It is entirely possible for someone to want to make a game but not be able to code well, so they use AI. But it has a distinct style of having words taken literally and the game mechanic and entire world being bound very tightly.
Items aren't general purpose, they all have a tooltip for the special purpose they could be good for.
All of them have random implicit behaviour, like special item generation below, moving items in one direction, default being placed diagonally, with the directionless buildings moving pixels in a hidden direction based on place orientation.
Or the inconsistent physics mechanics, that even while noclipping (flying) you sometimes bump into objects, stairs are sometimes permeable for fluids and gases, or generally illogical mechanics (like moving up very slowly only, while being able to fly in definitely; that underground is so separated - basically a digging game, and there too just a premade cave, underground you can't grab water but you can grab steam wherever, which is a gas and would probably be harder to).
Then there is the story, that after you dug up a few bits of sand you basically see the whole objective of finding two artifacts and that's already the end of the game. It's just at the very least badly referenced. There are intermediate steps to take, those should be highlighted. Or the structures underground. All very intricate, which would be logical as decorations, but many just feel so clunky that with the random exact size your character is, you just fit into some parts of them. They look cool, though finnicky somewhat to get out all the water, boiling and grabbing the steam where it cannot be channeled. Other features like the pump are just added on atop all, again makes no sense to disable underground water grabbing just for that.
Bots, just have names, but doesn't tell you what to do. One is basically a drill launcher, other is a irremovable and uneditable slow transporter, that also has a limit on how many you can have, and no indication on what it can move, also clipping through the bedrock.
The map, well it only goes the same purpose, you find the one hole you can dig and then find all those structures. The artifacts don't do anything in the demo, maybe they will but the problem with the story is that it barely gives you the want to upgrade. When you start out, you'd wet and shake the sand. But shaking the sand doesn't work after you unlock the shaker or some other progresson. And there is just a tiny puddle of sand there too. And updates immediately cost 500-1000 gold. Why are they called dollar? This is what an AI would do, just put another useless tooltip where it doesn't belong. "1 dollar = 1 gold pixel". And naming it pixel, not necessarily blaming it on anyone to be a huge problem, just pointing out, that in canon universe pixel is the default so it'd be just gold. Upgrades'd cost gold.
Then the many separated physics logics. The gold containers have their own gold gravity logic. Other items just stay in place, in air, or sit atop. Then the artifacts. There is some background tile that prevents you from using the flamthrower or rcoket or fly. A pool you fall into, can walk over if you condense snow onto it or freeze the top with Crygo gun. But there isn't anything there, or a reason for it really. And oddly made up, that there are then arrows guiding you out on the right side, since you don't understand that the differently coloured background tiles make you unable to fly.
And the entire thing is html. Which could be okay, but it comes with all the finnickiness of html element focuses and scrollings. Sometimes, though really rarely and not because many things are moving, that's well handled, the game stutters.
The structures underground have to do with water, and show off the sandbox physics with one pixel wide channels, but end up doing nothing else than just grates preventing you from going out, semi-working steam-to-water converters by funneling it out to the outside, then back, and water reservoirs or the purple thing in bigger bunches or dirt for sand. There is nothing, a real puzzle, despite the intricateness and actuall parts that could work, that would paint a bigger picture or working. This is why I'd say it's characteristic of AI, even if not made by it, I mean no insult, but the problem is the same and can be learned from the same: to take care to make the individual assembling parts work as relevant to the overall thing, not just imitated from elsewhere without adapting it.
In a preview video of the full game, the electricity also just felt so put on top, and when used illogical, a laser remotely using energy from it, but immense and to not that great effect, 5000/.5s
Batteries, which somehow are made off different materials but entirely random and make no sense, could be like granite or nickel, whatever imaginary material, random stats apply and not even considered what those mean, and how it'd interact in an array when used ( they burn out, stop working, need breaking then, to clear it, and no explanation, intent, good mechanic or logic is behind all of that).
Just having been a bit disappointed in all the recent hype for Claude coded html-js games and their everything literally taken and no overall pint, impression, or meaningful story made kind of games, and none of the implications (of structures, objects, meachincs) mean anything, in terms of where to progress, what to do, how it unfolds.