---
title: "The Fracture"
url: "https://aigamehub.app/en/games/this-is-what-i-learned-making-a-superhero-browser-game-with--7388d9"
source: "https://www.reddit.com/r/aigamedev/comments/1x3yir1/this_is_what_i_learned_making_a_superhero_browser"
source_type: "reddit"
play_url: "https://franmndezzzz.github.io/The-fracture/"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude"]
game_languages: ["es"]
author: "AdAway324"
author_handle: "AdAway324"
category: "Action"
categories: ["action", "adventure"]
tags: ["browser", "co-op", "pixel-art-free", "roguelite", "superhero"]
added: "2026-10-16T17:12:08.733Z"
updated: "2026-10-16T17:12:08.733Z"
locale: "en"
content_locale: "en"
---

# The Fracture

A free top-down superhero browser game where you build your own hero by combining powers. It was made with Claude and is playable on PC and mobile; the demo includes the first two chapters, a roguelite mode up to the second boss, an arena and local co-op. It is currently only in Spanish.

## Description

The Fracture is an independent top-down superhero action game for the browser, made by the developer together with Claude. You create a hero by combining powers and fight through missions and bosses such as a giant alien, a mantis queen, a shapeshifter that changes form each phase, and a burrowing worm. The free demo contains the first two chapters, a roguelite mode up to the second boss, an arena and local co-op, where a phone becomes a touch gamepad via a QR code. All graphics are drawn with code. It runs in the browser on PC and mobile and is currently available only in Spanish, with an English version planned.

## Original post

This is what I learned making a superhero browser game with Claude (I barely code). Free demo.

🇬🇧 Hi! I barely know how to code, and for the past few days I've been making a browser game called The Fracture together with Claude. I wanted to share how the process has worked for me, because it's been very different from what I expected. It didn't start from zero. I had already made a smaller game with Claude, a speedster game called Volt, and instead of starting over I asked Claude to copy it and turn it into something new: a top-down superhero game where you build your own hero by combining powers. Reusing a working base saved a huge amount of time, but it also meant leftovers kept showing up for a while, like old character names popping up in menus. The way we work is always the same. I describe what I want in plain Spanish, Claude asks me a few multiple-choice questions to pin down the details, and then it builds one version. I play it, tell it what feels wrong ("the races are too slow", "this mission has too many enemies") and we go again. We're on version 30 now, and every version is written down in a design document, so Claude can pick up where we left off even in a new conversation. All the graphics are drawn with code. There are no image files, which surprised me: even the bosses are shapes, curves and particles. The latest ones are a giant alien, a mantis queen, a shapeshifter that changes form each phase, and a worm that burrows under you. The hardest feature so far was local co-op with your phone as a controller. You scan a QR code and your phone turns into a touch gamepad. It only works from a real website, so we had to move the game to GitHub Pages. And the game was built for one player, so Claude had to find a way to run the second player through the same code without rewriting everything. The demo has the first two chapters, a roguelite mode up to the second boss, an arena and co-op. It's free and runs in the browser on PC and mobile. Important: it's only in Spanish for now. An English version is coming. https://franmndezzzz.github.io/The-fracture/ For those of you making games with AI: how do you handle the moment the project gets too big for the AI to keep in its head at once? The design document helped me a lot, but I'm curious what others do. 🇪🇸 Hola! Casi no sé programar, y llevo unos dias haciendo un juego de navegador llamado The Fracture junto con Claude. Quería contar cómo ha sido el proceso, porque ha sido muy distinto de lo que esperaba. No empecé de cero. Ya había hecho con Claude un juego más pequeño, uno de un velocista llamado Volt, y en vez de empezar otra vez le pedí que lo copiara y lo convirtiera en algo nuevo: un juego de superhéroes con vista desde arriba en el que creas a tu héroe combinando poderes. Reutilizar una base que ya funcionaba me ahorró muchísimo tiempo, aunque durante un tiempo se colaban restos del juego anterior, como nombres de personajes viejos en los menús. La forma de trabajar siempre es la misma. Le explico lo que quiero con mis palabras, Claude me hace unas cuantas preguntas con opciones para concretar y después hace una versión. Yo la juego, le digo lo que no me convence («las carreras son demasiado lentas», «esta misión tiene demasiados enemigos») y vamos otra vez. Ya vamos por la versión 30, y cada versión queda apuntada en un documento de diseño, así Claude puede seguir donde lo dejamos aunque sea en otra conversación. Todos los gráficos están dibujados con código. No hay ni una imagen, cosa que me sorprendió: hasta los jefes son formas, curvas y partículas. Los últimos son un alien gigante, una reina mantis, un metamorfo que cambia de forma en cada fase y un gusano que se entierra bajo tus pies. Lo más difícil hasta ahora ha sido el cooperativo con el móvil como mando. Escaneas un código QR y el móvil se convierte en un mando táctil. Solo funciona desde una web de verdad, así que tuvimos que subir el juego a GitHub Pages. Además, el juego estaba pensado para un solo jugador, así que Claude tuvo que buscar la forma de mover al segundo jugador con el mismo código sin rehacerlo todo. En la demo empiezas cre
