Kasumi Courier (Demo) by @burgric
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Simulation, Open world, Racing · Claude Opus 5.5

Kasumi Courier (Demo)

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A first-person delivery job in Vapor City, a neon city of four districts drawn in chunky pixels: you clock on at 22:00, take jobs from the dispatch board and race the clock to each door before 06:00. Every delivery gets a review, and a good reputation brings better-paid work, along with a radio, a CB and a city that keeps moving around you. This browser demo is the first in-game week; the full game, with a story the creator says runs over ten hours, is sold on itch.io.

How the creator made it

The creator, a composer with no programming experience, says they directed and designed most of the game while Claude Opus 5.5 wrote the code: about 24,000 lines of JavaScript with Three.js. It began as a browser game to see what Claude could do with Three.js, grew into a desktop app over about seven weeks, and got this browser demo afterwards.

Time
In the creator’s words: “It took about 7 weeks to develop the game.” They add that “Testing and refining took up most of the time.” ↗
Code
Claude (Opus 5.5) “on medium” wrote the code, about 24,000 lines, the creator says. Around mid-September they made a design doc with Claude, covering most of the game’s features, its core loops, a technical plan, a basic story outline and a roadmap, and revised it as development went on. Clipping and z-fighting were frequent problems. ↗
Art
In the creator’s words: “All the game's models are pixel art drawn in code.” Claude made very basic characters, vehicles and buildings from their prompt about the visual style, and these were refined over time with more prompts. ↗
Characters
Claude wrote most of the game’s text, which the creator reviewed and edited. The branching late game, where players make several big story choices, needed the most attention. ↗
Sound and music
The music on every radio station and location was “synthesised in code with the Web Audio API”. The creator described each track’s style and instruments, listened to renders and gave notes; one track is their own composition. ↗
Cost
In the creator’s words: “I hit my weekly usage limit most weeks.” ↗

The creator's steps

  1. Describe a feature.
  2. Test it.
  3. Screenshot what was wrong.
  4. Repeat.

If you want to try something like it

  • Keep a design doc and revise it as you go, as the creator did: theirs, made with Claude, covered most features, the core loops, a technical plan, a story outline and a roadmap.
  • Leave time for testing: the creator says testing and refining took up most of the development time.

From their post on Reddit ↗.

The game belongs to @burgric. Preview recorded by us. Made this game? Here's how we list it.