I made a satirical game with AI and got it onto the Play Store

El Perro Sánchez, a satirical game made with Dreamcore, GPT and Emergent, is now on Google Play after passing Google's review.

English · Original discussion in Spanish · Published

A developer with no programming experience created a satirical endless obstacle game using several generative AIs and managed to publish it on Google Play. The process combined Dreamcore, Emergent, GPT, Gemini and SUNO, with twelve testers and a month of review.

## From free Dreamcore credits to a game on Google Play

It started with a gift. Some credits for **Dreamcore**, a Chinese AI specialized in creating games, landed in his hands without him ever having asked for them. From there, the idea took shape at a estimulante ilegal he himself describes as a full download: an endless game, easy to understand, funny. He called it **El Perro Sánchez**. There was no business plan or studio behind it. Just an idea that grew beyond what was expected, to the point that it ended up in the biggest app store in the world. The idea didn't come from market research or trend analysis. It came from a hunch.

The mechanic was clear from the start. The player dodges demonstrations, collects "charos", avoids broccoli on scooters, buses from the organization **Hazte Oír**, influencers filming themselves, and cars that insult and run you over. The bonuses included a "moruno" car that gave estimulante ilegal and a bus with an Israeli flag that granted invincibility. All pixel art, all satirical, all designed to hook you. The difficulty increased as the game went on: more obstacles, more chaos, increasingly saturated Spanish streets.

In Dreamcore he wrote the first version of the game: the mechanic, the style, the shapes. The result was, in his own words, bad. Dreamcore is "very, but very basic", according to his direct experience. He doesn't recommend it for anything other than an extremely simple idea. Even so, it worked as a first prototype. He understood the concept halfway. It was his first victory and the starting point for everything that came after.

## Gemini, GPT and Emergent: dividing the work among several AIs

The first piece of advice he gives to anyone wanting to try something similar is to use the most powerful AIs from the beginning. **GPT** and Gemini can develop the details one might miss. Describe the entire game, with norms, rules, physics, camera angle, keys, characters and bonuses, before starting to program. If things are left for later, the programming breaks and the mess is monumental. He learned it the hard way: trying to add details halfway through development wrecked his code more than once.

His method was to chain tools together. He wrote a detailed prompt with the mechanic and ran it first through Gemini to develop quickly and then through GPT to polish it. "Gemini is the crazy young one and GPT the old programmer", he sums up. Then he sent the result to Dreamcore, which understood it halfway. The quality leap came when he tried **Emergent**, a paid AI. With **150 credits obtained for 1 euro** —taking advantage of a first-month offer and creating a new account—, he pasted the same improved prompt. Emergent got almost everything: the mechanic, the characters, the bonuses, the aesthetics. To get the credits, he took advantage of the platform's promotional emails, first-month offers and the possibility of creating new accounts. He also pretended he wasn't going to renew in order to receive more discounts, although that lengthens the process.

Almost everything. The details were missing. The pixel art style he wanted wasn't what came out. Emergent would hand him five squares and let him imagine the dog. He went back to GPT to define the technical spec of the aesthetics: era of the pixel art, how he wanted the characters, the terrain. GPT generated a mock screenshot of the game, and from there came the definitive spec. With that, Emergent finally nailed it. The characters moved the way he wanted, in the natural setting he had described, crossing increasingly chaotic Spanish streets. The Expo app let him test each update directly on his phone and check on the spot whether the result resembled what he had in his head.

## Pixel art, pasodobles and a one hundred percent original soundtrack

The music also came from an AI. **SUNO** gave him credits and with them he created an original soundtrack of pasodobles. He wanted something recognizable but with no copyright risk. "Pasodobles similar to the super-famous ones, but original", he explains. This prevents a third party from claiming rights if the game is sold. It's a detail many overlook: using royalty-free music is fine, but creating your own is another league.

He also polished the rest of the details one by one. Types of trees, floors, trash, cutouts. Emergent's AI understands instructions well when they're explained down to the finest detail. His trick: listing the changes, seven things at most at a time, so it doesn't get lost. Little by little, the game came closer to what he had in his head. It wasn't perfect —there's always something, he admits—, but it was solid enough to consider publishing it.

He insists you should believe in it. "We have the power to create absolutely everything ourselves", he says. In **three days**, with coffee and determination, you can build a working project using this combination of tools. He paid for a couple more months of Emergent to have plenty of credits and keep developing. It's not free, but it doesn't require a large initial investment either. Offers and free credits let you start with very little. The key is to make the most of the free versions and promotions before opening your wallet.

## Twelve testers, a month of waiting and the green light on Google Play

Publishing on **Google Play** is another game. Filling in data, questionnaires, meeting requirements. For that he used Gemini, being from Google, and asked it about the whole process step by step. The platform requires a closed testing phase: **12 testers for two weeks**. He got them. Then came the approval, then another one, and after **a month of waiting**, the green light for production. Google's developer console is a labyrinth of forms and declarations. Gemini guided him step by step through each one of them.

He himself doubted they would approve the game. The store's saturation and the peculiar nature of the content suggested a rejection. It didn't happen. El Perro Sánchez is available on Google Play. He tells it as a triumph of someone who didn't know how to program and who started with some free credits on a Chinese AI. The feeling of seeing the green light in the developer console was, according to his account, wonderful.

His final piece of advice is to think big. "Being poor makes us smarter", he says half-jokingly. Not having money forced him to squeeze the free versions and offers of the AIs. The result is in the store. For anyone with an idea and the drive, the message is clear: nowadays, with the right tools and some stubbornness, it's possible. You don't need a team of a hundred people. It's enough to know how to explain to the machine what you want. That said, as with any project involving expenses or publishing on third-party platforms, it's wise to review the terms and conditions before investing money or uploading content.

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Summary of a discussion on Burbuja.info - Foro de economía, actualidad y política., translated from Spanish and reviewed before publication. Read the full discussion (8 replies).

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