Play › HTML Platformer
A platformer in one HTML file
Coyote time, variable jump height, no build step. A and D to move, W to jump, J to attack and talk, K for the special once you have earned it. The on-screen deck works on touch. Mostly an excuse to feel out game physics.
Loading HTML Platformer…
How it got made ✳
Designed with an AI pair, tuned by hand
Spec first, code second
I wrote the game design doc before a single line of code — states, collision rules, the exact feel of a jump — then handed Claude that spec as the source of truth. Vague prompts give you vague platformers.
Each system (input buffer, camera, dialogue) got its own scoped conversation, so context stayed clean and I could diff one system at a time.
Feel is a research problem
The first build jumped like a brick. I described the failure rather than the fix — “hang time reads heavy, landing has no recovery” — and iterated on coyote time and variable jump height until it felt right.
Roughly 40 prompt cycles, each one a hypothesis I could play in five seconds.
Knowing what to throw away
Claude proposed a full entity-component system. For a single HTML file that was over-engineering, so I kept the plain state machine and cut it.
The model is fast at generating options. The designer still has to pick one.
- Claude (Sonnet)
- Spec-driven prompting
- Scoped context windows
- Canvas 2D
- Zero dependencies
- ~40 iteration cycles
Let’s talk! ✳
Work, weekend nonsense, or anything in between.
- amanibnsalim@hotmail.com
- linkedin.com/in/aman-salim1
- Phone
- +91 91676 09846
- Based in
- Bengaluru, India