vibe coding a cozy metal detector game a few prompts in with opus 5.5 loving the sunset 😌
This video is no longer available here. View original post ↗
Code-only pixel game built from wizard prompt
@zacxbt ↗The creator’s prompt
A prompt is the text that tells the AI what you want it to make. Copy this one and paste it into your Claude Code project, adding what you’d like to change: the subject, wording, colors, or length.
The original text is preserved to respect the creator’s work. You can add instructions in your own language, even if the prompt is written in another language.
Create a single self-contained HTML file that renders an animated pixel art wizard casting a spell, using vanilla JavaScript and Canvas 2D. No external assets, libraries, or network requests. RENDERING - Draw everything to an offscreen canvas at a fixed logical resolution of 128x96, then blit to a fullscreen display canvas scaled by the largest integer factor that fits the window, centered, with imageSmoothingEnabled = false and CSS image-rendering: pixelated. - All drawing snaps to integer coordinates on the logical canvas. No sub-pixel positions, anti-aliasing, gradients, or shadowBlur. - Fixed palette of ~24 hex colors: deep blues/purples for night sky, warm robe tones, 3-4 bright magic colors. Every pixel comes from this palette. CHARACTER - Build the wizard procedurally from filled rects and pixel runs, ~24x32 logical pixels: pointed hat with a bend, long beard, two-shade robe with darker outline, staff with a gem at the tip. - Parameterize the pose (staff angle, arm raise, head tilt, robe sway). Animate parameters smoothly, then quantize to the pixel grid each frame so motion reads at an 8-12 fps pixel animation feel even though the loop runs at 60fps. ANIMATION - Looping state machine: IDLE (2-frame bob, beard sway) -> CHARGE (staff raises, gem flickers, sparks spiral inward) -> CAST (bright burst, projectile fires across the scene, 1-2 pixel screen shake) -> RECOVER (settle back). Ease pose parameters between keyframes. - Pooled allocation-free particle system: preallocate and reuse. Sparks orbit the gem during CHARGE, explode outward on CAST, each particle stepping its palette index from white to magic color to dark before despawn. Snap particle positions to the grid when drawing. - Fixed 60hz timestep update with rAF rendering. Zero object allocation inside the loop. SCENE - Minimal background: dark sky, a few twinkling 1px stars, moon, stone floor line. Character silhouette must read clearly. - Subtle 1px rim light on the wizard from the gem, brightening during CHARGE and CAST. QUALITY BAR - Crisp pixels at any window size, seamless loop, stable 60fps, readable silhouette. Should look like a polished 16-bit sprite animation, not vector shapes scaled down.
More videos to inspire you
From the same creator ↗can you make a 3d game where you walk around and spot cats inside of a van gogh painting? we can start with stary night and its town
I would like you to create a kickass, impressive 1990s style demoscene demo using this S3M track as the music. Prior to getting to work, ple…
A 3D multiplayer game where the players are a squad of x-wings taking on a star destroyer. They pilot their ships to take out key components…
Create a cinematic browser-based 3D world that can be explored freely with a camera, focused on breathtaking landscapes and extraordinary or…
Create a studio level motion design ad for my app mimicly. Show me the best you got. You are the lead creative strategist, product marketer…