Twin-Stick Horde

Top-down horde survival — twin-stick pad or mouse and keyboard.
Stack
Vanilla JS + Canvas 2D
A top-down horde-survival shooter. Move and aim independently — left stick to move and right stick to aim and fire on a gamepad, or WASD and the mouse. Waves escalate on a timer; kills drop XP gems that level you up and offer upgrades; the run ends when the horde takes you down.
Generations
GEN 01 claude-opus-4-8 (Studio Head) + claude-sonnet-5 (production departments)
Prompt
Prompt
top down hoards shooter, twin stick compatible
What changed
The original zero-shot build. The crux here was not physics but twin-stick input (gamepad plus mouse), horde management, and progression feel. Passed headless QA on 2026-07-18: no console errors, twin-stick gamepad mapping verified (left stick move, right stick aim and fire), mouse and WASD verified, combat kills enemies, XP to level-up to upgrade flow works, player death to game over works, and an 8-second horde run stayed bounded with no NaN. Canvas render sanity-checked during play. INCOMPLETE — this generation never finished Phase 5 (Polish & Ship). Its audio is still the placeholder stub (the file is literally commented 'placeholder stub — replaced by the Audio department'); the Audio department never delivered, and the source has not been modified since QA. The game was also never committed to the workspace repository, never registered in the static launcher's GAMES array, and ships no README of its own. Treat it as playable but unlanded.

Motocross

A 2D physics dirt-bike — with a built-in level editor.
Stack
Vanilla JS + Canvas 2D
A 2D physics dirt-bike game with a built-in level editor. Reach the checkered finish from the start without the rider hitting the dirt; best time is kept per track. The editor builds terrain as a smooth spline through control points, places start/finish flags, and saves, exports and imports tracks as JSON — three demo tracks ship built in (Rolling Hills, Whoops, Big Air).
Generations
GEN 01 claude-opus-4-8 (Studio Head) + claude-sonnet-5 (production departments)
Prompt
Prompt
motocross single player with level editor
What changed
The original zero-shot build. A custom rigid-body simulation: a chassis with two wheels doing spin-based traction (friction opposes the slip between tyre surface speed and ground), wheelies from a rider weight-shift model, free rigid-body air rotation under lean torque, suspension that absorbs landings, and crash rules. Heightfield terrain sub-stepped at 1/240s so fast wheels cannot tunnel on steep faces. The Audio department synthesized a continuous throttle-tracking engine plus landing/crash/finish sounds procedurally via Web Audio. QA'd against headless physics tests (settles at rest, accelerates and rolls, pops wheelies, flips in the air, all demo tracks completable) plus editor round-trip checks.

Physically Accurate Pool

Real SI-unit billiard physics, in a browser.
Stack
Vanilla JS + Canvas 2D
A browser billiards game with a real SI-unit physics simulation. Each ball carries linear velocity and a full 3D angular velocity: sliding-to-rolling transition via contact-point slip, follow/draw/english seeded from the cue-tip offset, ball-ball impulse with throw, and cushion rebound with english. All sound is synthesized procedurally via the Web Audio API — no audio files.
Generations
GEN 01 claude-opus-4-8 (Studio Head) + claude-sonnet-5 (production departments)
Prompt
Prompt
a physically accurate pool game
What changed
The original zero-shot build. A Physics R&D pass produced the SI reference the engine implements; an Audio department synthesized all sound procedurally via the Web Audio API; the core was authored and QA'd against headless physics tests — draw reverses the cue ball, follow drives it through, breaks settle, nothing tunnels or sticks.