---
title: "Cash Stash"
url: "https://aigamehub.app/ja/games/following-up-on-the-card-game-i-built-with-claude-after-tryi-044f6e"
source: "https://www.reddit.com/r/ClaudeAI/comments/1x9me3q/following_up_on_the_card_game_i_built_with_claude"
source_type: "reddit"
play_url: "https://caprocket.itch.io/cashstash"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude", "Codex"]
game_languages: []
author: "amae39"
author_handle: "amae39"
category: "カジュアル"
categories: ["casual", "simulation"]
tags: ["ai-opponent", "browser", "card-game", "itch.io", "multiplayer"]
added: "2026-10-20T02:46:35.626Z"
updated: "2026-10-20T02:46:58.621Z"
locale: "ja"
content_locale: "ja"
---

# Cash Stash

個人開発者によって作られた無料のブラウザカードゲームで、カードデュエルの仕組み、隠された情報を探索するハードAIの対戦相手、Firebaseを介したオンラインマルチプレイ、ガイド付きチュートリアル、スマートフォン優先のインターフェースを備えています。プレイにサインアップは不要です。

## Description

Cash Stashは、プレイヤーが盗みやチャレンジのタイミングを含む試合で競うブラウザベースのカードゲームです。ガイド付きチュートリアル、調整可能なAI難易度（隠された情報を探索するハードAIを含む）、同期と再試行処理を備えたオンラインマルチプレイが含まれています。このゲームはアカウントなしで無料でプレイでき、React/TypeScriptとFirebaseで開発されました。この投稿では、作者が開発中にClaudeとCodexを使用した経験も比較しています。

## Original post

Following up on the card game I built with Claude after trying Codex

A while back I posted here about building Cash Stash with Claude. Claude helped me work through the React/TypeScript game logic, the hidden-information search behind the Hard AI, and Firebase multiplayer. It was genuinely useful for getting a playable game together. I cancelled my Claude subscription before September, so I can't speak to its recent versions. After that, I used Codex to keep working on the same codebase. The difference I noticed in my own sessions was workflow. When work crossed the code, PostHog, Cloudflare Pages, and Firebase Realtime Database, I found it easier to keep moving with Codex. It also found relevant documentation and my earlier Reddit feedback more easily, kept the surrounding context, and tried another route when it hit a blocker. In my earlier Claude sessions I more often had to step in when it stalled. I didn't run identical tasks through both tools, so this isn't a benchmark. The October commits show what I actually shipped: more reliable online synchronization and retries, a phone-first reskin, a better guided tutorial, clearer challenge timing and card faces, and post-game feedback with online takeover diagnostics. Player feedback about confusing steals made me realize how much work remained after the game logic was functional. If you've used both tools on the same project, what specific task showed you a meaningful difference? I'm especially curious about long-running projects where the assistant has to understand existing code and user feedback. The game is free to try, with no signup: https://caprocket.itch.io/cashstash   submitted by   /u/amae39   to   r/ClaudeAI [link]   [comments]
