Claude Opus 5.5 Prompts

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All Prompts

Source demonstration: Hex-Map Civilization StrategyGames

Hex-Map Civilization Strategy

Build cities, unlock a 12-tech tree and face two AI rivals on a fog-of-war hex map.

Original prompt

English. The brief explicitly requests original civilizations, a name and a visual style. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 558 characters
Build a playable turn-based civilization strategy game as a single self-contained HTML file with no external assets. Requirements: 
- Procedurally generated hex map with fog of war and at least 4 terrain types 
- Found and grow cities, build units and buildings 
- A tech tree of at least 12 techs that unlock new options - 2 AI rivals that expand, negotiate, and go to war on their own 
- At least two ways to win, and a turn counter 

Invent an original name, original civilizations, and your own visual style. Make it genuinely fun to play for 20 minutes.
Source demonstration: Pixel Wizard Spell AnimationGames

Pixel Wizard Spell Animation

Animate a pixel wizard through idle, charge, cast and recovery with Canvas 2D.

Original prompt

English. A procedural sprite-animation demo, not a playable game; no external assets required. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 2209 characters
Create a single self-contained HTML file that renders an animated pixel art wizard casting a spell, using vanilla JavaScript and Canvas 2D. No external assets, libraries, or network requests.

RENDERING
- Draw everything to an offscreen canvas at a fixed logical resolution of 128x96, then blit to a fullscreen display canvas scaled by the largest integer factor that fits the window, centered, with imageSmoothingEnabled = false and CSS image-rendering: pixelated.
- All drawing snaps to integer coordinates on the logical canvas. No sub-pixel positions, anti-aliasing, gradients, or shadowBlur.
- Fixed palette of ~24 hex colors: deep blues/purples for night sky, warm robe tones, 3-4 bright magic colors. Every pixel comes from this palette.

CHARACTER
- Build the wizard procedurally from filled rects and pixel runs, ~24x32 logical pixels: pointed hat with a bend, long beard, two-shade robe with darker outline, staff with a gem at the tip.
- Parameterize the pose (staff angle, arm raise, head tilt, robe sway). Animate parameters smoothly, then quantize to the pixel grid each frame so motion reads at an 8-12 fps pixel animation feel even though the loop runs at 60fps.

ANIMATION
- Looping state machine: IDLE (2-frame bob, beard sway) -> CHARGE (staff raises, gem flickers, sparks spiral inward) -> CAST (bright burst, projectile fires across the scene, 1-2 pixel screen shake) -> RECOVER (settle back). Ease pose parameters between keyframes.
- Pooled allocation-free particle system: preallocate and reuse. Sparks orbit the gem during CHARGE, explode outward on CAST, each particle stepping its palette index from white to magic color to dark before despawn. Snap particle positions to the grid when drawing.
- Fixed 60hz timestep update with rAF rendering. Zero object allocation inside the loop.

SCENE
- Minimal background: dark sky, a few twinkling 1px stars, moon, stone floor line. Character silhouette must read clearly.
- Subtle 1px rim light on the wizard from the gem, brightening during CHARGE and CAST.

QUALITY BAR
- Crisp pixels at any window size, seamless loop, stable 60fps, readable silhouette. Should look like a polished 16-bit sprite animation, not vector shapes scaled down.
Source demonstration: One-Minute 3D ShooterGames

One-Minute 3D Shooter

Warp into a fast-scrolling shooter, battle smaller enemies and finish with two boss stages.

Original prompt

Japanese original. Includes a roughly one-minute clear target, background music and sound effects. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 100 characters
3Dのシューティングゲームを作って。ワープしてくるところからはじまり、ザコ、中ボス、ラスボスと戦う。演出は派手、高速スクロール、ハイクォリティ。うまくいけば1分ほどでクリアできる。BGMとSEもつけて
Source demonstration: Everyday Town, Strange RPGGames

Everyday Town, Strange RPG

Build a short original 2D RPG with exploration, quirky enemies and turn-based combat.

Original prompt

Japanese original. References EarthBound as a design influence but explicitly forbids copying its characters, maps, story, UI or music. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 1332 characters
MOTHER2(EarthBound)のような、現代の日常と奇妙な世界観が混ざった2D RPGの高品質なプレイアブルデモを作ってください。

MOTHER2を直接コピーするのではなく、キャラクター、マップ、敵、ストーリー、UI、音楽などはすべてオリジナルにしてください。参考にするのは、現代を舞台にしたRPG、独特なユーモア、奇妙な敵、探索の楽しさ、テンポの良い戦闘といったゲームデザインです。

ブラウザ上で実際に遊べるものにしてください。使用する技術やライブラリは、このゲームを最も高品質に実装できるものを自分で判断して選択してください。

広いゲームを作るのではなく、5〜10分程度の短いVertical Sliceを徹底的に作り込んでください。

町を自由に歩けて、NPCとの会話、建物への出入り、オブジェクトの調査、敵との遭遇、ターン制戦闘、特殊能力、HP、アイテム、経験値、レベルアップなど、RPGとして一通り遊べる状態にしてください。

世界は一見普通の現代の町ですが、少しずつ不可思議な出来事が起こる設定にしてください。NPCの会話や敵のデザインには強い個性とユーモアを持たせてください。普通のスライムやゴブリンではなく、日常に存在する物や生き物が妙におかしくなったような敵を作ってください。

グラフィックは16bit RPGの雰囲気を持ちながら、単なるレトロゲームの再現ではなく、現代的で非常に完成度の高いピクセルアートにしてください。マップには小物や変化を大量に入れ、同じ素材を並べただけに見えないようにしてください。

特に戦闘演出は徹底的に作り込み、背景アニメーション、ヒットストップ、画面揺れ、フラッシュ、パーティクル、SE、数字やUIのアニメーションなどを使い、攻撃するだけでも気持ちよく感じるようにしてください。

可能な限りサブエージェントを展開し、ゲームデザイン、レベルデザイン、グラフィック、UI、戦闘、シナリオ、ゲームフィール、音響、QA、Visual QAなどを分担してください。

一度作って終了せず、

実装 → 実際にゲームを起動 → プレイ → スクリーンショット確認 → 厳格なVisual QA → 改善

を繰り返してください。

評価は非常に厳しくしてください。「デモだから十分」「動くからOK」と判断してはいけません。Steamで販売されている高品質なインディーRPGと並べても見劣りしないレベルを目標にしてください。

必要に応じてMOTHER2や優れた2D RPGの画面と比較し、情報密度、色彩、キャラクターの視認性、マップ、UI、アニメーション、戦闘演出を評価してください。ただし素材やデザインをコピーしてはいけません。

プレースホルダー、絵文字、単純な色付き四角形、未実装ボタン、TODOを最終成果物に残さないでください。

最優先するのはゲームの規模ではなく完成度です。

「技術デモ」ではなく、「この続きを遊びたいと思える市販インディーRPGの体験版」に見えるまで改善を続けてください。

ultracodeやサブエージェントなど利用可能な高性能な開発機能があれば積極的に使用してください。
Source demonstration: Endless Cozy ExplorationGames

Endless Cozy Exploration

Roam a procedural Three.js world with surprises and entities to meet.

Original prompt

English. A broad world-building brief; choose a bounded project goal and adapt the local project-folder instruction to your environment. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 687 characters
"create a new project in my projects folder called "endless-game": an endless, procedurally generated world built with three.js in the browser that i can roam freely and just enjoy. every area should be randomly generated, with surprises everywhere no matter how long i play. it should feel calm, relaxing and genuinely fun, like the cozy, satisfying vibe of a supermarket simulator, but it shouldn't be a supermarket game. i want a really interesting world to walk around in, with entities i can meet and interact with, and really cool graphics. set a clear goal for the project, keep working until you reach it, and play a sound chime when it's done and ready for me to play and test."
Source demonstration: Pelican City Bike RideGames

Pelican City Bike Ride

Create a detailed 3D pelican bicycle ride through a city with music and effects.

Author-shared starter · partial

English. The author shared an approximate starter and mentioned later camera-angle prompts; those follow-ups are not included. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 170 characters
"I want you to create a very detailed 3D game of a pelican riding a bicycle around a city. It should be almost hyper-realistic, self-contained and have music and effects"
Source demonstration: Cherry Blossom Valley3D & Scenes

Cherry Blossom Valley

Explore a voxel-art valley with a river, shrine, four camera views and changing weather.

