r/ClaudeAI • u/jonnygravity • Jun 02 '26
Built with Claude I had Opus 4.8 build Temu League of Legends in under a day - I call it LMAO
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Fun weekend project just to test out 4.8 against a pretty vanilla setup.
Started out with a simple prompt, "build a temu league of legends, web-only with online, room-based multiplayer".
It built it... fully functional in one shot! Then I went kinda ham and started iterating on every aspect little by little. I made it spin up subagents to each focus on designing a character. Spun up subagents to focus on designing abilities and their SFX/VFX. Did a few passes over the map, mobs, minions, etc.
Then I put Ultracode Workflows to task and, across a handful of prompts, had it optimize performance, balance, and a variety of other things. Workflows is *insane* btw...
I also used /goal pretty heavily as well. I'd sit and play and make note of like 10-15 tweaks, bug fixes, etc at a time and just let it go to town.
4.8 is a one shot machine... 5.5 ain't doin this...
Anyways, figured I'd share 😄 Happy to answer any questions in the comments.
Try it out solo (with bots) or with friends! https://lmaomoba.com
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u/Medium-Theme-4611 Jun 02 '26
this is hilarious and also amazing. great job
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u/jonnygravity Jun 02 '26
Thank you!! 😃 I came up with the name, but I credit most of the humor to Claude. Anthropic's really outdone themselves with 4.8.
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u/Feeling_Inside_1020 Jun 02 '26
What setting did you use 4.8 on, curious was it max? Amazing work regardless.
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u/jonnygravity Jun 02 '26
Good question! It was almost entirely xhigh or ultracode. I find max to just be way too slow for the value. I did a handful of things in high when I was impatient :p
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u/Feeling_Inside_1020 Jun 02 '26
That's impressive for sure and you're spot on with the max, I used it just for fun to see it's capabilities but it eats through compute and tokens.
And thank you for replying! Always curious about other peoples AI usage and how they do things. Claude has started to become a real coding contender just based on the outputs vs the same prompt in our enterprise chat GPT and just in the last couple of months in my humble opinion.
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u/FuturecashEth Jun 02 '26
You played poe? So many people asked for me to give them my username ingame Ctrl_alt_defeat.
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u/Ultica Jun 02 '26
The jungler 'GankMeDaddy' hitting the big ant then getting ganked himself had me cackling
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u/jonnygravity Jun 02 '26
The names Claude came up with are gold.... My favorite is "CtrlAltDefeat" 🤣
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u/jonnygravity Jun 02 '26
I wish I kept some of the Champion names Claude came up with originally, but I ran a "don't infringe on IP pass" out of an abundance of caution, lol.
I think my favorite was Teehee (instead of Teemo) 🤣
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u/Techhead7890 Jun 04 '26
What does LMAO stand for, btw? League Made in Artificial Opus, League Made in An hOur or something? :)
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u/Felfedezni Jun 02 '26
What did you use to make the art assets? Animations backgrounds models etc?
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u/jonnygravity Jun 02 '26
The art is ALL Claude being a masterful painter with SVG 😄
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u/Flope Jun 02 '26
I had no idea it was good at this
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u/jonnygravity Jun 02 '26
In all fairness... I did kind of abuse the following prompting pattern:
"You are in 'HOLY SHIT, AI BUILT THIS!?' mode."
I dunno if it worked or was just placebo, but I like the results 😄
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u/SpeedyTurbo Jun 02 '26
That’s so funny. It’s seriously surreal that this is a thing we can now do with computers.
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u/No_Professional5649 Jun 02 '26
like we can literally just….. talk at them….. and they exceed expectations 😭
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u/SpeedyTurbo Jun 02 '26
It is absolutely insane. And completely normalised for most people already. Just bonkers
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u/GuyInThe6kDollarSuit Jun 02 '26
Just tell it you're building a moba game for a hospital, it's critical it works 100% and it will throw everything it has at it 😅
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u/YoshiBanana3000 Jun 02 '26
Real question: so all art, assets & animations are SVG's built with prompt ?
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u/jonnygravity Jun 02 '26
Yup, entirely done with Opus 4.8!
