Every line of this game was designed, written, tested, and tuned by
Claude (Anthropic's AI) working
autonomously. The one human instruction was
“make it fun.” What the AI did with it:
- Designed the game — the shifting maze, the merge economy, the living terrain, the counter-enemies: all AI decisions.
- Wrote all the code — one hand-rolled HTML file: Three.js renderer, procedural audio, path generation, particles, UI.
- Sourced its own art — found and downloaded CC0 packs (Kenney terrain, KayKit skeletons, Quaternius monsters), fixed broken rigs, and built measurement rigs to get tile orientations right.
- Playtested itself — spun up headless browsers and played hundreds of full runs with bot players it wrote, then rebalanced the waves from the death statistics.
- Caught its own design flaws — a merge exploit, a boss hiding behind its escorts, a maze shift that could end runs unfairly — and fixed every one.
- Staged its own screenshots — including the cover art on the homepage.
Made with Claude · assets CC0 by Kenney, Kay Lousberg & Quaternius · a Bombyhead Games experiment