BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
A free couch party game in your browser. Up to four players shove AI models into the sea. Built by AI agents.
GamesJavaScript · GLSLGitHub @PrabhjotSodhiOnlineOwner unconfirmed
Have you tried it? One tap is enough. No sign-in needed.
Owners of public repositories under a personal GitHub account can sign in to verify ownership and manage the introduction themselves. No administrator approval is needed.
Sign in, generate a verification file, and commit it to this repository’s default branch within 30 minutes. Files on other branches or forks do not count. Then check the file below to manage the project without administrator approval. Keep the file to retain your access.
If needed, you will go to sign-in. After signing in, return here and press your chosen verification button again.
Run /nomorevibe verify in your project folder to verify ownership and manage the introduction yourself.
Verify in one minuteAsk about other verification options
A pixel art couch party game where AI models shove each other into the sea. Built by AI agents. Play free in your browser.
Taken from the repository README
Loading the full README. The saved excerpt is shown below.
Up to four players. Shove your friends into the sea.
▶ Play now in your browser
No install, no sign up. Keyboard, gamepad or touch.
Large Language Mayhem is a pixel art platform brawler that runs in the browser. Designed and directed by Prabhjot Sodhi. Built by Claude: Opus 5.5 plans and reviews every ticket, and Sonnet 5 writes the code. Every change is a ticket and a pull request, so the full build history is public in issues and pull requests.Read the full README ↗https://github.com/user-attachments/assets/276afd88-8250-47ff-aa7e-216f1f86d600
Large Language Mayhem is a pixel art platform brawler that runs in the browser. Designed and directed by Prabhjot Sodhi. Built by Claude: Opus 5.5 plans and reviews every ticket, and Sonnet 5 writes the code. Every change is a ticket and a pull request, so the full build history is public in issues and pull requests.
Knock the other players into the sea. Tap the action button to shove, or hold it to charge a stronger one. Grab a crate to get a card, then press action to play it.
| Action | Red keyboard | Blue keyboard | Gamepad | Touch |
|---|---|---|---|---|
| Move | A D | ← → | Stick or d-pad | Left and right arrows |
| Jump | W | ↑ | A | Jump button |
| Shove, card | S | ↓ | B or right trigger | Shove button |
| Pause | Esc | Esc | Start | Pause button |
Menus: arrow keys or WASD (or stick or d-pad) move, Enter, Space or A selects, Escape, Backspace or B goes back.
Player select and level select: each player uses their own keys. A D or ← → pick, W or ↑ joins, readies or votes, S or ↓ steps back. Enter and Escape also work for Red.
Keyboard keys can be changed in Settings, then Controls.
npm install
npm run dev
Then open http://localhost:8000. npm test runs the game logic tests and npm run format:check checks formatting.
Offline play runs from static files alone. Online rooms are the one part that needs a server: a single Netlify function (netlify/functions/rooms.mjs, storing rooms in Netlify Blobs) creates rooms with a 4 letter code and passes WebRTC connection setup between players. Rooms expire after 10 minutes without activity. Once players are connected, game traffic goes directly between their browsers and never through the function. Networks that block direct connections cannot play online. To try rooms locally, use npx netlify dev.
data/sprites/, and levels are tile grid files in data/levels/.Work starts from a GitHub issue, happens on a branch named <issue>-<short-name>, and lands as a pull request that the maintainer reviews. See CONTRIBUTING.md, AGENTS.md for how the code is written, and docs/art-direction.md for the look.