Original Reddit post

Well, that was honestly a really interesting experiment. I decided to see if I could build something like Getting Over It from scratch using Claude, mostly just to test how far I could push AI with a game that depends so much on weird physics, movement, and “feel”. It ended up being way harder than I expected. The idea sounded simple at first, but once I actually started working on it, I realized the physics side was where everything started to fall apart. The AI could help with general structure, scripts, and some ideas, but when it came to making the movement feel right, it struggled a lot. Small changes would completely break the hammer movement, the player would fly around in weird ways, collisions would behave badly, or the controls would just feel nothing like what I wanted. I spent a couple of days going back and forth with it, fixing things, testing, rewriting parts, and trying different approaches. A lot of the time it would give me code that looked correct at first, but then it just didn’t behave properly. So it was not really a case of “AI made the whole game for me”, it was more like constantly guiding it, debugging it, and trying to explain what was wrong over and over again. Still, it was fun to see how far I could get. I learned that AI can be pretty useful for getting started and helping with boring parts, but for physics-based games, especially ones where the entire experience depends on tiny details in movement and control, you still have to do a lot of manual work yourself. It was frustrating at times, but also kind of satisfying when something finally started working after hours of messing with it. Overall, I think it was a cool experiment. It took me a few days and there were a lot of problems along the way, but I managed to get something working and it gave me a better idea of what AI is actually good at when making games, and where it still struggles a lot. submitted by /u/datguyisaac

Originally posted by u/datguyisaac on r/ClaudeCode