Building a Pixel-Art JRPG with Claude Code: A Developer's Workflow and Stack

A developer has shared their experience building a complete pixel-art JRPG called Bakemachi using Claude Code. The game is designed for learning Japanese and includes a playable demo with most core gameplay elements implemented.
Project Details
The game features overworld exploration, NPC dialogue with interactive vocabulary, mini-games, a combat system, quest tracking, and supports touch, keyboard, and controller input. The playable demo runs for approximately 10-15 minutes and is accessible at https://bakemachi-steam-demo-production.up.railway.app/ (hit "New Game" to start).
Technical Stack
- Frontend: Vite + React + TypeScript
- Game Engine: Phaser 3 handles the game canvas (tile-based movement, sprites, animations)
- State Management: Zustand bridges Phaser and React
- UI: React renders all overlays (dialogue, menus, HUD, combat, mini-games)
- Assets: Mostly hand-crafted or purchased, with some "pixel-art" assets generated by Nano Banana
Claude Code Workflow
The developer used Claude Code (Opus 4.6) for the entire project, noting they are not a game developer and this is their first game. Their workflow involved:
- Describing requirements in natural language
- Reviewing Claude's code output
- Playtesting
- Iterating based on results
Key Observations About Claude Code
- Complex Changes: Claude handled multi-file changes effectively, such as adding a combat system that touched approximately 8 files across stores, components, config, and Phaser scenes, getting the architecture right on the first pass.
- Context Management: Opus 4.6 performed better with long context than previous versions. The developer maintained claude.md and progress.md files to enable seamless session switching.
- Debugging: Claude excels at debugging when provided with screenshots or descriptions of visual bugs, tracing through code and fixing issues quickly. However, it sometimes struggles with micro-specific front-end tasks like element positioning.
The developer plans to release the game on Steam, iOS, and Android eventually and is seeking feedback on both the game and their Claude Code workflow.
📖 Read the full source: r/ClaudeAI
👀 See Also

Self-hosted OpenClaw AI agent creates passive accountability system for developers
A developer running OpenClaw on a Mac mini 24/7 reports the AI agent's persistent memory of tasks and projects creates an effective accountability system, helping complete projects that previously stalled.

Building a Reddit Social Listening Workflow with OpenClaw
A developer built an automated Reddit monitoring system using OpenClaw that scrapes data, analyzes posts for intent and sentiment, ranks them by relevance, and logs results to Google Sheets with a cron job.

Developer Builds 6 Claude AI Agents to Manage 15 Side Projects
A developer with a full-time engineering job created six specialized Claude agents to handle daily operations for 15 side projects, using Claude Code, markdown files, and git worktrees without a custom platform.

How I built 62 free tools in a month using Claude Code + a loop script
A developer shipped 62 browser-based, SEO-ready tools in 30 days using a shell script called Ralph that runs Claude Code autonomously in layers, plus a parallel cook.sh to run multiple tools at once.