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    <title>DEV Community: Behrouz Pooladrak</title>
    <description>The latest articles on DEV Community by Behrouz Pooladrak (@iflashlord).</description>
    <link>https://dev.to/iflashlord</link>
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      <title>DEV Community: Behrouz Pooladrak</title>
      <link>https://dev.to/iflashlord</link>
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      <title>From Childhood Inspiration to Reality: Building My 2D Platformer Game With Kiro</title>
      <dc:creator>Behrouz Pooladrak</dc:creator>
      <pubDate>Sun, 14 Sep 2025 10:45:03 +0000</pubDate>
      <link>https://dev.to/iflashlord/from-childhood-inspiration-to-reality-building-my-2d-platformer-game-with-kiro-4aae</link>
      <guid>https://dev.to/iflashlord/from-childhood-inspiration-to-reality-building-my-2d-platformer-game-with-kiro-4aae</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F5u2m14fmp66xcy5nl8zd.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F5u2m14fmp66xcy5nl8zd.png" alt="Glitch Dimension - Broken Reality" width="800" height="509"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;As a teenager, I lost hours to &lt;em&gt;Crash Bandicoot&lt;/em&gt;, tight jumps, fast loops, hidden gems. Back then, I never imagined I’d one day create a platformer myself.&lt;/p&gt;

&lt;p&gt;Today I’m doing just that. My game, &lt;strong&gt;Glitch Dimension&lt;/strong&gt;, is built in Godot 4.4 for the web. But I didn’t build it alone &lt;strong&gt;&lt;a href="https://kiro.dev/" rel="noopener noreferrer"&gt;Kiro&lt;/a&gt;&lt;/strong&gt; was my copilot, keeping me fast, focused, and honest.&lt;/p&gt;

&lt;p&gt;I explored freely in Vibe. I locked plans in Spec. I automated the boring parts with Hooks. Result: momentum without chaos.&lt;/p&gt;




&lt;h2&gt;
  
  
  The Kiro Loop That Powered Development
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Vibe → Spec → Hooks → Iterate.&lt;/strong&gt; That rhythm turned fuzzy ideas into shippable work.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Vibe Mode&lt;/strong&gt; let me sketch in code. Try a jump buffer. Nudge gravity. Break and fix fast.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Spec Mode&lt;/strong&gt; forced clarity. I wrote short specs for movement, level flow, checkpoints, enemies, and the level map.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Hooks&lt;/strong&gt; did the chores. Clean temp scenes. Run with verbose logs on macOS. Keep the repo lean.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Kiro made agentic coding real not hype, just a simple loop that compounds.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ffa8xzz38m9ldolxudkr1.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ffa8xzz38m9ldolxudkr1.png" alt="A circular flow showing Vibe, Spec, Hooks, Iterate" width="487" height="485"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  What The Player Feels First
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Dimension Flip&lt;/strong&gt; with FX and audio. Switch A ↔ B to dodge hazards and reveal routes.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Tight Platforming&lt;/strong&gt; with coyote time, jump buffer, variable and double jump.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Level Select Pro&lt;/strong&gt; with a data driven map, unlock rules, cards, and thumbnails.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Boss Battle&lt;/strong&gt; against a giant with phases and a clean health UI.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Saves and Progress&lt;/strong&gt; that persist on web and desktop.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Pause and Scene Flow&lt;/strong&gt; that never glitch your state.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Touch Ready&lt;/strong&gt; for phones and tablets.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Offline Analytics&lt;/strong&gt; so I improve design without tracking users.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fpmyew3sm39in3rsvl1fu.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fpmyew3sm39in3rsvl1fu.gif" alt="a short clip of dimension flip through spikes into a secret" width="600" height="339"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Production Mindset From Day One
&lt;/h2&gt;

&lt;p&gt;&lt;em&gt;Kiro pushed me to design as if this were a product for real players, not just a quick demo.&lt;/em&gt;  &lt;/p&gt;

&lt;h3&gt;
  
  
  Modular Actors
&lt;/h3&gt;

&lt;p&gt;Core actor types form the foundation (player, interactive objects, collectibles, enemies).&lt;br&gt;&lt;br&gt;
On top of that, snap-in components handle things like health, movement, animation, audio, effects, and state — making behavior easy to mix and match.  &lt;/p&gt;

&lt;h3&gt;
  
  
  Scalable Event System
&lt;/h3&gt;

&lt;p&gt;A clean event bus organizes communication between gameplay elements, UI, audio, and effects.&lt;br&gt;&lt;br&gt;
It enforces clear categories, strongly typed messages, and automatic cleanup — reducing bugs and making systems easier to extend.  &lt;/p&gt;

&lt;h3&gt;
  
  
  Reliability and Fallbacks
&lt;/h3&gt;

&lt;p&gt;A central system manager checks whether critical features are available, provides safe calls, and loads fallback resources.&lt;br&gt;&lt;br&gt;
If something fails, the game degrades gracefully instead of breaking outright.  &lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F018d4894b1sbybq6p4i6.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F018d4894b1sbybq6p4i6.png" alt="IDE Kiro" width="800" height="432"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Dynamic Platforms That Behave Like Actors
&lt;/h2&gt;

