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He built a downhill skateboarding game in 10 days, and the comment section lined up to teach him how to tune the feel

Claude Code, Magnific, Tripo, 10 days, 3rd version update. A free downhill skateboarding browser game whose comment-section feedback is even more specific than the game itself.

On Reddit's r/ClaudeAI, someone posted a game called Cruising Bones. Downhill skateboarding, playable right in the browser, free.

The author says he started on October 14, and when he posted, it was exactly day 10; this was the third version update. The tool list was: Claude Code for writing code, Claude AI for the non-code parts, art handed off to Magnific (using the Nano Banana model) and Tripo, and BabylonJS chosen as the game engine.

The starting point for the art was quite concrete. The author's Reddit avatar is a skeleton skateboarder, originally a 3D-printed model he made himself. On day one, he logged Claude into his Magnific and Tripo accounts and had Claude generate the entire set of art assets based on that figure, which took a full day. On day two, he set the game's vibe and then started building the first track. After that came repeated iteration; each time he finished playing the Artifact, he would list a long set of things to change and add.

Currently the game has five track areas, and they differ quite a bit. Summit has black ice and sharp turns; Meadows has cattle crossings and single-lane construction; Timber has logging trucks dropping logs and mud pits; Gorge has falling rocks and dark tunnels; Deep Woods defaults to a night-fog mode with lanterns. There's also an Endless Pass that mixes hazards from all the areas. Event modes include Roadblock, Rattler Run, and the newly added Bone Train, and each map also comes with intro and outro comic pages.

The comment section's reaction was direct. Some people said it was insanely cool, while others immediately pointed out issues: left-right steering was too sensitive, and the sense of hurtling downhill wasn't strong enough. Another user played for a long time without realizing there was an acceleration mechanic. The author replied: press forward or push the stick forward to tuck and accelerate. Another user who had competed in the Maryhill downhill race made the same suggestion, and the author admitted the mechanic exists but that the onboarding doesn't make it clear enough.

Game screen

The author fixed the first two issues that same day, and the new version went live right away. Several people also mentioned ragdoll physics for crashes. The author said he had done it before, but it slowed the pacing too much and getting back on the board after a fall took too long; he's considering making it a separate mode later, similar to the crash compilation feature in the Skate series.

One detail is worth noting. Someone in the comments asked how much of the art Tripo accounted for and how much was manually fixed, and someone else steered the conversation in another direction: art is the part where solo game projects most often die, and Magnific plus Tripo are quietly solving that problem; that's the bigger signal. The author's original post didn't avoid the division of labor: he did hand off art generation to AI tools, while he focused on product judgment and iteration direction.

In the comments, the author mentioned that he has a lot of product experience. That line is crucial in the context of this project. Going from zero to the third version in 10 days: the amount of code isn't the hardest part; the hard part is knowing what to change in each iteration, which feedback is worth listening to, and what should be postponed. Claude Code can help him turn ideas into something that runs, but it can't decide for him which detail determines the feel.

The game is currently labeled Alpha, is free, and the multiplayer mode says Soon. The author is using the Claude MAX 20X plan.

发布时间: 2026-10-25 10:27