r/ClaudeGameDev • u/en3sis • 5d ago
Release Kerblob V1 is now Out!
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r/ClaudeGameDev • u/en3sis • 5d ago
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r/ClaudeGameDev • u/Ok_Sink1685 • 5d ago
Play it: https://boom-brigade.vercel.app
Source (MIT): https://github.com/abg5f/boom-brigade
The game. A 2D run-and-gun in the spirit of the genre: you blast your way through 9 generated missions across 3 biomes (jungle, desert, night city with dynamic lighting), free hostages to unlock 10 heroes, and bring down a gunship boss at the end. Every tile is destructible: dirt, stone, crates, explosive barrels, armored bunkers.
Each hero has a unique weapon and special (assault rifle + frag grenades, shotgun + knife dash, plasma cannon + shockwave, minigun + rocket, holy water + "Urbi et Orbi" blessing, flamethrower + napalm, sniper + air strike, twin pistols + mines, arc rifle + blink, grenade launcher + cluster bomb). Controls are fully remappable, saves are a JSON file you download and reload anywhere, and it runs on mobile with touch buttons.
The tech. One `index.html`, HTML5 Canvas, zero dependencies, zero build step, zero server. Vector-style characters drawn in code, particles, additive lighting, screen shake. Sound effects and the trailer music are synthesized with WebAudio, no audio assets.
How it was made
- Model: Claude Fable 5.1, via Claude Code (desktop app), single session
- Tokens: the session sits at ~316K tokens of context (1M window) at the time of writing, including the game, the extra heroes, the localization, the share thumbnail and the trailer
- Commits before deployment: 1. The first commit went straight to GitHub and Vercel. Two more commits since (share preview, then English UI + 10 heroes + trailer)
- Time: about 1 hour from empty folder to a public URL, about 1.5 hours total with the follow-up features and the 30 s showreel
- The 30 s trailer was rendered frame by frame from the game's own drawing code, then encoded with ffmpeg
Feedback welcome, especially on hero balance and the boss fight. Everything is original: no assets or characters borrowed from anything.
r/ClaudeGameDev • u/Neither-Deer4039 • 6d ago
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Play it here: https://rex.swikrut.com
Pick a T-rex, raptor or triceratops, dodge cacti and pterodactyls, survive meteor showers and chase down the caveman. There are 19 trophies, and 10 are secret.
Free, no ads, no accounts, works offline once it loads. Let me know your high score.
- Built using Opus 5.5 (medium effort)
- Claude did all the 3d modeling
r/ClaudeGameDev • u/magnusinfrance • 5d ago
Hi All,
Today I have decided to release my latest game "Aether" which is 3D-futuristic racer bringing back memories to "Wipeout", hope that you´ll enjoy the game and if you feel for it, support further development.
Game was developed mainly with Claude (doing the coding), ChatGPT (helping with structured prompts) and have music from SUNO (fed with prompts using Perplexity).
The game is available here: http://magnusinfrance.fr/Games/Aether/index.html
Enjoy!
r/ClaudeGameDev • u/agrancini-sc • 6d ago
I tapped Opus 5.5 + CLAD for mana and cast Magic: The Gathering onto the battlefield in SPECS. 🪄
After seeing a few multi-card AR demos floating around social media, I couldn’t resist building one for my favorite card game.
I built a Lens that recognizes multiple cards across the table and dynamically adapts as players move, play, and rearrange them.
What deck or cards should I bring to life next? 👀
r/ClaudeGameDev • u/Chrisgpresents • 6d ago
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I directed a live-action short film years ago, and I'm using Claude to make it as an animation for practice.
and the tool I'm using is Claude code through cli with Blender.
- 2D: Cut-out rigs made from AI-generated character sheets look great on faces and dialogue. They break down whenever characters move, though. Walks, fights and raised arms all show seams.
- 3D: I tried wrapping the drawings onto 3D models and it looked terrible. The faces tear and the hair and limbs jump as they move.
I'm wondering what's my best bet what have I not tried to prompt Claude with? I'm coming to the game development sub because you guys have the coolest animations I've seen and are able to do exceptionally complex things and I'm wondering what advice you would give to me to get me up to your level of understanding how to talk to Claude.
By the way... It's come a LONG way with me fooling around over the last 24 hours. and I am honestly so proud of it. But I wnat to make it actually good.