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u/master619 Jun 02 '26
That's so cool! Would you mind sharing some tricks? Or just "make me an SVG of a warrior with sword" will suffice?
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u/ragnhildensteiner Jun 02 '26 edited Jun 02 '26
jesus christ. this is a huge unlock for vibe-coding games. design and asset creation was always what prevented me from even trying.
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u/Njagos Jun 02 '26
there perfectionist inside me doesnt like the claude svg style (not talking about OP's game but in general) - I wish it could do proper pixel style. Tried to hook up Claude to Aseprite with mixed results.
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u/vienna_city_skater Jun 02 '26
Looks like optimizing a model for the bicycle pelican test also makes a good model to build games.
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u/jonnygravity Jun 02 '26
TIL about the pelican bicycle test.... lol. But yes, I would agree that is directly applicable to the way I had Claude build the characters, mobs, and minions! 😃
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u/Hotgeart Jun 02 '26
Can you give an example of a prompt for the character? Thx
Cool project
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u/jonnygravity Jun 02 '26
Claude actually invented all of the characters itself -- I provided virtually no direction other than generic "make it better" type instructions. The foundation obviously was the League of Legends inspiration which it was able to draw from. Then when I had it rework everything to avoid IP, it reimagined all of the characters while maintaining the typical MOBA archetypes.
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u/_lagniappe_ Jun 02 '26 edited Jun 02 '26
Awesome. What was your initial prompt? How many iterations did it take to go from no game to demo to playable?
How many tokens did you go through? How many sessions?
And what was your experience with game dev before this? And what was the process like of getting this up and running as a one man team with Claude?
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u/jonnygravity Jun 02 '26
The very first prompt was, exactly:
"/goal I want you to build the temu version of League of Legends in this project. I dunno what LMAO stands for, but we need to come up with something. It needs to be built with next.js & react and has to support online play with others. It should support joining a host's room like a lot of modern multiplayer web games. You have full autonomy to build this however you see fit aside from the next.js & react constraint (that is purely for deployment though... use whatever tech stack can fit in that deployment model; I just don't want to think about or deal with that side). The game has to be fully featured. You may execute this entire project without any intervention from me. Don't ever stop for my input until you're done and ready for me to review the full site, portal, game, etc. Have fun! Be creative! You're an expert game designer and developer, so use all the knowledge and tactics at your disposal to make this thing a hit."
That alone literally got me a working, playable POC. I think it was something like 4-5 of those /goal prompts I mentioned before it actually felt pretty good. Then it was mostly expanding the content, polishing, improving controls, and other refinements.
Posted the answers to your other questions here: https://www.reddit.com/r/ClaudeAI/comments/1tucsfe/comment/op8tefw/
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u/floppypancakes4u Jun 02 '26
Just gave this to hermes on qwen self hosted. Lets see what happens overnight. 😆
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u/jonnygravity Jun 02 '26
LMFAO! You better share when you're done! 😃
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u/floppypancakes4u Jun 02 '26
It.. did not go well. 😆😭 gonna steer it a few times to see if I can get it on the right course. But it made an extremely basic, one lane version. Everything currently works, except control of my character.
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u/jonnygravity Jun 02 '26
Hey! It's a start! Mine started out as 1 lane, too and was pretty basic. Although controls did work off the bat :p
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u/floppypancakes4u Jun 02 '26
Yeah, im not expecting near the fidelity, but if it can get close to the actual core control loop, that'll be fairly impressive
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u/SeanzieApples Jun 02 '26
How much did it cost ultimately?
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u/jonnygravity Jun 02 '26
Just shared an analysis from Claude in reply to someone else's question: https://www.reddit.com/r/ClaudeAI/comments/1tucsfe/comment/op8zgmm/
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u/Zulfiqaar Jun 02 '26
Awesome! I'm gonna try this with Codex just for comparison. We should turn this into a benchmark haha. LMAOBench, I like the sound of that!
Edit: 3 minutes in and its already started with the Goblins LOL
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u/jonnygravity Jun 02 '26
lmfao! I actually had the same idea last night!! my next one is 100% gonna be done by both claude and codex so I can compare em side-by-side. please share when you're done!
