Reverse-engineer a 1997 PC game and make it run on modern hardware
Claude Code got an old DirectX game running on modern hardware, decompiled much of it, built a headless parallel runner, and now writes full level guides with screenshots.
An author builds games like a space shooter and an animal hospital game with his 7-year-old, using pixel art assets and a spec drafted via Claude's question tool.
An author builds games like a space shooter and an animal hospital game with his 7-year-old, using pixel art assets and a spec drafted via Claude's question tool.
Peter Yang opens an empty folder in Cursor, runs Claude Code with permission prompts skipped, and has Claude web-search for free pixel art. He drops a downloaded asset pack into the folder and asks Claude to list which sprites suit a space shooter. Claude then drafts a spec by asking him questions, builds an MVP, and he iterates and debugs the boss battle. He ships it with GitHub and Vercel.
The result is a playable retro space shooter with wave-based enemies, power-ups and boss fights. The full game has 3 levels, unique enemies and music. The paywall hid the prompts and later steps.
The guide uses the flag that skips all permission prompts. Claude then edits files in the folder without asking, so keep it to a fresh project folder.
I want to make a simple retro game with my [age]-year-old child: [game idea, e.g. a space shooter]. First interview me with questions about characters, goals, and look, then write a short spec. Then build it as a browser game using the pixel art in [assets folder], and stop once it runs and I can play the first level.
Claude Code got an old DirectX game running on modern hardware, decompiled much of it, built a headless parallel runner, and now writes full level guides with screenshots.
Plan, execute and review a cross-cutting refactor in small batches, with Claude Code making the edits and GitHub Copilot reviewing each PR.
Claude Code reads your coverage report, picks the riskiest untested modules and writes unit tests that pass, one small PR at a time.