
You play a lone swordsman who fights his way through three chapters, from a steppe of tall golden grass at dusk to a bamboo forest in a rainstorm and a canal town lit by lanterns, each with a boss at the end. Groups of straw-hatted bandits close in, and you answer with light and heavy combos, dodges, a lock-on, a ranged sword-qi strike and blocks that turn into parries if timed on impact. The screens are in Chinese with English captions. It works on phones and computers, with touch controls meant for a phone held sideways.
How the creator made it
The creator described the game in Chinese, played builds and gave feedback while Claude Code with Opus 5.5 handled design, coding, debugging and testing. Claude assigned terrain, characters, combat, audio and the interface to agents working in parallel, with shared interface rules and an art guide. The creator says the first three chapters took about 28 hours from the first prompt, including about 19 hours of active agent work. They used Tripo for character models and had the agent adapt Adobe Mixamo motion capture for most of the character animation.
From their page on GitHub ↗ and 3 other pages on GitHub (1 ↗ 2 ↗ 3 ↗).
The prompt
用 three.js 参考这个网站的视觉效果,实现一个剑客在草原上战斗的游戏,要求极致的逼真,极致的美学设计This is part of the prompt; the creator didn't share all of it.
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The game and its prompt belong to @jbang2004. Preview recorded by us. Made this game? Here's how we list it.