What broke: web size.
The web build is 7.4 MB.
First picture in 3.2 s on desktop, but 12.1 s on Fast 4G.
Web game portals want under 10 s.
Most of it is the Godot engine itself.
First fix to test: a smaller custom Godot build.
Is my game ready for Steam?
I asked my AI team. My Monetization Lead agent's answer: "Not ready."
Here's what's missing and the plan. 馃У
The agents propose options. I make the calls: concept, pad rules, craft shape, colors.
The same day, the team built a prototype. A test autopilot flies this clip. No sound yet.
I mix three AI providers and balance the work between them:
Claude: chief of staff, social
GPT (Codex): dev, market, monetization
Gemini: design, art and audio
I gave each job to its own bot agent:
Chief of staff: plans and delegates
Dev Lead: code and builds
Game Designer: rules and feel
Art & Audio Director: look and sound
Social Media Manager: drafts my posts
Market Analyst: research
Monetization Lead: launch and business
I'm one human running a game studio.
My staff: 7 AI agents that I set up myself using @OpenBot_ .
Here is how I built the team, starting on day one. 馃У
Next on the roster: James for scripts, Lucy for production and Shorts, and later Henry for analytics and Grace for editing.
I'll edit by hand with Claude Code first, then turn that into a skill for Grace.
The dry run mostly worked. X and YouTube were fine. Reddit blocked Max (403 errors and rate limits).
The fix: he now reads a few chosen subreddits through a signed-in browser, read-only. Fewer subs, fewer tokens.








