Claude Haiku 5.5 (effort default (no --effort flag) · thinking on) on Build a full game (code, art, audio) with AI
AClaude Haiku 5.5default · thinking on · Claude Code 2.1.299 (headless -p) · cloud · 2026-10-16 · by @bobsiopener
- Estimated cost
- $0.05
- Wall time
- 10m
- Human step-ins
- 0
- Outcome
- Pass
Compare with other models on this task →
Summary
Exact prompt
Game jam, scaled down: in one pass build a complete small arcade game as a single file index.html (no external assets or libraries). Theme: "a capybara crossing a river". Must include: a title screen with Start, keyboard controls, procedurally drawn art on a <canvas> (no image files), at least 2 sound effects and background music generated with the Web Audio API (start audio on user gesture), a score, increasing difficulty, a game-over screen with restart, and a high score saved in localStorage.
Task prompt given to the agent (headless, offline, synthetic fixture inputs): Game jam, scaled down: in one pass build a complete small arcade game as a single file index.html (no external assets or libraries). Theme: "a capybara crossing a river". Must include: a title screen with Start, keyboard controls, procedurally drawn art on a <canvas> (no image files), at least 2 sound effects and background music generated with the Web Audio API (start audio on user gesture), a score, increasing difficulty, a game-over screen with restart, and a high score saved in localStorage. Inspired by https://x.com/qusaxz/status/2077427986689843623 (unverified; not checked with the author). This is an independent re-run on a reproducible synthetic task; it does not report or reproduce the original post's numbers. Cost shown is a list-price API-equivalent estimate (run on a Claude Pro subscription, not billed).
Success criteria: All automated rubric checks pass: single file, no external libs/assets; canvas drawing; Web Audio; oscillator music/sfx; title/start screen; game over + restart; localStorage high score; capybara theme; no uncaught console errors.
Setup notes: Cost is an ESTIMATE: Claude Code's list-price API-equivalent figure. The run used a Claude Pro subscription, so nothing was billed. input_tokens = all input incl. cache-creation and cache-read tokens; cached_tokens = cache reads (subset of input). Claude Code's cost bills cache writes at the 1h cache-write premium, so it can differ from a flat input-price recompute. Web disabled; tools Read/Write/Edit/Glob/Grep/Bash; single run; scored automatically (9/9 checks).
Estimated cost List-price estimate; not actually billed.
Metrics
- Estimated cost
- $0.05
- Wall time
- 10m
- Human step-ins
- 0
- Turns
- 3
| Model | Input tok | Output tok | Cost |
|---|---|---|---|
| AClaude Haiku 5.5anthropic/claude-haiku-5.5effort default (no --effort flag) · thinking on | 126,905 | 71,211 | $0.05 |
Reproduce this run
- Use the use case prompt on the use case page.
- Same setup: Claude Haiku 5.5 (anthropic/claude-haiku-5.5, effort default (no --effort flag) · thinking on) via
Claude Code 2.1.299 (headless -p), cloud. - It counts as a success only if it meets every success criterion: All automated rubric checks pass: single file, no external libs/assets; canvas drawing; Web Audio; oscillator music/sfx; title/start screen; game over + restart; localStorage high score; capybara theme; no uncaught console errors.
- Log model, tokens, wall time, human step-ins and the evidence log, then submit it as a reproduction. A different model? Submit a head-to-head rerun.
How runs are scored: Methodology.
Was this useful?
Automated checks
Trust 80% comes from these checks (how Trust % works).