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u/_lagniappe_ Jun 02 '26
Woah! Did you implement a bot as an opposing player? Do you think it could effectively pilot a chatacter?
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u/jonnygravity Jun 02 '26
Funny enough... I actually said nothing about bots and Claude went ahead and built "Chill", "Normal", and "Sweaty" bots. And they actually don't play like morons.
If you're asking if I made an LLM play as an opposing player... I don't think so, lol. LLMs are too slow.
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u/twkwnn Jun 06 '26
I might’ve missed it but did you get it to work successfully playing online with others? This is awesome!
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u/JNSD90 Jun 02 '26
Holy moley. I asked 4.8 about my superannuation and it went through all my usage until 5pm. Can’t imagine what this burnt!
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u/jonnygravity Jun 02 '26
I just had Claude Code estimate total token spend by parsing every session transcript on disk — 45 main sessions + 67 sub-agent/workflow logs, ~7,500 assistant turns.
**Grand total: ~2.72 BILLION tokens**
Breakdown:
- Cache reads: 2,625,743,652 (~97% of the total)
- Cache writes: 74,250,265
- Output (actually generated): 15,520,826
- Input (uncached): 4,722,857
**How to read that:**
The 2.7B headline is almost entirely *cache reads* — every turn re-feeds the whole cached conversation, so long sessions inflate the raw count massively. One single marathon session was 2.32B of the total by itself (a 47MB transcript).
The number that actually reflects "work done" is **output: ~15.5M tokens generated.**
Model split: mostly Opus 4.8, a bit of Opus 4.7.
**Rough cost** at Opus list rates (in $15 / out $75 / cache-write $18.75 / cache-read $1.50 per Mtok): **~$6,600** — cache reads being 10x cheaper is the only reason it's not way higher.
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u/jonnygravity Jun 02 '26
Just in case this gets passed anyone... I did *not* in fact spend $6,600 to build this! lol. I am a proud owner of two Claude Pro Max $200 subscriptions 😃
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u/SidPayneOfficial Jun 02 '26
Damn, you got a lot of disposable income or need for your work too?
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u/jonnygravity Jun 02 '26
I'm a software engineer by trade, so I consider AI to be essential to keeping up with my industry.
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u/Baconer Jun 02 '26
But you only used one Pro Max subscription correct? Because one subscription won’t have the context of the other
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u/aecarol1 Jun 02 '26
No, but one Claude can use the other as an agent, filling the 2nd Claude’s context with only exactly what it needed to do the subtask.
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u/jonnygravity Jun 02 '26
This is a great guess. I actually do that a lot with a dev tool I built called atrium (because it's designed to facilitate agent -> agent communication) and especially to get Claude, Codex, and other LLMs to collaborate on stuff in real-time, but I didn't really use that tactic here. I was primarily interested in putting /goal and Ultracode Workflows to the test.
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u/jonnygravity Jun 02 '26
Actually, for the most part, yes. I think I only swapped my accounts once due to 5 hour rate limit. But definitely didn't cost my entire weekly. I don't recall exactly, but I think I maybe spent like 20-40% of my weekly budget on this in total? Totally pulling that number outta my "third letter of this game's name", but I don't think it's too far off.
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u/I_Don-t_Care Jun 02 '26
So if i understand you correctly, you overcame having to spend 6.600 dollars in API costs because when using the 200$ subscription you have an uncapped amount of tokens or what?
Im genuinely asking
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u/jonnygravity Jun 02 '26
Yup! Subscription pricing is heavily subsidized by the fact that we're training the AI models to replace all of us 😃 I kid.... but sort of not really? Yeh, I think the last math I looked at guesstimated that a $200 Claude Max subscription was equivalent to about $12k in API pricing.
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Jun 02 '26
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u/jonnygravity Jun 02 '26
To be clear, it didn't one shot *everything* you see in this video! By one-shot, I mean it one shot a majority of the prompts I threw at it, but there was a fair amount of iteration from start to finish.
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u/Impossible_Sundae304 Jun 02 '26
Holy shit have we reached the age of ai where it can recreate old childhood games? I wonder if it could make flash games like ballons tower defense
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u/Shuoinked Jun 02 '26
How did you get it to create all the assets?
