Void Dodger
Pilot a ship through an asteroid storm in this AI-generated action game. Drag to dodge, survive the ramp, free in your browser.
1,440 plays · runs in a sandboxed frame
How to Play
Desktop: move the mouse to steer, or use arrow keys. Mobile: drag anywhere — the ship follows your finger. Press R or tap to restart after a crash.
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About Void Dodger
Void Dodger is a pure reflex action game: you pilot a small ship through a field of asteroids that keeps getting denser, faster and less forgiving. There is no shooting, no upgrade tree and no mercy — just you, an increasing storm of rock, and a survival timer that doubles as your score. The design idea is almost meditative in its simplicity: stay alive as long as possible, and feel your own reaction time improve run after run.
The controls are intentionally frictionless. On desktop, the ship follows your mouse or the arrow keys; on mobile, you drag anywhere on the screen and the ship follows your finger with slight smoothing — which keeps the motion fluid without the ship ever feeling like it is fighting you. Asteroids drift in from every edge with slow rotation and varied sizes, and near misses are tracked as a bonus, rewarding brave flying through gaps a sensible pilot would never attempt. Every asteroid that scrapes past you without contact nudges your score multiplier, so the high-score chase is really about how close to the fire you are willing to fly.
The difficulty curve is where Void Dodger reveals its depth. The first twenty seconds are calm — almost boring, deliberately so. Then the spawn rate climbs, drifting hazards start to overlap flight paths, and by the two-minute mark you are threading genuine needle gaps. Runs end in a heartbeat, and the instant restart keeps the loop tight. It is one of the harder games on the site; the Hard to Master tag is there for a reason.
As an AI-generated game, Void Dodger is our clearest example of prompt-driven difficulty engineering. The whole game was built by Claude, and its spawn ramp is governed by constants exposed in one difficulty block at the top of the file. We ran our difficulty audit prompt on it, played dozens of runs, and tuned the ramp to hit the curve we wanted. The full process — and the numbers we changed — is documented in the prompt library.
How This Game Was Generated
Generated with Claude Opus 5.5 as a single-file canvas game in one pass, then rebalanced using our difficulty-tuning audit prompt. The near-miss multiplier was a human suggestion the AI implemented cleanly. The difficulty constants live in one commented block for easy tuning.
The Prompt Behind This Game
Show the prompt used to generate Void Dodger
You are a game design analyst. I will paste a single-file HTML5 game. Do a difficulty audit before touching code. Step 1 — Audit: list every mechanic that scales difficulty (speed, spawn rate, hazard size, timers). For each, state how it currently changes over time and the exact numbers/constants involved. Step 2 — Diagnose using this target curve: an average new player should fail at 25-40% of their expected "success horizon" within the first two minutes; a skilled player should hit their ceiling around 5-7 minutes. Flag anything that makes the game: (a) too punishing in the first 30 seconds, (b) flat/boring between 1-3 minutes, or (c) impossible past a threshold due to stacked multipliers. Step 3 — Rebalance: output the updated file with constants exposed at the top in a clearly commented DIFFICULTY block, implementing: gentle onboarding (first 20 seconds slightly forgiving), a noticeable ramp every 30-45 seconds, and a hard cap where stacking effects make the game hard but never impossible. Step 4 — Print a small table: old value → new value → reason, for every constant you changed. Do not change anything else about the game.Open in the prompt library for tips and variations
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