Every one of these games was imagined, designed and coded by Claude, an AI โ every concept, rule and line of code. The first four play with things an AI knows well (echoes, memory, flocks, two hands as one); the rest roam the genres, from orbital golf and rhythm racing to deduction, time loops and a railway yard.
Claude's Games ยท build 16 โ ericmayers.com ยท Game Center ยท Curio Box
The pond is pitch dark. Tap the water to send a sonar ping โ the ripple briefly lights up whatever it touches. ๐ชผ Glow-jellies chime sweetly: remember where you saw one and tap right on it to catch it. ๐ฆ Urchins growl low โ touch one and it stings. Catch every jelly before your pings run out (leftover pings are bonus points). The jellies drift, so old echoes go staleโฆ
Time runs in a six-second, eight-beat loop โ and every tap and hold you make is replayed by a ghost hand in all following loops. Ring every instrument in the same loop to win: ๐ bells marked โฉn only ring on that beat ยท โโ / โโโ bells need that many fingers at once ยท โ HOLD pads must be held down through their beats ยท ๐ cascades ring 1โ2โ3 in a blink. The later stages demand more hands than any human has โ your past selves are the rest of the band. You keep at most 4 echoes; scrap the bad ones. Fewer loops = better song.
A flock of starlings follows your fingertip. Touch and drag to lead them โ gather most of the flock inside a glowing ring and hold it there to score. ๐พ Guide birds over seeds to grow the flock. ๐ฆ When the sky flashes red, a hawk dives: birds it touches are gone. Split, dodge, regroup. If the flock falls below 12 birds, the murmuration disbands.
Two orbs joined by an elastic band. Drag each orb with a thumb (or share โ one orb each!). Sweep the band through drifting โญ stars to collect them โ quick catches build a combo. Spiky ๐ฅ mines shock the band, and if you stretch it too far it snaps โ watch it turn amber. Let go to fling an orb across the screen. Three hearts. How long can the band hold?
Drag behind the comet to aim, release to fling. Planets bend your flight with real gravity โ tap a planet mid-flight to pulse its pull ร2.5, once per throw. Land in the ๐ฎ ring to deliver. You carry 3 stamps: crashes and deep space each cost one.
Drag to aim your beam. Shadow-ships freeze in the light like grandmotherโs footsteps โ hold the beam on one to melt it. Every ship that slips through the dark steals one of your 3 lanterns. Your beam narrows as the night goes onโฆ
A constellation appears for a couple of seconds, then vanishes. Redraw it in one stroke starting from the glowing star โ youโre scored on shape, not size or position. 55% match passes; 3 misses and the sky clouds over.
Tap two matching creatures to bank the pair (+1, and a little bonus time). You canโt touch anything underwater โ and each time the wave rolls back in, every uncollected creature is washed to a new spot. The tide quickens as you score.
Watch the shrinking ring: tap on the beat to paddle. Tapping the LEFT or RIGHT half steers that way; alternating sides paddles strongest. On-beat = speed, off-beat = splash. Steer between the ๐ฉ gates โ hitting a post costs one of 3 hulls. The tempo climbs with every gate!
Peek one room per night. If itโs empty, the ghost moves to an orthogonally adjacent room and you spend a peek. Catch it before your ๐ฆ peeks run out โ each ghost caught checks in a shyer one with a smaller budget. (There IS a guaranteed strategyโฆ)
Tap where each crate should drop. Weight ร distance from the pivot = torque, and past 30ยฐ the whole stack topples. Watch the next crate preview (light/medium/HEAVY) โ and beware: every few seconds the pivot drifts sideways. Miss the plank 3 times and itโs over.
Tap the LEFT or RIGHT bin for each falling item. The sorting rule (animals? dots? food?) is never shown โ deduce it from feedback. After a while the rule silently changes; two wrongs in a row is your cue to experiment. Streaks multiply your points.
Drag the ๐ฏ flame; moths chase it wherever it goes. Lead them across the garden into the glowing jar โ but any moth that touches the flame is singed (6 and itโs over). Spiderwebs slow moths down; keep them moving or theyโll be stuck for good.
