---
title: "Marble Descent"
url: "https://aigamehub.app/ja/games/marble-descent-1246cf"
source: "https://github.com/1beebe/marble-descent"
source_type: "github"
play_url: "https://1beebe.github.io/marble-descent/"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude", "Claude Code"]
game_languages: ["en"]
author: "1beebe"
author_handle: "1beebe"
category: "アクション"
categories: ["action", "casual"]
tags: ["arcade", "claude", "marble", "mobile", "prototype", "tilt-controls"]
added: "2026-11-08T06:08:41.665Z"
updated: "2026-11-08T06:08:41.665Z"
locale: "ja"
content_locale: "ja"
---

# Marble Descent

Marble Madness にインスパイアされたブラウザ向けビー玉転がしゲーム：スマートフォンを傾ける（デスクトップでは矢印キーを使う）ことで、ビー玉をコースに沿って転がします。

## Description

Marble Descent は、1984年のアーケードゲーム Marble Madness へのオマージュとして作られた小さなブラウザゲームです。木製の迷路玩具のようにスマートフォンを傾けてビー玉をコースに沿って操縦します。コンピューターでは矢印キーが同じ役割を果たします。開発者は Claude を使って同じプロトタイプを2回作りました。1回は長いマルチエージェント向けのブリーフから、もう1回は5文のプロンプトからです。README は両方のビルドについて説明しており、プレイ可能なバージョンは GitHub Pages にあります。

## Original post

A tilt-to-roll phone game inspired by Marble Madness, built twice with Claude. The case study compares a multi-agent build with a five-sentence prompt, and the short prompt won.

Topics: browser-game, case-study, claude, claude-code, device-orientation, mobile-game

# An ode to Marble Madness, twice I built the same mobile game prototype twice with Claude. The first time, I had a long brief for Opus 4.8, four AI subagents, a design concept board, and an afternoon to spend. The second time, I prompted Opus 5.5 with a short paragraph, five sentences really. The short paragraph won, and it wasn't even close. This is a story about both builds: how each one was made, what came out of it, and why less turned out to be more. - Play V1: [1beebe.github.io/marble-madness-ode](https://1beebe.github.io/marble-madness-ode/) ([repo](https://github.com/1beebe/marble-madness-ode)) - Play V2: [1beebe.github.io/marble-descent](https://1beebe.github.io/marble-descent/) ([repo](https://github.com/1beebe/marble-descent)) Both are meant for a phone. Tilt your phone and the marble rolls. On a computer, use arrow keys. ## The idea [Marble Madness](https://en.wikipedia.org/wiki/Marble_Madness) came out in 1984, and it's one of the first video games I remember playing, on my parents' computer. You steered a marble down a course of isometric platforms while a clock ran down and tried to avoid rolling to your demise. Earlier this year, I built [Shake](https://shake.madewithremy.com/) with Remy, an app that skips to the next song when you shake your phone. And ever since I'd been wondering what other gestures a phone could turn into play. Tilting your phone seemed like the natural next one. So, I set out to build an ode to Marble Madness with tilt controls, the way you tip a wooden labyrinth toy to get the ball past the holes. ## What started V2 On October 7, Boris Cherny posted a prompt on X. He had asked Claude for a Lode Runner clone in a single run-on sentence, so he would have something to play on a plane. Claude built him a game called Night Vault. ![Boris Cherny's tweet: "Build me a phone based lode runner clone that I can play on my phone on the airplane for the next couple of hours." Claude built Night Vault, a 12-vault game.](images/boris-lode-runner-prompt.png) I looked at that one sentence, then thought to myself, "Hm, I wonder what would happen if I tried to build my tilt-control version of Marble Madness using a real simple Boris-style prompt." ## Part 1: two approaches ### V1: the long brief and the subagents Opus 4.8, September 6, 2026. Claude chat first, then Claude Code. Here is everything I did, in order. It's a long list! 1. Thought out loud in Claude chat about whether a web page can even read a phone's tilt. (It can. A MacBook can't.) 2. Asked Claude to use my local subagent skill, modeled on MindStudio's Remy: one main agent handing tasks to specialist subagents. Chat couldn't reach it. 3. Asked chat to write a brief I could hand to Claude Code instead. It wrote about 400 words. 4. Pasted the brief into Claude Code. 5. Watched Remy send four design subagents off at once, each with its own art direction: neon arcade, soft clay, cut paper, and engineering blueprint. All four came back in about 70 seconds. 6. Had Cla
