Comment by janczechowski

Comment by janczechowski

Hi, first time poster. at first I wanted Opus 5.5 to do whatever, just make the game run in a browser somehow. It said the only reliable way would be a full TS rewrite. I said sure why not. It worked all night long - hitting the usage limit, resetting, continuing - adding more and more mechanics and content. In the morning it said it was finished.

The result was... barely playable. But promising. This is where things escalated. I upgraded from a lone agent to a Claude Code Project with parallel agents and a coordinator, got the Max 20x subscription. I requested more and more features: custom UIs build for the phone in portrait mode. A seamless voice feedback tool for leaving notes without breaking the flow of the game (not included in the repo). Seamless switching between devices. And it kept going. I invited friends to do some playtesting - they left notes and crash reports. So far we spend 40+ hours playtesting. Estimated Opus 5.5 tokens spend at ~200M. And after 2 weeks, it kinda works? I can actually play a full game on my phone - full experience. One-handed, on the subway. Pick it up to continue on my desktop any moment, even in the middle of a battle. AI is still meh, sure. And multiplayer, we never got around to properly testing it. But this is still a dream come true. I barely do scrolling on my phone anymore, not when I can jump into playing my favourite comfort game anytime instead. I decided that this is a good stage to share the code. It needs you to provide the assets yourself to run (GoG installer and optionally HotA). And any network features like cloud saves or multiplayer require having a server online. Apart from the repo, here's a link to a longer gameplay demo, a 'vertical slice': https://pub-d5c06a60f8ee4c5ba63e01a1b2a4656c.r2.dev/take3.mp...

Replies janczechowski · 10h
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