---
title: "Cash Stash"
url: "https://aigamehub.app/zh-tw/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: "休閒"
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: "zh-tw"
content_locale: "zh-tw"
---

# Cash Stash

一款由個人開發者打造的免費瀏覽器卡牌遊戲，具備卡牌對決機制、使用隱藏資訊搜尋的困難 AI 對手、透過 Firebase 的線上多人遊戲、引導式教學，以及手機優先的介面。無需註冊即可遊玩。

## Description

Cash Stash 是一款瀏覽器-based 卡牌遊戲，玩家在涉及偷竊和挑戰時機的對戰中競爭。它包含引導式教學、可調整的 AI 難度（其中有使用隱藏資訊搜尋的困難 AI），以及具備同步和重試處理的線上多人遊戲。這款遊戲無需帳號即可免費遊玩，並使用 React/TypeScript 和 Firebase 開發。文章還比較了作者在開發過程中使用 Claude 和 Codex 的經驗。

## 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]