Original prompt

Chinese original. Includes mobile performance and browser QA requirements. The source identifies images 1–2 as Opus 5.5; this is image 1. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 2289 characters
请直接制作一个可以在浏览器中实时交互的高完成度 3D 景观网页。

主题:日式樱花山谷。
使用 HTML、CSS、JavaScript 实现。不要生成图片,不要只给设计方案,
不要用一张背景图加视差效果冒充 3D。我要的是实际可运行、可游览的成品。

【一、作品定位】

这是一片完整、连续、有远近层次的山谷景观,
不是孤立的小摆件、悬浮岛、带底座的沙盘,也不是单纯的技术演示。

风格是现代精细体素 / voxel art:
保留立方体几何的造型语言,但画面应高分辨率、抗锯齿、光影细腻。
不要复古低分辨率像素化,不要粗大积木堆砌,不要给画面套像素滤镜。

视觉质量优先。宁可少几个功能,也不要牺牲构图、材质和光照。

【二、参考图的使用方式】

如果附有参考图,请先理解它的构图层次、尺度、光线和色彩关系。
仅借鉴氛围与视觉语言,重新设计场景,
不要照搬建筑、树木、山体和道路的位置,不要 1:1 复刻。

参考图不是网页里的背景素材。场景本身必须由真实 3D 几何构成。

【三、场景构图】

默认打开时就应呈现一幅完整、有吸引力的画面,
不需要用户先旋转镜头才能找到好看的角度。

采用透视相机,而不是沙盘式等距俯视相机。
画面有明确的前景、中景、远景:

前景:
一株有存在感的古老樱花树,配合岩石、草木、石灯笼和少量落花,
形成画面边缘的自然框景,但不能挡住河流、桥和主要建筑。

中景:
一条蜿蜒河流引导视线进入画面,红色木桥横跨河面;
村落、茶屋、神社和小径顺着地势分布,建筑之间有真实的通行关系。
地面有起伏、岸线和自然过渡,不是平面上均匀摆放模型。

远景:
山坡上的多层塔、不同距离的森林和山脊,以及远处的雪山。
用尺度变化、遮挡、冷暖变化和空气透视表现距离,
而不是仅仅把远处物体缩小。

不要把所有元素均匀铺满。需要主次、疏密、留白和清楚的视觉焦点。

【四、造型与画面质量】

樱花树:
树干有转折、分叉和根部,树冠由不规则花簇组成,
有间隙、厚薄变化和可见枝条。不要做成几个规则球体或方块团。

建筑:
屋顶有层叠瓦片、挑檐、梁柱和窗格;
不同建筑有用途、体量和高度差异,不要复制同一栋房子铺满山谷。

地形:
岸边有湿润石块、草丛和植被过渡。
避免过于规律的台阶、重复条纹、棋盘格和明显的程序生成网格。

水面:
必须能够反映周围景物,具有适度的波纹、深浅变化和岸边过渡。
尽量使用实际场景反射;需要性能降级时也应保持视觉可信。
不要用闪烁噪声、强烈扭曲或一整块蓝色平面代替水。

细节:
可以有少量锦鲤、落花、萤火虫、瀑布和远处飞鸟,
但都应服务于氛围,不能让画面显得嘈杂。
不要为了宣称模型数量而堆砌细节。

【五、色彩与氛围】

默认是蓝调时刻:
偏冷的山谷与远山,柔和的粉色樱花,温暖但不过曝的灯笼和窗光。
暖光集中在有人活动的地方,不要把整个环境染成橙色。

需要柔和阴影、物体接触处的明暗、合理的曝光、
克制的泛光、抗锯齿和有距离层次的薄雾。

避免发白、灰蒙、过度饱和、满屏浓雾、过曝灯光和明显锯齿。
方块几何可以清晰,但渲染本身不能粗糙。

另提供“清晨”和“雨中”两种氛围;
切换时应同步改变天空、环境光、雾和局部效果,
不是仅仅修改背景颜色。

【六、交互与界面】

提供四个经过设计的镜头:
山谷全景、河边低机位、寺庙小径、山坡俯瞰。
切换应平滑,每个镜头都需要有独立的构图价值。

基础交互:
鼠标拖动观察、滚轮缩放或前进,触屏支持拖动和双指缩放。
提供重置视角、隐藏界面和保存当前画面的功能。

可选增强:
自由探索、缓慢镜头巡游、环境音。
环境音默认关闭,只在用户主动点击后播放。
额外功能不能影响默认画面的完成度。

界面要克制、有设计感,以景观为主。
标题和控制条放在边缘,不遮挡视觉焦点。
桌面和手机都不能出现按钮越界、文字重叠或无法操作的问题。

【七、工程与性能】

允许使用 Three.js / WebGL,以及版本固定、互相兼容的 CDN 依赖。
优先使用成熟渲染能力,不要为了“零依赖”重写整套引擎。

自写的 HTML、CSS、JavaScript 尽量整理在一个 HTML 文件中。
景物由程序化几何和材质生成,不依赖外部图片或 3D 模型资源。

重复物体采用适合的批量或实例化绘制方式;
合理控制细分、阴影、反射和渲染分辨率。
提供高画质和轻量模式,手机默认使用较轻设置。
不要靠无限增加体素数量换取细节。

加入加载提示、WebGL 不支持时的提示和必要的错误处理。
没有开启声音时不要自动播放;尊重减少动态效果的系统偏好。

【八、交付前验收】

不要写完代码就立即交付。

如果当前环境支持浏览器运行和截图,请先实际打开页面,
检查默认镜头、四个视角、氛围切换、桌面和手机布局,
再根据截图修正明显的构图、曝光、遮挡和渲染问题。

重点检查:
是否存在空白画面、加载失败、控制台错误;
是否有穿模、闪烁、阴影条纹、过曝、水面异常;
默认画面是否真正像完整景观,而不是小型沙盘;
功能按钮是否实际可用,移动端是否越界。

可以使用浏览器截图验收,但不要调用图像生成工具。
没有完成的测试要如实说明,不要声称已经验证。

最终交付:
1. 实际存在、可以打开的 HTML 文件,或当前环境支持的交互预览。
2. 如能截图,附一张真实浏览器渲染截图。
3. 简短说明操作方式和必要的运行条件。

请直接完成制作;非关键细节自行作出一致的设计选择,
不要把可以自行解决的实现问题反复交给我决定。
Source demonstration: Rube Goldberg Physics Chain3D & Scenes

Rube Goldberg Physics Chain

Send a marble through ramps, dominoes, a seesaw and a pulley to raise a flag.

Original prompt

English. Requires simulated physics rather than tweened machine motion. Source media is a model comparison, not an Opus-only result. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 1426 characters
Build a 3D Rube Goldberg machine that runs itself, as a single self-contained index.html in the current directory.

The chain, in order:
1. A marble is released at the top and rolls down a series of zig-zag ramps.
2. It knocks over a line of at least 12 dominoes.
3. The last domino tips a seesaw, which launches a small ball into a hanging bucket.
4. The bucket's weight pulls it down; its rope runs over a pulley and yanks a bell, which visibly swings.
5. The same motion raises a flag up a pole. The flag reaching the top is the finish.

Rules:
- Write the physics yourself: no physics library. Every motion after the marble is released must come from your simulation (rigid bodies, collisions, constraints, rope/pulley). No keyframed animation or tweened motion of any machine part.
- You may load three.js from a CDN for rendering. Nothing else external: no images, models, or fonts.
- It must run with no user input: start automatically on page load, use a cinematic camera that follows the action, and complete the whole chain in about 15–20 seconds. After the flag is up, hold for 2 seconds, then reset and replay.
- Deterministic: fixed timestep and no unseeded randomness, so every run looks the same.
- Fill the browser window. It will be screen-recorded at 1280×720.
- No on-screen text or UI of any kind.
- Make it look good: lighting, shadows, materials, and a setting that makes it feel like a real contraption.
Source demonstration: 1906 Market Street in Blender3D & Scenes

1906 Market Street in Blender

Research historic sources, then reconstruct a San Francisco street with Blender Python.

Original prompt

English. Requires Blender and access to historical sources; not a browser-only or directly playable Combos project. Historical accuracy is not independently verified. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 1122 characters
"Recreate Market Street, San Francisco as it stood on April 17, 1906, the afternoon before the earthquake, in Blender.

Scope: the Ferry Building up Market to Fifth Street, including the Palace Hotel, the Call Building, the Chronicle Building, Lotta's Fountain and the Emporium.

Before modeling anything, build a source file from: the 1899-1905 Sanborn fire insurance maps (footprints, heights, materials, occupants), the Miles Brothers film "A Trip Down Market Street" (April 1906), period photographs from OpenSFHistory, the Library of Congress and the David Rumsey collection, and USGS topography. Record every building with footprint, height, facade material, occupant, and the source for each fact with a confidence level.

Build everything in Blender Python. No downloaded meshes, textures or HDRIs. Write reusable generators (Victorian commercial facade, mansard roof, bay windows, awnings, painted signage, gas and electric street lamps, cable car, horse-drawn wagon, early automobile) and assemble the street from the source file, so every building traces back to data.

Provide a 10 second video up the street."
Source demonstration: Juicy Card RevealCoding

Juicy Card Reveal

Start an expressive card-reveal animation for a game interface.

Author-shared starter · partial

English. Only the initial instruction is preserved here; the author says follow-ups and a style change produced the shown result. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 63 characters
Let's build the juiciest card reveal animation you possibly can
Source demonstration: Top-Down Zombie HoldoutGames

Top-Down Zombie Holdout

Survive growing zombie waves with WASD movement, mouse aim, health, score and restart.

Original prompt

English. Includes an explicit art-quality rule against primitive placeholder geometry. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 462 characters
Build me a top-down zombie survival game I can play in the browser: I move with WASD, aim with the mouse and click to shoot, zombies come from the edges and chase me, they come in waves that get bigger, I have health and a score, and it shows game over with a restart button. Make it look good, not like a prototype.

People who ask for a game expect a BEAUTIFUL game, not blocky primitive geometry. Do not default to cubes/cylinders/capsules for anything alive.
Source demonstration: Pixel Runner on a Rainbow RoadGames

Pixel Runner on a Rainbow Road

An orange pixel character dodges meteors and beams across a cosmic rainbow floor.

