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Kevin E Levin's avatar

The progression from a forest and inventory in fifteen minutes to combat, saves, and mobile controls over about four hours is what stuck with me. Watching Astra lean on Three.js, Rapier, and existing recipe data instead of inventing a game engine from scratch felt like the real lesson. When you give Astra a goal this large, do you keep one continuous session with constant observation, or do you break it into staged prompts with fresh checkpoints after each milestone?

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