Cosmic Runner
An endless Roblox runner that still had to feel fair as it got harder.
The question I was chasing
How far can an AI-assisted pipeline carry a whole game, on a platform and language I'd never shipped on?
Roblox runs on Luau and its own engine conventions. I'd built plenty, but never there. The question wasn't whether AI could write a snippet of Luau. It was whether the whole loop (player controls, obstacle spawning, a difficulty curve that feels fair) could be built and published this way.
Roblox is where an enormous, young audience actually plays. I wanted a published game in front of real players, not a prototype sitting in a folder.
The constraints
A live, published Roblox experience, which means a platform with its own runtime, its own physics quirks, and Luau rather than the languages I know best. An endless runner is unforgiving in a particular way: the moment-to-moment feel of the jump, the spacing of gaps and jump-pads, and a difficulty curve that ramps without turning cheap. Get the feel wrong and no amount of content saves it.
The decisions that mattered
Build through a proper pipeline instead of clicking around Studio. Rojo syncs code from a real editor, so the project is version-controlled and an AI assistant can work on it like any other codebase.
Lean on Claude Code for the Luau I was less fluent in. The game-feel judgments stayed mine: jump timing, obstacle spacing, how fast it should get harder, all tuned by playing it. The platform was new; knowing what makes a runner feel good wasn't.
Built with: Roblox Studio, Rojo, Luau, Claude Code
Where it landed
Anyone can play it on Roblox right now, and the whole loop came through the pipeline rather than by hand in Studio. The procedural generation is the part I would push further: it is still too predictable for how long a good run should keep surprising you.
Part of the Rolling Waves work archive.