Making-of · a video game born from a conversation

From one sentence to a finished game, in a single day

A pixel-art roguelike Tetris with music, voice acting, a trailer and a PC build. I didn't write a single line of code: I told Claude what I wanted, mostly by voice, and ElevenLabs drew, composed and gave the final boss a voice. Here's how it went, step by step.

October 1, 2026≈ 10 hours, breaks included7 min readLire en français
H+0:00the idea

One sentence to start

My first messageMake me a Tetris game with roguelike elements.

That's it. No design document, no mockup. Claude came up with and built a full concept: a descent into a crypt across three acts of five rooms. Each room holds a guardian, and you hit it by clearing lines: a Tetris deals 8 damage, combos add more.

The guardian strikes back on a fixed timer: rising lines, falling rubble, fog that hides the bottom of the well, pieces that speed up. Between fights you pick your path (elite, shop, sanctuary, mystery), collect relics that bend the rules, and you only get one life. Every run has a seed: the same seed replays exactly the same descent.

H+0:18v1 playable

A playable first version in under twenty minutes

Version 1 was a single HTML file. No images at all: everything was drawn by code, from the blocks to the guardian's skull. But everything already worked: the map, the fights, the relics, the shop, the events, permadeath.

Version 1 of the game: dark interface with no artwork, a pixel skull guardian drawn by code Final version: illustrated crypt background, skeleton portrait, pixel frames Version 1 · H+0:18Final version
Drag to compare. Same seed (TETRA), same keys: the game is identical down to the block. Only the look changed. (Version 1 was in French.)
H+0:18the sound

Sound, generated with ElevenLabs

Voice messageCan you use my ElevenLabs subscription to generate the music and sound effects instead?

I connected my ElevenLabs account to Claude. It wrote the prompts, ran the generations and wired in the results: 16 sound effects (rotate, lock, drop, line, Tetris, hit, rubble, heart lost…) and two music tracks, one for fights and one for bosses. Outside of fights the music is filtered, as if heard through the crypt walls.

Later that day I added a creaking sarcophagus with echo on start, a tiny thud when a piece lands, and the crypt's laughter… reserved for defeats. Total: 19 sound effects.

H+1:12the pixel art

The art: generated pixel art, then cut out

Voice messageUse the GPT Image 2.5 Flare model on ElevenLabs to make new art, modern 16-bit pixel art inspired by Dead Cells… so it feels like a modern indie game, with lighting effects and animations.

Claude generated the title screen, the logo, one background per act, the 15 guardians and 24 icons (18 relics, 5 scrolls, gold). Each sheet was produced in two variants so we could keep the best one.

The model renders its images on a black background. Claude cut them out automatically, erasing the black from the edges inward without touching the characters' dark outlines, then sliced them and packed them into transparent sheets the game reads cell by cell.

Raw sheet of nine guardians on a black background, as generated Final sheet of all fifteen guardians on a transparent background, shown over a checkerboard
Left: the raw generation on black. Right: the final sheet of 15 guardians, transparent (the checkerboard shows it).
Act I background: the Crypts, lit by candles Act II background: the Drowned Catacombs, teal glow Act III background: the Abyss, embers and lava
One background per act: the Crypts, the Drowned Catacombs, the Abyss. The game adds floating dust, spores or embers on top.
H+1:31the polish

Polishing by voice, like working with a developer

Then I played and said what felt off, dictating my messages. Each remark became a change, tested and put back online.

  • “The glow around the pieces is way too much, and it vanishes all at once.” It became subtle and now fades out.
  • “A tiny, very light sound when the block settles.” Added, along with parallax: the background shifts slightly with the mouse.
  • “A language picker, English by default, and a Help section.” The whole game is in English and French.
  • Later, a progressive tutorial: 25 tips that only appear the first time a mechanic shows up, with a switch to turn it off.
The game mid-fight, with a tutorial bubble introducing the Ossuary Rat guardian
The tutorial spotlights the element it explains and pauses the game while you read.
H+2:15the trailer

A trailer voiced by the boss

Voice messageNow make me a 16:9 motion-design video with game captures… punchy and rhythmic, like an indie game reveal at an Indie World showcase.

No editing software. Claude filmed the game frame by frame in an invisible browser, with a virtual clock to get perfectly sharp frames, then staged the key moments: the Tetris, the guardians, the king. The whole edit is locked to the tempo of the boss music, about 140 beats per minute.

The voice-over is the Tetrad King, the final boss: ElevenLabs' “Branok” voice with their v4 model, which actually acts the lines. Getting the balance right took three tries: voice too quiet, then music wiped out, then the right mix. The ending was re-cut so the music resolves on its last chord, with a final impact right after “Tétracrypte”.

The trailer (65 s) and its vertical cut for Reels, TikTok and Shorts, made right after.
  • Another one… comes knocking at my well.
  • Every line you break… I break back.
  • One life. No second chances.
  • Come down, then. I am waiting.
H+6:02going live

Online, for everyone

So anyone could play, Claude put the game online on Cloudflare, for free. It's a static site: 29 files, 6 MB, no server. Each player's best score stays in their own browser.

A Tetris mid-fight: four lines light up and the screen shakes
A Tetris mid-fight: line flashes, a shockwave and big damage to the guardian.
H+8:41Godot and .exe

Ported to Godot, then a real .exe

Voice messageCan you handle the conversion to Godot? But I want it to be as faithful as possible.

To get out of the browser, Claude rebuilt the game in the Godot engine: the logic translated function by function, the text carried over as is, every effect redrawn. Even the randomness is identical: the same seed gives exactly the same game on the web and in Godot, checked number by number.

To verify it, Claude automatically went through 25 screens with screenshots, and had a bot play six full runs at accelerated speed. The result: a single Tetracrypte.exe of 124 MB that you double-click to play.

The game in its Godot version: same interface, same blocks, same background The title screen inside the Tetracrypte.exe Windows window
Left: a fight in the Godot version. Right: the title screen of the Windows executable.
H+9:41takeaways

What I take away from it

My role felt like a creative director's: say what I wanted, play, say what was off. Claude wrote the code, wired in the art and sound, and tested every step; ElevenLabs produced the images, the music, the sound effects and the voice.

Not everything came out right the first time. The glow, the voice-over mix and the readability of the acts in the trailer took several rounds. But each round took a few minutes, and that's what makes the process so exciting: you stay focused on the game.

3 × 5acts and rooms
15guardians
18relics
25tutorial tips
19sound effects
2languages
65 sof trailer
1life

Your turn to descend

The game is free and plays in your browser, with a keyboard. If you hit a fiendish seed, share it: it's shown at the top of the screen, and anyone can replay exactly the same descent.