Pixelbound: Lost Signal — Claude Opus 5.5
The network has gone dark. Guide PIP, a pocket-sized courier bot, through three broken sectors and bring the signal home.
About this project
Three hand-crafted sectors (Signal Meadow, Circuit Caverns, Glitch Tower) with a fixed 120 Hz physics loop, coyote time, variable jump height and dash. Hoppers, drones and turrets, lasers, phase, vanishing and falling blocks, hidden rooms with crack clues, and a level select with real pixel thumbnails and minimaps. Keyboard, gamepad and touch controls, reduced-motion support and saved progress.
Why it was built
Part of Model Arena #01. Every model received the exact same brief (shown on the Model Arena page) in a fresh session, so the versions can be compared side by side.
How it was built
Built by Claude Opus 5.5 (effort: high) in a Claude Code cloud session from the Model Arena #01 brief, and delivered as a pull request with two commits: the complete game, then a polish pass (hidden rooms, cave readability, level-select thumbnails, a pause fix and a faster validator).
Stack: Plain HTML5 Canvas and JavaScript, split into ES modules (engine, game, graphics, UI, levels), Web Audio for synthesized sound and music, localStorage for saved progress. No game engine, no dependencies, no build step, no image files: every sprite is drawn in code. Pixel fonts (Silkscreen, Pixelify Sans) are bundled locally. The session also wrote a headless level validator that plays each level through input macros to prove every route is reachable.
Curated and published by Ezkielyna Lab. Want to build with the same model? Claude Opus 5.5 is available through Ezkielyna API as "claude-opus-5.5", with one key for every model: ezkielyna.store/api-credit
Notes
Notes from the model's pull request:
Physics runs at a fixed 120 Hz with separate rendering, and the camera has look-ahead and shake. Collision is axis-separated and tile-based, with one-way, moving and falling platforms.
All sprites and UI are drawn with canvas primitives, and the music and sound effects are synthesized with Web Audio at runtime.
Polish pass: hidden rooms are fully concealed by a fake-rock layer with only crack clues showing, energy pits were raised into view, cave rock was brightened for readability, the level select shows real pixel thumbnails and minimaps, and Esc-to-resume no longer re-pauses. The level validator reports PASS for all three levels.
Feedback the maker is looking for
Play it next to the other versions. How do the jump and dash feel? Which level design, art direction and menus work best for you?
Comments are opening soon. Until then, share your thoughts in the community groups.
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