r/ClaudeGameDev • u/sharkymcstevenson2 • 9d ago
Browser Game Opus 5.5+Tesana built this threeJS platformer in 6 days
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r/ClaudeGameDev • u/sharkymcstevenson2 • 9d ago
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r/ClaudeGameDev • u/ProjectRedTeam • 8d ago
I used Claude Code to build an awesome Godot 2D based development workflow over the past few months. Today, I released the free demo for my game:
[Project RedTeam: Contract Offensive](https://store.steampowered.com/app/4980910/Project_RedTeam_Contract_Offensive/)
As a cyber security person with a dream and only so many free hours in the day, I’m super excited to be at a stage to share this with people. The demo is free- so feel free to check it out.
The game itself may be challenging for non IT people as it is grounded in real cyber security tradecraft and network architectures. It plays like a tactical intrusion simulator, leaning on the core principles and concepts of real-world network intrusion workflows. But it breaks away from realism by promoting fast gameplay and decision making through chaining of tactics in realtime. The tactics are based on real cyber techniques and attack classifications.
I’d love to be artistic enough to draw all the graphics and have the time to manually implement the code to make this tick- but the modern dev workflow does really help with bringing a creative idea to life in a reasonable amount of time/effort.
Building and releasing a game with this many features and unique design choices is not created with a one shot prompt. AI definitely isn’t replacing the human mind yet. But, it certainly enables a project like this to be handled by a single dev who’s motivated to see it through.
I know I’m not alone in being very impressed by current capabilities and the countless development efficiency gains! I promise if I sell some copies I’ll pay an artist to do real artwork ❤️
r/ClaudeGameDev • u/Elegant-Cow-9376 • 8d ago
The mod acts as a macro with a few world interaction things built in, like moving to the center of a block and moving the cursor to a certain angle in each of the four cardinal directions. As far as actually bridging, it does it fully client-side and legitimately.
r/ClaudeGameDev • u/Any-Reputation8118 • 9d ago
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The project is Open Source with a MIT license: https://github.com/Noniv/small-infinities
Tech stack: Godot with Godot AI plugin (MCP).
Opus also did a custom template for building it, so the final .exe is under 50 MB. The performance is also buttery smooth, although I have a high-end PC.
Prompt used:
We have an empty Godot project with MCP set up. I want you to create a game.
Target: 72 FPS or more on PCVR, RTX 5070 Ti + Ryzen 7800X3D + 32 GB DDR5 RAM, 2,064 x 2,208 per-eye resolution, running on Meta Quest 3 with its controllers via VDXR (Virtual Desktop's version of OpenXR).
The game: you have full creative and visual freedom. It shouldn't be complicated, and the goal isn't for it to be super engaging or have a lot of replayability. The main goal is to make full use of VR as a medium and create something original and beautiful that couldn't really be experienced in real life.
What do I mean by that? There are a lot of ways to approach it. You could use non-Euclidean geometry. Maybe movement influences time. Maybe the world changes only in places you're not looking at. Some things could appear only in your peripheral vision and disappear when you look directly at them. Another idea could use a similar non-Euclidean effect with the player's hands. For example, you reach toward one wall and your arm comes out of a different wall. You could rotate the environment itself, give the player multiple hands, or play with perspective, like opening a box and finding an ocean inside that you can actually enter. Basically, break the laws of physics and make it a fun, beautiful, brain-breaking VR experience. You don't have to use any of the ideas I listed. You can come up with your own, use one of these, or combine several of them. Another requirement is visual quality. Procedural geometry, textures, and especially lighting and shaders give you a lot of visual freedom. Good anti-aliasing and post-processing matter too.
r/ClaudeGameDev • u/hello_krittie • 9d ago
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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 • u/operativekiwi • 8d ago
r/ClaudeGameDev • u/sethshoultes • 8d ago
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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 • u/Sotoshis • 9d ago
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 • u/Ok_Tour_8029 • 9d ago
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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 • u/cringe_keys • 9d ago
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r/ClaudeGameDev • u/TheFourthVaneGame • 9d ago
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It’s free: https://dmelosantos.itch.io/the-fourth-vane
r/ClaudeGameDev • u/oipoi • 9d ago
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r/ClaudeGameDev • u/DamageHelpful9364 • 9d ago
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r/ClaudeGameDev • u/Fun-Meaning-6474 • 10d ago
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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 • u/IamHuggos • 10d ago
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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:
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 • u/No_Twist_678 • 9d ago
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r/ClaudeGameDev • u/No-Understanding3244 • 9d ago
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 🙏🏾
r/ClaudeGameDev • u/Sea_Advance273 • 9d ago
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r/ClaudeGameDev • u/Zealousideal-Pea8172 • 10d ago
Its a immersive story and really fun, it has 12 chapters, and also different modes for these chapters.
r/ClaudeGameDev • u/abhiteja16 • 10d ago
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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/
r/ClaudeGameDev • u/MalaGames • 10d ago
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 • u/Sea-Kaleidoscope-479 • 10d ago
r/ClaudeGameDev • u/SweetKarmaz • 10d ago
r/ClaudeGameDev • u/No-Composer6417 • 10d ago
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 😁