- Run date is not in the future : passed
- Model is in the dated pricing table : passed
- Cost recomputed from tokens matches : passed
- Cached tokens are consistent : passed
- Output throughput is plausible : passed
- Autonomy matches step-ins : passed
- Step-ins do not exceed turns : passed
- Retries agree with first-try result : passed
- Evidence log SHA-256 matches : passed
- Evidence log is substantial : passed
Evidence log
{
"duration_api_ms": 518408,
"stop_reason": "end_turn",
"session_id": "[REDACTED]",
"total_cost_usd": 0.05147127,
"usage": {
"input_tokens": 6,
"cache_creation_input_tokens": 76822,
"cache_read_input_tokens": 50077,
"output_tokens": 71211,
"output_tokens_details": {
"thinking_tokens": 58262
},
"server_tool_use": {
"web_search_requests": 0,
"web_fetch_requests": 0
},
"service_tier": "standard",
"cache_creation": {
"ephemeral_1h_input_tokens": 76822,
"ephemeral_5m_input_tokens": 0
},
"inference_geo": "global",
"iterations": [
{
"input_tokens": 2,
"output_tokens": 755,
"cache_read_input_tokens": 18769,
"cache_creation_input_tokens": 70592,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 70592
},
"type": "message"
}
],
"speed": "standard",
"fallback_credit": null
},
"modelUsage": {
"claude-haiku-5-5": {
"inputTokens": 6,
"outputTokens": 71211,
"cacheReadInputTokens": 50077,
"cacheCreationInputTokens": 76822,
"webSearchRequests": 0,
"costUSD": 0.05147127,
"contextWindow": 1000000,
"maxOutputTokens": 128000,
"thinkingTokens": 58262,
"canonicalModel": "claude-haiku-5-5",
"provider": "firstParty",
"costBasis": "list"
}
},
"permission_denials": [],
"terminal_reason": "completed",
"fast_mode_state": "off",
"fast_mode_disabled_reason": "sdk_opt_in_required",
"subagent_stats": {
"spawned": 0,
"requested": {
"background": 0,
"foreground": 0,
"unset": 0
},
"started_in_background": 0,
"max_depth": 0,
"spawned_by_subagents": 0,
"completed": 0,
"failed": 0,
"killed": {
"parent": 0,
"user": 0,
"system": 0
},
"refused": {
"depth_limit": 0,
"concurrency_limit": 0,
"budget": 0
},
"by_type": {}
},
"safety_stops": 0,
"is_error": false,
"num_turns": 3,
"subtype": "success",
"api_error_status": null,
"result": "I built the game as a single file: `./usecase-runner/runs/17-haiku/work/index.html`. The script passes a Node syntax check, but I have not run it in a browser, so gameplay balance and rendering are unverified.\n\n**How it plays**\n- You hop a capybara up a river, one tile per press, using the arrow keys or WASD.\n- Rows alternate between water with drifting logs and grass banks. Ride a log, or drown if it slides out from under you. Logs carry you off-screen if you ride them past the edge.\n- The goal bank has six dens. Each filled den is worth 100 points, and each new row reached is worth 10. Filling all six clears the level for 500 points.\n- You have 3 lives. Clearing a level raises the lane speed by 15% and shortens the logs, up to a cap of 2.2\u00d7.\n- Game over shows the score, high score and a restart option.\n\n**Requirements**\n- **Title screen:** a Start button, with Enter, Space or a click to start.\n- **Controls:** arrows/WASD to hop, P or Esc to pause, M to toggle music.\n- **Art:** everything is drawn procedurally on the canvas (capybara, logs, water, bushes, dens, splash ripples and particles). No image files or libraries.\n- **Audio:** the AudioContext is created on the first key press or click. Sound effects are hop, splash, den and level-up, plus a game-over tone. Background music is a looping lead, bass and kick generated with oscillators.\n- **Score and difficulty:** score and level are shown in the HUD. Difficulty increases per level as described above.\n- **High score:** saved to `localStorage` under `capybara-crossing-highscore`. Storage errors are ignored, so the game still runs if storage is blocked.\n\n**Choices I made that you may want to change**\n- Each game has 3 lives rather than instant game over on the first splash.\n- Pressing a direction during a hop buffers one input, so quick presses are not lost.\n- The game auto-pauses when the tab is hidden.\n- The title screen shows the lane scene with the logs drifting.\n\nThis is not a git repository, so I did not commit anything.",
"ttft_ms": 479945,
"type": "result",
"duration_ms": 518792,
"uuid": "[REDACTED]",
"ttft_stream_ms": 1053,
"time_to_request_ms": 213,
"first_content_frame_ms": 1053,
"queued_turn_count": 0,
"result_index": 0
}