Haunted Mansion Ghost Hunter
A fully playable Unity 6 ghost-hunting game built without a single line of hand-written code. You roam a Victorian haunted mansion wearing a steampunk copper vacuum pack, tracking ghosts room by room — kitchen, foyer, staircase — while a minimap and "Captured 0/3" tracker keep the tension up. Rooms literally come back to life once a ghost is caught. Claude Opus 5.5 wrote every C# script, handled scene setup, and filed bug reports. Blender and Meshy supplied the hero and props; ElevenLabs voiced the vacuum hum and ghost wails.
- Zero hand-written code: Opus 5.5 authored all C# scripts, scene wiring, and bug fixes across the full project
- One-system-per-prompt discipline kept the build stable — commit after every working system, so a bad batch costs only seconds
- Rooms dynamically revive when their ghost is captured, creating a satisfying feedback loop that was prototyped in grey-box first
“i built a ghost-hunting game in unity 6 with claude opus 5.5... a haunted mansion, a vacuum pack, rooms that come back to life when you catch the ghost no code written by hand the trick is never asking for “a ghost game” in one prompt who does what: - unity 6: the mansion, lighting, physics, ui - blender + meshy: the hero, armchairs, plates, the fountain - elevenlabs: vacuum hum, ghost wails, doors - opus 5.5: c# scripts, scene setup, play tests, bug reports - you: play it and say what feels off and the rule that saves the project... one system per prompt, and commit after every system that works one bad batch then costs you seconds i like to get the ghost capture feeling good in grey boxes first there’s a smart way to set it up in article👇🏻”
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