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You can build a small, playable browser game with Claude by splitting the work into inspectable steps, testing every generated change in a real browser, and publishing only the client-side code that is safe to expose. A sensible first release is a single-player game whose HTML, CSS, JavaScript, and assets run entirely in the browser. Claude can help design and implement that code, but it does not replace code review, browser testing, dependency review, or deployment configuration.
This guide takes you from a defined game loop to a public HTTPS deployment. It also shows where a static site stops being sufficient: accounts, private data, shared persistent state, and authoritative multiplayer rules require a server-side design.
Decide what the first release actually does
Keep the first game small enough that you can read every file and exercise every path. Before asking Claude to write code, describe one complete loop:
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- Controls: keyboard, pointer, touch, or a deliberately limited combination.
- Win condition: the exact event that ends a successful run.
- Lose condition: the exact event that ends an unsuccessful run.
- Restart path: how a player starts another run without refreshing the page.
For example, a first release might be a single-screen game in which the player moves a character with the arrow keys, collects 10 items before a timer expires, sees a win or loss panel, and presses a Restart button. That scope gives Claude enough interesting work—rendering, input, state, timing, and UI—without creating a codebase that is difficult to audit.
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Write the rules in a short project brief before implementation. Include the intended screen size, whether the game should work on touch devices, the asset policy, and a statement that no private credentials belong in browser-delivered files. Give this brief to Claude at the start of each major task so generated code stays within the same boundaries.
Set up the project and Claude workflow
Create a minimal project
Start with a normal source-control project containing a clear entry point and separate files for structure, presentation, and behavior. A simple layout is enough:
game-project/
index.html
styles.css
src/
main.js
input.js
state.js
render.js
assets/
README.md
You may choose a build tool later, but a no-build project makes the first security review easier. Every file delivered to players should be intentional and easy to identify.
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Install and authenticate using current instructions
Use Anthropic’s current Claude Code setup documentation for your operating system, account route, and authentication method. Installation commands, supported environments, and credential handling can change, so do not rely on an old command copied from a different tutorial. Confirm that Claude can open the project directory and that your account has the access required for the model or tooling you intend to use.
Run Claude from the project directory, not from a parent directory containing unrelated repositories or personal files. Keep the game in source control and make a clean commit before asking for a substantial change. That gives you a clear point to return to if a generated edit is wrong.
Set boundaries before the first prompt
Tell Claude which files it may edit, which runtime you target, and what it must not do. Ask it to explain proposed changes before applying them when the change is broad. A useful opening instruction is:
We are building a small single-player browser game. Use plain HTML, CSS, and JavaScript unless I approve a dependency. Keep all game logic client-side. Do not add analytics, remote requests, inline third-party scripts, or credentials. Work only in this repository, explain each file you change, and include a manual browser test checklist.
Anthropic’s guidance emphasizes clear prompts, verification tools, and review of suggested changes. Treat those as workflow requirements rather than optional polish.
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Do not ask for the entire game, deployment configuration, and security policy in one prompt. A sequence of coherent changes makes defects easier to locate and makes it obvious which generated code you have reviewed.
1. Ask for the page structure
Have Claude create the semantic shell first: a game container, a canvas or playfield, a status area, a start or restart control, and an accessible message region. Ask for keyboard-focus behavior and labels before adding visual effects.
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Create the initial index.html and styles.css for the game brief. Include a named play area, score and timer elements, a win/loss message region, and a restart button. Use semantic elements and visible focus styles. Do not add game logic yet. Explain the purpose of every element and list a manual test for keyboard navigation.
Open the page immediately. Confirm that it loads without console errors, the restart control can receive focus, and the layout does not overflow a narrow viewport.
2. Add rendering
Choose one rendering approach for the first version. Canvas is useful for a continuously drawn playfield; ordinary HTML elements can be simpler for a board made of discrete tiles. Ask Claude to keep rendering separate from state so you can inspect game rules without tracing drawing code.
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Add a render module for the existing game shell. Keep the player position, item positions, score, and remaining time in a state object. Rendering must read state and update the view; it must not secretly change score or win/loss status. Add comments where coordinate units and screen pixels differ.
Check that the initial state renders deterministically. If the game uses random item placement, add a temporary fixed seed or a debug option during development so a defect can be reproduced.
3. Add input handling
Implement one input source at a time. Keyboard handling should ignore keys that are irrelevant to the game, prevent accidental page scrolling only when appropriate, and stop affecting the game after it ends. If touch or pointer input is part of the promise, specify the gesture and its minimum target size instead of asking for generic mobile support.
Add keyboard input for the four movement directions. Map only the arrow keys and WASD, prevent scrolling for those keys while the game is active, and expose a single movement command to the game state. Ignore input after win or loss. Explain how focus and keyboard listeners are cleaned up on restart.