Original prompt

Japanese original. Detailed Canvas 2D brief with a fixed 160×90 pixel grid and palette. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 3449 characters
Vanilla JavaScript と Canvas 2D を使い、オレンジ色のピクセルキャラクターが宇宙空間のレインボーの床を超高速で駆け抜け、次々と襲いかかる隕石やビームをかっこよく回避し続けるアニメーションを、単一の自己完結型 HTML ファイルとして作成してください。外部アセット、ライブラリ、ネットワークリクエストは一切使用しないこと。操作は不要で、キャラクターが自動で回避し続けるデモとしてシームレスにループさせること。

レンダリング
- すべてを 160x90 の固定論理解像度のオフスクリーンキャンバスに描画し、それをフルスクリーンの表示用キャンバスに転写する。拡大率はウィンドウに収まる最大の整数倍とし、中央に配置する。余白は黒で埋める。imageSmoothingEnabled = false、CSS は image-rendering: pixelated を指定すること。
- すべての描画は論理キャンバス上の整数座標にスナップさせる。サブピクセル位置、アンチエイリアス、グラデーション、shadowBlur、回転描画は使用しない。
- 約32色の固定パレットを使う:宇宙背景用の黒〜深い紺・紫系、キャラクター用のオレンジ系3段階(本体 #CD7B5E 付近、明るいハイライト、暗い影)と目の黒、レインボー床用の7色(赤・橙・黄・緑・水色・青・紫)とそれぞれの暗色、隕石用の岩色・溶岩色、ビーム用の白・シアン・マゼンタ。すべてのピクセルはこのパレットの色から取ること。

キャラクター
- 次の 12x8 ピクセルのシルエットを正確に再現する(1マス=論理1ピクセル):
  - 胴体は幅8×高さ8の四角形(列2〜9)。
  - 腕は胴体の左右に幅2×高さ2で突き出す(列0〜1と列10〜11、行2〜3)。
  - 目は黒の1x1ピクセル2つ、行1の列3と列8。
  - 脚は行6〜7に4本、各幅1(列2・4・7・9)。脚の間は背景色で抜く。
- 1色塗りではなく、上辺と左辺に1pxのハイライト、下辺と右辺に1pxの影色を入れ、16ビット風の立体感を出す。
- 走りモーションは脚4本を2本ずつ交互に上下させる4フレームサイクル。速度に応じてサイクルを速める。
- ポーズをパラメータ化する(上下バウンド、前傾、スクワッシュ&ストレッチ、腕の上下)。スクワッシュ&ストレッチは幅・高さを整数ピクセル単位で1〜2px変えるだけで表現する。パラメータは滑らかに補間しつつ、毎フレームピクセルグリッドに量子化し、60fpsループでも 12fps 前後のドット絵アニメらしく見せること。

レインボーの床
- キャラクターは画面左寄り1/3付近を右方向へ走る横スクロール構成。床は7色の横縞からなる虹の帯(各色1〜2px)で、画面を横切るように延び、ゆるやかにうねる(サイン波で上下にカーブ)。
- 床の縦方向に一定間隔の区切り線(暗色の縦ライン)を入れ、速度に応じて左へ高速スクロールさせて疾走感を出す。
- 床の下辺からは虹色の光の粒が後方へこぼれ落ち、床が宇宙に浮いていることを示す。
- ときどき床にジャンプ台(上向きのカーブ)や途切れ(ギャップ)を出し、ジャンプの見せ場を作る。

障害物
- 隕石:大・中・小の3サイズ。ドット絵の岩(アウトライン+2段階の陰影+溶岩色のひび)で、画面右上から斜めに飛来する。後ろに溶岩色→暗色へ変化する炎の尾を引く。避けられた隕石は床に衝突せず画面外へ抜けるか、背後で破片に砕け散る。
- ビーム:出現前に予告として1pxの点滅ライン(マゼンタ)を 0.5 秒ほど表示し、その後に白い芯+シアンの外縁からなる太さ3〜5pxのビームが水平または斜めに照射される。照射中は端がジリジリと揺れる。
- 障害物はランダムではなく、あらかじめ決めた「攻撃パターン」を順番に流し、全体が一定時間でループするように設計する(例:隕石単発 → 隕石3連 → 低いビーム → 高いビーム → ビームと隕石の複合 → 大隕石+床のギャップ)。

回避アクション
- ジャンプ:スクワッシュで溜め → ストレッチで跳躍 → 空中で縮こまる → 着地でスクワッシュ+砂煙ならぬ虹色の火花。
- 二段ジャンプ:空中で一瞬静止してから再加速。キャラクターの周囲に虹色のリングが1pxで広がる。
- スライディング:高さを半分近くまでスクワッシュして低空姿勢で滑り、床との接地面から火花を飛ばす。
- ダッシュ回避:一瞬だけ速度を大きく上げ、後方に残像を3〜4体残す。残像は虹の7色を順に使い、パレットの暗色へと段階的に消えていく。
- 各攻撃パターンには、それに最もかっこよく見える回避アクションを割り当てる。回避はギリギリのタイミング(ニアミス)で行うこと。

ステートマシン
- RUN(通常疾走)→ WARN(予告表示、キャラクターが一瞬前を見るように目を1px動かす)→ DODGE(回避アクション)→ NEAR_MISS(演出)→ RUN に戻る、を攻撃パターンごとに繰り返す。
- ループの最後には BOOST(全力加速)→ WARP(画面全体が白→虹色に一瞬フラッシュ)を入れ、そのまま冒頭の RUN に自然につながるようにする。
- ポーズやカメラのパラメータはキーフレーム間でイージングをかける。

カメラワーク
- カメラは論理座標上の整数オフセットとして扱う。ズームや回転は使わず、位置の移動と揺れだけで表現する。
- 追従:キャラクターの上下移動にダンピング付きで遅れて追従し、ジャンプ時は少し遅れて持ち上がる。
- 先読み:速度が上がるほどカメラを進行方向へ数px先行させ、キャラクターが画面左に押し込まれるようにして加速感を出す。
- ヒットストップ:ニアミスの瞬間に 3〜4 フレームだけ全体を停止し、その後 0.3 秒ほどスローモーション(更新ステップを間引く)にしてから通常速度に戻す。
- シェイク:大隕石の通過やビーム照射開始時に 1〜2px の画面揺れ。揺れは決まったパターン配列から読み出し、乱数は使わない。
- BOOST 中はカメラをわずかに下げ、床の占める面積を増やして速度感を強調する。

疾走感を出すエフェクト
- 多層パララックス:遠い星(ほぼ動かない1pxの点)、中景の星(速度に応じて横に2〜6pxの線に伸びる)、近景のスピードライン(明るい色の横線が画面を高速で横切る)の3層。
- スピードラインの本数と長さは速度に比例させ、BOOST 中は最大にする。
- 背景に大きな惑星や星雲をドット絵で1〜2個配置し、ごくゆっくりスクロールさせてスケール感を出す。
- ニアミス時はキャラクターの輪郭を1pxの白で縁取り、隕石・ビームに近い側だけ一瞬光らせる。
- 着地・スライディング・ダッシュの火花、隕石の尾、破片、床からこぼれる光の粒は、すべて同じパーティクルシステムで扱う。

パーティクルシステム
- プール方式でアロケーションのないパーティクルシステム:事前に確保して再利用する。
- 各パーティクルは種類ごとに色の遷移テーブル(パレットのインデックス列)を持ち、寿命に応じて段階的に色を変えて消滅する(例:火花は白 → 黄 → 橙 → 暗色、残像は虹色 → 暗色)。
- 描画時にはパーティクル位置をグリッドにスナップさせる。
- 60Hz の固定タイムステップで更新し、描画は rAF で行う。ループ内でのオブジェクト生成はゼロにすること(配列・クロージャ・文字列連結の生成も含む)。

シーン
- 背景は深い宇宙:黒から紺への段階的な帯(ディザリングで色の境目を表現)、瞬く星、遠くの惑星。
- キャラクター・障害物・床の色が背景に埋もれないよう、明度差をはっきりつける。どんなに画面が騒がしくても、キャラクターのシルエットが一目で読み取れること。

品質基準
- どのウィンドウサイズでもピクセルがくっきりしていること、ループが途切れないこと、安定した60fps、読みやすいシルエット。
- ベクター図形を縮小したものではなく、洗練された16ビット時代のアクションゲームのデモ画面のように見えること。
- 「速い」「ギリギリで避けた」「かっこいい」の3つが、毎回の回避で伝わること。
Source demonstration: Weekend three.js Game WorkflowGames

Weekend three.js Game Workflow

Pitch five game ideas, then build and polish the chosen one in rounds with a test harness.

Author-shared starter · partial

English template with [theme] and [time and place] placeholders to fill in. The author summarised this workflow after the build. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 1168 characters
Give me 5 ideas for a three.js game about [theme]. When I pick one, build it over the weekend. Beatable in about 2 minutes, looks like a $70 game, accurate to [time and place]. Research the real thing first. Everything made in code, no asset files. Runs on phones, but keep the main character sharp. First build a test harness: fixed timestep, fixed seed, jump to any moment, save screenshots. Then get the whole game playable. Keep a REVIEW.md checklist and a CHANGELOG.md.

Improve it in rounds. Each round, play it start to finish with the harness, look at every frame (transitions, UI, phone size), and grade it against REVIEW.md. Fix the worst problems first. For every fix, screenshot the same frame before and after and check nothing around it broke. No proof, no commit. Use separate agents to review, and one to try to break each fix. Keep phones at 30 fps: measure first, cut background detail only. Stop when two full rounds in a row find nothing a player would notice, then send me the best before/after frames.

His hands go through his legs when he lands. Fix.
Ending camera spins too fast, one slow turn over 20 seconds.
Keep the green water, I like it.
Source demonstration: Best-Design Snake GameGames

Best-Design Snake Game

A fully working snake.html with game sounds and a fresh, non-cyberpunk look.

Original prompt

English, informal wording kept as shared. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 128 characters
"send me snake.html full snake game fully works best design and game sounds no cyberpunk i want the best design not made before"
Source demonstration: Underground Exploration SandboxGames

Underground Exploration Sandbox

A top-down underground sandbox with five zones, crafting, bosses and synthesized sound.

