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WizWor

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What if choosing an old game felt less like searching a database and more like asking the strange wizard who lives inside the arcade cabinet?

WizWor is an agent-guided classic-game recommender wrapped in an 8-bit terminal. It interviews the player, learns their preferences, and turns that conversation into a recommendation from a local game catalog.

The experiment

I wanted to find the useful boundary between language-model judgment and deterministic software.

The agent gets to do the fuzzy human part: talk to you, notice what you care about, and translate vibes like “something weird but not punishing” into useful preferences. The recommendation machinery gets the boring, dependable part: work from a known catalog and return something the product can actually stand behind.

The interface leans all the way into the bit. CRT wizard. Synthesized speech. Chiptune audio. A little creature in the machine who would very much like to know what you played when you were twelve.

What worked

The conversation makes preference discovery feel playful instead of form-like. More importantly, the agent does not need to own the entire system to make the experience feel agentic.

That became the useful lesson: give the model the part that benefits from judgment, and give ordinary software everything that benefits from certainty.

What I kept

WizWor became an early ratchet click for how I build agentic products: explicit tool contracts, bounded authority, deterministic seams, and an experience where the AI is visible because it is actually doing something worth seeing.

Try WizWor

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