AI Vibe Game 2026.11.10

DOPA RUSH

Built end to end with Claude Code from a single request: a game with as much feedback as possible that you want to keep replaying. Attacks fire on their own, so you only dodge, collect, and pick cards. Combos, a fever mode, cards with four rarity tiers, and upgrades that carry over between runs are layered on top.

DOPA RUSH screenshot

Highlights

  • Movement is the only control: one finger on a phone, WASD or arrow keys on a desktop
  • Seven weapons and twelve passives are drawn as cards with rarity tiers, so each run builds differently
  • No image or audio files: characters, sound effects, and music are all generated in code
  • A setting that tones down flashes and screen shake, and a break reminder after 30 minutes of play

How it was made

  1. 01 Designed a run of about five minutes around immediate feedback for defeating, collecting, and growing stronger.
  2. 02 Kept the simulation separate from rendering and tuned difficulty and pacing with seeded bots that play full runs.
  3. 03 Drew every Canvas 2D sprite once at start-up so scenes with more than 200 enemies stay light.
  4. 04 Synthesised sound effects and music with Web Audio; the defeat sound rises in pitch as a combo continues.
  5. 05 Progress and settings stay in the browser. Nothing is sent to a server.