This is my site for sharing my hobby of creating games with Claude Code. Each game below was built through collaborative AI-assisted development — playable in your browser, no download needed.
Oh, and this webpage is created and maintained through Claude Code, as well.
My first Claude Code project. Why Rock, Paper, Scissors? Well, I figured it would be a very simple MVP — just a small tournament with NPC opponents picking randomly. Then, I started to think on the question "what could make RPS fun?"
Despite what I'd consider succeeding at adding layers of strategy and tactics, I'm not sure I hit the mark on Fun. It's my least favorite to play out of the games I've made thus far. If you make the Hall of Fame, please send a screenshot.
Special thanks to collaborator (and future game developer?) Rayan Ramesh for the music and sound effects that maintained the 16-bit vibe I was going for.
Rogue Robots was an idea I had on a walk while Claude was on token cooldown. I brain-dumped it into Gemini via voice chat and ended my walk with the draft of a game design document. I then handed it off to my BFF BA Claude to finish up and maintain. The idea was started by this thought: "I think my next game should definitely be something I'd really like to play." That quickly morphed into a checklist of things I like about other games: the pressure from "creep waves" in tower defense and MOBA games; the satisfying progression of rogue-likes; the combat of autobattlers; the deployment placement of RTS games. And then I added the meta world-building of a world where you're battling against a corporation that has reached a deal with the government for autonomous killing of humans.
My major change for this game was to not spend a ton of time getting my game design doc perfect (e.g. Superhuman RPS had somewhere between 12–20 doc versions). My test was asking Claude (chat) "Do you think we should continue here or is it time to hand off to your coding twin?" The first two times, it asked me additional clarifying questions and the third time, it said it was ready. (Quick tip: you can launch a second chat in a project, hand it the doc, and ask it to look at it with a critical eye for gap analysis and inconsistencies). From there, it was all completed in Claude Code, iterating on both my design and code.
My daughter Sophie supplied the original music for this and if she's reading this, she'll remember that she still owes me the battle music. Only a monster would pit his daughter to compete against an AI for her father's love, so I'm definitely not doing THAT. But I will say that Gemini's placeholder tune is kinda a banger and if she really thinks that hardcore/metal is superior to EDM, then maybe she might also remember that she promised me a song back in mid-May. But I do love the mellow vibes of her intro/intra-round song.
I'm proud of this game. I actually still play it for fun from time-to-time — you can beat the whole thing from a fresh start in less than an hour. If you play it, let me know what you thought of the ending.
Heroes of the 7th Year (HoT7Y) was another game that was dreamed up and had its initial design completed on a walk. The initial thought: "I'm done with Rogue Robots and I like it. What are some other game elements and settings I'd like to explore?" The answer started with the image of the Battle of Helm's Deep from the Lord of the Rings. And I quickly merged in influences from the Grimdark novels by Joe Abercrombie that I've binged through in the last year. Other key influences: a turn-based approach to RTS-style resource management, the light-touch tactics of an autobattler, and the nostalgic attachment of managing a team of NPCs from the classic X-COM UFO Defense.
Several fun new elements here:
I don't have a design idea yet, but I plan on exploring Spec-Driven Development where I do the whole design process within Claude Code.