Jeu~100 · IA en attente
I open-sourced the cozy pixel-art game Opus 5.5 made for me & my friends: here's the repo and a playable demo
r/ClaudeAIu/poookee29 septembre 2026
Analyse IA en cours de préparation : les informations ci-dessous proviennent de la détection automatique.
Résumé
A couple of days ago I posted this game I made with Claude Opus 5.5 for me and my friends, and a lot of you asked for the repo. So here it is, fully open source (MIT). • A cozy life in a seaside village plus a 10-chapter adventure, 8 heroes, dungeons and bosses • Play solo, or with up to 8 friends: on the same screen…
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A couple of days ago I posted this game I made with Claude Opus 5.5 for me and my friends, and a lot of you asked for the repo. So here it is, fully open source (MIT).
• A cozy life in a seaside village plus a 10-chapter adventure, 8 heroes, dungeons and bosses
• Play solo, or with up to 8 friends: on the same screen with phones as controllers, or online from home
• Everything is made in code: there isn't a single image or sound file in the repo
How I built it with Claude
• Tooling: Claude Code (desktop app) with Claude Opus 5.5. No game engine and no build step, just plain JavaScript + Three.js, so Claude can read and edit everything directly.
• My workflow: I play, then describe what I want or what bugs me in plain words, usually with a screenshot. Real examples: "the trees look weird, can you make them prettier? the palms too", or "a tester couldn't plant seeds at the start, fix it and check if the same problem exists elsewhere". I also ask it to rate each area out of 10 and keep iterating until it's 9+.
• Claude tests its own changes: the game has debug hooks (step frames, teleport, take screenshots), and Claude drives it in the built-in browser, looks at the screenshots and iterates. For Party Mode it spawns bot "phones" that join through the real server.
• Memory between sessions: a CLAUDE.md (http://claude.md/) in the repo holds the conventions, test commands and pitfalls it ran into (e.g. "never name a variable t*, it's the translation function"*), plus plan/progress docs for each big feature. Every new session picks up where the last one stopped.
• Big checks: it runs parallel sub-agents. For example, one audited every quest step against the areas open at that point in the story, and another profiled performance. Then bots auto-play the whole 10-chapter story to catch soft-locks.
• All the art and audio are procedural: pixel textures painted in code, voxel models, and a small synth for music and sound effects. That's what made it possible to "draw" and "compose" just by prompting.
• It also handles the rest: translations (5 languages, with a glossary per language), the online relay server, deploys and releases.
Since code has no value anymore, here's the full repo and playable demo ! =)
Play the game in your browser :
https://hearthlight.github.io/
Repo :
https://github.com/Hearthlight
(There's also a desktop app for Mac/Windows/Linux in the releases, where Party Mode works offline over Wi-Fi.)
Disclaimer : I did not have time to play through the whole game, it might have bug or you could get stuck !
Hope you guys enjoy it. Open an issue if you want some improvement, I will spank Claude until it fixes it
