Vampire Survivor Benchmark — Claude Opus 5

Shared Jul 25, 2026, 1:14 PM · Updated Jul 25, 2026, 1:14 PM

Create me a 3d vampire survivor game. The game spec is in the project root.

Claude Opus 5·
Todos
  • Phase 1: project settings, folders, autoloads, core math/data classes
  • Phase 2: content database (weapons, passives, enemies, waves, meta, characters)
  • Phase 3: menus + scene routing (main, character select, settings, legacy, results)
  • Phase 4: arena, player, camera, run scene, HUD
  • Phase 5: combat core (pools, registry, damage, enemies, XP, Blood Surge)
  • Phase 6: run progression (levels, 3-card choices, reroll, inventory, passives)
  • Phase 7: six weapons + six evolutions
  • Phase 8: all enemy archetypes, elite, wave director
  • Phase 9: chests, evolutions UI, four bosses, victory/death/results
  • Phase 10: meta progression, unlocks, persistence
  • Phase 11: polish (damage numbers, shake, telegraphs, debug overlay)
  • Phase 12: automated tests, smoke tests, fix errors, BUILD_REPORT.md
Todos
  • Phase 1: project settings, folders, autoloads, core math/data classes
  • Phase 2: content database (weapons, passives, enemies, waves, meta, characters)
  • Phase 3: menus + scene routing (main, character select, settings, legacy, results)
  • Phase 4: arena, player, camera, run scene, HUD
  • Phase 5: combat core (pools, registry, damage, enemies, XP, Blood Surge)
  • Phase 6: run progression (levels, 3-card choices, reroll, inventory, passives)
  • Phase 7: six weapons + six evolutions
  • Phase 8: all enemy archetypes, elite, wave director
  • Phase 9: chests, evolutions UI, four bosses, victory/death/results
  • Phase 10: meta progression, unlocks, persistence
  • Phase 11: polish (damage numbers, shake, telegraphs, debug overlay, animated player/bosses)
  • Phase 12: final full verification pass + BUILD_REPORT.md
Todos
  • Phase 1: project settings, folders, autoloads, core math/data classes
  • Phase 2: content database (weapons, passives, enemies, waves, meta, characters)
  • Phase 3: menus + scene routing (main, character select, settings, legacy, results)
  • Phase 4: arena, player, camera, run scene, HUD
  • Phase 5: combat core (pools, registry, damage, enemies, XP, Blood Surge)
  • Phase 6: run progression (levels, 3-card choices, reroll, inventory, passives)
  • Phase 7: six weapons + six evolutions
  • Phase 8: all enemy archetypes, elite, wave director
  • Phase 9: chests, evolutions UI, four bosses, victory/death/results
  • Phase 10: meta progression, unlocks, persistence
  • Phase 11: polish (damage numbers, shake, telegraphs, debug overlay, animated player/bosses)
  • Phase 12: full verification pass + BUILD_REPORT.md