4. Add game state and the loop
Ask Claude to define explicit states such as ready, playing, won, and lost. Keep transitions in one place. The animation or timer loop should have one authority for elapsed time, collision checks, score updates, and terminal conditions; otherwise a restart can leave an old timer running beside a new one.
Implement the state machine for ready, playing, won, and lost. Start one timer when play begins, cancel it on either terminal state, and cancel any previous timer before a restart. Define the order of movement, collision detection, score update, timer update, and win/loss checks. Add assertions or console warnings for impossible state transitions.
Run several short sessions and watch the browser console. A game that appears correct can still have duplicate intervals, stale event listeners, or a restart path that preserves the old score.
5. Add polish only after the loop works
Once start, play, win, loss, and restart are reliable, ask Claude for visual refinement in separate changes: responsive sizing, sound, animations, particles, or a title screen. Each addition should include a way to disable it while debugging. Avoid adding a library merely to solve a small visual effect; every dependency increases review and CSP work.
Review every generated change
Generated code is a proposal, not a trusted patch. Read the diff and inspect dependency files before you run or publish it.
Review for correctness
- Trace every path from start to play, win, loss, and restart.
- Check that timers, animation frames, and event listeners are cancelled or reused rather than duplicated.
- Verify that user-controlled values are not inserted as HTML. Prefer text updates such as
textContentwhen displaying a score or name. - Check that random values, collision boundaries, and coordinate conversions cannot produce impossible positions.
- Look for accidental network requests, telemetry, remote fonts, or newly added packages.
Review permissions and isolation
Claude Code’s security guidance recommends reviewing suggested changes, using project-specific permissions, auditing what tools can access, and considering a development container for isolation. Grant the narrowest permissions that let the task proceed. A tool that can read your whole home directory or execute arbitrary commands is unnecessary for editing a small game.
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Do not paste passwords, API tokens, signing keys, or production configuration into prompts or source files. Anything bundled into a client-side game can be downloaded and inspected by every player. If the game needs a secret operation, move that operation behind a server endpoint and keep the secret on the server.
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Generated-code confidence is not a substitute for running the game. Use at least one current desktop browser and, if touch support is promised, a real touch device or an equivalent device emulation followed by a physical check.
Core play checklist
- Load the page with a clean browser session and confirm there are no console errors.
- Start a new run and verify that the initial score, timer, and positions are correct.
- Exercise every supported control, including an irrelevant key or pointer action that should do nothing.
- Reach the win condition and verify that input, timers, and animation stop as designed.
- Trigger the loss condition and verify the message and restart control.
- Restart repeatedly, checking that there is only one active timer and that state returns to its initial values.
- Reload the page during a run and confirm the result is acceptable for a client-only game.
Layout, input, and accessibility checks
- Test a narrow viewport in portrait and landscape orientations.
- Check that text, controls, and the playfield remain visible without unintended horizontal scrolling.
- Use keyboard-only navigation and confirm a visible focus indicator.
- Check contrast and ensure that color is not the only signal for win, loss, or danger.
- If touch is supported, test taps and gestures with a finger rather than only a mouse simulator.
- Inspect the Network panel for unexpected requests and the Console for blocked resources or policy violations.
Ask Claude to turn these checks into a repeatable checklist or a small test harness, but record only results from tests someone actually ran.
Choose the right deployment architecture
A fully client-side game can be published as static files. The browser downloads the page and assets, then performs rendering, input, and game logic locally. This is the simplest path for a first release.
Static hosting is not enough when the design requires any of the following:
- Accounts, sessions, or private player data.
- Persistent shared scores that must be trusted.
- Authoritative multiplayer rules or matchmaking.
- Server-side secrets, payments, moderation, or protected APIs.
Those features need a separately designed backend. Do not put a private API key in JavaScript and assume that obscuring or minifying the bundle protects it.
| Requirement | Static client-only deployment | Server-backed architecture |
|---|---|---|
| Game logic | Runs in each player’s browser | Some logic can run on a server that clients cannot modify |
| Accounts or private data | Not supplied by static files | Requires authentication, storage, and server controls |
| Shared persistent state | Not trustworthy or durable by itself | Requires an API and database or other managed state |
| Deployment work | Publish HTML, CSS, JavaScript, and assets | Publish and secure both client and server components |
| Pricing and service limits | Depend on the host; not established here | Depend on the selected backend; not established here |
Choose a host by checking its current HTTPS controls, custom-domain process, deployment workflow, and service limits. The available guidance does not establish current prices or free-tier limits for competing providers, so do not treat a generic hosting example as a price comparison.
Publish the static build
Prepare a production folder
- Remove debug panels, test keys, local file paths, and development-only endpoints.
- Build or copy only the files the game needs.
- Confirm that asset paths work from the deployed URL, including subdirectory paths if the host publishes the project below the domain root.
- Commit the exact version you intend to publish.
GitHub Pages is one documented example of static hosting. Its Pages settings include an HTTPS enforcement control when the site configuration supports it. Treat that as a host-specific procedure, not a universal deployment recipe; check the host’s current documentation and custom-domain settings before switching a site live.