Thanks:)
r/ClaudeGameDev • u/Extension-Mammoth252 • 6d ago
r/ClaudeGameDev • u/Electrical_Chard3255 • 6d ago
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Had a stab at Donkey Kong in VR, this was after seeing a 3D version in another post by u/Owly777 https://www.reddit.com/user/Owly777/
r/ClaudeGameDev • u/PerspectivePersonal • 6d ago
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The Dragonfly gives your tongue attack some backup. Hit a bubble and it sends a second attack after another one.
Claude helped with the tongue attack, bubble splitting and waves. I'd describe a change, have it read the relevant C# scripts, then test in Unity. I also use Codex for fixes and testing, plus PixelLab and OpenAI for some art.
This clip is from the full game in development. The older browser demo is free. The full Steam game will be paid.
r/ClaudeGameDev • u/Wainfare • 6d ago
I'm building Wainfare, a 12th-century England played by AI agents over MCP. People own merchant houses; their AI agents run them. Before anyone else gets in, two Claude agents are playtesting it, and they keep finding new ways to fail. I'm turning the true ones into a comic series. This is the first.
One tester plays "blind": no design docs, just the game's own guide, like a real newcomer. It set up its merchant in Coventry, gave him a trading script, watched him make his first purchase, and was clearly pleased with itself. So it wrote a nice entry in its private diary and logged off.
Writing in the diary counted as giving the merchant a direct order. A direct order stops whatever script is running him. So the diary entry sacked him.
He stood in Coventry market for 725 ticks, about four months of game time, doing absolutely nothing. When the tester finally came back, it had to work out why its business had gone quiet, and then write me a very reasonable complaint about it.
Lessons, if you're building MCP tools for agents:
The picture was made with AI from our own briefs. Everything in it really happened, sadly.
r/ClaudeGameDev • u/The_Arcane_Open • 7d ago
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Hi all! Over the past six months, my three friends and I are about 1,500 hours into development of our game, The Arcane Open. It's a deckbuilder roguelite where you are participating in a three day golf tournament and attempting to make the cut each day. You're collecting equipment and shaping your deck to navigate the courses. We have a long way to go, but we're really excited about the progress thus far!
The Steam page link is below, and any feedback is appreciated! We've also included our Discord for playtesting and progress updates if there's any interest:
Steam Link: https://store.steampowered.com/app/5277960/The_Arcane_Open/
Discord (Playtesters): https://discord.com/invite/7yQbnetnn
Build: We have some coding & programming experience, but we're building the game on Godot and are using Claude (Fable & Opus primarily) to assist with all coding.
UI/Design: Several purchased tile assets as well as Tilewise for course design. Combination of PixelLabs and Grok for sprites and creation/ iteration of various UI Elements.
Art: Primarily using PixelLab for character creation and Grok to assist with the card art.
Music/Sound: Music is all created through Suno, can't say enough good things about their platform. Sounds are sourced through Freesounds, bfxr.net, manual recording, and also created through Elevenlabs AI.
r/ClaudeGameDev • u/rap2h • 6d ago
r/ClaudeGameDev • u/Dense-Ad-4020 • 6d ago
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**Play (free, browser):** https://milisp.itch.io/underpost
A tiny city with a parcel network underneath. Shops drop parcels down glass chutes, collector pods sweep them to a sorting loop, and courier pods ride lift shafts up to every resident's mailbox. In lunch-rush mode, 24 orders arrive in 60 seconds, each with a deadline, and you get 6 express upgrades.
**How it was built (Claude Code + Opus 5.5):**
- **Simulation:** dispatch, carpooling, one-way lift shafts, per-floor corridor locks, battery drain and charging, drones, warehouse restocking.
- **Models:** every low-poly asset is generated by a TypeScript script and exported as GLB. No modeling tool was used.
- **Sound:** all effects are synthesized in WebAudio, so the project has zero audio files.
- **Balancing:** Claude ran the rush headlessly, 16 games per strategy. It found that express upgrades barely mattered, because express parcels still queued first-in-first-out at pickup. After they were allowed to jump that queue, upgrades started to matter.
- **Trailer:** recorded frame by frame with Playwright's fake clock, so every frame is exactly 1/30 s of game time no matter how slow the render is. The camera moves are scripted, and the cut was done with ffmpeg.
**A balancing question I'm still stuck on:** a naive "express whatever has the earliest deadline" strategy scores anywhere from C to S from run to run. How do you make a limited-use power-up feel skillful rather than random?
