Comment by andai

7 hours ago

You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.

19:50 Put codex and claude (thinking high) to work in parallel to see who could come up with the better physically accurate mindless tapping orbital mechanics sandbox.

20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun.

20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!).

https://coezbek.github.io/orbital-tap/

  • Unfortunately it doesn't let you skip planets.

    • I tried it, but it doesn't make for good gameplay, it just gets too easy. Could maybe subtract points, but that also feels strange. I updated gravity to do things, but orbiting isn't permitted.

      1 reply →

  • It's still pretty far physically accurate because there is infinite acceleration the moment a ship reaches the target orbit.

    • That sounds like it would be a completely different game and probably not as fun since you'd have to use some very fiddly controls to manually get into orbit. If you eliminate orbit entirely then it's just a slalom race. "Hitting" each star/planet is the immediate feedback that makes it fun.

It's a gap, but not due to lack of trying.

I made https://github.com/TeMPOraL/cloze-call a little over 16 years ago, and this itself was inspired by something then at least that much old.

Screenshot: https://jacek.zlydach.pl/old-blog/download/projects/ClozeCal...

Wonder if I can turn this into browser-playable version with just LLMs.

EDIT: Put Claude Code on the task (reason for choice: Claude Desktop lets me just throw it at a folder with unzipped bundle of sources and assets I found laying around my blog archive).

EDIT2: Holy shit it worked. Will upload it somewhere soon.

EDIT3: Here it is, in its full 800x600, 30 FPS cap glory: https://temporal.github.io/ClozeCall-Web/

The process I used was, have CC run over the original sources and create this document:

https://github.com/TeMPOraL/ClozeCall-Web/blob/main/design.m...

Then after verifying it matches what I remembered and clarifying some decisions (section 4 and 5), just told it to make a static client-side no-build-step no-webshit-frameworks game deployable to github.io, and it did it in a single shot (+ a second small request to add a fix to transparency of some assets). Personally, I'm impressed at how well it went, what a nice highlight of the weekend for me.

Not really. Flight of Nova fills that gap, and I think I know how I'm going to spend this afternoon now.