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RANK 29OF 50

Moss Hollow

Moss Hollow is a small farming and foraging game about a valley that keeps going whether you show up or not. Play for ten minutes or two hours. Nothing wilts because you were busy.

Hand-illustrated warmth, seasons panel, genuinely charming.

Editorial note — human design review of the run

Sandboxed live view

The page itself.

moss-hollow-game.example — frozen copy, not a live website Generated

Sandboxed: scripts only. No same-origin access, no forms, no navigation, no downloads. Open the frozen page in a new tab →

Full-page captures

Every pixel, top to bottom.

Desktop 1440 × 4249 Single scroll capture — nothing cropped, nothing stitched
Full-page desktop capture of the Moss Hollow landing page

Desktop 1440 × 4249 · mobile 390 × 6840

The brief the agent was handed

What it was asked for.

Audience

Casual players who want a game with no timers and no ads

The pitch

Moss Hollow is a slow farming and foraging game you play for ten minutes a day, sold once for a fixed price with no energy system, no ads and no purchases. The page is a soft bento grid of the things it deliberately does not do.

Sections it decided on

  1. Bento hero: no ads, no timers, no purchases, one price
  2. What you actually do in ten minutes
  3. The seasons, and what changes in each
  4. Offline, on a plane, in a tunnel
  5. Accessibility: one-hand, colourblind, no time pressure
  6. The soundtrack and the person who wrote it
  7. Price, platforms and family sharing
  8. Buy once

The run

Fifty of these. About one developer day.

Same toolchain, fifty different briefs, no templates. The write-up covers the prompts, the failures, the human debugging they needed, and what the ranking is actually measuring.

Fictional demo

Every one of these fifty businesses is invented. The pages, and all the text, statistics, prices, reviews, people and images on them, were generated by AI as a design demonstration. Nothing here is a real offer, a real endorsement, or professional advice. Full notice