Original Reddit post

The Coliseum I’m developing ZOMBRA, a zombie apocalypse game in JavaScript and Phaser, with Claude Code and Codex. The latest module is an illicit arena where waves of infected, dogs and bosses come out of cages while the crowd reacts to the fight. For the Claude Code side, I keep the arena design, implementation notes and project instructions in the repository. I ask it to read those and the existing game systems before changing anything. The arena builds on the existing combat loop, with a director controlling rounds and gates and a crowd system reacting to what happens in the fight. Much of the pixel art is drawn procedurally in code. The constraint I keep coming back to is separating the simulation from the visuals: damage and enemy behavior belong in the fixed game step; lights, particles and camera effects should not decide the rules. I then review actual gameplay and screenshots, because a feature can function correctly and still feel flat or become hard to read when the screen fills up. This clip shows the arena in development. I’m designing the module for solo play and co-op; online multiplayer PvP is planned for a later stage. It is not a finished release. The part I’d like feedback on is whether the cages, crowd and arena events make the fight feel like a spectacle, or whether they distract from reading the enemies. submitted by /u/Straight-Tea-8564

Originally posted by u/Straight-Tea-8564 on r/ClaudeCode