Small Hours

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A screenshot of Small Hours. Play

Last night, due to a variety of circumstances, I had a bunch of Claude tokens on my subscription plan to burn. It was late and I was tired. Every moment I spent working on something would translate to a moment less of sleep. So, I decided to hop on the “let’s see what the new model can do” bandwagon:

Make a game (or game-ish) prototype you think I would appreciate. In addition to the guidance in the game-prototypes repo, I’ve included my website for context, where I’ve documented my taste extensively (though quite a lot of that is from when I was a naive, young kid!)

Deadline: Wed 5:00 AM (I bet you know why)

Fable 5.2 produced the game “Small Hours”. It was not very good. In fact, dare I say, it was quite bad! Well, actually, the puzzle at the end of the game was okay. It took me like 15 minutes to solve. It was a crazy difficulty spike, given the rest of the game was mind-numbingly easy! But I felt fulfilled at the end, so that’s something. Anyway, maybe this was a harsh test, but I still think there is a long road ahead before these things become competent at game development.

In addition to the gameplay itself being poor, the visuals and audio are not good either.

Mitigations

I am extremely hesitant to write any solid list of mitigations, as I’m sure they’ll be 100% obsolete by this time next year. Still, for the sake of being thorough, a few things come to mind:

  • Need to provide at least a list of style references. Pinterest may be dead but there are plenty of alternatives.
  • Claude is addicted to synthetic noises and doesn’t want to touch a sample library.
  • Claude is terrible at extrapolating taste on its own (well as of today)