&lt;p&gt;Platforms aren’t just scenery — they behave like active systems.  &lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Editor Friendly&lt;/strong&gt;: Easy to preview and adjust in real time, with direct controls for size, textures, and collisions.
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Accurate Physics&lt;/strong&gt;: Collisions line up with visuals, avoiding gaps or mismatches. Movement, rotation, and scaling all stay consistent.
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Breakable Lifecycle&lt;/strong&gt;: Platforms can shift through clear states — stable, touched, shaking, broken, destroyed — with effects, delays, and particle feedback that scale naturally.
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Dimension&lt;/strong&gt;: Built with room to expand, including integration for world-switching and visual feedback.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F7u4763s2lb5378dyk7nv.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F7u4763s2lb5378dyk7nv.gif" alt="A platform that shakes, breaks, and drops" width="720" height="405"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Enemies That Think A Little
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Flying Enemy AI
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Obstacle Avoidance using a few forward rays to detect collisions. If blocked, it shifts vertically or horizontally and eventually reverses if stuck.&lt;/li&gt;
&lt;li&gt;Chase Behavior triggers when the player is within a close range, with a speed boost. If the player escapes beyond a certain distance, the enemy cools down and stops chasing. Line of sight can also be required.&lt;/li&gt;
&lt;li&gt;Smooth Movement with gradual turning and speed adjustments keeping a safe distance and favoring the path of least resistance.&lt;/li&gt;
&lt;li&gt;Performance Budget kept lean with lightweight math, staggered updates, reduced checks when off screen, and a low-frequency mode when idle.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fijhhvqwkgq4o9tgwuun0.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fijhhvqwkgq4o9tgwuun0.gif" alt="A flying enemy in chase states" width="600" height="337"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Level Selection That Feels Like A Storefront
&lt;/h2&gt;

&lt;p&gt;A horizontal carousel displays multiple cards at once, snapping smoothly with clean focus.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Navigation&lt;/strong&gt; with left and right, smooth scroll to selected, focus indicators, and a tiny state model for index and scroll position.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Config&lt;/strong&gt; in a JSON like model that sets dimensions, smoothness, speed, snap and effects.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmzhdo4fkc2yw9l68w414.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmzhdo4fkc2yw9l68w414.gif" alt="The Level Map " width="600" height="337"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Fun easter egg (Cheat code):&lt;/strong&gt; press zero five times on the map to unlock all levels — handy for testing or exploring.&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  Systems That Keep The Game Together
&lt;/h2&gt;

&lt;p&gt;Here’s the backbone of the game, held together by lightweight Godot scripts:&lt;/p&gt;

&lt;p&gt;Core game flow:&lt;br&gt;
– &lt;code&gt;Game.gd&lt;/code&gt; (state, scoring, attempts)&lt;br&gt;
– &lt;code&gt;LevelLoader.gd&lt;/code&gt; (async loading)&lt;br&gt;
– &lt;code&gt;SceneManager.gd&lt;/code&gt; (transitions)&lt;br&gt;
– &lt;code&gt;PauseManager.gd&lt;/code&gt; (pause overlay and flow)&lt;/p&gt;

&lt;p&gt;Presentation &amp;amp; effects:&lt;br&gt;
– &lt;code&gt;Audio.gd&lt;/code&gt; (buses, pooled SFX)&lt;br&gt;
– &lt;code&gt;FX.gd&lt;/code&gt; (screen shake, flashes, hit stop)&lt;br&gt;
– &lt;code&gt;DimensionManager.gd&lt;/code&gt; (flip rules and feedback)&lt;/p&gt;

&lt;p&gt;Persistence &amp;amp; meta:&lt;br&gt;
– &lt;code&gt;Respawn.gd&lt;/code&gt; (checkpoints)&lt;br&gt;
– &lt;code&gt;Persistence.gd&lt;/code&gt; (profiles, stats)&lt;br&gt;
– &lt;code&gt;LevelCompletion.gd&lt;/code&gt; (end celebrations)&lt;br&gt;
– &lt;code&gt;Analytics.gd&lt;/code&gt; (local logs)&lt;/p&gt;

