How do you build a browser game with Claude Code?
For Indie game and hobby developers · Based on Futurepedia Claude Code Build Framework
// TL;DR
Indie game and hobby developers can use the Futurepedia Claude Code Build Framework to build custom browser games — even ones with unusual hybrid rules no existing game covers — entirely from plain-English descriptions. Describe the concept and rules, plan it in Plan Mode so Claude asks about mechanics, win conditions, and visual style, then let it build the logic, animations, and geometry. Iterate one change at a time on difficulty, UI clarity, and AI opponent logic, using screenshots to debug visual issues fast. Run a security and 'anything else' check to catch missing restart or mobile touch support, then deploy free on Vercel to share it.
Can Claude Code build a game with rules I invented?
Yes — this is one of the framework's strongest use cases. If you have a browser game concept with unusual hybrid rules no existing game covers, you don't need to know how to code the logic, animations, or geometry. You write a plain-English prompt describing the game concept and its specific rules, and Claude handles the implementation. This is ideal for indie and hobby developers who have creative game ideas but hit a wall at the programming step.
How do I turn my game idea into a working prototype?
Create a dedicated project folder, drop in any art assets you already have, then write a prompt describing the end product and core mechanics. Switch to Plan Mode and send it. Claude will ask clarifying questions about mechanics — move types, win and draw conditions, visual style — and you answer each specifically. If none of Claude's suggested options fit your vision, type exactly what you want. Review the full plan, which will cover game logic, animations, geometry, and the tech stack, then accept and let Claude build.
Use Opus for this first build. Game logic is exactly the kind of complex reasoning where Opus makes fewer mistakes up front and saves you rebuilds. Once Claude finishes, open the Preview panel to test core functionality — and if the preview errors (a known bug), click 'Open file' to load the HTML manually rather than assuming your game is broken.
How do I refine gameplay without breaking what already works?
Switch to Accept Edit mode and iterate one change at a time: adjust difficulty levels, clarify the UI, tune the AI opponent logic — each as a separate prompt. Games have tightly interacting systems, so bundling changes into one prompt is especially risky; when something breaks you won't know which tweak caused it. One at a time keeps debugging clean. If a change is large or architectural, switch back to Plan Mode for that specific request and switch to Sonnet for smaller edits to conserve usage.
When a visual bug or misaligned element is easier to show than explain — a piece rendering in the wrong place, an animation glitch — take a screenshot and drop it into the chat. Claude can see uploads, and showing the problem is far faster and more accurate than describing it in words.
How do I catch problems before I share my game?
Games have game-specific oversights that a pure security scan won't catch, which is why the framework pairs two prompts. Say 'run a security check', then separately ask 'Is there anything else I should be aware of before making this live for other people to access?' That second prompt is what surfaces things like a missing restart function, no mobile touch support, or browser compatibility gaps — exactly the issues that ruin a shared game. Fix everything flagged.
Manage context on longer builds by running `/init` to generate claude.md and using the session summary prompt before starting fresh sessions, so Claude never forgets your game's rules mid-build.
To publish, do the one-time GitHub setup, prompt Claude to create a repo and push your code, then deploy free on Vercel. Every future push auto-redeploys, so shipping an update — a new level, a balance tweak — is a single prompt. Share the live URL with players anywhere.
Next step: Write down your game's core rules and win conditions in plain English, create a project folder, switch to Plan Mode, and let Claude ask you the mechanics questions that turn a rough idea into a real plan.
// FREQUENTLY ASKED QUESTIONS
Do I need to know a game engine like Unity to use this?
No — the framework builds browser games in code Claude writes for you, so you don't need Unity, Godot, or any engine knowledge. You describe the concept and rules in plain English, and Claude chooses and implements the tech stack. Plan Mode surfaces mechanics questions, and you iterate one change at a time to refine gameplay without touching code yourself.
How do I fix a piece rendering in the wrong place?
Screenshot the misplaced element and drop it directly into the chat — Claude can see uploads, so showing the visual bug is faster and more accurate than describing it. Describe the correct placement you want, and iterate that as a single change. This 'show don't describe' approach is ideal for geometry, animation, and layout issues common in games.
Why did my game work on desktop but not on a friend's phone?
You likely missed mobile touch support — a common oversight a security scan won't catch. That's why you ask 'Is there anything else I should be aware of before making this live?' after the security check. It surfaces missing touch controls, absent restart functionality, and browser compatibility gaps. Prompt Claude to add mobile touch support and redeploy.