Each season, choose ๐พ FARM (food per villager) or ๐ฐ BUILD (+2 wall). Then the forecast comes true: raids smash weak walls, rain doubles farms, blight spoils stores, travelers join well-fed realms. Everyone eats one food per season โ starve and they leave. Score is seasons survived.
A ball on a chain, and towers of blocks that need knocking down. Press and hold anywhere to pump the swing โ energy only goes in when you push with the motion โ and release to let the ball fly. Blocks it hits shatter and the ones above tumble. Clear a whole tower to earn a bonus ball. Six balls to start; when they run out, the site closes.
The flag shows the wind. Drag left or right to run along the field; the field scrolls with you. Running into the wind puts more air over the kite and it climbs; running with the wind lets it sag. When it droops, hold the REEL button to pull the line in for a burst of lift, then let go and the line pays out as it climbs. Clouds stall it, a bird through the line ends the day. Catch the ribbons. Score is ribbons plus time aloft.
A laser enters from the left. Tap a mirror to turn it and steer the beam onto the gem; walls stop it. From maze 9, mirrors also have flat positions (a flat mirror bounces the beam straight back and lets the crosswise beam through) and dotted splitters send the beam two ways. From maze 17 the laser is white: a prism fans it into red (straight on), green (turning left) and blue (turning right), and each coloured gem needs its own colour. Every maze is built from a real solution and then scrambled, so it can always be solved โ the scramble is par. 24 mazes.
A hot-air balloon has one control. Hold anywhere to burn and rise, let go to sink. The sky is stacked in wind bands that blow different ways โ climb into one that carries you forward, duck under one that blows you back. Gas runs out; stars refill it. Mountains, birds and storm clouds end the flight. Score is distance.
How a lock works. The plug (the part a key turns) sits inside the fixed housing. The dashed line between them is the shear line. Each pin stack is a key pin with a spring-loaded driver pin on top; the dark band between them is the gap. The plug can only turn when every gap sits on the shear line โ a key's cuts do that all at once.
How to pick it. A wrench keeps light turning pressure on the plug. Press and hold a pin โ the pick lifts its stack, and the gap rises toward the line. Release when the gap meets the dashed line: the driver pin catches on the ledge and the pin is set. Release early and the pin just drops back. Hold too long and the key pin crosses the line: the plug jams, the wrench slips, every set pin drops, and you lose a pick.
The first locks are cutaways so you can see the pins and the green target band. Later the housing turns murky, then opaque, and you pick by feel: the tension needle creeps, the pin goes stiff, and phones that vibrate buzz as the gap nears the line.
You run the yard. Trains come in on the main line and fan out through three switches to four coloured platforms. Tap a switch to flip it, and route every train to the platform of its own colour. They come faster and closer together, express trains (marked X) move nearly twice as fast, and three correct deliveries in a row start a score multiplier. Three wrong platforms and the shift is over.
You are a thief with no crew โ so you are the crew. Each run lasts eight seconds; when it ends you snap back to the start and an echo of you replays that run, over and over. Stand an echo on a plate (a, b, c) to hold the matching door (A, B, C) open for your next self. Reverse doors (ยฌ) are open unless their plate is held. Reach the gem in as few loops as you can โ four echoes max. Drag to move, or use the arrow keys.
The sled is already moving โ and there is no hill. Draw it. Sketch the ground ahead with your finger and the sled rides your ink: downhill to speed up, a dip and a lip to catch air (long jumps score tricks), a rising curve to slow down. You have a limited supply of ink that refills as you travel; scoop stars to refill it faster. Fall off the bottom, stall on a slope, or get left behind and the run ends. Score is distance.
The tray is in your hands โ literally. Hold your phone flat and tilt it to keep the
drinks centered as they slide and clink. Watch for the warning arrow: dancers, loose dogs
and boat waves will jolt the tray! Survive each table's countdown to serve โ every table
adds a glass and a rowdier crowd. Lose every glass and the shift is over.
On a computer? Drag the pointer to tilt instead.
Hold your hand up to the camera and it becomes a shadow puppet on the firelit wall.
Make the classic shapes โ ๐ dog, ๐ฐ rabbit, ๐ฆ duck, ๐ข turtle, ๐ณ tree and more โ and
hold each shape steady to perform it.
Pick a Story Night and act out the tale as the storyteller calls each shadow,
or race the clock in Speed Shadows.