Laguna S 2.1 goes Greek: a repository-scale game transformation
This post details the use of Laguna S 2.1, an agentic coding model, to perform a repository-scale transformation of the Hypersomnia game. It showcases Laguna's ability to understand an unfamiliar codebase, coordinate changes across interdependent files and tools, and continuously verify its work. The post highlights the orchestration of specialized models (Step 3.7 Flash for language adaptation, Krea 2 Turbo for asset generation and scaling via compositing) and demonstrates Laguna's creative judgment in model selection (choosing not to use Cosmos 3 Nano for video generation due to lack of role) and in making tradeoffs (prioritizing stable, playable builds over experimental, fully regenerated images). The transformation involved modifying 34 .cpp, 15 .h, 7 .hpp, and 8 JSON files, and compositing generated assets across roughly 945 sprites while preserving original dimensions and transparency masks.