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03 · Side projectPrivate build

Sparkle

A dice roguelike where Farkle meets Balatro. Built with AI agents. Not out yet.

Status, Oct 2, 2026Playable start to finish on a private web build. More pieces are still in review before strangers can play it. Zero outside testers so far.

Four of a kind in Sparkle: four dice under a starburst, plus 800 points.
Four of a kind, Oct 2, 2026.
A bust in Sparkle: six cracked dice on a red table with a KRAKOOM burst.
A bust, same day. Cracked dice, no points.

Farkle, with a roguelike bolted on

Roll six dice. Keep the ones that score. Push your luck for more, or bank what you have before a bad roll wipes the turn. That's Farkle, a bar game older than I am.

Sparkle bolts a roguelike onto it. You climb antes against score targets, buy charms that bend the rules, and face bosses that change the table. Think Balatro, with dice instead of poker hands.

I'm building it the same way I run my businesses. Agents write the code. I make the calls and play every build, and I say no a lot.

How it got here

  1. April 2026

    Two prototypes that taught me what not to build.

    Felt & Bone was a React page with CSS and emoji for art. Neon Dice Motel was a rebuild in a different direction. Neither one has a screenshot worth showing, which tells you something.

  2. July 5

    Restart from zero in Godot.

    I picked Godot over Unity and LÖVE for a boring reason that turned out to matter: its scene and script files are plain text, and it runs headless. Binary scene files fight AI-driven editing.

    Day one shipped the scoring engine, dice, a shop, ten charms, and a riso-print look we called Print Run.

    The July style target: white dice on a coral felt table with a pot of 500 and a x7 multiplier.
    The style target the agents built toward. Jul 5.
    An early boss reveal card, The Monotype: presses build no mult, with a lever disconnected from the mult ladder.
    An early boss reveal. Jul 8.
  3. July 6 to 9

    Content sprint.

    Eight bosses, a tutorial, saves, unlocks, a balance simulator, and a charm roster that grew to 46. Desktop builds booted on July 9 and I froze the v0.1 scope.

  4. August

    Art and feel.

    An image-model bake-off ran 48 images across 5 models for $5.65. The lesson: model choice was not the bottleneck. Every model drifted into the same retro-sticker look, and text leaked into images even when the prompt said no text. So the bosses became code-drawn instead.

    Later in August I added a tuning panel with 28 live sliders for one moment, the bank payoff, because that moment has to feel good or nothing else matters.

  5. September 6

    I cancelled my own study.

    Two AI-built redesigns went head to head. I rejected both as unusable and called it off. No winner.

  6. September 15

    The golden build. I rated it a 3.

    "Still too easy early." The dice roll sound was bad. The animation was "fine, nothing to wow a player." My note from an earlier pass was shorter: the game lacks motion.

    A feel pass on the bank payoff: plus 2,700 banked, 600 times 4.5, round won.
    The bank payoff, mid feel pass. Sep 11.
  7. Late September

    Dice become the star.

    I played an angled-dice board in Safari and called it a good start. The dice were out of proportion, so we tested four proportions side by side. I froze the charm-heavy version and made dice the main line.

    The angled-dice board: tilted dice on a green felt table, a gold die and a red die, 1,575 banked.
    The angled-dice board. Sep 26.
    Four versions of the same dice board side by side, each with a different dice proportion.
    Four dice proportions, side by side. Sep 27.
    Roll and keep, Sep 24, 2026. Tap to play.
  8. September 29

    Three directions, one pick.

    Proof Sheet, Back Room, and Sunday Funnies, all playable. I picked Sunday Funnies, a comic-strip table with KA-CHING bursts and cracked dice on a bust. Print Run retired the next day.

    The Proof Sheet concept: a cream print-shop table with a big plus 2,700 banked stamp.
    Proof Sheet.
    The Back Room concept: a dark green casino table under a lamp, 1,575 banked.
    Back Room.
    The Sunday Funnies concept: a comic-strip table with a KA-CHING burst and a x5.5 multiplier.
    Sunday Funnies, the pick.
  9. October 1 and 2

    Sunday Funnies lands.

    The new table, dice, and comic effects merged, and a rebuilt scoring engine is in review now.

    Nine frames of a dice roll on the green table, before and after a motion trail fix.
    Roll frames, before and after. Sep 30.
    The shop panel over the Sunday Funnies table, offering Early Edition, Penny Press, and Extra Pip.
    The shop. Oct 1.
    Four of a kind: four dice under a starburst, plus 800 points.
    Four of a kind. Oct 2.
    A bust: six cracked dice on a red table with a KRAKOOM burst.
    A bust. Cracked dice, no points. Oct 2.

A run on the new table

Gameplay on the Sunday Funnies table, Oct 1, 2026. Tap to play. It starts muted, and this capture has no game audio.

Where it stands

What it taught me

  1. Juice is a requirement, not a polish phase.

    The first prototypes saved animation for the end, and the end never came. Now every moment ships with acceptance criteria for how it moves.

  2. A reference image is a spec.

    When an agent builds from a design reference, it screenshot-compares against it before calling the work done. Otherwise "close enough" drifts every round.

  3. Green tests can lie.

    A bulk find-and-replace deleted 476 lines of the main table script. The logic tests stayed green because they never compiled the scene scripts. Only the smoke test caught it.

  4. Simulation is not a decision.

    One study ran 354,300 simulated runs to learn that the method could not rank single charms. The sims answered questions nobody then decided.

  5. Players beat dashboards.

    Five testers are lined up. None have played yet. That's the next real gate.

More work

Tap one to pull it open.