Pokeween is a small, complete 2D adventure game that I built entirely during the Kiroween Hackathon using Kiro and Gemini Nano Pro. This is the first time I was able to create a working game with this level of polish, consistency and structure in such a short time. The entire project is open source on GitHub, and the live demo is available for anyone to try.
I used Kiro as the core development engine for the project. Instead of generating files manually or writing everything by hand, I created a set of specs that define how scenes, assets, creatures and combat should work. Kiro used these specs to generate the main game architecture, the scene transitions, the battle cycle and the data models. This made the whole project predictable and easy to extend without breaking anything.
Whenever I needed to experiment or adjust the game feel, I used vibe coding. I described how I wanted something to feel or behave, and Kiro generated updated code that matched the direction. This helped me refine movement, pacing, transitions and UI flow without writing large amounts of code myself.
I also used steering rules to keep Kiro consistent. I enforced naming, file structure, update loop simplicity and asset patterns. This kept the output stable even when I changed specs or added new assets. It prevented the model from drifting into inconsistent code styles as the project grew.
The most important part for this project was using extended capabilities similar to MCP workflows. Kiro was able to scan my public folder, identify PNG files, map them to my specs, detect missing assets and clean up unused ones. This automated asset management saved a lot of time, reduced errors and ensured the build stayed clean.
Pokeween contains both story mode and a battle mode. I defined one combat structure in my specs, and Kiro reused the same logic in both contexts. This eliminated duplicate work and ensured the combat system behaved consistently everywhere in the game.
Agent style hooks tied the workflow together. When I changed a spec or added an asset, Kiro updated related modules, regenerated scene logic and maintained the structure of the project. This automation made iteration fast and safe.
Gemini Nano Pro generated all visuals. Every sprite, background and icon was produced from scratch and integrated through the asset mapping that Kiro handled. This gave the game a consistent visual identity without relying on external copyrighted artwork.
Overall, Pokeween is the result of combining structured specs, creative iteration, automated refactoring, smart asset handling and AI generated visuals. Kiro handled code generation, cleanup and project consistency while I focused on design direction and gameplay ideas. I learned how effective AI assisted development can be when the workflow is structured properly.
You can try the game, view the full codebase and see how everything works here:
GitHub Repository: https://github.com/VishalProgammer/Pokeween
Live Demo: https://pokeween.netlify.app


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