AIThis post was created with the assistance of artificial intelligence (AI).

TL;DR

Buying for a business?Offer from Amazon

Get business pricing on monitors, keyboards and dev gear

  • Business-only prices and quantity discounts
  • Tax-exempt purchasing
  • Multiple users, one account, clear invoices
As an affiliate, we earn on qualifying purchases.

Thorsten Meyer reports that the AI model Claude (Opus 5.5) built ‘Stickman Arcade,’ a collection of nine free browser games plus an animator, in a single day while he wrote no code. The headliner, BEATDOWN, is a rhythm-based stick-figure brawler with twelve fighters and sixty abilities. The project runs on roughly 24,500 lines of dependency-free JavaScript, with all graphics and audio generated by code.

A developer who goes by Thorsten Meyer says he gave an AI model a deliberately open brief β€” design its own stickman game β€” and by the end of the same day had a ten-title browser arcade: nine free games and a stick-figure animator, all written entirely by the AI model Claude (Opus 5.5). According to his account, he wrote no code himself, steering the project only by answering questions and sending screenshots of games he liked. The result, headlined by the rhythm brawler BEATDOWN, runs in any browser and on phones, with roughly 24,500 lines of JavaScript and zero external dependencies.

Meyer describes the origin as an experiment in creative autonomy: the AI was told to produce its own take on the stickman genre rather than a clone or tutorial project. The model’s answer was BEATDOWN, a stick-figure fighting game built around timing rather than button speed. According to the write-up, the headliner was playable in under an hour and live on his site in under two. When he kept asking for more, the AI first wrote a shared game kit and an engine guide, then used that foundation to produce the eight additional games and the animator.

BEATDOWN’s core mechanic ties combat to a soundtrack generated live in the browser. Every button press is judged against the beat: on-beat hits deal 1.5Γ— damage, landing four on-beat hits in a row triggers a bonus shockwave, and enemies telegraph attacks on one beat and strike on the next, allowing counterattacks with a timed guard. Meyer notes rhythm is a bonus, not a requirement β€” players can fight off-beat and still clear waves. A ‘Groove’ rank climbs from MUTE to FEVER as play improves, adding musical layers.

The roster comprises twelve fighters styled as musical archetypes β€” the Drummer, Conductor, DJ, Bassist, Punk, Soprano, MC, Jazz Cat, Shredder, Virtuoso, Beatboxer and Producer β€” each with a passive ability, two specials, a cooldown skill and an ultimate called the DROP, for a claimed total of sixty abilities. The game spans seven venues with distinct rules (a wall-less rooftop, a subway whose doors slam on the downbeat, a darkened strobe rave, a tilting cruise ship deck) and multiple modes, including TOUR, BOSS RUSH, two-minute BLITZ, a seeded DAILY MIX shared by all players that day, a timing-practice SOUNDCHECK, and local VERSUS for two players.

The wider arcade adds eight more games on the same engine: Stickman Dismount, Pose-Off, Beat Runner, Noir Heist, Band Defense, Stickman Boxing, Head Soccer and Beat Skate. The tenth card is a Stickman Animator that lets users pose figures by dragging joints, add in-between frames, and export looping GIFs, sprite sheets or stills. A distinguishing technical claim: the project contains no image or audio files β€” every fighter, venue and sound effect is generated by code at runtime, including a custom GIF encoder written for the animator. Meyer states the games collect no data, with progress stored locally in the player’s browser. All ten cards share nine switchable art styles β€” CHALK, RISO, LASER, SHEET, ZINE, PIXEL, BRUSH, BLUEPRINT and NOIR β€” which redraw the fighters, venues, effects and menus rather than just recolouring them.

At a glance
reportWhen: reported as a completed one-day project…
The developmentA developer has published an account of an AI model designing and building a complete ten-title browser arcade in one working day, with no human-written code.
AI Took My Stickman Game Idea And Built An Arcade By Evening
AI-Coding Case Study // Stickman Arcade

AI Took My Stickman Game Idea β€” And Built An Arcade By Evening

A developer handed Claude (Opus 5.5) a deliberately loose brief: “make your own stickman game.” By the end of the same day: a ten-title browser arcade, ~24,500 lines of dependency-free JavaScript, and zero lines of code written by the human.

10
Titles Shipped
24,500
Lines of JS
0
Dependencies
12
BEATDOWN Fighters
1
Day to Build
// How the Project Came Together

From Loose Brief to Arcade in One Day

1

The Open Brief

“Make your own stickman game.” No clone, no tutorial β€” its own take on a genre everyone knows.

Creative Autonomy
2

BEATDOWN First

The headliner reached a playable state in under an hour and was live on the site in under two.

