Claude can do motion design, so surely it can do Danmaku (bullet hell) too

Given how mathematical motion design is, I figured Claude could also do well with Bullet Hell (Danmaku) style games. Gave it a go and yeah. Full history of prompts used: make a basic entity engine. it will be used for a danmaku. let's also define a standard for danmaku attack patterns. I believe we just need data based for loops, angles, velocity, etc. make a cool attack pattern then. let's go vanilla typescript vite. something's wrong because the bullet count keeps increasing to hundreds and thousands but I only see 7 petals oh ok nice. can you make like a cool animation with this, a boss battle. with dramatic zoom, cool electricity effects, anime motion lines background, etc? let's aim for 60s. no need to export it to actual video. just have it served under /animation1 let's keep improving animation1. i want more eye candy. less chaotic, right now it's too much noise. i want more different cool patterns. the camera sometimes doesn't show the player because of too slow lerp after zooming in. more variation. add a bit of non-textual story telling. make each stage more unique. add a cool WARNING for the last stage. let's start synthesizing sounds too using Web Audio API . watch out for spawning one sound per bullet, because that just causes way too much noise. make it look professional.

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