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Triple Kingdom is a hand-drawn match-3 city-builder by a solo UK developer — famously with no ads, ever. The 2026 edition unpacks the game like a board-game box: chunky rounded panels on deep forest green, a tile-merge strip as the hero’s spine, a marching character parade, and the real live top score as an arcade chip. Display face: Londrina Solid. One prompt. 8 sections. 25 minutes of agent time. Every save in the film hot-reloads the real WordPress page and re-runs the verification gates at 1200, 1920, and 390 px. The AGENT TIME chip shows true elapsed time through the timelapse. This is the film where the ship-signal rule was forged: take one ended early when the agent tagged the footer stub too soon. Take two, shown here, runs clean.

The finished page

Both frames scroll — the full page at desktop 1440 px and mobile 390 px.
Triple Kingdom redesign — full desktop page
Triple Kingdom redesign — full mobile page

How it was built

  • The agent followed a written design brief with the section order, the design direction above, and the site’s real copy and assets staged locally.
  • exjsx dev --gates ran the loop: save → compile → deploy → hot reload → gates, a few seconds per save.
  • Sections are plain JSX components; fonts ship via one @font-face carrier (Media and fonts).
  • The finished page is native Elementor V4 — the film ends inside the editor.
A design study of the real Triple Kingdom site, rebuilt with its public copy and assets to test the toolchain. No affiliation with or endorsement by the original brand; the study is not published beyond this documentation.