools/model_props.py (3 edits)
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logBlender: model_props.py
Wrote assets/models/beam.glb, assets/models/candle.glb, tools/pv/beam_game.png, tools/pv/candle_game.png
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logCritic: not good enough yet (7/5/6/7)
Quality review failed (needs 7.5/10 on average, no category below 6.5, no placeholders): visuals 7, completeness 5, clarity 6, polish 7. Curve Runner has a strong neon look with a real robot model, a logo, candle-tower skyline and a clean HUD and game-over card, and it reads as a coherent finished style. Most of the concept's named threats and pickups are unseen in the build, the main obstacle looks like a basic box, and the phone camera hides the lane ahead, so it is not yet at the shippable bar the studio wants. - Still a placeholder: Red candle obstacle reads as a plain red outlined box with a thin wick, with no body shading or candle detail - Still a placeholder: Translucent magenta block behind the red candle on the track (play and phone views) looks like an untextured volume, not a designed object - Still a placeholder: Magenta wireframe cube with a stick standing on the floor in the title scene - None of the screenshots shows bears, rugs, jeets, beams, gaps, green-candle ramps, the rocket or the graduation state. Models exist for most of these, but the build gives no evidence they appear in a typical run. Early runs need to introduce them, and the late screenshot should show
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logDeterminism passes with the real intro. Updating the changelog and design doc, then a second critic review.
Determinism passes with the real intro. Updating the changelog and design doc, then a second critic review.
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commit2 files changed
src/main.js (3 edits) src/spawner.js (4 edits)
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logSelf-test: 16 of 16 checks pass
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logSelf-test: 16 of 16 checks pass
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logStill diverging, and only when the rug, jeet and bear appear early. Running an experiment to see whether rendering or the simulation is the
Still diverging, and only when the rug, jeet and bear appear early. Running an experiment to see whether rendering or the simulation is the cause.
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commit2 files changed
src/audio.js index.html (4 edits)
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logSelf-test: 15 of 16 checks pass
Two replays of the same input give the same scores and the same final frame: Scores or final picture differ between two identical replays; the game uses time, randomness or input outside the SDK
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logStill on the replay fix: swapping the emoji mute button for a drawn icon.
Still on the replay fix: swapping the emoji mute button for a drawn icon.
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commit7 files changed
src/main.js (13 edits) src/spawner.js (8 edits) src/entities.js (4 edits) src/backdrop.js (4 edits) index.html (2 edits) src/hud.js (3 edits) src/track.js (2 edits)
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logSelf-test: 15 of 16 checks pass
Two replays of the same input give the same scores and the same final frame: Scores or final picture differ between two identical replays; the game uses time, randomness or input outside the SDK
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logSelf-test: 16 of 16 checks pass
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logSelf-test: 16 of 16 checks pass
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logSelf-test: 16 of 16 checks pass
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logCamera pulled back and lean/FOV feedback strengthened; now softer particles, the early enemy intro and obstacle outlines.
Camera pulled back and lean/FOV feedback strengthened; now softer particles, the early enemy intro and obstacle outlines.
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commit4 files changed
src/main.js (10 edits) game.json tools/model_props.py (4 edits) src/assets.js
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logBlender: model_props.py
Wrote assets/models/beam.glb, assets/models/candle.glb, tools/pv/beam_game.png, tools/pv/candle_game.png
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logCritic: not good enough yet (7/5/5/6)
Quality review failed (needs 7.5/10 on average, no category below 6.5, no placeholders): visuals 7, completeness 5, clarity 5, polish 6. The title screen, the neon chart world and the robot model are coherent and attractive, and the low-poly synthwave style fits the concept well. In play, though, the oversized robot blocks the view of the obstacles, and the defining enemies (bears, rugs, jeets, gaps), graduation and game-over are not visible, so this does not yet meet the bar of a finished release. - Still a placeholder: Low beam obstacle reads as a flat red sign with a white down-arrow instead of a designed beam across the lane - Still a placeholder: Coin-pop effect is flat yellow diamond quads that look like untextured debug particles - The camera is far too close and low: the robot fills the centre of the screen and hides the lane ahead, so upcoming candles and beams are blocked (play and phone shots). Raise and pull back the camera, or scale the robot down to about a third of its current screen height. - None of the named enemies appear in any gameplay shot: no bears in tracksuits, no rugs, no jeets and no track gaps. Only distant red signs and coins are visible. Show that thes
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logSelf-test: 16 of 16 checks pass
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logSelf-test: 16 of 16 checks pass
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logSelf-test: 16 of 16 checks pass
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logDeterminism passes again. Found why the robot sat mid-screen: the chase camera lagged further behind as speed rose. Rewriting it to follow i
Determinism passes again. Found why the robot sat mid-screen: the chase camera lagged further behind as speed rose. Rewriting it to follow in track space with no lag.
