Product & UI · Sep 29, 2026

From idea to final product in a day (Opus 5.5)

From idea to final product… by en3sis, credited to Claude Opus 5.5. Watch the Product & UI video, explore the shared prompt and visit the original Reddit post.

en3sisu/en3sis
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Opus 5.5
7 net upvotes on Reddit, checked Oct 15, 2026

Open the original Reddit post for the version with sound.

From the creator’s post · en3sis on Reddit
In January I saw a clip of three kids in a courtyard playing a bottle-grabbing game and built a playable 3-player browser version of it in about 2 hours with Claude Code. It was rough, but it worked. Yesterday I opened a new conversation with Opus 5.5, and today v1 is live as Kerblob: [https://kerblob.com](https://kerblob.com) (free, runs in the browser, no account).This post is about how I worked with Claude on it, since that's more useful here than a feature list. **Stack** Bun for the server and WebSockets, Postgres for accounts and ratings, Redis for matchmaking, plain TypeScript on the client with no framework, deployed with Docker. **Phase 1** This was back in January so I don't fully rember, but it might have been Sonnet. * I started with a short PRD and some rough wireframes. Nothing fancy, just enough that Claude knew what "done" looked like. * Everything lived in three files: server, HTML, CSS. Make it work first, structure it later. * One experiment I liked: I asked…
From the creator

The prompt behind it.

Original prompt
looked like.
* Everything lived in three files: server, HTML, CSS. Make it work first, structure it later.
* One experiment I liked: I asked Claude to pick one feature to add with no guidance. It chose a dash with knockback. It stayed in the game and became one of the core mechanics.

**Phase 2**

This is where most of the real work was, and where I changed how I used Claude.

1. **Split the code early.** Once a file passes about 2,000 lines, Claude spends a lot of context just reading it. Splitting into small modules (game loop, physics, matchmaking, rendering) made each session faster and more focused.
2. **Keep a** [**CLAUDE.md**](http://CLAUDE.md) **that describes the architecture.** Commands, folder layout, how the netcode works, the game rules, the UI colours and fonts. New sessions start with the right mental model instead of rediscovering it every time.
3. **Share one simulation between client and server.** The game logic lives in a single shared file that both sides run. The server is the authority, and the client runs the same code to predict your own movement, so the game feels instant even with lag. Having one source of truth also made it much easier for Claude to change game rules without the two sides drifting apart.
4. **All in one conversation.** I like to run single conversation as orchestratos and have it spin subagents per features. It works quit well 
5. **Tests on the server logic.** Matchmaking, match events and the game rules have Bun tests.

**Things I learned the hard way**

* Netcode is where AI help needs the most supervision. Client prediction and reconciliation are easy to get almost right. I had to actually learn how they work to judge whether Claude's changes were correct.
* Be specific about feel.
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Video and prompt by en3sis. Original post ↗

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