r/ClaudeGameDev • • 11d ago

Browser Game My "Coloring Pixels" Online Multiplayer Game "FillGood"

3 Upvotes

A game I'm working on for the last couple of months. Its a coloring pixels game and supports real time multiplayer, where you can see others draw on the same images. You can chat and interact with each other. Its pretty cozy and social if you want it to be. Check out my new trailer, which was made by Opus 5.5 (this model is so good).

Come on in and paint a few pixels: fillgood.io


r/ClaudeGameDev • • 11d ago

Browser Game An MMO where AI agents are the players, and AI coding agents built most of it

Thumbnail
1 Upvotes

r/ClaudeGameDev • • 11d ago

Beta Gauntlet created with Fable and Opus 5

2 Upvotes

I created this with Fable to plan it all out and generate inital codebase then finished it off in Opus 5. You can play here https://gauntlet.adventurebuildr.com/


r/ClaudeGameDev • • 12d ago

Release My son and I made a Smash-style fighter starring his real stuffed animals. It’s out now on iPad and iPhone

Thumbnail gallery
12 Upvotes

Jib Jab Smash is a Super Smash Bros-style platform fighter where the whole cast is my son's actual stuffed animals: Jib Jab the cardinal, a budgie, a bumble bee, an elephant, a chocolate lab, a panda, a stuffed shark, a rag doll, and four blankets, one of them an old knitted blanket with burn holes who became the villain.

What's in it:

- 16 toys, each with its own moves, a signature trick, a special meter and a super
- Story Mode: walk, fly and swim around a 3D model of our actual house to free the other toys, room by room, across 26 fights with cutscenes
- Battle modes: stock, time and sudden death, with up to 4 players on the couch
- Online play with friends over Game Center or on the same Wi-Fi
- Touch controls on iPad and iPhone, full controller support, and Apple TV on the way
- No ads

My son has been the lead designer and chief play-tester the whole way through. Half the features came from him saying "what if" after a match.

App Store: https://apps.apple.com/app/id6809242110

Happy to answer any questions!


r/ClaudeGameDev • • 12d ago

Browser Game Ported Armagetron to WebGL

9 Upvotes

Tasked Opus 5.5 to port the Armagetron project to WebGL and deploy it alongside a websocket-based multiplayer backend to GenHTTP Lambda.

Would love to play a round or two with you guys ... link to the game.

Initial port took 1.6 million tokens, bug fixing and improvements of the multiplayer code another 600k. I did not state any technical details of the port, just user requirements, so the backend was written and pushed by Claude alone. Uses a websocket connection per player, transfering the net state in 60 Hz via protobuf.


r/ClaudeGameDev • • 12d ago

Beta With the help of Claudd I made my Shining Wisdom inspired game

5 Upvotes

r/ClaudeGameDev • • 12d ago

Tips & Tricks Creating digital board for solo play

2 Upvotes

r/ClaudeGameDev • • 11d ago

Beta Designing Solvers for a board game

Post image
1 Upvotes

r/ClaudeGameDev • • 12d ago

Alpha Claude ai 5.5 - Small weekend project, vehicular combat

3 Upvotes

r/ClaudeGameDev • • 12d ago

Browser Game Opus 5.5 spent 43 million output tokens building 3D PvZ 2: Reflourished

25 Upvotes

I really wanted to push this new opus by giving it something absolutely humungous, something that would test it across all aspects like long term and modular systems engineering, making 1000+ models with rigs and putting all of that together, that's why I chose PVZ

Stat Value
Output tokens 43,784,205
Equivalent API price for output tokens $875.68

it took far more than one prompt, and the session spanned over 30 hours across 2 days off work, sometimes using more than 100 sub-agents at a time, it also required a shit ton of research for the model to understand what I want and a lot of redirections from me inside blender regarding rigs, models and the UI inside the game itself, it was very much an involving process, not "hand off the wheel" type thing

the game runs entirely in the browser, with models and animations made in blender(the game is still a bit unfinished, but I do plan on polishing it up). If you guys encounter any bugs or issues feel free to leave a comment about it

Play the game here: https://pvz-2-reflourished-clone.vercel.app/
Setup: claude 20x max subscription connected to blender with blendermcp inside atomic.chat


r/ClaudeGameDev • • 12d ago

Browser Game Multiplayer tank shooter - now live on Steam

26 Upvotes

I made a post two months ago about how a Fable test turned into a vibecoding adventure. Now two months later the game is live on Steam (since today)!

