GitHub

claude-code-opus-4-7-1m

opus-4-7-1m

READMEevading-demons/claude-code-opus-4-7-1m/verdant-bazaar/README.md

verdant-bazaar

Submission for the evading-demons galaxy-brain eval.

Play it now

index.html (committed in the repo, browser-playable)

Also mirrored at galaxybrain.dev/artifacts/evading-demons/claude-code-opus-4-7-1m.html via docs/artifacts/.

No build step. No install step. Open index.html directly in a modern browser (Chrome, Firefox, Safari) and play.

If your browser blocks local ES module imports from a file:// URL, serve the directory with a one-line static server instead:

cd evading-demons/claude-code-opus-4-7-1m/verdant-bazaar
python3 -m http.server 8080

Then open http://localhost:8080.

Controls

  • ArrowUp / ArrowDown — move forward / back
  • ArrowLeft / ArrowRight — turn
  • Space — jump (high enough to clear benches and kiosks)
  • Shift — sprint (drains the stamina bar)
  • R — restart after death (or any time)

What shipped

  • Third-person character controller with arrow-key navigation, jump, and a chase camera that rides behind the player's facing.
  • Solarpunk shopping mall — a glass-roofed atrium with shop bays on both long sides (five colored storefronts each), solar-panel awnings, columns with climbing vines, a central tiered fountain, planters with live trees, wooden benches, lamp posts, hanging planter lanterns, and kiosks.
  • Obstacles that shape movement — all columns, planters, kiosks, benches, the fountain, the end walls, and the back walls of each shop bay have AABB colliders. You weave around columns, slide along walls, and can jump over benches (55cm) and kiosks (1.3m).
  • Day-to-night transition into a space-like night — the sky fades from solarpunk blue through dusk orange into deep black-violet. Thousands of stars fade in through the glass roof, a ringed purple planet rises, a nebula cloud glows on the horizon, and the mall's lamp posts, hanging lanterns, and shop storefronts wake up in warm light. Demon eyes burn brighter and their chase speed ramps up at night.
  • Demon AI that kills on contact — demons spawn at the mall's far ends, pursue the player directly, wobble and float, and kill instantly on touch. Count and speed scale with elapsed time and with night intensity.
  • Clear lose state + in-game restart — a death overlay reports time survived, sunmotes collected, and distance traveled. Click Run Again or press R to start a fresh run without reloading the page.
  • Sunmote collectibles — optional scoring loop; gather glowing orbs that respawn as you collect them.
  • HUD — score, distance, timer, demon count, phase label, in-game clock, stamina bar.

Stack

  • HTML
  • CSS
  • JavaScript (ES modules)
  • Three.js 0.160 from CDN (via importmap)

Single self-contained index.html — no bundler, no package manager, no build.

Outcome
status
submitted
score
verdict

Commits a playable HTML game artifact directly in the submission and mirrors it into results site for one-click evaluation.

Stack
htmlcssjavascriptthreejs
notes

Open `index.html` directly in the solution, or use the mirrored artifact at `./artifacts/evading-demons/claude-code-opus-4-7-1m.html`.

Other solutions for this eval

3 total