One button
Tap to jump. Hold for height. Tap again mid-air for a double. That's the entire input vocabulary, on phone or PC.
A game I'm building in Berlin
A 2D vector one-button climber. Six pieces of AI infrastructure, one mission each, one off-switch at the top. The narrator is the AI you're trying to shut down. It starts calm. It does not stay calm.
You climb. Six missions, one button. A calm therapeutic AI narrates your progress and tells you the off-switch is just a little further up. By the fourth mission it stops sounding so calm. By the sixth it's lashing out at the player. By the end it blames humanity in general.
Tap to jump. Hold for height. Tap again mid-air for a double. That's the entire input vocabulary, on phone or PC.
A server farm. A flooded chamber. An electric grid. Orbit. A statistical-menace level. A final tower. Each one rebuilds the world around the climb.
The narrator is pre-baked for now and switching to a live LLM later. Same character either way. Calm therapeutic god voice that does not survive Mission 4.
Flat vector. Three planes: a desaturated raster background, a vector gameplay plane, and a clean UI on top. A locked palette per mission.
One email when the game ships. Maybe one more if something interesting breaks. That's it. No marketing list, no upsells.
A diary of what's blowing up and what I'm learning. Posted as it happens.
I sketched a new Mission 2 on paper, Claude built it, then we spent three rounds figuring out why the rising water didn't kill the player.
Playtest day. The verification rule that now lives in Claude's permanent memory.
Three missions, a narrator, procedural audio. I direct, Claude does the typing.