npx skills add miles990/flame_demo_gameREADME
Space Shooter
A retro-style arcade space shooting game built with Flutter and Flame Engine.
Built with AI: This game was developed using self-evolving-agent's
/evolveskill - an autonomous AI agent that learns and iterates until goals are achieved.
Play Now
Screenshots

Features
Weapon System (5 Types × 4 Levels)
| Type | Color | Special Ability |
|---|---|---|
| Standard | Green | Balanced power |
| Spread | Yellow-Green | Wide coverage |
| Laser | Cyan | Piercing (hits multiple enemies) |
| Missile | Orange | Homing (tracks enemies) |
| Plasma | Purple | High damage |
Each weapon has 4 upgrade levels increasing bullet count and power.
Power-ups (12 Types)
Basic Power-ups (20% drop rate)
| Item | Color | Effect |
|---|---|---|
| Weapon Upgrade (W) | Orange | Level up current weapon |
| Shield (S) | Blue | 8s protection |
| Rapid Fire (R) | Purple | 5s double fire rate |
| Speed Boost (>) | Yellow | 6s faster movement |
| Bomb (B) | Red | Clear all enemies |
| Extra Life (+) | Green | +1 life |
Weapon Type Power-ups
| Item | Color | Effect |
|---|---|---|
| Spread (SP) | Yellow-Green | Switch to spread weapon |
| Laser (LA) | Cyan | Switch to laser weapon |
| Missile (MI) | Deep Orange | Switch to missile weapon |
| Plasma (PL) | Violet | Switch to plasma weapon |
Formation Bonus
| Item | Color | Effect |
|---|---|---|
| Mega Bonus (★) | Gold | +500 score + random power-up |
Enemy Types (8 Types)
| Type | Shape | Behavior | Spawn Direction |
|---|---|---|---|
| Basic | Hexagon (Red) | Sine wave movement | Top |
| Fast | Triangle (Orange) | High-speed straight | Top/Diagonal |
| Tank | Square (Gray) | Slow but 3 HP | Top |
| Shooter | Diamond (Purple) | Fires bullets | Top |
| Zigzag | Star (Cyan) | Side-to-side movement | Top |
| Tracker | Pentagon (Pink) | Follows player | Any direction |
| Diver | Arrow (Yellow) | Dive attacks | Top |
| Orbiter | Circle (Blue) | Orbital movement | Left/Right |
Spawn Directions: Top, Left, Right, Top-Left, Top-Right
Enemy Formations (5 Types)
- V-Shape: Classic formation
- Line: Horizontal row
- Circle: Circular pattern
- Arrow: Pointed formation
- Wave: Sine wave pattern
Formation Bonus: Destroy all enemies in a formation to get guaranteed bonus drops!
Boss Battles (Enhanced)
- Appears every 5 waves
- 3-Phase difficulty system:
- Phase 1 (>70% HP): Basic patterns
- Phase 2 (40-70% HP): More bullets, faster fire
- Phase 3 (<40% HP): Enraged mode with spiral attacks
- Enraged Mode (<30% HP): Speed boost + aggressive patterns
- Health: 1.5-2x higher than before
- Drops 3 random power-ups on defeat
Controls
| Key | Action |
|---|---|
| ↑↓←→ / WASD | Move |
| SPACE | Shoot |
| ESC | Pause |
How This Game Was Built
This project demonstrates AI-assisted game development using the self-evolving-agent workflow:
Step 1: Create Domain Skill
First, a Flame Engine skill was created based on the Flame Engine documentation. This skill encapsulates:
- Flame architecture patterns (FlameGame, Components, World/Camera)
- Input handling (keyboard, touch, joystick)
- Collision detection system
- Sprite animation patterns
- Audio integration
- Common game patterns (object pooling, spawners, parallax)
Step 2: Evolve the Game
With the Flame skill in place, the /evolve command was used to iteratively build the game:
/evolve 建立一個太空射擊遊戲
/evolve 加入武器升級和道具掉落系統
/evolve 加入多種敵人類型和 Boss
/evolve 部署到 GitHub Pages
The self-evolving-agent autonomously:
- Searched memory for relevant patterns
- Applied Flame Engine best practices from the skill
- Implemented features with proper architecture
- Tested and fixed issues iteratively
- Deployed the final product
Development Time: ~40 minutes (initial) + ~20 minutes (enhancements)
Initial build (~40 minutes):
- Game architecture setup
- Player with 4-level weapon system
- 6 types of power-ups with drop system
- 5 enemy types with unique behaviors
- Boss battle system
- Wave progression
- HUD with lives display
- GitHub Pages deployment
Enhancement update (~20 minutes):
- 5 weapon types with unique properties
- 3 new enemy types with multi-directional spawning
- Enhanced Boss with 3-phase difficulty
- 12 power-up types
- Formation bonus system
Bug fixes (2026-01-13):
- Fixed Bomb power-up not clearing enemies (recursive search for nested components)
- Added visual confirmation flash effect when Bomb triggers
Why This Approach?
| Traditional | AI-Assisted |
|---|---|
| Read docs → Write code → Debug | Skill captures expertise |
...