Making a game
Five steps. Say the word; Claude does the rest.
/idea
Tell Claude about the game. It will ask you questions — about how a turn works, how you win, what is fun about it. Answer as a game designer; it will work out the technical side itself.
It writes a short brief at the end so nothing gets lost.
Do this even when the idea feels obvious. The questions are quick and they catch the thing you had not decided yet.
/new-game
Claude builds it. Rules first, with tests, then the interface. It plays a round itself before telling you it is done.
The game starts as a draft — playable at its own link, not on the front page.
/playtest
Claude plays a full round and tells you two things: what is broken, and how it feels. It checks it at a phone-sized screen too.
Then you play it. That is the part nobody can do for you.
Go round this loop as many times as you like. Change a rule, playtest, change it again. That is the job.
/juice
Once it plays properly, this makes it feel good — screen shake, a freeze on impact, sounds, things that pop when you touch them.
Deliberately last. Juice on a game that is not fun yet just hides the problem.
/ship
Runs the tests, makes it public, puts it online, and hands you the link to send your friends.
If the tests fail it refuses and tells you why. That is on purpose — the live site is the real one.
A worked example
You: /idea — a game where two people race to claim squares on a grid,
but claiming a square unclaims your opponent's neighbours
Claude: [asks about grid size, turn order, how it ends, what is fun]
[writes docs/ideas/claim-jump.md]
You: /new-game
Claude: [writes the rules and tests, they pass, builds the board,
plays a round as two players, reports back]
You: /playtest
Claude: [plays it, reports: works, but the middle drags because
the board is too big for two players]
You: make it 5x5 instead of 8x8
Claude: [changes it, tests still pass, plays it again]
You: /juice
Claude: [adds a shake on a steal, a pop on a claim, sounds]
You: /ship
Claude: [tests pass, goes live, hands you daligames.xyz/play/claim-jump]
When something breaks
On your computer: say /stuck. Claude reproduces it first, finds the actual
cause, and writes a test so it cannot come back. It will tell you what was wrong
in two sentences.
On the website: say /fix-the-website. Different problem, different causes —
usually a setting rather than a bug in your game. It also knows how to put the
old version back in a few seconds if you would rather fix it without an audience.
Two things worth knowing
Say when something is not fun. Claude will believe you and change it. "This drags in the middle" is a completely usable instruction.
Ask what things mean. Anything Claude says that you do not follow, ask. It has been told to explain rather than to sound clever.