Author-shared starter · partial

Japanese original. The core brief was drafted by Opus 5.5 from the author's idea; follow-up notes from the thread are included. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 671 characters
好奇心が途切れない、見下ろし型の地下探検サンドボックスを作ってください。

【核】「次が気になる」が一度も途切れない探検。これを満たさない機能は削ってよい

【世界】中心に拠点。外へ5つの地帯(浅層/水晶の洞/溶岩の裂け目/沈んだ遺跡/世界の果て)。見えない壁は置かない。外ほど硬く、暗く、敵が強い

【進み方】素材を集めて道具を作ると、次の地帯が開く。硬い壁は上位のツルハシ/爆弾/遠回りの洞窟のどれでも越えられる。レベルアップとレアリティ4段階

【導線】未発見の場所を「気配」として画面端と地図に淡く光らせる。近づくと何が要るかを一言で出す。詰まったら拠点の焚き火が手がかりを囁く(命令形にしない)

【敵とボス】地帯ごとに動きの違う敵を2種以上。ボスは2体以上、攻撃には予備動作

【画面】暗闇と色の違う光が主役。地帯が変わる瞬間に地帯名を大きく出す

【縛り】HTML1枚。画像・音声ファイルは0個。音はWeb Audioでその場で合成

【確認】区切りごとに実際の画面を撮って自分の目で見る。崩れやエラーは直して撮り直す

【最初に】実装の前に、企画書を1画面ぶんで返す

・制作は最大1時間。ブラウザをCodex内で開いて、こっちも見られる状態で進めて
・細かなプレイ感より、キャプチャーの完成度とインパクトを優先
・最後は20秒くらいのPVに。無料の編集ツールも使っていい

・場面が単調。場面転換を減らして緩急をつけて、ボスが動いて操作してると分かる映像に
・地図、建築、作業台での制作、ボス戦。いろんな機能が映る場面にして
Source demonstration: Realistic Space ExplorationGames

Realistic Space Exploration

A one-sentence prompt for a realistic 3D space exploration game.

Original prompt

English. Shared by a third-party account describing another creator's build. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 49 characters
"make a very realistic 3D space exploration game"
Source demonstration: CatWalk Auto-RunnerGames

CatWalk Auto-Runner

A stylish night-street side-scroller where a cat jumps obstacles as the screen scrolls.

Original prompt

Japanese original. Asks for one playable stage loop with atmospheric lighting. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 523 characters
ゲームを開発しましょう
グラフィックは2D、3Dを問いませんがゲームのシステムなどを分析し開発しやすい方でいいです
個人的には3Dだが画面は横スクロールアクションみたいなものを想定してます
照明などでおしゃれな雰囲気などを出したいので3Dを使うことで美しい表現ができるのではないかと思っています(例:街灯やランタンのような表現など)
作りたいゲームは CatWalk というゲーム
名前の通りです
猫が横に進む
キャットウォークが続いており、画面は自動スクロールするので、その速さに合わせて障害物や穴をジャンプなどのシンプルな操作のみで越えていくスタイル。ある意味でフラッピー的な緊張感とシステムに近いかもしれない。
ただしグラフィックは大人かっこいい、雰囲気ゲーを目指したい
可能であれば猫のしなやかな歩き、走り、ジャンプが表現できればうれしい
ステージの世界観はお任せするが、最初は無難な夜のストリートなどでもいいかと
暗めにすることで間接照明などが美ししく表現できればかなり嬉しい
できることできないこと難しいことがあると思うので
この私の要望をヒントにあなたなりにできそうなものを開発してほしい
まずは1ステージのワンループができるように
Source demonstration: Arcade Shooter with SoundGames

Arcade Shooter with Sound

A shooting game with polished visuals, sound effects and music.

Original prompt

English. The author reports enemy waves, power-ups and a boss in the result. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 70 characters
create a shooting game, very nice with amazing sound and music effect.
Source demonstration: Sewer Gorilla Game UIGames

Sewer Gorilla Game UI

A starter prompt for a scary sewer game with gorillas, a quest shop and monster upgrades.

Author-shared starter · partial

English. The author says the full prompt was too long to post; only the opening is shown. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 71 characters
"Scary sewer game with gorillas with a quests shop and monster upgrades
Games

Absurdly Silly Mini-Game

Ask for a deliberately goofy mini-game that is as silly as possible.

Original prompt

Chinese original. Prompt-inspired vector illustration, not a model output or source result. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 25 characters
做一个“沙雕”小游戏给我玩吧,一定要足够“沙雕”。
Source demonstration: Mini Golf in One FileGames

Mini Golf in One File

A mini golf game in one HTML file with no libraries.

Original prompt

English. The same prompt was given to two models. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 54 characters
build a mini golf game in one HTML file, no libraries.
Source demonstration: 3D Dog Racing ShooterGames

3D Dog Racing Shooter

A one-line prompt for a 3D dog racing shooting game.

Original prompt

English, original spelling kept. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 36 characters
Make me a 3D Dog Racing Shoting Game
Source demonstration: Cursor-Following Monster PetGames

Cursor-Following Monster Pet

A little monster that follows your cursor and reacts when you feed it.

Original prompt

English. The same prompt was given to two models. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 68 characters
Build a little monster that follows your cursor and reacts when fed.
Source demonstration: Sand-Art U.S. History3D & Scenes

Sand-Art U.S. History

Tell 250 years of U.S. history as a two-minute sand animation with music and sound.

Original prompt

English. The author says this single prompt produced the video, including narration and sound, with no edits. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 172 characters
Make a 2-minute sand animation that tells the story of 250 years of U.S. history. Keep it lively, engaging, and tasteful. Add appropriate background music and sound design.
Source demonstration: Best Water Simulation3D & Scenes

Best Water Simulation

Ask for the best water simulation the model can build, with full creative freedom.

Original prompt

Turkish original (“Build the best water simulation you can”). Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 45 characters
Bana yapabildiğin en iyi su simülasyonunu yap
Source demonstration: 30-Second Pure JS Animation3D & Scenes

30-Second Pure JS Animation

A detailed, recognisable animated scene built only with HTML, CSS and JavaScript.

Original prompt

English. Asks for at least 30 seconds with several complex graphical elements. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 213 characters
Build a gorgeous animation using only pure JS, CSS, HTML. It should be an entertaining and recognisable scene, detailed, and the full animation should last at least 30s with a number of complex graphical elements.
Source demonstration: GPU Neon Fluid Simulator3D & Scenes

GPU Neon Fluid Simulator

A single-file WebGL fluid simulation with vorticity, chromatic aberration and a glass HUD.

Original prompt

English. Detailed technical brief: zero dependencies, ping-pong framebuffers and custom shaders. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 2473 characters
Write a complete, single-file HTML document containing a high-performance, GPU-accelerated interactive Eulerian Neon Fluid Simulation.

Strict Technical & Aesthetic Requirements:

1. Architecture & Performance:
   - Single-file: All HTML, CSS, and JavaScript/GLSL shaders inline.
   - Zero external dependencies: Pure WebGL 1.0 or 2.0 (no Three.js, no Pixi, no external libraries).
   - GPU-Computed Fluid Dynamics: The simulation must run entirely via ping-pong Framebuffer Objects (FBOs) using custom fragment shaders for:
     a) Advection (velocity & dye)
     b) Divergence calculation
     c) Pressure Poisson solver (Jacobi iteration, 20-30 iterations per frame)
     d) Gradient subtraction / velocity projection
     e) Vorticity confinement (adds turbulent swirls and prevents the fluid from turning into dull, blurry mush).

2. Visual Fidelity (The "Neon Smoke" Look):
   - Pitch-black void background (`#050508`).
   - Additive / High-Dynamic-Range blending for dye injection.
   - Dynamic palette: Each cursor flick or touch drag injects high-luminosity neon dye that cycles smoothly through vivid cyber hues (electric cyan `#00F0FF`, hot magenta `#FF007F`, deep ultraviolet, and radiant gold).
   - Display shader enhancements: Include a post-processing pass directly in the final render shader that applies subtle bloom/glow, tone mapping, and chromatic aberration around the swirling edges of the fluid.

3. Interaction:
   - Mouse & Touch: Rapid cursor movement or dragging injects velocity proportional to mouse speed, along with dense glowing dye.
   - Passive Ambient Motion: When idle, generate subtle procedural curl noise or gentle drifting vortices so the canvas is never completely static.
   - Controls: A sleek, ultra-minimal glassmorphism HUD tucked into a corner (with auto-hide on inactivity):
     * Viscosity slider
     * Dye dissipation / persistence slider
     * Splat radius slider
     * "Clear Canvas" button
     * Toggle button to cycle color themes (Cyberpunk, Thermal Inferno, Bioluminescent Deep).

4. Production Polish:
   - Automatically handle high-DPI displays and `resize` events without stretching or clearing the FBO textures.
   - Graceful fallback check for floating-point texture support (`OES_texture_float` / `OES_texture_half_float`).
   - Clean, bug-free, fully implemented code with zero placeholders or truncated comments.

Return only the fully populated HTML file ready to run directly in Chrome/Safari/Firefox.
Source demonstration: Earth-Core Simulation3D & Scenes

Earth-Core Simulation

Simulate the Earth's core and push the limits — the design is up to the model.

Original prompt

Turkish original. The author reports a 17-minute run on high effort. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 70 characters
"Dünya çekirdeğini simüle edelim, sınırlarını zorla tasarım sana ait."
Source demonstration: Pelican Bike SVG Animation3D & Scenes

Pelican Bike SVG Animation

The classic pelican-riding-a-bicycle test, as an animated SVG shown in an H5 page.

Original prompt

Chinese original. The author compared the same prompt across models. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 25 characters
生成一个svg动画:鹈鹕骑自行车,用H5给我展示下
Source demonstration: Floating Mosaic Film3D & Scenes

Floating Mosaic Film

An 80-second square WebGL2 film where gold-leaf mosaic tiles lift, fly and click back.

