Frenchieland Frenchies is Keith Neal's first game — born during the Cursor 2026 Vibe Game Jam and refined through six tester rounds, a full eight-pass code audit, and hundreds of hours of post-jam polish.
The Jam Deadline Pivot
Keith's original vision was larger than any jam window could contain. When the Vibe Game Jam deadline arrived, the scope compressed into a focused endless runner with one killer mechanic: Gear Shift zones with independent speed memory. Everything else — Kennel, Black Market, Fame, Cosmic Challenges — grew from that seed after the jam ended.
The AI Workflow
- Gemini: Ideation, asset concepts, targeted code blocks.
- Claude: Architecture, complex systems, debugging dense logic.
- Cursor: Integration hub — dropping precise snippets into the monolithic index.html.
- Live Server: Instant visual feedback loop.
Keith directed. The AI built. The result is a 15,000+ line HTML5 canvas game that feels authored, not generated.
Post-Jam Milestones
- v3.0: Endgame economy — Fossil Relics, Cursed Toys, Mastery Tab.
- v4.0: Full code audit sync with GDD. Owner's Crew, Electric Aura.
- v4.2: Loading screen, lazy-loaded overlays, 7 music tracks, Settings system.
- v4.4: Zero-bug audit. Six testers cross-referenced. Mobile containment fixes.
Web-First Decision
An Android APK build was started with Capacitor but paused. The browser version at frenchielandfrenchies.io on Cloudflare is the primary experience — instant play, no install, cross-platform. This website wraps the game with the content and compliance infrastructure needed for sustainable growth including Monetag monetization.
Lessons Learned
One feature at a time (Step-by-Step Only rule). UI in HTML/CSS DOM, gameplay on canvas (UI Separation Protocol). No heavy canvas filters (Performance First). These sacred rules kept the project shippable.