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
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.
| Control | Used for |
|---|---|
| Slider | Whole numbers and decimals — speed, gravity, jump height, spawn interval, counts. |
| Toggle | On/off flags — hard mode, screen shake, sound. |
| Dropdown | A fixed set of choices — control scheme, starting weapon, difficulty preset. |
| Colour picker | Any colour in the game the AI exposed — player, enemies, background, UI. |
| Text field | Strings — the title, on-screen messages. |
| Grid editor | Level layouts stored as a 2D array. Click tiles to redraw the level, with a palette per tile type. |
| Action button | Fires 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:
- move, rotate and scale it, in 2D or 3D;
- play its animation clips by name and change the playback speed;
- delete it;
- ask the AI to regenerate or replace just that object's art.
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.
- Replace any asset with a new generation or your own upload — the game picks it up immediately in the preview.
- Generate new assets from the bar at the bottom, with the credit cost shown before you commit.
- Use as reference feeds an existing image into the next generation, which is how you keep a character looking like the same character.
- Drag an asset into the chat to tell the agent “edit this exact one”.
- Multi-select and bulk delete for clearing out art you decided against.
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.
| Button | Effect |
|---|---|
| Save | Makes your current values permanent. |
| Reset | Throws away unsaved changes and returns to the last saved values. |
| Restart | Replays the game from the beginning using your current values, saved or not. |
| Undo / Redo | Steps 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.
- Screenshot and annotate. Capture the live game, draw on the image, send it. This is the fastest way to report anything visual.
- Ask mid-run. Messages reach the agent immediately, even while it is working.
- Watch art arrive. While the agent is generating, the preview refreshes as each asset lands.
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
| Key | Action |
|---|---|
| Ctrl+S / ⌘+S | Save |
| Ctrl+Z / ⌘+Z | Undo |
| Ctrl+Y or Ctrl+⇧+Z | Redo |
| Space | Pause / 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.