20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun.
20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!).
a slow mode, or an option to hit the brakes might be nice. or going slower as the orbit decreases. smaller orbit is harder but slower speed is easier. you just have to find the right moment
the quick bonus should not be more than one point. maybe an extra point for hitting 5 quick jumps in a row.
I made https://github.com/TeMPOraL/cloze-call a little over 16 years ago, and this itself was inspired by something then at least that much old.
Screenshot: https://jacek.zlydach.pl/old-blog/download/projects/ClozeCal...
Wonder if I can turn this into browser-playable version with just LLMs.
EDIT: Put Claude Code on the task (reason for choice: Claude Desktop lets me just throw it at a folder with unzipped bundle of sources and assets I found laying around my blog archive).
EDIT2: Holy shit it worked. Will upload it somewhere soon.
EDIT3: Here it is, in its full 800x600, 30 FPS cap glory: https://temporal.github.io/ClozeCall-Web/
The process I used was, have CC run over the original sources and create this document:
https://github.com/TeMPOraL/ClozeCall-Web/blob/main/design.m...
Then after verifying it matches what I remembered and clarifying some decisions (section 4 and 5), just told it to make a static client-side no-build-step no-webshit-frameworks game deployable to github.io, and it did it in a single shot (+ a second small request to add a fix to transparency of some assets). Personally, I'm impressed at how well it went, what a nice highlight of the weekend for me.
That's also when I lost all interest, which isn't quite fair in that it's still a slingshot game, just not in the least orbital. It's just a slingshot. No stars required.