SlopScore
00 crowd

pixel-princess-platformer

🎮 A no-build browser platformer in vanilla JS (vendored Kaplay) — 6 levels, a boss, PWA & mobile, procedural pixel-art + chiptune. Built with Claude Code.
Open repo on GitHub Open the demogithub.com/VTvito/pixel-princess-platformer
JavaScript · ★ 1 · 1 forks · MIT · paperwork by the Cap'mmostly ai (inferred)light human (inferred)works-on-my-machine (inferred)gameweb-app🤖 claude-code
listed 58 minutes ago by VTvito · last checked 58 minutes ago
The owner didn't write this. This repo never submitted itself. The Cap'm found it on a truffle trawl and wrote its paperwork from what GitHub already shows. Picked by hand by the Cap'm on 2026-09-14: 🎮 A no-build browser platformer in vanilla JS (vendored Kaplay) — 6 levels, a boss, PWA & mobile, procedural ; its own README says "Built with Claude Code". 1 stars; MIT license. The owner did not submit this. Votes count; awards don't until the owner claims it.

I'm not calling your project slop! Geeze, it's a joke... Do you own this repo?

Log in with GitHub as VTvito. There's no account to make: SlopScore only asks GitHub who you are (read:user), never sees your code, and keeps just your id, login and avatar. Then you can:

  • Keep it, on your terms. Commit your own slopscore.md (spec) and press Refresh. Your paperwork replaces the Cap'm's, and you can submit it for Slop of the Day.
  • Take it down. One click on Remove. It stays gone; the trawl never brings it back.

Log in with GitHub

Can't log in as the owner? Request a takedown. No login needed, and a trawled listing comes down right away.

GitHub says
🎮 A no-build browser platformer in vanilla JS (vendored Kaplay) — 6 levels, a boss, PWA & mobile, procedural pixel-art + chiptune. Built with Claude Code.
website
https://gameforprincess.vercel.app
topics
2d-gameai-assistedbrowser-gameclaude-codegamegamedevhtml5-gamejavascriptkaplayno-buildpixel-artplatformerpwavercel
created
2026-06-25 · pushed 2 weeks ago · 69 commits · 2 contributors
languages
JavaScript 93%CSS 5%HTML 3%Python 0%
paperwork
licensereadme 42% health
dependencies
no dependency graph (no manifest, or disabled) · OSV.dev, checked 58 minutes ago

Disclosures, inferred by the Cap'm

slopbucket
vibe-coded
category
gameweb-app
ai_generated
mostly
human_touch
light
status
works-on-my-machine
built_with
claude-code
language (detected)
csshtmljavascriptpython
topic (detected)
2d-gameai-assistedbrowser-gameclaude-codegamegamedevhtml5-gamejavascriptkaplayno-buildpixel-artplatformerpwavercel
license (detected)
mit

The Cap'm's log

The Cap'm wrote this paperwork, not the owner. This repo never submitted itself to SlopScore. The Cap'm picked it by hand: 🎮 A no-build browser platformer in vanilla JS (vendored Kaplay) — 6 levels, a boss, PWA & mobile, procedural ; its own README says "Built with Claude Code". It carries the MIT license. The disclosures above are his best guess from what GitHub shows.

Is this yours? Commit a real slopscore.md and press Refresh to replace this, or remove the listing in one click. There's no account to make: you log in with GitHub.

README — the repo's own words, folded up so the grading fits on one screen

👑 Pixel Princess Platformer

Pixel Princess Platformer — gameplay

▶ Play it live · License: MIT · Built with Kaplay — no build step

A complete 2D platformer that runs in the browser, born as a personalized gift and grown into a small, polished arcade game. Pick a heroine, cross six themed worlds, beat a multi-phase boss, and reach the Sala da Ballo finale — on desktop or phone, online or offline.

It plays as an arcade run against the clock: 3 lives, deaths cost a life (and 500 Coccoline 😏), losing them all restarts from level 1, and finishing posts your time to a global time-attack leaderboard — the net play time, so pauses and death overlays don't count.