< 2 Hours to Live
3

Engine Architecture

When asked for more, the AI first wrote a shared game kit and engine guide before more titles.

Shared Foundation
4

Nine More Products

Eight additional games plus a stick-figure animator, all sharing engine, art styles and deployment.

Ten Cards Total
// The Headliner

BEATDOWN: Fighting on the Beat

Core Mechanic

Rhythm Combat

Combat is tied to a soundtrack generated live in the browser. Every button press is judged against the beat: on-beat hits deal 1.5Γ— damage, and four on-beat hits in a row trigger a bonus shockwave.

Counterplay

Telegraphed Attacks

Enemies telegraph attacks on one beat and strike on the next β€” allowing counterattacks with a timed guard. Rhythm is a bonus, not a requirement: players can fight off-beat and still clear waves.

Progression

Groove Rank

A Groove rank climbs from MUTE to FEVER as play improves, adding musical layers to the generated soundtrack along the way.

Modes

Six Ways to Play

TOUR, BOSS RUSH, two-minute BLITZ, a seeded DAILY MIX shared by all players that day, timing-practice SOUNDCHECK, and local two-player VERSUS.

Fighters
12
Venues
7
Abilities
60
On-Beat Bonus
1.5Γ—
// The Roster

Twelve Fighters, Sixty Abilities

DrummerPassive + 2 specials
Conductor+ cooldown skill
DJ+ the DROP
BassistPassive + 2 specials
Punk+ cooldown skill
Soprano+ the DROP
MCPassive + 2 specials
Jazz Cat+ cooldown skill
Shredder+ the DROP
VirtuosoPassive + 2 specials
Beatboxer+ cooldown skill
Producer+ the DROP

12 fighters Γ— 5 abilities each (passive + 2 specials + cooldown skill + ultimate DROP) = 60 abilities

🎸 Rooftop β€” no walls
πŸš‡ Subway β€” doors slam on the downbeat
⚑ Strobe Rave β€” darkened arena
🚒 Cruise Deck β€” tilting floor
// The Full Arcade

Ten Cards, One Shared Engine

TitleTypeWhat It IsEngine
BEATDOWNRhythm BrawlerTiming-based fighting with live-generated soundtrackβœ“ Game Kit
Stickman DismountPhysics ToyClassic stickman ragdoll mayhemβœ“ Game Kit
Pose-OffParty GameStick-figure posing competitionβœ“ Game Kit
Beat RunnerRunnerRhythm-synced endless runningβœ“ Game Kit
Noir HeistStealthMonochrome caper gameplayβœ“ Game Kit
Band DefenseTower DefenseDefend the stage, music-themed wavesβœ“ Game Kit
Stickman BoxingSports FightRing-based stickman boxingβœ“ Game Kit
Head SoccerSportsArcade soccer with big headsβœ“ Game Kit
Beat SkateAction SportsBeat-driven skateboardingβœ“ Game Kit
Stickman AnimatorCreation ToolPose joints, add in-between frames, export GIFs, sprite sheets or stillsβœ“ + GIF Encoder
// Technical Claims

No Files. Everything Generated by Code.

Assets

Zero Image or Audio Files

Every fighter, venue, drum, bass line and sound effect is generated by code while you play β€” including a custom GIF encoder written from scratch for the animator.

Privacy

No Data Collected

Meyer states the games collect no data, with progress stored locally in the player’s browser. Everything runs in any browser and on phones, free of charge.

// Switchable Art Styles

Nine Looks, Not Just Recolours

CHALK
RISO
LASER
SHEET
ZINE
PIXEL
BRUSH
BLUEPRINT
NOIR

All ten cards share nine switchable art styles that redraw the fighters, venues, effects and menus rather than just recolouring them β€” a benefit of the shared game kit the AI architected mid-build.

// Caveats

Claims Not Independently Verified

πŸ“Self-reported account
β†’
πŸ€–Post partly AI-written
β†’
πŸ”No independent testing
β†’
βœ‚οΈSource cuts off mid-sentence

The 24,500-line count, one-day timeline and “no human code” statement are self-reported. Performance and quality claims β€” smooth phone play, SOUNDCHECK accuracy, or the behaviour of all sixty abilities β€” would require hands-on testing to confirm. Natural next checkpoints: independent coverage, code review of a published repository, and reader testing in a browser, since the arcade is live and free.

What This One-Day Build Signals

The project matters as a data point in the debate over how much of a shipped software product an AI model can now deliver end to end. According to Meyer’s account, the AI did not merely autocomplete snippets: it designed an original game concept, architected a reusable engine and game kit, and then built nine more products plus an animation tool on that foundation β€” all within a single day and with zero hand-written code from the human operator, whose role shifted to creative direction. If accurate, the scale β€” tens of thousands of lines of dependency-free JavaScript, including a from-scratch GIF encoder β€” goes beyond the small demo apps commonly cited in AI-coding discussions.