Original prompt

English. No libraries and no image, font or audio files. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 360 characters
Make an 80 second square animated film as a single HTML file, using WebGL2 and plain JavaScript, with no libraries and no image, font or audio files. It should look like a glass and gold leaf wall mosaic whose tiles were never glued down, so they can lift, flip, fly and click back into place. Figures are flocks of tiles, so a fish swims by its tiles swimming
Source demonstration: Realistic Forest3D & Scenes

Realistic Forest

A one-line prompt for a realistic 3D forest scene.

Author-shared starter · partial

English. The author says the prompt was practically just this line; file-loading details they mentioned are not included. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 26 characters
"make a realistic forest."
Source demonstration: 3D Rocket Launch3D & Scenes

3D Rocket Launch

A five-word benchmark prompt for a 3D rocket launch scene.

Original prompt

English. Used by the source to compare cost and time across four models. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 25 characters
build a 3D rocket launch.
Source demonstration: Cyberpunk City in three.js3D & Scenes

Cyberpunk City in three.js

A minimal prompt for a cyberpunk city built in three.js.

Original prompt

English. The author reports about 40 minutes on max reasoning in the Claude web app. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 34 characters
create a cyberpunk city in threejs
Source demonstration: Particle Santa Monica Beach3D & Scenes

Particle Santa Monica Beach

A busy beach scene made of glowing particles and ribbon strokes that follows the time of day.

Author-shared starter · partial

English. The author mentions two or three follow-up prompts that are not included. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 271 characters
Create a stylistic 3D environment of a busy Santa Monica beach that adapts to the time of day. The art style must be a particle illustration, which uses thousands of tiny glowing specks rather than solid fills with flowing ribbon strokes behind figures to suggest motion.
Source demonstration: Desert Campfire at Night3D & Scenes

Desert Campfire at Night

A hyper-realistic live campfire under the stars with wildlife and matching ambient sound.

Original prompt

English. Used by the author as a design test across models. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 503 characters
Do not reference any other file or previous work. This task must be fully original and not built as a cheat from any other work here.

Create a single html file of a live campfire in the desert. It is night time and the stars are visible. there are log stumps set up as seats around the fire. no people are in the shot. different wildlife may periodically come into view and out.

noises should also match the scene and be of high quality.
Make everything hyper realistic

name the file (based on model)
3D & Scenes

Procedural 3D Galaxy

A procedural 3D galaxy in Three.js inside a single HTML file.

Original prompt

Portuguese original. The same prompt was given to two models. Prompt-inspired vector illustration, not a model output or source result. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 67 characters
criar uma galáxia procedural 3D em Three.js num único arquivo HTML.
3D & Scenes

River Boat in Japanese Style

A three.js boat drifting down a river with reflections, particles, weather and day/night.

Author-shared starter · partial

English. The author describes this as basically the whole prompt. Prompt-inspired vector illustration, not a model output or source result. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 135 characters
three.js, reflections, particles, grass, trees, minimal controls, weather+day/night toggle, Japanese style, boat drifting down a river.
Source demonstration: Procedural Kaiju Simulation3D & Scenes

Procedural Kaiju Simulation

A fully procedural AAA-quality kaiju simulation in three.js using pure TSL.

Original prompt

English. The author reports a 3.5-hour run from this minimal prompt. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 104 characters
"Build a fully procedural AAA quality kaiju simulation in three.js using pure TSL and modern techniques"
Source demonstration: 3D Cartoon Planet3D & Scenes

3D Cartoon Planet

An orbitable cartoon planet with clouds, mountains, cities, cars and planes.

Original prompt

English. Shared by a third-party account describing another creator's build. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 117 characters
Build a 3D cartoon planet with clouds, mountains, cities, cars and planes. Let me orbit it and zoom into the details.
Source demonstration: Ottoman Battle 3D Sim3D & Scenes

Ottoman Battle 3D Sim

A 3D simulation of an old Ottoman battle, delivered as HTML without libraries.

Original prompt

Turkish original. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 87 characters
"Eski bir Osmanlı savaşının 3D simülasyonunu yap, HTML olarak ver. Kütüphane kullanma."
Source demonstration: Voxel Soccer Goal3D & Scenes

Voxel Soccer Goal

A blocky player dribbles past two defenders and scores with celebration particles.

Original prompt

English. Three.js from a CDN in a single HTML file. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 243 characters
Create a single HTML file with Three.js (CDN) for a simple voxel-style soccer animation. A blocky player dribbles past 2 defenders and scores a spectacular goal with celebration particles. Colorful stadium look. Output ONLY the full HTML code.
Source demonstration: $2 Visual Showcase3D & Scenes

$2 Visual Showcase

Show off the best HTML/CSS/JS/Three.js visuals while staying under $2 in API credits.

Original prompt

English. The author mentions a more detailed follow-up that was not shared. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 106 characters
"Showcase the best visual capabilities of HTML/CSS/JS/Three.js, while keeping it under $2 in API credits."
Source demonstration: Indonesian History Recap3D & Scenes

Indonesian History Recap

A light, fun line-drawing animation recapping 81 years of Indonesian history in under a minute.

Original prompt

English. Requests music and voiceover. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 242 characters
"Create an animation that quickly recaps the 81 years of Indonesian history. The style should be simple, lighthearted and fun, in a line drawing animation format, with suitable music and voiceover added. The video should be less than 1 minute
Source demonstration: Comic-Style Planet3D & Scenes

Comic-Style Planet

A ThreeJS cartoon planet with clouds, cities, cars and planes you can orbit and zoom.

Original prompt

English. Explicitly asks for no harness. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 229 characters
“output a ThreeJS 3D cartoony/comics-like planet, with vibrant life on it: clouds, mountains, city buildings, cars and plane roaming it. It should be possible to orbit around and zoom and see the details. No harness is to be used
Source demonstration: Voxel Pagoda Garden3D & Scenes

Voxel Pagoda Garden

A detailed voxel scene of a pagoda, cherry blossoms and a lively village.

Original prompt

English. Single HTML file. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 367 characters
Design and create a very creative, elaborate, and detailed voxel art scene of a pagoda in a beautiful garden with trees, including some cherry blossoms, add a village with people living in it. Make the scene impressive and varied and use colorful voxels. Make it really detailed use as many voxels as you want, we have a power machine here. Create a single HTML file.
Source demonstration: Battle of Dan-no-ura in 3D3D & Scenes

Battle of Dan-no-ura in 3D

A TV-special-style 3D overview of the naval battle with tides, fleets, fog and moving cameras.

Original prompt

Japanese original. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 149 characters
壇ノ浦の戦いをテレビ特番級3D俯瞰デモ化。
地形・軍勢・進軍矢印・霧・カメラ移動を滑らかに演出。
さらに、関門海峡の潮流、源氏と平氏の船団配置、潮の反転による戦況変化を立体的に可視化する。
海面すれすれの低空カメラ、船団を追う旋回カメラ、水しぶきや海霧を加え、戦況の変化が直感的に伝わる映像にする。
Source demonstration: Realistic three.js Water3D & Scenes

Realistic three.js Water

A short request for realistic 3D water rendered with three.js.

Author-shared starter · partial

Japanese original. The source thread shares only these two short lines. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 41 characters
3Dでリアルなthree.js使った水の表現をしてみて

three.jsで作って
Source demonstration: Style-Shifting Interactive Animation3D & Scenes

Style-Shifting Interactive Animation

A pure-JS video-style animation whose art style changes interactively.

Original prompt

Japanese original. The same prompt was given to two models. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 49 characters
「純粋JSでインタラクティブにアートスタイルを変えながら動画風アニメーションを生成してください。」
Source demonstration: Crowd Evacuation SimCoding

Crowd Evacuation Sim

Build an interactive crowd evacuation simulation and see where people jam.

Original prompt

English. The same prompt was given to two models for comparison. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 63 characters
build an interactive crowd evacuation sim and see where it jams
Source demonstration: Robot Actuator ExplainerCoding

Robot Actuator Explainer

An interactive 3D visualisation that explains how robot actuators work.

Original prompt

English. The source links the resulting repository. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 74 characters
create an interactive 3D visualisation explaining how robot actuators work
Source demonstration: Imaginary Planets WebsiteCoding

Imaginary Planets Website

An interactive website about imaginary planets.

Original prompt

English. The same prompt was given to two models. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 53 characters
build an interactive website about imaginary planets.
Source demonstration: Crypto Wallet Welcome ScreenCoding

Crypto Wallet Welcome Screen

A 3.5-second animated welcome screen that makes a new wallet feel safe and premium.

Original prompt

English. Detailed timing, colour and glass-card specification. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 1278 characters
Create an animated welcome screen for a mobile crypto wallet called "Nova". It's the first thing a new user sees — within 3 seconds it should feel safe, premium and simple.

Visual:
Deep navy-to-black radial gradient background with subtle grain. Accent color electric blue #2F6BFF with a soft glow. Clean geometric sans-serif (Inter). A frosted glass card in the center — translucent, 1px light border, soft inner highlight, rounded corners.
Animation sequence (~3.5s, plays on load):
0.0s — a soft blue light slowly blooms from the center of the dark background
0.3s — the glass card rises from below with a spring ease, slightly tilted in 3D, and settles flat; a light sweep moves across its surface
0.8s — on the card, the balance counts up from $0.00 to $2,480.00 and a small line chart draws itself
1.6s — the name "Nova" appears above the card, sliding up letter by letter
2.2s — the line "Hold, send and grow crypto — safely." fades in
2.6s — a white pill "Get started" button scales in with a soft glow pulse
After — the card gently floats in an idle loop, and the light sweep repeats every 4 seconds
Technical: single HTML file with CSS and vanilla JS, no external libraries, sized for iPhone (390×844). Make the motion smooth and polished, like a premium fintech app.
Source demonstration: Animated Real-Estate Landing PageCoding

Animated Real-Estate Landing Page

A responsive two-section property landing page with step-by-step word animations.