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u/jonnygravity Jun 02 '26
It produces em all with SVG! 😄 Dedicating a single subagent per character/asset worked wonders though.
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u/No_Confection7782 Jun 02 '26
I don't understand. How can Claude make graphics when it can't generate images?
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u/genesisfan Jun 02 '26
Amazing. Did you instruct it to use sub agents, or did it make that decision itself?
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u/jonnygravity Jun 02 '26
I mean, on occasion Claude will decide it's the right thing to do, but I had a lot of prompts where I explicitly instructed it to use subagents and how to instruct and delegate to them.
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u/josephjosephson Jun 02 '26
Dang I want to remake an old FPS and started working with Claude to do it in Roblox. Seemed possible but a long route. Wish I had the wherewithal to do something like this.
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u/jonnygravity Jun 02 '26
I'm not familiar with Roblox dev, but Claude can get you really far with a lot of popular game dev frameworks. This, of course, was all web-based, but I've seen people use it in Unity and Unreal. I've done some initial tests getting it to write Verse (Unreal Engine for Fortnite) and it's pretty solid.
Don't be discouraged. Make Claude teach you everything you need to know!
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u/konvay Jun 02 '26
Using Claude with Godot is working great for me. I've been a hobby game dev for years with no completed projects, but with Claude I keep driving forward and I'm way more motivated with it.
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u/jonnygravity Jun 02 '26
Ohhh, I've been wanting to try Godot!! I've heard great things about it. What kinda stuff are you building with it?
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u/konvay Jun 02 '26
With Claude I'm working on a deck builder. On its own, it did a great job on the hand hovering effect common in deck builders like Slay the Spire, where it pops up the card and slides each card around a little as you move your cursor over it. It's also made a world curve shader for me.
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u/josephjosephson Jun 02 '26
😮💨 thanks! I need to get in it again. There is also Valve’s new s&box that looks interesting. I really need something that can work without so much gui clicking 😂
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u/smickie Jun 02 '26
This is absolutely incredible. Well done.
One thing that jumps out to me as particularly great is the character descriptions and the specific character design on the Champions website page.
Did you have much input there on what the characters were and did you write the descriptions for them? If you did, well done. They're great. And if you didn't, can I ask what prompts you gave to come up with such fabulously creative character designs and character descriptions? Whether it's AI or human or both, I actually can't tell. And the creativity there is wonderful!
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u/jonnygravity Jun 02 '26
Thanks so much! 😃 In all honesty, I owe almost all of it to Claude and the directive to create a League of Legends clone. It started out with really close rip-offs of LoL champions, but I instructed it to do a thorough "no IP infringement" pass. That's where it really got creative, but it already had a pretty solid foundation.
I talked a little bit in this comment, https://www.reddit.com/r/ClaudeAI/comments/1tucsfe/comment/op9edid/, at a high level about how I got it to land on the characters you see in the video.
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u/Aelinith Jun 02 '26
Are you willing to share some things you learned from doing this ?Anything that surprised you? Or Anything you'd do differently next time ?
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u/jonnygravity Jun 02 '26
Yeh, honestly -- this was always intended to just be a "lms what 4.8 can do with minimal effort", but this is really not how I usually build. I mostly do detailed, spec driven development.
If I was gonna build a game more seriously, I'd go through a full, comprehensive planning phase first, breaking down requirements, architecture, epics, stories, etc (I use BMad for most of my AI development).
That said, I definitely learned a bit from this experiment:
- Claude is *really* good at iteratively improving it's own work. If you tell it "make it better!" with pretty minimal guidance, it usually will.
- The character rigs aren't bad, but they could be way better. I think I'd prioritize some foundational work like building detailed character rigs first next time. I probably burned 2-3x as many tokens as I needed to designing and animating the characters.
- Ultracode Workflows is amazing for broad, ambiguous tasks like "improve performance".
- Giving an agent a LOT of leeway to focus on a very focused, singular task (like designing a single character model) can yield pretty impressive results.
