Pip's Jobs

An exercise in agentic coding

Pip is a little helper. You do not walk the path yourself. You tell Pip what to do, then press Run and see if Pip did the job.

  1. Job 1

    Hello Pip

    Meet Pip. Snap blocks together, put them in order, and fill the slots so Pip can do his first jobs.

    Play Hello Pip
  2. Job 2

    Draw

    Pip draws what your note says. Whatever you leave out, Pip guesses. Say enough to get the picture right.

    Play Draw
  3. Job 3

    Sign

    Write the note that tells Pip what to paint. A sloppy note changes things you wanted left alone.

    Play Sign
  4. Job 4

    Stamps

    Pip already made some changes. Stamp yes on the ones you want, and put the rest back.

    Play Stamps
  5. Job 5

    Route

    Deliver the packages on your route card. Some letters try to give Pip new orders.

    Play Route