It also illustrates a changing division of labour. Meyer describes his contribution as answering the model’s questions, supplying reference screenshots and repeatedly requesting more. That steering-style workflow, where the human acts as producer rather than programmer, is the model many AI vendors predict for indie and casual game development. For hobbyist developers without deep coding backgrounds, the account suggests that scope β€” ten interlinked browser games β€” may no longer be the limiting factor; taste and direction may be.

How the Project Came Together

: “

Meyer states the experiment began with a deliberately loose brief: ‘make your own stickman game,’ with the explicit condition that it not be a clone or tutorial project. The AI’s first deliverable was BEATDOWN, which reached a playable state in under an hour and was published in under two. When Meyer asked for more, the model reportedly took an architectural step first β€” writing a shared game kit and an engine guide β€” before generating the additional titles, which is what allowed the eight later games and the animator to share art styles, engine behaviour and deployment across browsers and phones.

The write-up was itself created with AI assistance, as Meyer notes at the top of the post, and includes an Amazon business-pricing affiliate disclosure. The games are offered free of charge on his site.

“I gave an AI model a deliberately loose brief: make your own stickman game. No clone, no tutorial project, just its own take on a genre everyone knows.”

β€” Thorsten Meyer, developer

Claims Not Independently Verified

All substantive claims in this story come from a single first-person account on Meyer’s own site and have not been independently verified. The 24,500-line code count, the one-day timeline, and the statement that the human wrote no code are self-reported. The model version cited, Claude Opus 5.5, is dated to the time of writing and may not reflect current releases. Meyer’s own note that the post was created with AI assistance means the description of the process was partly machine-written as well.

Performance and quality claims β€” such as smooth play on phones, the timing-readout accuracy of SOUNDCHECK, or the behaviour of all sixty abilities across twelve fighters β€” would require hands-on testing to confirm. The source text also cuts off mid-sentence while describing how the arcade build proceeded, so parts of the development process are undocumented.

Where the Arcade Goes From Here

The arcade and animator are live and free on Meyer’s site, so readers can test the claims directly in a browser or on a phone. Meyer’s framing β€” ‘I kept asking for more’ β€” suggests the collection may keep growing, and the shared game kit the AI wrote could make additional titles relatively cheap to produce. No roadmap, pricing changes or formal releases were announced. Independent coverage, code review of the repository if one is published, and hands-on evaluations of the games would be the natural next checkpoints for verifying the account.

Key Questions

Who actually wrote the code for the arcade?

According to Thorsten Meyer, the AI model Claude (Opus 5.5) wrote all of it β€” about 24,500 lines of JavaScript β€” in one day. Meyer says he wrote no code and acted only as a director, answering questions and sending reference screenshots.

What is BEATDOWN?

It is the headliner game: a stick-figure brawler where attacks are judged against a soundtrack generated live in the browser. On-beat hits deal 1.5Γ— damage, four consecutive on-beat hits trigger a shockwave, and enemies can be countered with a timed guard. It features twelve fighters with sixty abilities across seven venues and multiple modes.

How much does it cost to play, and what devices are supported?

Per Meyer’s account, all nine games plus the animator are free and run in any modern browser, including on phones with touch controls. A local VERSUS mode supports two players on one keyboard or two gamepads.

Are there really no image or audio files in the games?

That is Meyer’s claim: all graphics, venues, music and sound effects are generated procedurally by code at runtime, and the project has zero external dependencies. This has not been independently verified.

Does the arcade collect user data?

Meyer states the games collect nothing and that player progress is stored locally in the user’s own browser. As with the other technical claims, this is self-reported and unverified.

Source: Thorsten Meyer AI

FALL

Fall Picks

As an affiliate, we earn on qualifying purchases.

You May Also Like

The AI Depth Engine Of Abyssal Station: Innovation Through Scrolls

Abyssal Station introduces a novel scroll-based depth engine creating an immersive underwater experience, blending art and technology.

Is Ticketmaster down? Ticketmaster outage for some

Ticketmaster reports a service outage affecting some users, causing ticket purchasing issues. The company is investigating the scope of the problem.

7 Best Home Theater Projector Prime Day Deals for Big-Screen Movie Nights in 2026

Discover the best Prime Day deals on home theater projectors, including 4K laser, 1080p models, and short-throw options for big-screen movie nights.

6 Exciting Indie Games That Should Be On Your Wishlist

Explore six upcoming indie games generating buzz among gamers, highlighting why they are worth watching and what makes them stand out in 2024.