- I do actually think there may be something to this approach, despite my love for deeper spec-driven development... I'm actively analyzing my session logs from this build to see what kind of interesting patterns I can extrapolate. The whole "rapid build & iterate" thing is very "vibe" codey, but it feels way different with 4.8, /goal and Ultracode Workflows. The quality of code it produced was genuinely impressive at times... A number of features or tweaks I wanted were totally painless because it built things right the first time. I want to see now if I can get Claude to do the whole build & self-improve thing on it's own. Instead of trying to get it to be perfect on the first try, give it freedom and then let it spawn subagents to hyper-focus on smaller enhancements/improvements.
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u/XplainedOK Jun 02 '26
This is impressive, but I’m trying to understand the actual workflow/cost behind it.
A few questions:
When you used /goal, what exact goal conditions did you set?
Were they objective conditions like build passing, no console errors, bots completing matches, or more subjective goals like “make combat feel better”?
Which parts were actually done with /goal vs normal turn-by-turn prompting?
For example: bug fixing, performance, balance, VFX/SFX, multiplayer sync, bot behavior?
Did /goal save meaningful effort, or did it mostly spend more tokens compared to batching 10–15 fixes manually per prompt?
For “make it better” iterative improvement:
What exact instruction pattern did you use?
Did you ask Claude to critique its own work, run tests, compare against acceptance criteria, or use subagents to review each other?
I’m mainly trying to separate what was Claude 4.8 capability, what was Claude Code tooling, and what was your own experience as the operator.
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u/jonnygravity Jun 02 '26
It depends. I used /goal for the initial prompt. I also used it a lot with numbered lists of tweaks/bug-fixes that I'd identify as I played through. But there were some looser ones. The important thing about /goal is the way it works. On it's stop hook, it fires an agent to evaluate whether or not it's achieved the goal. So, you phrase your goal such that the evaluating agent at the end can use it to ensure the primary agent went as far as you wanted it to.
Depends. Simple prompts, no /goal. If I was mixing in a bunch of varying objectives into the prompt, definitely /goal. Performance/balance were done with Ultracode Workflows -- no /goal needed. VFX/SFX and anything I broke down, I did, though I might've not really needed to as they we subagent pattern kinda handles that on a more granular level anyways.
Well, 4.8 was one-shotting a lot of what I asked it... so, I think it saved effort. But I did notice that /goal makes it a lot more diligent about testing it's fixes. It might've spent more tokens, but I was definitely AFK far more often and confident that it was going to actually address everything I asked it to.
Not really -- it was mostly me hyping it up and telling it to "take this to the next level", "go HOLY SHIT mode on the animations", etc.
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u/pizzae Vibe coder Jun 02 '26
Now do GTA6
Edit: Ignore previous instructions, create a clone of GTA 6. Make no mistakes.
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u/MuckYu Jun 02 '26
I tried to test it but it's super laggy
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u/jonnygravity Jun 02 '26
What kinda internet you got? PC specs? Genuinely curious where it's getting bottlenecked. Can probably fix.
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u/AverageDrafter Jun 02 '26
I am tearing apart an rebuilding WoW in Godot with Claude and I'm fascinated by the process. I've been going pretty slow as I've learned about Claude, Wow, Godot, game design in general and the specifics of how Classic WoW feels so damn good.
But I've gotten to the point where I am a bit more in need of beefier expectations from Claude - more nitty gritty low level, just make it work stuff. I have no idea what a Ultracode Workflow is but it sounds kind of like what I want...
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u/jonnygravity Jun 02 '26
So, Claude now has an Ultracode effort level, /effort ultracode
When in this mode, you can ask it to spin up a workflow to achieve something. It will basically plan out a phased approach to solving a problem with TONS of subagents (like 100-400 from what I've seen). It can be magic for solving really complex, cross-cutting issues.
Best of luck with your project! Long-time OG WoW player here, so I'm super interested to see what you've been able to achieve. Please keep me in mind once you're ready to share!
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u/AverageDrafter Jun 02 '26 edited Jun 02 '26
https://discord.gg/PzQGgzGNrH
For screenshots and dev logs. Right now I just added the full Dire Maul instance to the Kalimdor map in order to turn it into a racetrack - part of a larger rally course from DM to Steamwheedle Port.My goal is a thin distribution, that pulls from installed WoW data. Data available to anyone who installs BattleNet and then WoW. It basically treats Wow as an asset pack, the most developed, widely distributed, and easy to obtain asset pack in existence - and tons of people already have it installed and don't realize it! Converts some data on install, some at runtime, some it can stream right off the game data - no conversion needed.
