Built with Claude Code
How a mission gets built
Every mission starts with a pitch, not a spec. One of the kids says something like "what if the cat could bounce the shots back" and that becomes a rule. Jon writes a short design doc: what the player does, what the boss does, what the ending looks like. Then Claude Code, Anthropic's coding tool, writes the actual game in plain HTML5 canvas and JavaScript. No Unity, no Godot, no engine at all, just a browser tab and a game loop.
This is what people call vibe coding, a term Andrej Karpathy coined for building software mostly by describing what you want and letting an AI model write the code. Other people do the same kind of work with tools like Cursor or Rosebud AI, and plenty of finished AI-built games live on itch.io. What is different here is who does the testing: five kids play every build, and they are not shy about telling you when a jump feels wrong. Fix, playtest again, ship to godspeed.dev.
The ten missions
- Sword Quest
- A ten-world action game with falling bridges, rushing rivers, and a golden king guarding each castle. Every monster has to fall before a door opens, and the Diamond King waits at the end.
- Cat Fighter
- A one or two-player cat fighting game: swipe, pounce, block, and chase mice for power-ups before the three-stage showdown with Oreo. Two players share one keyboard.
- Alley Cats: Nine Lives
- A side-scrolling cat beat 'em up across nine streets, from the backyard to Oreo's penthouse. Claw high, sweep low, and keep moving.
- Sky Talons
- Fly as a falcon, hawk, or vulture and dive on rodents against the clock through six hunts before facing Falco, the King Falcon. Flight instead of jumping: you climb, then dive.
- Drone City Battle
- Blue Team versus Black Team in real 3D: a combat quadcopter fight through a dense city with AI wingmen and rising waves of hostile drones. The one game on the site built with three.js instead of flat canvas.
- Pizza Panda
- Deliver hot pizza across nine levels, from the neighborhood and sewers to downtown rooftops and a fart-boosted trip to the moon, where CRUSTBUSTER-9000 is waiting.
- Jungle Rush
- A retro arcade run for one or two players, Luna and Reyah racing the trail while the jungle throws seven big beasts at them. Bark to shield and bounce their shots back. Two players share one keyboard.
- Dragon Knight
- A boy with a big sword and shield fights dragons and machine-gun robots to rescue the princess from Grumbo, a monster bigger than a house. The shield bounces Grumbo's fireballs back at him.
- Lech Lecha
- A Torah RPG that walks with Avram from Charan into the land of Kna'an: farming, pressing olives and grapes, driving off raiders, and keeping Shabbat, following Bereishit 12 to 25. Days and nights pass, and on Erev Shabbat you stop, say Kiddush, and rest.
- Zombie Run
- A real-world chase game. Zombies spawn around your actual GPS position and move toward you at walk, jog, and run speeds, and swinging the phone is how you fight back.
What broke
- Collision edge cases: a player could end up wedged inside a tile that turned solid underneath them mid-animation, so every affected tile type needed a fix to nudge the player back out.
- Tile transitions: ground textures met each other at hard, obviously tiled edges until we generated blended transition tiles from the base textures instead of hand-drawing every seam.
- Terrain shape: pond and water-bank edges had sharp, unnatural corners until we blended the banks and rounded the convex corners in a separate pass.
- Audio on mobile: browsers block autoplay, so sound effects only fire after the first tap or key press, which is easy to forget until a kid on a phone says the game is silent.
What AI is still bad at
- Game feel and tuning numbers: jump height, hit-stop, knockback, how far an enemy should stagger. These take repeated human playtesting to get right.
- Original art direction: an AI model can code a sprite renderer, but the actual look of a character still needs a human decision.
- Knowing when a level is fun: only a kid at the keyboard can tell you a level is boring, and no amount of code review catches that.
- Consistent sprite work: the same character drawn twice rarely matches frame to frame without a lot of manual correction.
Mission FAQ
- Are there any good games made entirely with AI?
- Yes, but most of what ranks online is generators and demos. The ten games on Godspeed.dev are finished, playable, and free, coded with Claude Code from human designs.
- What games have people built with Claude Code?
- On this site: a ten-world platformer, two cat brawlers, a bird-of-prey flight game, a 3D drone combat game, a pizza delivery platformer, a two-player arcade runner, a dragon-and-robots action game, and a Torah RPG.
- Are AI-made games finished or just demos?
- These are finished. Each has a start, an ending, bosses or a final quest, and has been played through by kids who are not shy about telling you what is broken.
- Can I see the source?
- Every game is plain HTML and JavaScript. Open the page, view source, and read it; there is no build step.
Pick a mission
Sword Quest
Ten worlds, falling bridges, and the Diamond King.
Cat Fighter
Pick a hero cat and brawl through the house. 1 or 2 players.
Alley Cats: Nine Lives
A side-scrolling cat beat 'em up across nine streets.
Sky Talons
Fly as a falcon, hawk, or vulture and hunt against the clock.
Drone City Battle
3D quadcopter combat over a dense city with AI wingmen.
Pizza Panda
Deliver pizza across nine levels, all the way to the moon.
Jungle Rush
A retro arcade run for one or two players. Seven bosses.
Dragon Knight
A boy, a big sword, dragons, robots, and a princess to rescue.
Lech Lecha
A Torah RPG. Walk with Avram from Charan into the land.
Zombie Run
A real GPS chase. Zombies close in at walk, jog, and run speeds.