The Editor

A Unity-style Inspector wrapped around a running game. This is the part of Gamentic you will spend the most time in, and the part that means “make it a bit faster” costs nothing.

Open it from any game in your library, or at gamentic.net/edit/<id>.

Layout

Editor layout A toolbar across the top; the agent chat on the left; the running game in the centre with an assets dock beneath it; the Inspector and Hierarchy tabs on the right. Toolbar Save · Undo / Redo · Pause · Restart · Reset · Presets · Screenshot · Share · History · Export · Play · Aspect · Script Agent chat Ask for changes Tool cards + todos Annotated screenshots Drag an asset in resizable The running game Sandboxed iframe, live Config changes land on the next frame Pause, restart and screenshot act on this Assets dock Images · audio · video · 3D models Browse, replace, upload, generate, bulk delete resizable Inspector  |  Hierarchy Sliders, toggles, dropdowns Colour pickers, grid editor Action buttons Entity list with transform Animation clip control Watch telemetry resizable
Panel widths, dock height and chat width are remembered per browser.

The Inspector

The right-hand panel is generated from a schema the AI supplied when it created the game. Each control is bound to one key in the game's config, and moving it pushes the new value straight into the running game — no reload, no rebuild, no credits.

ControlUsed for
SliderWhole numbers and decimals — speed, gravity, jump height, spawn interval, counts.
ToggleOn/off flags — hard mode, screen shake, sound.
DropdownA fixed set of choices — control scheme, starting weapon, difficulty preset.
Colour pickerAny colour in the game the AI exposed — player, enemies, background, UI.
Text fieldStrings — the title, on-screen messages.
Grid editorLevel layouts stored as a 2D array. Click tiles to redraw the level, with a palette per tile type.
Action buttonFires a function in the game — restart, clear board, spawn a boss.

Controls are grouped — typically Feel, Difficulty, Appearance and Controls — so related values sit together.

An empty or thin Inspector is a bug in the game, not in the Editor. It means the AI did not expose those values. Ask it to move the hardcoded numbers into the config and extend the schema — that is a free, code-only change.

Presets

Save a whole set of values under a name — Easy, Hardcore, Kids — and switch between them. Useful for comparing two tunings back to back rather than trying to remember what the last one felt like.

The Hierarchy panel

If the game registers its objects, the second tab lists every entity in the scene. Select one and you can:

Entities appear as they spawn and disappear as they die. If the panel is missing entirely, the game simply never registered anything — ask the AI to add entity tracking.

The assets dock

The strip under the game holds everything the game loads: images, audio, video and 3D models.

Swapped assets are staged locally and previewed straight away, but they are only written into the game when you Save. Leaving without saving discards them along with your slider changes.

Saving

Ctrl+S, or the Save button. Saving does two things: it commits any staged asset swaps, then bakes your current config values into the game's source as its new defaults. After that they survive a reload and they are what other players get.

ButtonEffect
SaveMakes your current values permanent.
ResetThrows away unsaved changes and returns to the last saved values.
RestartReplays the game from the beginning using your current values, saved or not.
Undo / RedoSteps through your changes. A whole slider drag is one step, not one per pixel.

If someone else saved first

When two people edit the same game, the second Save is refused rather than silently overwriting the first. You get a banner that stays until you deal with it, offering three options: reload the other person's version, force your own over the top — it tells you which version that discards — or decide later. Nothing is auto-merged, because a tuned config is a set of values that were balanced against each other.

Version history

Every change is a version. History in the toolbar lists them and rolls back to any earlier one. Deleted games stay recoverable for 30 days.

Two protections run underneath this, and you are unlikely to notice them until they save you: an AI edit that would delete art or audio already in the game is rejected, and if the AI submits a whole-file rewrite from a stale copy, the server's current assets win over the model's memory of them.

Working with the agent from inside the Editor

The chat panel on the left talks to the same agent that built the game.

If you build over MCP instead, your own assistant sees the same requests through read_edit_requests and wait_for_edit_request — so you can circle something in the Editor and have Claude Code pick it up.

Story games

Visual novels and other narrative games get an extra Script panel: dialogue, choices and branches as editable data, with a flow graph of the branching. You edit the script directly, and because the AI writes through the same structure, a change you make in the panel and a change the AI makes are the same change.

Keyboard shortcuts

KeyAction
Ctrl+S / +SSave
Ctrl+Z / +ZUndo
Ctrl+Y or Ctrl++ZRedo
SpacePause / resume

All shortcuts are suppressed while you are typing in a text field.

Access

If you were given play-only access to a game — through a share link or as a team member with the player role — the Editor redirects you to the play page. Editing needs edit permission. A presence indicator shows who else has the game open.

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