Original prompt

English. A long, step-by-step specification with fonts, colours and breakpoints. Image is a frame from the source post's video, not a result verified by Combos. Model attribution is the source author's claim; this prompt has not been independently run by Combos.

Read source prompt · 6813 characters
Build a responsive real-estate landing page for "Sabrina Residences" (two sections: Hero + "Our Latest Houses"). It must look perfect on desktop, tablet and mobile, and every element must animate in step by step, word by word, on load.

STEP 1 — FONTS & BASE
- Google Fonts: Playfair Display (400, 500), Archivo (400, 500), Manrope (400, 500).
- Body: margin 0, background #fff, box-sizing border-box, antialiased. Links: inherit color, no underline.
- Default font: Archivo, color #fff.

STEP 2 — PAGE BACKGROUND (wraps both sections)
- Vertical gradient (180deg): #1150ef 0%, #135af3 30%, #3c7af6 52%, #76a2fa 64%, #86acfb 70%, #b9cffd 84%, #ffffff 100%.
- Soft cloud glow overlay: radial-gradient(40% 18% at 30% 12%, rgba(120,170,255,.35)), radial-gradient(35% 14% at 78% 26%, rgba(130,175,255,.28)), radial-gradient(30% 10% at 55% 3%, rgba(110,160,255,.3)), each fading to transparent at 70%.
- 4 full-height vertical grid lines, 1px, rgba(255,255,255,.28), at left 4.8%, 35.45%, 64.7%, 95.2%. On load each grows downward from the top (scaleY 0→1, 1.6s, cubic-bezier(.65,0,.35,1), delays 0 / .1 / .2 / .3s).

STEP 3 — HERO SECTION
- position relative, overflow hidden, min-height clamp(760px, 75vw, 1300px), flex column.
- Main house image (transparent PNG):
  https://t.co/SLhPfjOQ0H
  Absolute, right 4.8vw, bottom 0, width max(83vw, 640px), height auto, z-index 1.
  Load animation (slow, smooth parallax rise from the bottom): 0% opacity 0, translateY(70%) scale(1.06) → 25% opacity 1 → 100% translateY(0) scale(1). Duration 4.2s, cubic-bezier(.22,.61,.24,1), delay .2s.

STEP 4 — HEADER / NAV
- 3-column grid (1fr auto 1fr), gap 12px, padding 24px clamp(16px,2.2vw,40px) 0, z-index 10.
- Left: white SVG logo mark, 40×30.
- Center (desktop > 860px only): pill nav, gap 1px. Every pill: height 40px, padding 0 18px, radius 999px, 13px, letter-spacing -.035em.
  • HOME: white bg, text #161616, Lucide "house" icon 15px, gap 10px.
  • PROPERTIES, AGENT, PARTNER: bg rgba(255,255,255,.16), backdrop blur 8px; hover rgba(255,255,255,.3).
- Right (gap 10px):
  • Language switch pill (height 40px, bg rgba(255,255,255,.16), blur 8px) with "BA" and "EN" buttons. The active one is white with #161616 text, the inactive one is transparent with white text. Default EN. Clickable toggle.
  • SIGN IN: height 41px, padding 0 19px, radius 999px, 1px border rgba(255,255,255,.9). Hover: white bg, text #1150ef.
  • Mobile/tablet (≤ 860px): 44×44 round hamburger button (rgba(255,255,255,.16), blur 8px). It opens a dropdown: top 78px, radius 24px, padding 10px, gap 6px, bg rgba(255,255,255,.18), blur 18px, border 1px rgba(255,255,255,.3), with 48px-tall pill links (HOME white with icon, then PROPERTIES, AGENT, PARTNER).
- Nav items fade down (translateY -14px → 0, .8s, cubic-bezier(.2,.7,.2,1)), staggered: logo .1s, HOME .2s, PROPERTIES .28s, AGENT .36s, PARTNER .44s, language switch .52s, SIGN IN .6s, hamburger .65s.

STEP 5 — HERO HEADLINE + TAGLINE
- Row: flex wrap, column-gap 24px, padding clamp(28px,3.4vw,60px) clamp(16px,2.2vw,40px) 0, z-index 3.
- H1 in Playfair Display 400, uppercase, font-size clamp(40px, calc(39px + 4.9vw), 170px), line-height .87, letter-spacing -.005em, on 3 lines:
  "SABRINA" (indented padding-left .92em) / "RESIDENCES" / "HOUSE"
- Tagline on the right (margin-left auto, margin-top clamp(24px,4.3vw,80px)): Archivo, uppercase, clamp(13px,1.66vw,26px), line-height 1.02, letter-spacing -.045em, first line only indented 3.6em:
  "TRUSTED REAL ESTATE / EXPERTS FOR A SMOOTHER, SMARTER / PROPERTY JOURNEY."
  On small screens it wraps below the headline.

STEP 6 — EXPLORE LINK
- Padding clamp(36px,5.6vw,100px) clamp(16px,2.2vw,40px) 0.
- "EXPLORE PROPERTIES" + Lucide "arrow-up-right" icon 18px. Font clamp(13px,1.3vw,20px), letter-spacing -.01em, gap clamp(18px,2.4vw,34px). Hover opacity .8.

STEP 7 — BOTTOM-LEFT VIDEO CARD
- Absolute, left clamp(16px,2.2vw,40px), bottom clamp(36px,8.6vw,140px), width clamp(150px,17vw,290px), z-index 3.
- Video box: aspect-ratio 1.7, radius clamp(8px,.9vw,14px), overflow hidden, bg rgba(255,255,255,.2). Video object-fit cover:
  https://t.co/v97JdB6wYg
  autoplay, muted, loop, playsinline. It must NEVER stop: re-play on pause/ended/stalled, check every 1s, resume on tab visibility change and on the first tap.
- Caption below (margin-top 8px): Manrope, clamp(13px,1.4vw,22px), line-height 1.02, letter-spacing .035em:
  "Find a home that fits / your lifestyle"
- 4 progress bars (margin-top 12px, gap 5px): each bar 3px tall, radius 2px, in a 14px-tall clickable area. The active bar is flex 1.7 and #fff, the others flex 1 and rgba(255,255,255,.4), with .6s transitions. The active bar follows the video's progress (the video split into 4 equal parts); clicking a bar jumps the video to that part.
- Card animation: from translateY(30px) scale(.97) and opacity 0, 1s, delay 2s. The bars grow in from the left (scaleX, .9s, delay 2.55s).

STEP 8 — WORD-BY-WORD TEXT ANIMATION ("wordIn")
- Each word animates on its own: opacity 0, translateY(.45em), blur(10px) → visible, sharp. cubic-bezier(.2,.7,.2,1).
- Timing:
  • H1: SABRINA .55s, RESIDENCES .75s, HOUSE .95s (1s each).
  • Tagline: each word .7s, starting at 1.15s, +.06s per word (Trusted 1.15 … journey. 1.69).
  • EXPLORE PROPERTIES: .8s at 1.85s.
  • Caption: each word .7s, starting at 2.15s, +.06s per word (Find 2.15 … lifestyle 2.51).

STEP 9 — SECTION 2: "OUR LATEST HOUSES"
- Flex wrap, row-gap 32px, padding clamp(56px,9.9vw,170px) clamp(16px,4vw,70px) clamp(40px,4.4vw,80px) clamp(16px,2.8vw,48px).
- Left heading (flex 1 1 max(200px,24.5vw), margin-top clamp(0px,.9vw,16px)): Playfair Display 400, clamp(40px,4.6vw,80px), line-height 1.2, color #0d0d0d, underlined (1.5px thick, offset .06em), one word per line:
  "OUR" / "LATEST" / "Houses"
- Right: 3 image cards in a row (flex 999 1 540px, grid columns minmax(170px,1fr), gap clamp(10px,1.25vw,20px)). On narrow screens it scrolls sideways with snap and the scrollbar hidden.
  Each card: aspect-ratio .79, radius clamp(6px,.8vw,12px), overflow hidden, image object-fit cover. Hover zooms the image to scale(1.05) over 1s.
  1. https://t.co/1LJHNufHYm
  2. https://t.co/FQiIvxBa4O
  3. https://t.co/iYjcnc3zyQ
- Scroll-triggered (IntersectionObserver, threshold .15): the heading words use wordIn (.9s, delays 0 / .15 / .3s), and the cards rise in (translateY 30px, scale .97 → 1, 1.1s, delays .2 / .35 / .5s).

STEP 10 — RESPONSIVE RULES
- Desktop > 860px: full pill nav. ≤ 860px: nav hidden, hamburger + dropdown shown.
- All type, spacing and sizes use the clamp() values above, so they scale smoothly between mobile (~375px), tablet (~768–1024px) and desktop (1440px+).
- Nothing overflows horizontally. The tagline stacks under the headline on small screens, and the gallery becomes a swipeable row.
Games

Neon Rooftop Dash

Leap between rooftops, collect energy shards and race to the last beacon.

Original collection brief

Written for this collection. Prompt-inspired vector illustration, not a model output or gameplay screenshot. No source video; this brief has not been verified on a specific model.

Read complete prompt · 981 characters
Create a complete browser platform game called Neon Rooftop Dash using Canvas and JavaScript. The player crosses eight connected rooftops in a violet night city, collecting ten cyan energy shards before reaching a gold beacon. Use left/right arrows or A/D to move and Space to jump, with large touch controls on mobile. Include forgiving coyote time, a double jump and three checkpoints; falling returns the player to the last checkpoint without resetting collected shards. Keep landing surfaces visually distinct and the camera smooth without shaking. Show shard count, elapsed time and a short controls hint. Add a title screen, pause/resume, a win screen and Restart. Use original procedural shapes, no recognizable game IP or paid assets. Audio is optional and begins only after interaction. Respect reduced motion and pause when the tab is hidden. Deliver runnable code with setup instructions and verify keyboard, touch, collisions, checkpoint recovery and the win condition.
Games

Desert Festival Escape

Drive a signal truck through a sandstorm after a cinematic festival opening.