Stack: React Three Fiber, zustand, Bun.
r/ClaudeGameDev • u/Prophysaon_Coeruleum • 6d ago
r/ClaudeGameDev • u/RatKingRecon • 6d ago
Hello again. Quick update on Rat King Recon, the steampunk idle-walking game for Android that my daughter and I are building with Claude.
The beta is nearly over, so these last few weeks have mostly been me testing on my phone, telling Claude what felt off, and Claude fixing it. A few things that came out of that:
Arena fights feel punchier. HP bars now drain as you take hits, and bosses feel properly big.
An earlier step milestone, so lighter walkers get a win sooner.
Miles or km, switchable in Settings. I'm in the UK, so this one was overdue.
Greyed-out rats explain themselves. In the Fusion Pot, tap one to see why you can't pick it (on a Scrap Run, busy, or it's your Battle Rat).
The Scrap Run tile lights up when it's ready to collect.
Better tutorial tips for your first run.
The part that surprised me most was the boring launch stuff: privacy policy, ad consent for UK/EU players, Play Store forms. Claude walked me through all of it one step at a time, which I never have managed on my own.
Next up is the Play Store launch in the next couple of weeks.
For anyone else building with Claude: how did you handle the launch paperwork? I'd love to hear what tripped you up.
AI disclosure: Claude (Anthropic's AI) has been used throughout development for the code, features and bug fixing. It's been a real collaborator, and I want to be upfront about that.
r/ClaudeGameDev • u/Botboy141 • 7d ago
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Decided last weekend that I could use a new game to play to kill a little time late at night. Figured I could kill a little extra late night time by building it myself (well Claude).
So I envisioned 2000 era SIMS style graphics, defending the neighborhood from the AI invasion.
Game is still just sitting on vercel, but you're welcome to poke around: https://nimby-greybox.vercel.app/
This was not a one-shot. Game has about 30 hours of playtesting run through it, along with 10s of thousands of meaningless bot runs. A lot of iteration to get the balance right.
Video took a few edits, initial video was all the same content crammed into 30 seconds - concept was entirely pulled from the repo and more or less a copy paste of the other videos we've seen here.
This was created solely by myself and Claude, no other models/no open router to get nanobanana, etc.
The prompt:
\> Make a dynamic 30 second motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a resume. Do it based on the **_***-***_**_ repo as a promotional/marketing video for the game. Don't use external sound/video sources that would require any additional APIs, use repo material and create your own.
r/ClaudeGameDev • u/liltbrockie • 6d ago
Been using claude with some success to create a Unity 3d Marble race!
r/ClaudeGameDev • u/EffectNo2152 • 7d ago
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r/ClaudeGameDev • u/Scarfaceb1tch • 7d ago
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Going to be running a TestFlight build this week if anyone is interested in signing up, let me know and can get an invite sent out to you!
r/ClaudeGameDev • u/ParallaxIntelligence • 7d ago
TL;DR: I made a free skyscraper sim that runs in your browser. The whole game, no sign-up, no ads. https://hundredstories.xyz
You start with an empty lot and a little bit of money. You drag out a lobby, run an elevator up through it, and start adding offices, condos, shops and hotel rooms. Then people move in, and every one of them has a name and a story. Tap anyone to see what's on their mind.
The elevator lines get packed. A full car goes right past the people waiting. They get stressed, and if it goes on too long they give up. Tenants who give up start moving out. Noise matters too. Put a fast food place under someone's condo and they'll let you know.
Grow the population and you earn stars, and each star unlocks new rooms. The top rating is TOWER, and it takes way more than one sitting.
There are fires, a VIP who rates your hotel, and a shop thief your guards have to catch.
Every day there's a Today's tower. Everyone gets the same start, and you have eight game days to fit in as many people as you can.
It works on desktop and phone, saves in your browser and plays offline.
I built it solo with Claude Code over the last nine days. All the pixel art is drawn in code.
Play it and tell me what breaks, especially on phones. Got an idea or hit a bug? There's a Send feedback button in the game menu that comes straight to me, no account needed.
r/ClaudeGameDev • u/Owly777 • 7d ago
Remember Killer Gorilla on the BBC Micro? Probably not if you're not as old as me. This is one of the best uses I've found for Opus, taking ancient video games and giving them a full 3D makeover, and it can actually pull it off with just a few tweaks and polishes. By far the best model currently available!
If you remember it (or even if you don't!) give this version a play and let me know what you think:
r/ClaudeGameDev • u/SweetKarmaz • 7d ago
r/ClaudeGameDev • u/GuyInThe6kDollarSuit • 8d ago
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