A soulslike level, boss and characters in 72 hours
Three days to produce a playable soulslike level complete with a boss encounter and character models.
A soulslike is an unusually demanding target. The genre lives or dies on encounter tuning — attack timing, tells, the felt weight of a dodge — which is exactly the kind of thing that is invisible in a screenshot and easy to get wrong.
Doing the environment and the characters and a boss fight in three days implies the asset pipeline has stopped being the bottleneck. What is left is iteration on feel, which is where a human's time is actually worth spending.
The genre choice is the point. If AI can produce something this demanding this fast, "AI can't do real games" stops being an argument about capability and becomes one about taste.

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Three days to produce a playable soulslike level complete with a boss encounter and character models.
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Captured when this was curated, not live. —