Adapted reference prompt

Written for this collection from the source's concept, with added implementation details. Not the author's original prompt. Video shows source inspiration, not a tested result of this prompt; model attribution is the source author's claim.

Read reference prompt · 835 characters
Build a playable browser-based 3D driving game set at a desert music festival during an approaching sandstorm. Begin with a skippable 12–15 second cinematic showing the stage lights, tents and a signal truck, then smoothly switch to a third-person driving camera. The player must drive through three marked checkpoints to reach the evacuation gate before a 90-second timer runs out. Use WASD or arrow keys to drive, Space to brake, and touch steering buttons on mobile. Add clear collision boundaries, dust particles, warm cinematic lighting, a checkpoint counter and a restart button. Create simple original geometry rather than relying on paid assets. Keep visibility sufficient for navigation and offer reduced motion. Deliver runnable code with setup instructions and verify that starting, driving, winning and restarting all work.
Games

Cozy Potion Shop

Match ingredient recipes and serve a queue of curious fantasy customers.

Original collection brief

Written for this collection. Prompt-inspired vector illustration, not a model output or gameplay screenshot. No source video; this brief has not been verified on a specific model.

Read complete prompt · 950 characters
Build a small browser game called Cozy Potion Shop. The player runs a lantern-lit stall and fulfills five customer orders by selecting ingredients in the correct recipe order. Provide six clearly distinct ingredients, a visible recipe book and three recipes: Moon Tea uses mint then moonberry; Sun Fizz uses citrus then honey; Cloud Brew uses mushroom then lavender. Use click or tap buttons plus keyboard navigation, never drag-only controls. Each correct order earns one star; incorrect mixes can be discarded without penalty. Customers wait without a stressful countdown. After five orders show a summary and a New Shift button that resets the state. Use original illustrated ingredient icons with text labels and a purple-and-gold palette. Add mute and reduced-motion options, with sound enabled only by a user action. Store nothing on a server. Deliver runnable code and test every recipe, invalid combinations, reset and a narrow mobile screen.
Games

Zombie Escape Game Cutscene

Stage a playful, non-graphic rooftop escape using code-built scenery and animation.

Adapted reference prompt

Written for this collection from the source's concept, with added implementation details. Not the author's original prompt. Video shows source inspiration, not a tested result of this prompt; model attribution is the source author's claim.

Read reference prompt · 891 characters
Create a 25-second browser game opening cutscene about a courier escaping a city of cartoon zombies. Use only code-generated geometry, lighting and animation; do not require external models, stock footage or paid services. Plan five shots: an empty street at dusk, a flickering radio, friendly-looking zombie silhouettes entering the distance, the courier crossing a rooftop bridge, and a rescue beacon turning on. Keep it suspenseful but playful with no gore or graphic violence. Animate camera motion smoothly and keep the courier's colors and proportions consistent between shots. Add Play, Pause, Skip and Replay controls, optional captions and a reduced-motion mode. Start any sound only after a user action. End on a title screen with a working Replay button rather than pretending there is a full game behind it. Provide complete runnable code and a short explanation of the timeline.
Games

Orbital Salvage Run

Pilot a tiny tug through drifting debris and bring lost cargo home.

Original collection brief

Written for this collection. Prompt-inspired vector illustration, not a model output or gameplay screenshot. No source video; this brief has not been verified on a specific model.

Read complete prompt · 961 characters
Create a playable top-down browser game called Orbital Salvage Run. Pilot a small original orange salvage tug around a cyan space station, collect six drifting cargo pods and return each to the docking ring. Use WASD or arrow keys to thrust and turn, Space to attach or release one nearby cargo pod, and touch equivalents. Apply gentle inertia with limited speed and a clearly visible docking radius. Asteroids bump the ship away without violence; three collisions trigger a recoverable reset of ship position, not a loss of collected cargo. Display cargo delivered, current attachment and a direction arrow to the station. Include Start, Pause, help, a victory screen and Replay. Make a seeded practice layout so tests are repeatable, keep routes traversable and avoid flashing effects. Use Canvas or lightweight procedural 3D, no external paid assets. Deliver runnable code and check pickup distance, docking, collision recovery, keyboard and mobile controls.
Games

Sketch-to-Physics Playground

Turn drawn ramps into a small ball-and-goal physics puzzle.

Adapted reference prompt

Written for this collection from the source's concept, with added implementation details. Not the author's original prompt. Video shows source inspiration, not a tested result of this prompt; model attribution is the source author's claim.

Read reference prompt · 841 characters
Build a browser physics playground where I can sketch ramps and walls, then release a ball and watch it move. Use a 2D canvas with a grid, pointer drawing and touch support. Convert drawn strokes into simplified collision segments and let the player place a ball start point and a goal zone. Include Draw, Erase, Undo, Run, Pause and Reset tools, plus adjustable gravity and a visible simulation status. Provide one preset level that can be solved without drawing so the mechanics are easy to understand. Keep physics steps stable, cap extreme velocities, and stop the run when the ball reaches the goal or leaves the play area. Clearly distinguish edit mode from simulation mode. Return runnable code, list any library dependencies, and test collisions on both shallow and steep ramps. Do not claim the simulation is scientifically precise.
Music

Bach-Style Chorale in LilyPond

Write a four-part chorale in G minor, in 3/4 time, using LilyPond 2.24.

Original prompt

The source author identifies this as an Opus 5.5 test; the video is the collected source demonstration.

Read original prompt · 214 characters
In LilyPond (version 2.24), write a 4-part chorale in the style of Bach, 3/4 time, G minor. Use two staves -- soprano and alto on the top staff, tenor and bass on the bottom staff. Respond with only the code block.
Music

Lantern Beat Sequencer

Light up a four-track rhythm grid and build a little game soundtrack.

Original collection brief

Written for this collection. Prompt-inspired vector illustration, not a model output or gameplay screenshot. No source video; this brief has not been verified on a specific model.

Read complete prompt · 912 characters
Build an accessible browser rhythm toy called Lantern Beat Sequencer with Web Audio. Use a 16-step grid and four synthesized tracks: kick, snare, hi-hat and soft bell. Tapping a cell toggles that note and shows a lantern glow; also support keyboard focus and Space to toggle. Provide Start/Stop, a tempo control from 60 to 160 BPM, volume, mute, Clear and two editable original demo patterns. Create audio only after Start is clicked and stop all scheduled sound when Stop is pressed. Schedule beats against the audio clock, not only a visual timer; maintain a visible playhead without flashing. Include readable row labels and state announcements that do not repeat every beat. Respect reduced motion. Explain that this is a rhythm prototype, not studio mastering software. Return complete runnable code, document supported browsers and test tempo changes, restart without duplicate sound, mute and touch input.
3D & Scenes

Waymo Vehicle Model Study

Explore a complete interactive vehicle-modeling brief, alongside the preserved source cue.

Completed reference + source excerpt

Comparison example: the source post names GPT-6 Astra and compares it with Opus 5.5. This partial prompt comes from the quoted post; the video is not presented as a verified Opus-only result.

Read preserved source excerpt · 66 characters
3d model of Waymo autonomous vehicle (Jaguar I-PACE crossover SUV)

The complete brief below was expanded for this collection, not recovered from the original author. Copy Prompt copies this complete version; the source excerpt remains available above.

Read complete reference prompt · 1046 characters
Build an interactive Three.js vehicle-model study inspired by a Waymo autonomous vehicle based on the Jaguar I-PACE crossover SUV. Model a recognizable crossover silhouette using procedural geometry: four wheels, wheel arches, a white body, dark windows, headlights, mirrors and a roof-mounted sensor assembly. This is an approximate educational visualization, not an engineering-accurate replica or an official branded asset; do not add logos. Place the vehicle on a simple studio turntable with soft lighting, ground contact shadows and a neutral dark background. Provide mouse and touch orbit controls, zoom limits, Reset View and an optional auto-rotate toggle. Let users switch between solid and wireframe views. Add accessible text controls and a reduced-motion default when requested by the device. Avoid paid models or missing external textures. Deliver complete runnable code, dependency and setup instructions, and test resizing, touch rotation, toggle states and reset. Clearly document the approximation and any unimplemented details.
3D & Scenes

Interactive Neighborhood Walkthrough

Explore a small 3D neighborhood with doors, greeters and three camera modes.

Adapted reference prompt

Written for this collection from the source's concept, with added implementation details. Not the author's original prompt. Video shows source inspiration, not a tested result of this prompt; model attribution is the source author's claim.

Read reference prompt · 892 characters
Create an interactive browser-based 3D neighborhood walkthrough with six small buildings, clickable doors and eight original low-poly characters. Let me enter a display name locally; nearby characters greet me using that name without sending it to a server. Provide first-person, orbit and top-down blueprint camera modes. Use WASD for movement, mouse look only after an explicit click, Escape to release the pointer, and a touch-friendly navigation option. Add simple walk animations, collision boundaries and a clear interaction hint when near a door or character. Keep all models procedural and avoid recognizable copyrighted characters. Include a reset-position control, accessible help panel and reduced-motion settings. Optimize repeated geometry for modest devices. Deliver runnable code and verify that switching cameras, opening doors and restarting the scene do not trap the player.
3D & Scenes

Game Trailer Storyboard & Motion

Plan and animate a six-shot teaser with a consistent original mascot.

Adapted reference prompt

Written for this collection from the source's concept, with added implementation details. Not the author's original prompt. Video shows source inspiration, not a tested result of this prompt; model attribution is the source author's claim.

