A browser game built almost entirely with Claude

Claude helped turn a simple starting scene into a playable . The game centered on mechanics where breaking things was part of the fun. Claude generated or assisted with nearly every part of the project, including assets, interface, levels, and audio.

The human work was mostly adjusting the results, testing them, and repeating that process until the game felt enjoyable. The experience shows how a solo maker can use an AI tool to move from a rough idea to a small working game without personally creating every piece from scratch.

Key points

  • Claude helped create a playable from a basic scene.
  • The game focused on destruction-based play.
  • Assets, interface, levels, and audio were generated or assisted by Claude.
  • The human role was mainly tweaking, testing, and improving the feel.
  • This is a useful example of fast for .
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