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Harvest the Hazard

A top-down strategy game where the spreading fluid is both the enemy and the only fuel: build extractors, relays, blasters, and barriers to harvest deep pools while keeping the flood off the Core.

About this project

This was one of the first prototype applications that I used Claude Code to implement. In the early tests that I ran, I started out using Claude Opus 4.8 (since Fable 5 was removed from public availability for a time). I was aiming to test how well Claude Code would be able to reproduce a simple browser game that I had played a lot, and the game I chose was Creeper World.

Over the course of a handful of iterations, I got closer to the type of experience I was hoping for. I learned that Claude Code's ability to generate graphics and work toward a known goal is fairly reliable. However, one thing that was certainly not reliable was getting the "feel" of the game right. I found that Claude Code tended to make the game trivially easy until I continually pressed it to make the game more challenging and to force me to interact with the different elements of the game.

Screenshots

A How to play panel titled Harvest the Hazard explaining extractors, relays, blasters, metal, barriers, repair and the Beacon, with a Start Harvesting button. (view full size)
The rules panel shown on first load before harvesting starts.
Later game: the fluid has crept further toward the Core, seven extractors and two barriers are built and stored energy is over 2000. (view full size)
The same base later on, with the fluid advancing west and extractors feeding the energy store.

Resources