&lt;p&gt;Utilities:&lt;br&gt;
– &lt;code&gt;ObjectPool.gd&lt;/code&gt;, &lt;code&gt;HealthSystem.gd&lt;/code&gt;, &lt;code&gt;GameTimer.gd&lt;/code&gt;, &lt;code&gt;EventBus.gd&lt;/code&gt;, &lt;code&gt;PerformanceMonitor.gd&lt;/code&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Inputs, UI, And Accessibility
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Keyboard&lt;/strong&gt;: WASD or arrows to move, Space or W to jump, F to flip, ESC to pause, R to restart.&lt;br&gt;
&lt;strong&gt;UI&lt;/strong&gt;: Main Menu, Level Map Pro, Pause Menu, Results, Settings, Touch Controls, Game HUD, and Boss Health UI.&lt;br&gt;
&lt;strong&gt;Accessibility&lt;/strong&gt; via &lt;code&gt;data/game_config.json&lt;/code&gt;: color blind, high contrast, reduced motion, large UI. Live overrides through a &lt;code&gt;ConfigManager&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmkpf81mv464cxyyq2pvi.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmkpf81mv464cxyyq2pvi.png" alt="Main menu" width="800" height="519"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Audio: Small But Considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Buses: Master, Music, SFX&lt;/li&gt;
&lt;li&gt;Pooled SFX players for performance&lt;/li&gt;
&lt;li&gt;Volume sliders with persistence&lt;/li&gt;
&lt;li&gt;Ogg friendly for the web&lt;/li&gt;
&lt;li&gt;Narration ducking supported in code&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Thanks to Elevenlabs, I generated high-quality voiceovers for guides and the boss, each with distinct voices.&lt;/p&gt;




&lt;h2&gt;
  
  
  Performance And Stability
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Object Pooling&lt;/strong&gt; for particles, debris, collectibles, transient actors&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Rendering&lt;/strong&gt; with texture compression, efficient collisions, groups, culling, and dimension masks&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Memory And Loading&lt;/strong&gt; with resource caching and cleanup plus async &lt;code&gt;LevelLoader&lt;/code&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Analytics&lt;/strong&gt; categories: gameplay, UI, performance, error, progression, monetization. Batched locally. Opt out respected. No networking.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Performance targets: 60 FPS, &amp;lt;1 GB RAM, first load under 10 seconds, &amp;lt;50 MB total download.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fz7872gt45oxtvm2kblgn.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fz7872gt45oxtvm2kblgn.gif" alt="Game play death effect" width="560" height="315"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Levels And Progression
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Level00&lt;/strong&gt; First Steps. Short and friendly.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Level01&lt;/strong&gt; Mystic Realms. Crates, first enemies, secrets.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Level02&lt;/strong&gt; Parallel Worlds. Heavier dimension gating, moving platforms, flying enemy intro, frequent checkpoints.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Level_GiantBoss&lt;/strong&gt; The Giant’s Last Stand. Arena with phases, projectiles and shockwaves, dimension aware openings, and a dedicated boss UI.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Unlocks are &lt;strong&gt;data driven&lt;/strong&gt; in &lt;code&gt;data/level_map_config.json&lt;/code&gt;: previous level, minimum score, and more planned like deaths max and relic count. Thumbnails, lock overlays, latest score, best score, and hearts are all in the cards.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcesluf4443fynip58lf2.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcesluf4443fynip58lf2.gif" alt="GiantBoss" width="480" height="270"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Web-First Delivery
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Renderer&lt;/strong&gt; set to GL Compatibility for the widest web support&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Resolution&lt;/strong&gt; 1280 by 720&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Responsive&lt;/strong&gt; canvas and touch aware inputs&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Vercel&lt;/strong&gt; deployment with smart headers and caching via &lt;code&gt;vercel.json&lt;/code&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Exports&lt;/strong&gt; for Windows, macOS, and Linux ready&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Faj3pe8fe5dmzawqmovtj.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Faj3pe8fe5dmzawqmovtj.png" alt="The game running in a browser tab" width="800" height="435"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://glitch-dimension-broken-reality.behrouz.nl/" rel="noopener noreferrer"&gt;https://glitch-dimension-broken-reality.behrouz.nl/&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Why Kiro Deserves The Credit
&lt;/h2&gt;

&lt;p&gt;Kiro kept me honest.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Vibe for speed.&lt;/li&gt;
&lt;li&gt;Spec for shape.&lt;/li&gt;
&lt;li&gt;Hooks for hygiene.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;It nudged me toward a production mindset without slowing me down. It made me write specs. It gave me fast feedback. It helped me avoid the classic indie trap: adding features without a spine.&lt;/p&gt;

&lt;p&gt;Strong opinion: if you are building anything with moving parts, &lt;strong&gt;use Kiro like a metronome&lt;/strong&gt;. Keep time. Keep pace. Ship.&lt;/p&gt;




&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fsk1ghgq5vtsmr8g0jbjv.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fsk1ghgq5vtsmr8g0jbjv.png" alt="Credit" width="800" height="519"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Closing
&lt;/h2&gt;

&lt;p&gt;The spark was &lt;em&gt;Crash Bandicoot&lt;/em&gt;. The engine: Godot. The catalyst: &lt;strong&gt;Kiro&lt;/strong&gt;.&lt;br&gt;
Together they turned a teenage dream into a playable, web-first platformer with real systems and room to grow. If this is agentic coding, I am in.&lt;/p&gt;

&lt;p&gt;👉 Play the game here: &lt;a href="https://glitch-dimension-broken-reality.behrouz.nl" rel="noopener noreferrer"&gt;https://glitch-dimension-broken-reality.behrouz.nl&lt;/a&gt;&lt;br&gt;
💬 Feedback welcome — I’d love to hear what you think.&lt;/p&gt;

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