Project Plateau
Project Plateau: four glass plates, one living valley, and the road back to camp.
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A small top-down neon-city driving game (the game itself is in French, ages 10+, cartoon/arcade tone, nothing explicit). Play as Marco or Nadia: take deliveries at the Depot (drive to the map marker to get paid), spend your cash at the dealership on faster cars, and enter races — the view switches to a behind-the-car arcade racing mode (pseudo-3D road into a neon sunset). Take a "hot" job for a big payout and the police give chase (wanted level) — outrun them or get a repaint at the garage to shake them off. Climb the ranks from Bleu to Caïd. ▶ Play GTA 7 · Neon CityRead the full README ↗
A small top-down neon-city driving game (the game itself is in French, ages 10+, cartoon/arcade tone, nothing explicit). Play as Marco or Nadia: take deliveries at the Depot (drive to the map marker to get paid), spend your cash at the dealership on faster cars, and enter races — the view switches to a behind-the-car arcade racing mode (pseudo-3D road into a neon sunset). Take a "hot" job for a big payout and the police give chase (wanted level) — outrun them or get a repaint at the garage to shake them off. Climb the ranks from Bleu to Caïd.
GTA 7 is built on a generic, reusable 2D game engine (Phaser 3, 100% static, no build). The whole game lives in
game.config.js+ assets (all art generated fromtools/art/neon.cjs); the city systems — missions, chase, models, race — are generic, config-gated engine features. The rest of this README is that engine's documentation.
This repo is a GitHub template — each game lives in its own repository, so the engine stays clean and you can make as many games as you like.
my-space-game). You get
a fresh, independent repo containing the whole engine + a game that already runs.main branch (see the warning below)./new-game. It interviews you — theme, target age/audience, art style,
language, core loop — then writes your game.config.js, creates/sources the assets,
themes the look, tests it, and can deploy. It never edits engine.js.https://<you>.github.io/<repo>/, and every later
push to main redeploys automatically.That's it — you now have your own game. Keep shaping it by iterating.
⚠️ Run the Claude Code session on
main. When you open your game repo in Claude Code (web), make sure it develops onmain— a session can otherwise spin up a separate branch. If the game is pushed to another branch, GitHub Pages won't publish it (Pages deploys the default branch) and the first deploy fails. Working onmainkeeps every push a one-click deploy.
Start small. A new game should be tiny: one place, one creature, 1–2 needs, two actions, maybe a small goal. You grow it by iterating — that's the whole workflow, so don't pile on features up front.
(Prefer a hands-on start? You can skip /new-game and edit game.config.js yourself —
the full field-by-field schema is in ENGINE.md.)
Most changes are a small config edit, each with a dedicated skill — just ask in plain language (e.g. “add a pink critter”, “let me ride them”, “add a shop”):
| Want to add… | Where it lives | Skill |
|---|---|---|
| A new colour/skin for the creature | creature.variants (a tint, or a sheet drawn in tools/art/) | add-creature-variant |
| Rename / restyle creatures | creature.customize | — |
| A shop & coins | economy + shop (and meta.showCoins) | — |
| Buyable, placeable decorations | GAME.decor | add-decor-item |
| Riding + obstacles to hop | creature.ride (+ environment.arena) | add-collision |
| Babies / growing up | creature.breeding, creature.aging | — |
| A scattered forest / trail loop | GAME.environment | place-scatter |
| More goals / levels | GAME.objectives.levels | — |
| Another playable character | GAME.characters | add-character |
| Brand-new art | tools/art/<game>.cjs → assets/ (SVG → PNG) | asset-add (or asset-search for external art) |
| New UI icons | GAME.icons (_shared/icon-kit.cjs) | — |
| Theme-specific effects (e.g. stars when playing) | action.anim particles | — |
Nothing here ships in the starter on purpose — you switch features on as you need them. For non-technical feedback (the players, even children), the feedback-session skill lets them drive changes in plain words while the technical work happens silently.
Game-authoring helpers in .claude/skills/ — invoke with /<name> or just describe what
you want.
| Skill | What it does |
|---|---|
| new-game | Scaffold a brand-new game (interactive; starts minimal). |
| feedback-session | Non-technical “playtester” mode — changes from plain-language feedback. |
| add-character · add-creature-variant · add-decor-item · add-collision · place-scatter | Add the matching piece of content. |
| asset-search · asset-add | Find (with content + license checks) and integrate art. |
| state-migration | Add a saved field without breaking existing saves. |
| test-debug · map-verify | Prove a change works / check map placement (headless, with proof). |
| visual-review | Art + UI QA at full size (anatomy, clipping, icons, short/tall screens) — before every publish. |
| capitalize-learnings · sync-engine | Fold learnings back into the engine/skills; backport them into the template. |
| ios-pwa-check | Keep the iPhone/PWA layout clean. |
| release-deploy | Cache-bust, push to main, verify the Pages deploy. |
You rarely need this — Claude Code tests for you — but to run the game yourself:
bash .claude/skills/_shared/serve.sh 8099 # open http://localhost:8099/
Phaser is vendored (vendor/phaser.min.js) — no CDN, works offline. A headless
Playwright harness (playtest.cjs) drives the real game with screenshots and assertions;
the test-debug / map-verify skills use it.
This is the beginning of the README. Read the rest at the original. Read the full README ↗