Verify HTTPS and eliminate mixed content
HTTPS must protect the main document and every loaded asset. Open the deployed URL over HTTPS, then inspect the browser’s Network panel for images, scripts, stylesheets, fonts, audio, and fetch requests. An asset referenced with an http:// URL can trigger mixed-content blocking even when the address bar shows HTTPS. Replace insecure URLs with same-origin paths or HTTPS endpoints that you control and actually need.
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Do not test only the home page. Navigate through the start, play, win, loss, and restart paths while watching for blocked resources. A sound file or background image loaded only after a user action can be the resource that exposes a mixed-content error.
Set a Content Security Policy that matches the game
Content Security Policy (CSP) restricts which resources a browser may load and can reduce the impact of some cross-site scripting attacks. It is one security layer, not permission to use unsafe string-to-code patterns or skip dependency review. The normal delivery method is an HTTP response header. If you cannot configure headers on a static host, a CSP meta element can provide useful restrictions for the document, but it has limitations and should not be treated as equivalent to a server header.
Start narrowly, then test
A basic same-origin game might begin with a policy like this as an HTTP response header:
Content-Security-Policy: default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; font-src 'self'; media-src 'self'; connect-src 'self'; object-src 'none'; base-uri 'self'; frame-ancestors 'none'
This example permits local scripts, styles, images, fonts, media, and same-origin connections. The data: allowance for images is needed only if the game genuinely uses data URLs; remove it otherwise. If the build contains inline scripts or styles, a policy that permits only external files will block them. Moving those blocks into files is generally preferable to broadly adding unsafe-inline. Likewise, do not add unsafe-eval just to silence a build error; identify the dependency or build setting that requires evaluation and decide whether it is necessary.
Use a report-only policy while developing when your host supports it, inspect violations, and then enforce a policy after the game works under the intended restrictions. Add an origin only for a resource the game actually uses. Widening script-src, connect-src, or other directives until warnings disappear defeats the purpose of an allowlist.
Use a meta policy only when headers are unavailable
For a static document that cannot set response headers, a meta element can be placed early in <head>:
<meta http-equiv='Content-Security-Policy' content="default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; object-src 'none'; base-uri 'self'">
Test the actual deployed response and understand the host’s limitations. Some directives and protections are intended for headers, so the header route remains the stronger option whenever it is available.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Handle cross-origin requests deliberately
The browser’s same-origin policy limits how documents and scripts from one origin interact with another. A simple game that loads only same-origin assets may not need cross-origin configuration at all.
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Test cross-origin behavior from the deployed HTTPS origin, not only from a local development server. A request that succeeds from one origin can fail from another because the Origin value and server policy change.
Verify the deployed site and maintain it
After publishing, perform a second pass using the public URL:
- Open the site in a private window to avoid relying on a warm cache.
- Confirm the certificate and HTTPS URL, then inspect every loaded resource.
- Run the complete play checklist at the deployed path.
- Review console messages for CSP, CORS, mixed-content, and 404 errors.
- Check that refreshing, opening a deep link, and using a narrow viewport behave as intended for the host.
- Record the commit or build identifier that is live so a faulty release can be rolled back.
When you change code, repeat the security checks as well as the gameplay checks. A new analytics package, font, sound host, or API call can require a CSP change and can introduce a new privacy or permission decision. Keep dependencies few, update them deliberately, and review generated diffs before each release.
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The game works locally but assets are missing after publication
Check whether paths begin at the domain root when the host serves the project from a subdirectory. Inspect the deployed Network panel for 404 responses and correct the base path or asset references. Do not “fix” the problem by allowing arbitrary external origins.
Scripts or styles are blocked by CSP
Read the exact directive named in the browser violation. Move inline code into external files where practical, remove an unnecessary dependency, or add only the specific trusted origin or resource type the game requires. Avoid blanket allowances such as unsafe-eval unless you have reviewed the trade-off and cannot change the build.
A resource is blocked as mixed content
Find the first insecure request in the Network panel. Change the URL to an HTTPS endpoint or serve the asset from the same origin. Check deferred resources such as audio and images loaded only during play.
Restart causes faster timers or duplicated input
Inspect the restart path for a new interval, animation frame, or event listener created before the old one is cancelled. Keep handles in one state owner, cancel them on terminal states, and reset the state object before starting a new run.
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Compare the deployed origin with the server’s allowed origins and inspect the preflight or CORS response. Restrict the request to the needed method and endpoint, and never move a secret into the browser to bypass the error.
What a safe first release looks like
A responsible first release has a small, explicit game loop; a project Claude can modify in bounded steps; reviewed diffs and permissions; tested keyboard, touch, win, loss, and restart paths; no secrets in client files; HTTPS for the document and assets; a CSP aligned with actual resources; and a deployment architecture that matches the game’s data needs. That process lets Claude accelerate implementation without confusing generated code with verified software.
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