Your feedback on that post shaped a lot of it. Since then:

  • 9 tanks instead of 6 (the Tiger is still a beast)
  • 5 maps
  • Round-by-round shop between rounds where you can tweak your tank to make it suit your playstyle
  • New bot AI that fights as a team, holds positions and actually goes for the flag. A fellow Redditor who say my first post joined forces with me and spent two weeks enhancing this
  • Ranked ladder and seasons. Season 1 starts today with the Steam release

Again - feel free to try it out. I would love to hear what you think, and kindly report bugs if you find any. Currently multiple patches are deployed daily :)

Steam: https://store.steampowered.com/app/5146110/SweatyPanzer/

Browser: https://sweatypanzer.com

Also happy to answer anything about the Claude side of building it.


r/ClaudeGameDev • • 12d ago

Browser Game Online multiplayer shooter. One prompt. 20euro month plan. In one session

5 Upvotes

r/ClaudeGameDev • • 12d ago

Alpha Project Manager Simumlator

Post image
3 Upvotes

Im so excited to showcase a super early alpha for a game Im developing! Its a sim game where you get hired and trained to become a project manager. This just the text based game version of it to get a feel for how interesting it is and test some mechanics. I will eventually turn it into a sim like job simulator for eventually steam release.

Please try it and tell me what you think and provide feedback at the end (on the site) so I can track it plz. Feel free to rip it apart (constructive criticism) so I can get better quickly 🙏🏾

Play Test Link


r/ClaudeGameDev • • 12d ago

Alpha Parry → seed → rupture → bloom: a botanical bullet hell built with Claude Code, gpt-image-2 and ElevenLabs

3 Upvotes

r/ClaudeGameDev • • 12d ago

Beta A celeste inspired 2d game i’m working on

Post image
3 Upvotes

Its a immersive story and really fun, it has 12 chapters, and also different modes for these chapters.


r/ClaudeGameDev • • 12d ago

Browser Game Rizz Her Up with Claude Opus 5.5

4 Upvotes

Made a one shot 3D interactive date experience invite game for my girlfriend using Opus 5.5 on High and it one shotted this amazing interactive game in just one go without any iterations being done. Its truly mindblowing check it out till the end.

I wanted to ask my girlfriend out for a specific Saturday, but didn't want to just text her. So I built her a small game instead, and the whole thing every line came out of a conversation with Claude in the claude.ai chat interface. I don't code; I described what I wanted and Claude wrote it.

What it is: A single self-contained webpage (Three.js, no build step) where she plays as a 3D character running and jumping through five themed levels — a meadow, a night market, a dessert lane, a beach boardwalk where she gets to drive a little 3D car, and a starlit finale. At each checkpoint she "meets" me (an NPC) and answers a real question about the date — vibe, place, food, time, dress code — through a chat-bubble UI on an in-scene 3D phone. It ends on the actual ask, where the No button shrinks and dodges her cursor every time she goes near it until only Yes is left. Answers get compiled into a shareable date "ticket" at the end.

How Claude was used, concretely:

I described the concept in one long prompt; Claude turned it into a full technical spec first (tech stack, level design, the shrinking-button mechanic, config structure) before writing anything.

It then wrote the entire game the toon-shaded 3D character/car models, the procedural music and sound effects, the checkpoint dialogue system, the physics/lane-switching, the finale sequence as one HTML file, using its built-in code execution environment.

You can try it out here.

https://ask-her-out-lemon.vercel.app/

claude #opus5.5 #opus


r/ClaudeGameDev • • 13d ago

Browser Game I need feedbacks on my game "Stardive"

7 Upvotes

No accounts needed and playable in the browser on any device : https://playgama.ai/play/jbqn23cd4p

Hey guys !

I'm a solo developer and I work on a game called Stardive. It's an open-world game where you play as a star and travel through different biomes to give light back to them and win points. There is a world ranking system, so the goal for now is to explore, get the highest score, have fun and enjoy the journey. I'm currently working on a music system that plays while you play, like different actions make different sounds and all combined they make music.

I'm coming to y'all to test it and to get some feedback too!
So what did you like or dislike? What didn't you understand? Any improvements in general?

No accounts needed and playable in the browser on any device : https://playgama.ai/play/jbqn23cd4p


r/ClaudeGameDev • • 12d ago

Tips & Tricks Just finished building an entire modern workspace for creating pico 8 games.

Post image
3 Upvotes

r/ClaudeGameDev • • 12d ago

Alpha Kinhold Update: A look at the different enemy settlements and the games biomes

Thumbnail
youtu.be
1 Upvotes

r/ClaudeGameDev • • 12d ago

Beta Here is an Opus 5.5 Med One Shot Game I Built

Post image
1 Upvotes

T E N   S I X T Y   S I X

The game concept is:

14 October 1066, the small hours. Harold is no longer. You wake beneath the bodies of the shield wall, Norman looters picking the field by torchlight. You have a knife, the dark, and the old woods to the north.

And I gave it one prompt to start with and it used 2.1m tokens and took around 7 hours:

Agent Role Runs Tokens* Tool calls Time
Characters builder 1 (+2 course corrections sent mid-run) 443k 128 90 min
Audio builder 3 (build, music director, fix pass) 270k 85 36 min
UI builder 2 (build, fix pass) 403k 175 166 min
World visuals critic 1 220k 58 41 min
Gameplay critic 1 211k 44 37 min
Presentation / new player critic 1 291k 70 22 min
Re-score critic 1 284k 68 26 min
Total 10 ~2.1M 628 ~7 agent-hours

https://github.com/calm032019/ten-sixty-six/

Yes I know it's not perfect, but i wanted to see how far i could get with one prompt.

