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.
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.