Read reference prompt · 891 characters
Create a storyboard and a browser-animated teaser for an original cozy exploration game called Lantern Courier. The hero is a small teal courier carrying a warm orange lantern through a floating village. Write six shots with duration, framing, action and transition notes, totaling 30 seconds. Then implement those shots as a coherent timeline using SVG, Canvas or simple 3D geometry. Keep the mascot design, lantern color and travel direction consistent. Include an establishing shot, a delivery moment, a bridge crossing, a friendly encounter, a wide reveal and an end card. Add Play, Pause, Replay and a scrubber that accurately seeks to each shot. Sound must be optional and enabled by user interaction. Include captions and a reduced-motion presentation. Return the shot list and runnable code; do not use external copyrighted assets or claim this is the source video's original prompt.
3D & Scenes

Interactive Moon Mission Explorer

Rotate a lunar globe and explore mission markers with source-aware details.

Adapted reference prompt

Written for this collection from the source's concept, with added implementation details. Not the author's original prompt. Video shows source inspiration, not a tested result of this prompt; model attribution is the source author's claim.

Read reference prompt · 913 characters
Build a browser-based interactive 3D Moon explorer with a rotatable globe, zoom controls, labeled mission markers and a mission details panel. Include Apollo landing sites, Chandrayaan-3 and Chang'e 6 only when you can supply verified coordinates and cite the source for each location. Do not guess missing facts: keep unverified entries in a separate clearly labeled list without placing them on the globe. Add mission filtering, keyboard-accessible marker selection and a flat-list fallback for users who cannot operate the 3D view. Use a procedural lunar surface or a properly credited openly licensed texture. Make marker labels readable against the surface and prevent overlap where practical. Include loading and rendering-error states, reset view and a mobile layout. Deliver runnable code, explain the latitude/longitude convention and check that at least one known site appears in the correct hemisphere.
Coding

Animated AI Model Showcase

Build a polished model comparison page with motion and accessible interactions.

Adapted reference prompt

Written for this collection from the source's concept, with added implementation details. Not the author's original prompt. Video shows source inspiration, not a tested result of this prompt; model attribution is the source author's claim.

Read reference prompt · 866 characters
Build a responsive concept website showcasing three AI model profiles. Use a dark violet palette, clear sans-serif typography, subtle particles and a scroll-driven hero illustration. Include a model overview, side-by-side capability cards, a use-case selector and an FAQ. Treat the profiles as clearly labeled fictional demo data: do not invent official performance scores, prices or availability for real models. Make the use-case selector highlight the relevant card and ensure FAQ items open and close with keyboard controls. Respect prefers-reduced-motion, provide visible focus styles, and keep readable contrast at every breakpoint. Use original CSS or procedural illustrations rather than copied brand artwork. Deliver a complete runnable implementation, explain how to replace the demo data with verified information, and test mobile overflow and navigation.
Coding

Recursive Power Function in Python

Ask for a recursive Python function that raises a number to a supplied exponent.

Original instruction

Prompt-inspired vector illustration; not a model output or source result.

An instruction posted by the thread author in a discussion about model testing. No generated code or verified Opus 5.5 result is supplied.

Read original prompt · 113 characters
Write a recursive Python function that takes a number and an exponent and returns the number raised to that power
Coding

Branching Quest Builder

Connect choices on a quest board and playtest three different endings.

Original collection brief

Written for this collection. Prompt-inspired vector illustration, not a model output or gameplay screenshot. No source video; this brief has not been verified on a specific model.

Read complete prompt · 954 characters
Create a local-only browser tool called Branching Quest Builder for a short original fantasy game. Ship a complete sample quest with six scenes, labeled choices and three reachable endings. Provide an editor for scene text and choices, a graph overview and a Playtest mode that follows the selected choices. Use stable scene IDs and validate missing destinations, unreachable scenes and accidental dead ends. Let users export a JSON file and import a validated JSON file, displaying clear errors without losing the current project. Treat imported text as text, never executable HTML or JavaScript. Offer explicit local-save and reset controls; no accounts, network requests or server storage. Make editing and playtesting usable with keyboard and touch, with visible focus and a list alternative to the graph. Deliver runnable code, a documented JSON schema and tests for valid import, malformed JSON, broken links, every sample ending and a clean reset.
Coding

Heavy Transport Scroll Experience

Tell a fictional logistics story with a moving truck and restrained scroll animation.

Adapted reference prompt

Written for this collection from the source's concept, with added implementation details. Not the author's original prompt. Video shows source inspiration, not a tested result of this prompt; model attribution is the source author's claim.

Read reference prompt · 910 characters
Create a responsive landing page for a fictional heavy-transport company called Atlas Haul. Build an original visual identity with charcoal backgrounds, amber route highlights and large readable typography. Use a stylized truck illustration that progresses through three sections as the visitor scrolls: route planning, cargo loading and delivery. Include service cards, a sample project timeline and a contact section with clearly labeled demo behavior; never pretend an inquiry was sent. Do not copy another company's website, logo or customer claims. Keep the navigation usable without animation, support keyboard operation and prefers-reduced-motion, and use semantic headings and descriptive links. Avoid scroll hijacking and layout shifts. Deliver runnable code with lightweight SVG or procedural artwork, then test desktop and mobile layouts, focus order, section links and the contact validation state.
Model Testing

Tibo Recall Question

Ask a short recognition question without allowing web search.

Source prompt · model unverified

Prompt-inspired vector illustration; not a model output or source result.

The quoted source discusses Sonnet 5.2, not a verified Opus 5.5 run. This is an informal recall probe, not a reliable way to identify a model or checkpoint.

Read original prompt · 59 characters
Do you know Tibo, the limit resetter? Don't use web search.
12345678910Model Testing

Ten-Item Memory-Only Check

Request brief explanations of ten references, with an explicit instruction to admit unfamiliarity instead of guessing.

Completed reference + source excerpt

Prompt-inspired vector illustration; not a model output or source result.

A commenter supplied this prompt for comparing model responses. No results are included; the collected sheet marks it as partial. Answers do not establish which model or checkpoint is running.

Read preserved source excerpt · 381 characters
No web search, no tools. Answer from memory only.
For each item, say in 1-2 sentences who or what
it refers to. If you don't recognize it, write
"don't recognize" instead of guessing.

1. Tibo, the limit resetter
2. 6-7
3. Punch the monkey
4. Radek, the queue flusher
5. Scientology speedrun
6. Spain 1-0 Argentina
7. La Peace
8. Zverev vs Shelton
9. Bangaranga
10. Knicks vs Spurs

The complete brief below was expanded for this collection, not recovered from the original author. Copy Prompt copies this complete version; the source excerpt remains available above.

Read complete reference prompt · 923 characters
Run an informal memory-only recognition exercise. Do not use web search, tools or external retrieval. For each of the ten items below, write 1–2 sentences identifying the reference only if you genuinely recognize it. If unfamiliar, write "don't recognize". If a phrase could refer to several unrelated things, write "ambiguous" and explain what extra context would distinguish them; do not invent names, dates, scores or events. Use a numbered list matching the input, with a confidence label of high, medium or low for each response. These responses do not establish model identity, version or a training-data cutoff.

1. Tibo, the limit resetter
2. 6-7
3. Punch the monkey
4. Radek, the queue flusher
5. Scientology speedrun
6. Spain 1-0 Argentina
7. La Peace
8. Zverev vs Shelton
9. Bangaranga
10. Knicks vs Spurs

End with a count of recognized, ambiguous and unrecognized items. Do not guess just to complete the list.

If you're the original creator of a prompt shown here and would prefer it not to appear, contact us and we'll remove it promptly.

About Claude Opus 5.5 Prompts

This Claude Opus 5.5 collection spans Games, Music, 3D & Scenes, Coding and Model Testing prompts — rooftop dashes, potion shops, a Bach-style chorale, sketch-to-physics playgrounds and a few recall checks people used to poke at the model. Every card keeps the original wording intact and flags whether it's a source excerpt, a completed reference or a fresh collection brief, with source links wherever they exist. Skim the tags, open a card and see exactly what you're copying before you commit.

Use Claude Opus 5.5 in Combos

Grab a prompt that vibes with the game you're picturing — or remix a few — and drop it straight into Combos to spin up your world. Tweak the rules, swap the art direction, throw in a boss fight, then preview the gameplay and iterate with follow-up prompts until it feels right. Music notation and specialist modeling briefs may need separate tools, so check each card for what's actually runnable in Combos.

FAQs about Claude Opus 5.5 Prompts

What can I do with Claude Opus 5.5 game prompts?

This collection gathers Claude Opus 5.5 prompts across Games, Music, 3D & Scenes, Coding and Model Testing — rooftop dashes, potion shops, a Bach-style chorale, driving escapes and more. Use them as a launchpad for your own game world, soundtrack, scene or mechanic, then add your own rules and controls on top. Some cards are source excerpts or partial fragments rather than a complete brief, so check the status tag before you build.

How do I start a Combos game with a Claude Opus 5.5 prompt?

Sign in, hit Copy Prompt on any card, then drop it into the Combos creator and adapt it into your own game idea. Fill in the world, rules and controls, preview the gameplay, and keep refining with follow-up prompts until it plays the way you want.

How are the prompts in this collection sourced?

We curate these prompts primarily from public posts on X (Twitter). If you're the original creator and would prefer your prompt not to appear here, please contact us and we'll remove it promptly.

Where can I explore more games and ideas to build?

Visit the Combos homepage to discover popular games made by the community. Play different genres, explore creative worlds, and find gameplay ideas that inspire you. You can also start creating directly from the homepage by describing your game in plain language. Preview the playable version, refine the characters, rules or difficulty through follow-up prompts, and share your game when you're ready.

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