I know very little about game development. My retro 4X remake now has animated turn playback, a parallax starfield, a working AI planner, and 221 new passing tests anyway, thanks to one session with Claude Fable 5 and seven agents running in parallel. Also included: the difficulty system we caught making easy mode stronger than hard.
Building a pixel-art retro dashboard to command 7 AI agents on an M4 Mac Mini: System Health, Agent Fleet, Team org chart with role card modals, Telegram monitoring, cron jobs, and more.
How a single commit across 58 files added audio, branching tech trees, fleet stances, galaxy types, diplomacy treaties, and 22 achievements to Third Conflict. Everything kept green the whole way.
How I turned a functional web port of a 1991 game into a full-featured modern 4X strategy game across four feature phases and a wiring plan, using Claude Code as the primary development engine.
What happens when a 5-agent security team audits a client-side browser game? 26 findings, a 'God Mode in 30 seconds' attack chain, and 4 parallel developers shipping every fix before the coffee got cold.
How I used Claude Code and four parallel AI agents to rebuild Second Conflict, a forgotten 1991 Windows 3.0 space strategy game, as a modern web app. Complete with reverse-engineered game mechanics, 261 passing tests, and more nostalgia than I knew what to do with.