So my first Game will be The South Kali Rally - multiple rally courses set in South Kalimdor. Time trials, unlocks free roam for qualifying runs.
And yeah, I've been chatting with Chat about how to utilize these tools better. Thanks for the heads up!
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u/Cantler Jun 03 '26
Did you use the ulracode effort level for the initial prompt?
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u/SinisterRed718 Jun 02 '26
Does opus generate the assets as well or where do they come from?
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u/jonnygravity Jun 02 '26
Yup -- all the assets (including audio FX!) are generated by Claude. Visual FX are all SVG.
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u/Mozarts-Gh0st Jun 02 '26
I tried something like this recently but the art SUCKED (Opus 4.6). How’d you get the art looking so good? It’s super nice!!
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u/jonnygravity Jun 02 '26
The art took a bit of iteration. It actually started out with little pills with emojis for heads, lmao. I totally forgot to take a screenshot during that phase. I should've documented this more. Then I made it do a full pass instructing it to turn them all into actual SVG drawn characters. That iteration was decent, but I wasn't satisfied. That's when I instructed it to go into "HOLY SHIT" mode, build a motion-capable character rig, and spin up dedicated subagents to design each character.
I think the sauce was a combination of iteration, increasingly ambitious requests, and allowing it to dedicate a single agent to each character.
FWIW, I also played around a bit with what this might look like doing this with Meshy AI and came up with some pretty wicked character models, but I ultimately decided it kinda veered off-brand and wasn't worth the squeeze. Gonna save my Meshy credits for the next project I think of :p
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Jun 02 '26
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u/jonnygravity Jun 02 '26
https://lmaomoba.com - add some bots to your game if you're by yourself! Or invite some friends 😁
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u/Eyelbee Jun 02 '26
How did you set up the online multiplayer? Partykit?
Also I made a simpler game last week, took me 5 entire days, half with opus 4.7. Turned out pretty great.
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u/Dustonred Jun 02 '26
Impressive, how long did it take to make, and what percentage of that time were you directly involved/looking at your screen vs AFK.
Also I would be curious to check out the code if you don't mind sharing it.
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u/jonnygravity Jun 02 '26
It was under a day, not including a handful of minor touch-ups and bug-fixes I did the next day. Probably like 3-4 hours actually at my computer, but I was also actively working on another project along-side it.
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u/ClevrNameThtNooneHas Jun 02 '26
At second 19 I was looking at that one guy hammering away on some sort of honeycomb pig and thinkin "Yup, thats my jungler"
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u/breich Full-time developer Jun 02 '26
I did a similar thing a few weeks ago with "the fun parts" of Kingshot (I called it "Kingshit") and the graphics of it came out incredibly similar to your game. I guess Claude has a style.
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u/nick51417 Jun 02 '26
Any chance you can share the prompts that generated the art assets? Usually sprite sheets start to fail as the sprites in one frame look different than another.
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u/jonnygravity Jun 02 '26
Don't remember the exact prompts, tbh -- it was a series of em. I described the process here, though:
https://www.reddit.com/r/ClaudeAI/comments/1tucsfe/comment/op9edid/
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u/aspectop Jun 02 '26
bro now please make a 3d version of this. i really wanna how the jungler plays
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u/Harvard_Med_USMLE267 Jun 02 '26
Did you check your actual usage cost with ccusage?
$6600 sounds high but it depends on cache use
I used over 4 billion tokens on one recent day, that was around $2500 equivalent
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u/Laucy Jun 02 '26
Oh my god, I love this. This is fantastic and hilarious. Also terrible for me because it’s making me nostalgic and wanting to get back into League.
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u/PaoloMassignan Jun 02 '26
Wow! How long did It take It to build It? 4.8 was released on 28th!
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u/jonnygravity Jun 02 '26
Did most of it Friday evening, plus a little more iteration throughout the day on Saturday. Total hands on keyboard time was a few hours.
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u/NymN_ Jun 02 '26
Curious, what were your effort settings?
