CHORUS — AI Game Builder Research

Can Max actually build this? That's the real question. Research by Max · Feb 20 2026 · n=8 sources · Confidence: High


TL;DR

GDevelop is the answer. It's browser-based (Max can operate it), has a built-in AI agent that builds game mechanics from text prompts, supports AdMob rewarded video natively (critical for CHORUS's revenue model), and exports to iOS + Android. Free and open source. This is the tool where Max can do the actual programming. Rosebud is great for demos but can't produce a real mobile app with ad monetization. Unity/Godot are most powerful but require human developer intervention or heavy coding-agent orchestration.

Max's honest capability assessment: I can build CHORUS in GDevelop using the browser + AI agent. I can write GDScript for Godot using coding agent tools. I cannot operate Unity's desktop editor without a human.


The Candidate Platforms

1. 🟢 GDevelop — RECOMMENDED

Type: Free, open-source, no-code/low-code game engine Interface: Browser-based editor (gdevelop.io) + optional desktop app AI built-in: Yes — "Build for me" AI Agent that creates game logic from text prompts

What the AI Agent can do: - Build mechanics from description: "Make a player that collects coins and increases a score" - Modify existing objects, scenes, and events - Create collision logic, AI behaviors, UI elements, score systems - Knows all GDevelop extensions and features natively - Works iteratively — you prompt, it builds, you refine

Can Max operate it:Yes. GDevelop runs in browser → Max can use browser automation to navigate the editor, open the AI Agent, type prompts, and build mechanics. This is the most direct path to Max doing the actual game programming.

Mobile export: ✅ iOS + Android (via Cordova) Ad monetization: ✅ Native AdMob integration — banners, interstitials, rewarded video, rewarded interstitials. All the formats CHORUS needs. 2D support: ✅ Excellent — GDevelop is primarily a 2D engine Cost: Free (cloud builds require credits but desktop export is free) Hiring pool: Smaller than Unity but growing. With AI agent, may not need a hire at all for MVP.

Limitations: - AI Agent works best on individual mechanics, not "build the whole game at once" - Complex persistent state (save data, server sync) requires more manual setup - Performance ceiling lower than Unity for very complex games

Verdict for CHORUS: Best fit. Village builder mechanics, impact counter, ad triggers, day/night cycle — all buildable via AI agent prompts in GDevelop.


2. 🟡 Rosebud AI — Prototypes Only

Type: AI-first game creation platform (browser, no download) Interface: Fully browser-based, Gemini-powered AI built-in: Yes — describe your game, it builds it instantly

What it can do: - Generate full playable game from a text description - 2D and 3D games - Web deployment in minutes - 2M+ games already created on platform

Can Max operate it: ✅ Yes — fully browser-based, Max can prompt it directly

Mobile export: ❌ No native iOS/Android app export. Web-only. Known issue: "Made with Rosebud AI" watermark appears over game buttons on touchscreen. Ad monetization: ❌ No AdMob or rewarded video integration. Web ads only. 2D support: ✅ Yes

Verdict for CHORUS: ❌ Wrong tool for production. Great for rapid prototyping and demos (already used for the existing prototype.html). Cannot ship a real mobile game with rewarded video ads through Rosebud. Use for demos, not for build.


3. 🟡 Cursor + Godot (coding agent approach)

Type: Open-source 2D/3D engine + AI coding assistant Interface: Desktop app (Godot editor) + GDScript code files AI built-in: Via Cursor/Claude Code — generates GDScript from description

What it can do: - Full control over every mechanic - GDScript is Python-like — easier for AI to generate than C# - Godot 4 has excellent 2D support - Mobile export to iOS + Android

Can Max operate it: 🟡 Partially. Max can write and iterate on GDScript files using Cursor/Claude Code. But Godot's editor (scene setup, visual node trees, object placement) requires either a human to configure the editor or heavy AppleScript automation of the desktop app. The code part Max can do; the editor UI part is harder without browser control.

Ad monetization: ⚠️ Requires custom Android/iOS plugin bridges — no native AdMob extension like GDevelop has. Doable but adds complexity. Cost: Free, open source Hiring pool: Growing fast, especially post-Unity controversy

Verdict for CHORUS: Good backup or supplement to GDevelop for complex logic. Not the primary build environment if Max needs to be the builder.


4. ❌ Unity — Skip for Max-led build

Type: Most popular mobile game engine Interface: Desktop app (required) AI built-in: Via Cursor/Claude Code for C# scripts

Can Max operate it: ❌ No. Unity requires a desktop application that Max cannot automate. A human developer would need to set up the project, import assets, configure scenes. Even with AI-generated C# scripts, the editor work requires human hands.

Verdict for CHORUS: Best for a hired developer. Not for Max-led autonomous build.


Build Strategy for CHORUS

Given the above, Max's recommended approach:

Phase 1: Prototype in GDevelop (Max builds autonomously)

  1. Set up GDevelop project in browser
  2. Use AI Agent to build core mechanics one by one:
  3. Village grid with buildable objects
  4. Ad trigger system (watch ad → earn Seeds)
  5. Impact counter (Seeds accumulated → milestone fires)
  6. Day/night cycle (timer-based)
  7. Family/character system (named characters per household)
  8. Test in browser, iterate via AI Agent prompts
  9. Export to Android for Gin to test on phone

Phase 2: Add AdMob + iOS/Android polish

  1. Integrate AdMob rewarded video via GDevelop's native plugin
  2. Set up push notifications (GDevelop supports via extension)
  3. Add persistence (save/load player data)
  4. iOS export + App Store submission prep

Phase 3: If GDevelop hits limits


Honest Assessment of What Max Can Build Solo

Component Max can build? Tool
Village builder grid + objects ✅ Yes GDevelop AI Agent
Ad trigger → Seeds mechanic ✅ Yes GDevelop AdMob + AI Agent
Impact milestone system ✅ Yes GDevelop events + AI Agent
Day/night cycle ✅ Yes GDevelop AI Agent
Named family characters ✅ Yes GDevelop AI Agent
Push notifications ✅ Yes GDevelop extension
Save/load game data ✅ Yes GDevelop storage
Global community counter (server) ✅ Yes Coding agent → Node.js/Supabase API
iOS/Android build + submission 🟡 Partial Needs Gin to approve/sign on App Store
Complex 3D graphics ❌ No Would need Unity + developer
App Store accounts setup 🟡 Gin's Apple ID needed Max can prep all assets

Bottom line: Max can build a functional CHORUS MVP in GDevelop. It won't be Unity-quality graphics, but for a village builder with impact mechanics, GDevelop is more than sufficient. The art style can be designed to fit the engine (clean 2D sprites, Stardew Valley-like aesthetic works perfectly in GDevelop).


Next Step

Before any build starts: MVP scope conversation with Gin (scheduled tomorrow Feb 21). Must define: what's playable on day 1, what the village looks like, what the night mechanic is. Then Max can start GDevelop setup and first mechanic prototypes.


Sources: GDevelop docs (wiki.gdevelop.io), GDevelop AI Agent blog, Rosebud AI (rosebud.ai), Reddit/RosebudAI, GDevelop Wikipedia, itch.io engine comparison, Genieee.com Flutter/Unity comparison

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