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How to use Claude to build a Unity bullet hell

Claude Code built a Unity bullet hell using scene and play-mode tools. Human code and asset review supported an itch.io release; Steam remained future work.

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Suggested prompt

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Build a Unity two-button bullet-hell prototype within the specified run length and palette. Inspect scene hierarchy through MCP, implement power-up and boss states and check actual play-mode output. Keep generated sprite and sound choices for my review before a playable release.

Evidence at a glance

Sourced account
Source author
LoopedIn Games
Original account
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Published
Source link checked
Reported result
Version 0.1.0 was playable on itch.io after code and asset review. A Steam release was still planned; coverage and speed claims were not independently verified.
Human involvement
The developer reviewed code, selected and postprocessed sprites and layered sound effects while judging the game loop.

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How the agent did it

  1. The developer fixed the two-button loop, run length and palette before implementation.
  2. Claude used Unity MCP to inspect scenes, implement systems and check play-mode behavior.
  3. Human code and asset review preceded the playable itch.io version 0.1.0.

LoopedIn Games used Claude Code with Opus to build Void Balls, a two-button roguelite bullet hell in Unity. The developer constrained the design to a short run and a small color palette rather than leaving the agent to invent an unlimited project.

Unity MCP let Claude inspect hierarchy and components, modify scene objects and enter play mode. The agent implemented C# systems for card power-ups, boss states and the runtime loop. Specialized roles covered design and QA, but the development account also describes human review of the code rather than accepting every generated change automatically.

Visual and audio assets used separate tools. The developer reviewed generated sprites for consistency and postprocessed their edges and transparency. Sound effects needed selection and layering to fit the action. Those steps remained distinct from the agent's ability to create a working Unity scene.

The concrete outcome was a playable version 0.1.0 on itch.io, with a later Steam release still planned. The source's value is its actual engine-feedback loop and constrained game scope, not a claim that the entire creative process became automatic. Runtime checks, code review and asset decisions all contributed to the release, and the article does not establish an independently audited coverage or speed comparison.

Prompt
Suggested prompt (written by Agents In Use, not the author's)

Source: Developer blog · LoopedIn Games

Frequently asked questions

What did Unity MCP expose?

Scene hierarchy, components, object edits and play-mode feedback.

What remained human asset work?

Sprite consistency, transparency cleanup and sound-effect selection and layering.

Was the Steam version released?

The article reports itch.io version 0.1.0; Steam remained a later plan.

More details

About this account

The developer fixed the two-button loop, run length and palette before implementation. Claude used Unity MCP to inspect scenes, implement systems and check play-mode behavior.

Original developer account opened. v0.1.0 was playable on itch.io; Steam release remained future work. Near-total test coverage and development speed are not independently verified. Suggested prompt written by Agents In Use; no original task prompt was published in the verified account.

Credit: LoopedIn Games — Developer blog

Source published

Added to Agents In Use

Source checked

Tools and topics

Claude Code · Unity 6 · Unity MCP · Replicate · ElevenLabs

Bullet hell · Playable release

Editorial completeness: 100/100. Measures documented fields, not agent performance or verified outcomes.