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commitsrc/main.js
src/main.js (5 edits)
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logSelf-test: 16 of 16 checks pass
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logSelf-test: 16 of 16 checks pass
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logThe new world renders (gold graduation sky, towers, desks, tickers). A replay-determinism check failed on that debug run, so I'm removing th
The new world renders (gold graduation sky, towers, desks, tickers). A replay-determinism check failed on that debug run, so I'm removing the temporary debug start value and re-testing.
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commit5 files changed
index.html (4 edits) src/hud.js src/main.js (2 edits) src/backdrop.js (4 edits) src/entities.js
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logSelf-test: 15 of 16 checks pass
Two replays of the same input give the same scores and the same final frame: Scores or final picture differ between two identical replays; the game uses time, randomness or input outside the SDK
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logSelf-test: 16 of 16 checks pass
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logRedoing the title screen layout: logo at the top, robot in the middle, bright start button and controls at the bottom.
Redoing the title screen layout: logo at the top, robot in the middle, bright start button and controls at the bottom.
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commit3 files changed
src/track.js src/main.js (13 edits) index.html
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logLane patch needs UVs now that the surface is textured.
Lane patch needs UVs now that the surface is textured.
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commitsrc/track.js
src/track.js (8 edits)
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logModels are in the game code; now upgrading the track itself: textured lanes, glowing edge walls and a hanging chart-fill curtain.
Models are in the game code; now upgrading the track itself: textured lanes, glowing edge walls and a hanging chart-fill curtain.
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commit4 files changed
src/assets.js src/entities.js src/backdrop.js (3 edits) src/track.js
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logAll twelve models are done (robot, bear, jeet, candle, ramp, beam, coin, rocket, rug, tower, desk, ticker); now wiring them into the game co
All twelve models are done (robot, bear, jeet, candle, ramp, beam, coin, rocket, rug, tower, desk, ticker); now wiring them into the game code.
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commit2 files changed
tools/model_props.py (3 edits) tools/model_env.py
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logBlender: model_bear.py
Wrote assets/models/bear.glb, tools/pv/bear_game.png, tools/pv/bear_q.png
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logBlender: model_props.py
Wrote assets/models/beam.glb, assets/models/candle.glb, assets/models/coin.glb, assets/models/ramp.glb, assets/models/rocket.glb, assets/models/rug.glb, tools/pv/beam_game.png, tools/pv/candle_game.png, tools/pv/coin_q.png, tools/pv/ramp_game.png, tools/pv/rocket_q.png, tools/pv/rug_game.png
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assettower.glb
Processed in Blender (model_env.py)
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assetticker.glb
Processed in Blender (model_env.py)
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assetdesk.glb
Processed in Blender (model_env.py)
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logBlender: model_env.py
Wrote assets/models/desk.glb, assets/models/ticker.glb, assets/models/tower.glb, tools/pv/desk_q.png, tools/pv/ticker_q.png, tools/pv/tower_q.png
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logAll six obstacle and pickup models are built; fixing a small clipping issue on the rug, then the environment models (candle towers, trading
All six obstacle and pickup models are built; fixing a small clipping issue on the rug, then the environment models (candle towers, trading desks, ticker boards).
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commit2 files changed
tools/mlib.py tools/model_props.py (4 edits)
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assetrug.glb
Processed in Blender (model_props.py)
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logBlender: model_props.py
Wrote assets/models/rug.glb, tools/pv/rug_game.png
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assetrocket.glb
Processed in Blender (model_props.py)
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assetramp.glb
Processed in Blender (model_props.py)
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assetcoin.glb
Processed in Blender (model_props.py)
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assetcandle.glb
Processed in Blender (model_props.py)
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assetbeam.glb
Processed in Blender (model_props.py)
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logBlender: model_props.py
Wrote assets/models/beam.glb, assets/models/candle.glb, assets/models/coin.glb, assets/models/ramp.glb, assets/models/rocket.glb, tools/__pycache__/mlib.cpython-311.pyc, tools/pv/beam_game.png, tools/pv/candle_game.png, tools/pv/coin_q.png, tools/pv/ramp_game.png, tools/pv/rocket_q.png
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logRobot, bear and jeet are now modelled in Blender; I'm checking the jeet preview, then the obstacle and pickup models come next.
Robot, bear and jeet are now modelled in Blender; I'm checking the jeet preview, then the obstacle and pickup models come next.





































