Multi-hour project guides that take you from empty editor to a real, playable game. Every prompt used is in the page itself, every step has a time estimate, every gotcha is called out. The point is that you finish with something you can share, not a half-built tutorial that asked you to "exercise for the reader."
The simplest walkthrough on the site, written for kids about 9 to 13. Build a cozy game where a basket catches falling stars and the score climbs. No installing, no jargon, no way to lose, no game-over. A grown-up helps with one setup step, then the kid does all the building. By the end they have a real game they made themselves.
Absolute beginner path. You will use TextEdit (built into Mac) or Notepad (built into Windows), a browser you already have, and a free Claude account. No Node.js, no terminal, no commands. A one-screen dodger you ship to itch.io in about 3 hours. Best entry point on the site if you have never built anything before.
The shortest finish line on the site. A full brick-breaker in Godot 4: a paddle, a ball with real angle control, 40 destructible bricks, score, 3 lives, win and lose screens, exported to the web. Four 30-minute steps, every Claude prompt inline. Built for anyone with a hard drive full of unfinished projects who needs to feel a finish again.
A real, working 2D platformer in Unity, built end to end. Character with juicy movement (coyote time, jump buffer, variable jump). Three tilemap levels. A patrolling enemy. Coin pickups with a score display. Sound effects. A pause menu. Built to WebGL and uploaded to itch.io. ~12 hours of focused work spread across two days. No skipped parts.
A working arcade dodger in Phaser 3 / TypeScript: move left/right, dodge falling debris, collect coins, score climbs until something hits you. Built and uploaded to itch.io as a playable web embed in about 4 hours. Single-evening scope. Vite build, no asset hunt, every prompt inline.
A complete Sokoban-style box pusher in Pico-8. Three levels, win + restart, sound effects. Token-budget conscious. Built end-to-end with Claude as co-dev in roughly four hours of focused work. Every prompt inline.
These are being scoped or fact-checked right now. Each one is a real project end-to-end, like the platformer.