Wicked Mule Games / game-development case study
Alien Grab — a 2011 idea, reimagined with AI
An old idea. A new way to build it.

Ady's 2011 game idea, revived under Wicked Mule Games through Astra / ChatGPT and connected Higgsfield tools: fly a UFO, collect the right animals and turn a playful concept into a browser game.
Define the mechanic — UFO movement, a tractor beam and animal collection in target order. Keep the first playable version focused before expanding it.
Approve the visual concept — establish Marvin the alien, expressive animals, a readable landscape and clear controls. The supplied board sets the direction, including worlds held back for later.
Generate and separate game assets — use Nano Banana 2 to develop backgrounds, characters and interface artwork in the approved style.
Build the playable browser game — use the connected Higgsfield Website Builder tools through Astra / ChatGPT, bringing the mechanics and artwork together.
Playtest and iterate — check movement and the tractor beam together, target order, scoring, wrong grabs, restart and phone controls; refine the existing game before deploying updates.
The optional Wicked Mule intro used Seedance 2.5 as a separate video step. The guide covers tool access, six steps, four simplified prompts, a playtest checklist and a Snow Land extension; the playable build is the reference for how the game works today.