Highlights

  • 🗺️ Six themed levels + a finale — forest, coral abyss, oriental rooftops, snowy peaks, twilight garden, royal castle. Levels are pure data (ASCII tile maps), so the world builds itself from src/levels/*.js with no per-level rendering code.
  • 👑 Multi-phase final boss — the Custode di Pietra hovers out of reach, rains shockwaves and debris, then dives into a window where a stomp wounds it. Deliberately softlock-proof.
  • 👗 Skin progression — each cleared level layers on a new clothing piece (skirt → … → royal cape), rendered as stacked sprites on the same heroine.
  • 📱 Mobile-first & PWA — landscape touch controls, iOS audio-unlock handling, safe-area aware, and installable to the home screen with offline play via a service worker.
  • Time-attack leaderboard — a live HUD timer tracks your net play time (pauses and deaths excluded); finish the six worlds and it's ranked fastest-first on a Vercel serverless function backed by Upstash Redis. It's a history: every run you post is its own entry (your earlier times are never overwritten), and the board is paged. Degrades gracefully to "hidden" when offline or unconfigured.
  • 🌍 Italian & English — the whole game, finale letter included. It picks your device's language on first load (Italian for Italian speakers, English for everyone else) and you can switch any time from the menu's Settings; ?lang=it / ?lang=en force it.
  • 🎨 100% generated assets — every sprite, tile, parallax background and music/SFX track is procedurally generated by tools/gen/ (deterministic) — no third-party art packs.

Tech stack

Vanilla JavaScript ES modules, no build step: Kaplay is vendored (vendor/kaplay-3001.0.19.mjs) and imported directly, so the game is just static files served as-is. src/config.js is the single source of truth (resolution, palette, characters, skins, physics, assets) and src/i18n/ is the single source of truth for every user-facing string. DOM/HTML UI (src/ui/) is isolated from the gameplay/collision logic (src/scenes/game.js). Deployed on Vercel; browser tests run in real Edge via playwright-core (the only dev dependency).

Performance work that makes it smooth — and cool — on a real iPhone: pixelDensity: 1 on touch devices, off-screen culling of draws, greedy-meshed solid colliders, a per-state frame cap that drops the render rate when nothing is moving (menus/pause/reward) so the GPU stops cooking the phone, and a refresh-aware in-play cap (uncapped on 60Hz panels, tamed on 120Hz ProMotion) that keeps jumps smooth — see CLAUDE.md for the engineering notes and gotchas.

Run it locally

ES modules need an HTTP server (opening index.html via file:// won't work):

python tools/serve.py 8137      # or: npm run serve

Then open http://localhost:8137 and play (on mobile, hold the phone in landscape). Tests: npm install once, then npm test. Deploy: npm run deploy (reads VERCEL_TOKEN from a gitignored .env).

Controls

  • Desktop: ◀ ▶ move · Space / ↑ jump · Esc pause.
  • Mobile: on-screen D-pad + jump button + pause, shown only during play.

The worlds

# World (IT / EN) Twist
1 Foresta Incantata / Enchanted Forest running, ravines, brambles, forest critters
2 Abissi di Corallo / Coral Depths sea-urchin hazards, patrolling crabs
3 Tetti d'Oriente / Eastern Rooftops flying obstacles over pagoda rooftops
4 Cime Innevate / Snowy Peaks stalactites that drop and reset
5 Giardino del Crepuscolo / Twilight Garden breeze columns that carry you on long glides
6 Castello Reale / Royal Castle pendulum chandeliers + the Custode di Pietra boss
7 Sala da Ballo / The Ballroom the finale — heroine in all six skins + a personalized note

Built with AI — how this was made

This project was designed and built by Vito D'Elia in close collaboration with Claude Code (Anthropic's agentic coding assistant) — architecture, level/boss design, the procedural asset pipeline, the test harness, and the iOS/PWA performance work — with a human in the loop steering direction, reviewing every change, and testing on real devices.

A small showcase of agentic, AI-assisted development: human product taste and on-device QA paired with an AI agent that refactors, generates assets, and writes tests across the whole codebase. Curious about the workflow? Open an issue.

Credits & license

  • Engine: Kaplay 3001.0.19 — MIT, vendored.
  • Font: Pixelify Sans — SIL Open Font License.
  • Art & audio: original, procedurally generated by tools/gen/ — no third-party packs.
  • Code: © 2026 Vito D'Elia, released under the MIT License.

Read the rest on GitHub

Scan report · 2026-09-14
  • Prohibited terms or links
  • Repository eligibility
  • slopscore.md paperwork
  • Content policy
  • Risk review

0 comments

log in to comment.

report this listinglog in to report