How to use Replit Agent to build a ghost game
Replit Agent built a motion-based ghost game with Three.js and Expo. Phone tests corrected mapping and safe areas; it uses orientation rather than native AR.
Suggested prompt
Suggested prompt written by Agents In Use, not the source author. Replace bracketed inputs and review tool permissions first.
Build an Expo-compatible ghost game using phone gyroscope orientation and Three.js rather than unsupported native AR. Check quaternion mapping, keep per-frame game state outside React and throttle UI updates. Give me real-phone tests for motion, clipping and safe-area behavior.
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See placements →Evidence at a glance
Sourced account- Source author
- Ruth Heasman
- Original account
- Read the source ↗
- Published
- Source link checked
- Reported result
- The author reports a playable ghost game with free-play, story and multiplayer modes. It uses orientation-based visuals instead of native world anchoring and required real-phone UI checks.
- Human involvement
- Heasman tested motion mapping and interface behavior on real phones, corrected safe-area issues and decided the game's architecture and modes.
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How the agent did it
- Heasman replaced unavailable native AR with gyroscope-based ghost positions in a Three.js view.
- Replit Agent iterated quaternion mapping, game modes and multiplayer behavior.
- The engine moved frame updates outside React while Heasman checked safe areas and clipping on phones.
Ruth Heasman used Replit Agent 3 to build SpookSeek, a phone-based ghost-hunting game. Expo Go could not provide the native ARKit or ARCore capabilities she originally wanted, so the game used gyroscope orientation to position ghosts around the player.
The Three.js view mapped phone direction to ghost azimuth and elevation, with a radar, compass and capture interface. Quaternion drift and coordinate mapping took repeated investigation; Heasman reports that changing to Claude Opus within Replit helped resolve the motion problems. The resulting effect was an orientation-based illusion rather than tracked physical surfaces.
The game added free-play waves, a story campaign and Socket.io multiplayer races. For smoother play, its engine kept frame-by-frame state outside React and sent throttled updates to the interface instead of rerendering the whole screen on every frame. Custom shaders supplied the ghost appearance.
Heasman tested on compact iPhones as well as larger devices, finding safe-area and clipping problems that required changes. The outcome was a full playable ghost game with several modes, according to the original account. Its transferable details are the fallback from unavailable native AR to motion controls, the separation of rendering from UI state and the need for actual device testing.
Prompt
Suggested prompt (written by Agents In Use, not the author's)
Source: LinkedIn · Ruth Heasman
Frequently asked questions
Does the game anchor ghosts to real surfaces?
No. It uses phone orientation rather than native plane tracking.
Why keep the engine outside React?
Frame updates could run without rerendering the entire interface each frame.
What required physical testing?
Motion mapping, safe areas and clipping on differently sized phones.
More details
About this account
Heasman replaced unavailable native AR with gyroscope-based ghost positions in a Three.js view. Replit Agent iterated quaternion mapping, game modes and multiplayer behavior.
Original buildathon account opened. This uses gyroscope orientation to create an AR-like view, not native ARKit/ARCore plane tracking or world anchoring. Suggested prompt written by Agents In Use; no original task prompt was published in the verified account.
Credit: Ruth Heasman — LinkedIn
Source published
Added to Agents In Use
Source checked
Tools and topics
Replit Agent · React Native · Expo Go · Three.js · Socket.io
Motion controls · Mobile game
Editorial completeness: 100/100. Measures documented fields, not agent performance or verified outcomes.