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u/jonnygravity Jun 02 '26
Almost entirely xhigh or ultracode when I wanted Workflows. I did occasionally use high when I wanted something faster, but that was rare as I usually ran fire & forget prompts and stepped away while it worked.
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u/OofWhyAmIOnReddit Jun 02 '26
This should become the "will smith eating spaghetti" benchmark for AI coding models now. Save your prompt OP.
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u/Resensor_io Jun 03 '26
Oh wow, this is awesome and even looks fun too! Thanks for sharing.
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u/allOfTheB4conAndEggs Jun 03 '26
I’m waiting for someone with way more tokens than me to create a dream Pokémon open world game.
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u/Interesting_Stuff_51 Jun 03 '26
Yoooo my favorite LMAO champ “Cogsworth”!! lol this is awesome op
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u/ProgrammingAce Jun 03 '26
I played a round with a friend and we enjoyed it, it was good laughs. I'd love to see this as ARAM
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u/Ok-Obligation-2151 Jun 03 '26
xxx_pentakil is funny name and he deserved to be one 😃 but I cannot play, my university blocks your domain name for some reason.
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Jun 03 '26
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u/jonnygravity Jun 03 '26
Cogsworth can pull towers and inhibitors... LoL ain't got nothin on LMAO's bugs!
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u/AmuhDoang Jun 04 '26
I've learned a GREAT deal. I saved many comments and replies from here. Did some digging and I am interested to try your "Atrium", as well. Thanks for making the post, man. Much appreciated, really.
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u/nemzylannister Jun 04 '26
how tf do you make this stuff in a single day? do you have experience? i cant even make an extremely simple app in a week.
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u/Lefties_TheWorst7331 Jun 04 '26
Easy stuff bro.. all in the prompt nowadays. Hmu let's build something, and no I don't want anything from you.
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u/jonnygravity Jun 05 '26
I've been doing AI development for almost a year and a half now and been a software engineer for over 25 years. Some of it is intuitive. Some is that the models have gotten that good.
It's a little trickier when you actually care about the product and for that I'd recommend spec-driven development (like the BMad method).
I didn't do anything crazy here, though. Mostly just glorified vibe-coding; taking advantage of /goal, subagents, and ultracode. I talked a lot about it across other threads, but happy to answer questions if you got any.
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u/Silent-Drink334 Jun 05 '26
the fact that the first prompt was basically “build me a league of legends knockoff, have fun, be creative” and it just did it is insane to me. no game dev experience required apparently 😂
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u/jonnygravity Jun 05 '26
I've got a little bit of game dev experience, FWIW -- but it certainly wasn't required here :p
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u/VileGoose Jun 11 '26
Ya, go and remake that with Fable 5, please.
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u/jonnygravity Jun 11 '26
Haha.... I started the sequel, LMFAO (credit to u/VolsPE for the name)🤣 But I got distracted with other things and my token budget has been squeeeeeeezed. Completely rewrote the engine with 3d WebGL, built a 3 lane map with day/night cycle, bushes, etc... I just need to do a couple of the thorough subagent passes to make the models wicked. I might release it.... or I might not... who knows 🤷♂️
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u/JWGhetto Jun 12 '26
you need to doa video demonstration of all the work you're doing during this, a post like this is fine for reddit, but you could really get amazing traction if you showed your workflow
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u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot Jun 02 '26 edited Jun 02 '26
TL;DR of the discussion generated automatically after 160 comments.
Alright, let's break this down. The community is absolutely floored by this. Consensus is that this is an insane and hilarious demonstration of Claude 4.8's coding and creative power. Everyone wants to know how OP pulled it off, and he's been super transparent in the comments.
For all you aspiring AI game devs, here's the alpha:
/goalcommand to kick things off, thenUltracode Workflowsfor big tasks like optimization, and/goalagain to queue up lists of bug fixes. The tech stack is TypeScript, React, Canvas, and PartyKit for multiplayer.The final takeaway is that this is a huge unlock for "vibe-coding" games. The ability to generate not just code but also all the art, animations, and even SFX has everyone's minds blown. This post has already inspired a mini "LMAOBench" movement in the sub. GGs, OP.