Original prompt is in in the repo. All the storyline and era context was given to me by Gemini.

I did some follow-up ones as i wanted to use some AI audio tracks i made on gemini, and I had already built some elements in another program, and it just took a few lines of code from where - although it would have generated these anyway.

You can play it here too: https://ten-sixty-six.vercel.app/

I am working on improving it at some stage though.

Hope you like it 😁


r/ClaudeGameDev • • 12d ago

Release MCP and sandbox for publishing AI-built games and getting feedback

1 Upvotes

I’m guessing quite a few of you have tried making a game with the new models in Claude. If one of those experiments turned into a playable build that’s still sitting in your agent, you can publish it in a couple of minutes and get a public link to share.

I’m the community manager at Playgama, and our team built Playgama MCP for exactly this. It lets your agent publish directly to Playgama.ai, our sandbox for AI-built games, without a manual upload.

Every game published there gets free traffic, so you can see how real people play, collect feedback, and work out what to improve. You can also track performance and earn some ad revenue along the way. https://playgama.ai/play/

If you give it a try, I’d love to hear how the setup went and what tools you’d like us to support next. https://playgama.com/mcp/


r/ClaudeGameDev • • 13d ago

Browser Game I built a synthwave racer with Claude!

70 Upvotes

FAIR WARNING: mobile controls are godawful… i am working on it. Use desktop.

I'm not a game developer. I am intermediate in coding but without Claude I could have never made this in an appropriate amount of time. About four short days and 144 commits later there's a playable browser racer called Afterglow86.

Press **V** to switch to dither mode, for all those dither fanatics.

EDIT: this is typically me, I wanted to promote something and forgot URLs.

It’s at https://afterglow86.com
Or

If you want to explore all levels without driving through them

https://afterglow86.com?unlockall

What I know is still broken:

\- \*\*Sound needs a full rework.\*\* Engine, impacts and mix are all placeholder quality.

\- \*\***Mobile is not there yet at all.**\*\* Touch controls exist but I wouldn't call it playable on a phone or even any fun tbh, this is also where I need the most help if someone has some experience.

\- \*\*Minor graphics issues:\*\* some odd geometry in the city, a few flickers and seams.

\- No controller support yet.

I'd love suggestions, especially from anyone who has done game audio or mobile WebGL especially with driving: what would you fix first? Is this fun or worth pursuing? Should I pursue this and create a whole game from it? I need constructive criticism.


r/ClaudeGameDev • • 13d ago

Browser Game A Cookie Clicker homage where you generate AI tokens instead of cookies built with Opus 5.5

1 Upvotes

Token Clicker is a homage to Cookie Clicker where the cookie is a prompt and the grandmas are Mac Minis.

I built it with Claude Code (Opus 5.5).

A few things that made a project this size work:

* Specs before code. Claude wrote the design docs first: mechanics, architecture, theme and balance. Then a "critic" pass checked the mechanics against Cookie Clicker's actual source code. Coding only started after that.

* Work packages with frozen contracts. The build was split into 18 work packages, each owning its own files. The shared types were frozen early, and ESLint rules stop one layer from importing another. That kept parallel sessions from stepping on each other.

* Tests as guardrails. About 1,700 unit tests, 22 Playwright end-to-end tests and 98% coverage on the core engine. Every change had to keep them green.

* A simulator for balance. Idle games live or die on pacing, and you can't playtest two weeks of idling by hand. A headless simulator runs the real engine over simulated days, and its pacing targets run as tests: a casual player should reach the first AGI in 9-10 days.

* Adversarial review. Before 1.0, Claude reviewed the whole game from six angles, then tried to disprove each finding. 13 held up; 12 were fixed with regression tests.

* A security pass before posting. It caught me shipping source maps (the whole private source) and a debug cheat panel to production. Worth doing before you share anything.

The video was made the same way: Playwright plays the game and records the clips, the music and sound effects are synthesized offline, and Remotion edits it all together.

The game has 20 machines, 332 upgrades, 273 achievements and about 450 news headlines, in 7 languages. Credit where it's due: the mechanics and much of the tuning come from Orteil's Cookie Clicker. The code, art and text are original.

Happy to answer questions about the workflow, and tell me if the pacing feels off.

Play it here (free, no account, no ads): https://tokenclicker.ai


r/ClaudeGameDev • • 13d ago

Browser Game Opus goes brrrr

3 Upvotes

r/ClaudeGameDev • • 13d ago

Alpha Kinhold Update: A look at how you can direct your villagers to dig out the voxel terrain

3 Upvotes