CASCADE title screen: glowing logo over an underwater scene with kelp and light shafts

CASCADE

A game my voice AI built from one spoken prompt

CASCADE is a falling-block game where the music, the sound and the visuals are one instrument, and you're the one playing it. It's inspired by Tetris Effect. I didn't write a line of it. My voice AI built it from a single spoken prompt.

Play

Runs in your browser, nothing to install. Desktop with a keyboard or gamepad works best. Click once to start the sound, and wear headphones if you can.

What it is

You play a journey through six worlds. Each one has its own look, its own key and tempo, and its own band:

StageKey, tempoCleared lines become
I. OceanD Dorian, 72 BPMglowing fish
II. ForestG major pentatonic, 88 BPMfireflies
III. DesertE Phrygian dominant, 96 BPMstars in constellations
IV. City at NightA minor, 110 BPMlit windows
V. AuroraF Lydian, 100 BPMsparkles in the aurora
VI. SpaceC minor + whole-tone, 120 BPMnew stars
Ocean stage: whale and glowing fish around the playfield
Ocean: cleared lines become fish
Forest stage at dusk with god-rays and fireflies
Forest: fireflies at dusk
Desert stage: dunes at sunset under a crescent moon
Desert: oud over a drone
City at night: neon skyline and rain
City at Night: neon, rain, synth bass
Aurora stage: green aurora curtains over a frozen lake
Aurora: choir and bells
Space stage: ringed planet, nebula and a galaxy
Space: lines become new stars

Real in-game screenshots, taken by the AI while it tested the game.

How it got built

The first one, at work

At work I'd already built a Tetris Effect clone with Claude Opus 4.6. I did it the careful way: spec-driven development, a long questioning session to pin down what I wanted, and then a multi-agent "ultra code" pass to build it.

The second one, at home: one prompt

At home I have Cadence, a voice AI I talk to all day, running on Claude Opus 5.5. I gave it one spoken prompt to build a better one. No questioning session, no follow-ups. Here's what it did with that:

  1. It wrote the spec. One file, about a hundred lines, with the gameplay rules, all six stages with keys and tempos, the music engine, the visual engine, the screens, and an acceptance checklist. The heart of it:
    The point of the game: the music, sound, and visuals are one instrument that the PLAYER plays. Every move, rotation, drop, and line clear is a musical event, quantized to the beat, in the key of the current stage. As the player does well, the world blooms around the playfield. It should feel like Tetris Effect: meditative, gorgeous, emotional, not like a plain Tetris clone with a background picture.
    The last line of the checklist was "It is BEAUTIFUL and it FEELS like playing music."
  2. An Opus agent broke it down. Five sub-specs (core rules, music engine, visual engine, stages, UI) and a ten-step plan, where every step ends with tests or screenshots, a progress-log entry and a commit.
  3. It built the game logic first and unit-tested it. Rotation and wall kicks, the 7-bag, scoring, T-spins, lock delay, the journey. That ended up as 30 tests, all passing.
  4. It built the music engine. A Web Audio scheduler that looks ahead on the audio clock, seeded generators for pad, bass, drums, arpeggio and an evolving lead melody, and synthesized instruments: FM bells, a plucked oud, marimba, a formant choir, a whale-song glide, and 13 drum voices.
  5. It built the visual engine and handed the stage scenes to three sub-agents working in parallel (Ocean and Forest, Desert and City, Aurora and Space). Then it integrated their work.
  6. It checked its own work in a real browser. It drove headless Chrome to take screenshots of every stage, measure frame rate (60 fps at 1080p on all six stages), check for console errors, and meter the audio output of each stage so nothing clipped or went silent.

It wasn't seamless. The first build agent went silent partway through, after finishing the specs and the game logic. A fresh agent picked up from the committed specs and the progress log, found and fixed a syntax error the first one had left behind, and carried on to the finish. That's the point of writing everything down: the work survives the worker.

The whole thing is about 7,000 lines of plain JavaScript in 36 modules, with no build step and no dependencies. It took one evening, a little under four hours from prompt to finished, stall included.

Head to head: the same spec on a local model

I also wanted to know how far a model on my own hardware would get. I gave the exact same spec to Qwen 3.6 27B, running locally on my RTX 3090 through Ollama and opencode.

Claude Opus 5.5 (Cadence)Qwen 3.6 27B (local)
PlanSpec, 5 sub-specs, 10-step planWrote a plan
Game rulesFull guideline rulesCore rules, 552 lines
Playable pageYesNo
Sound and musicLive procedural score, 6 stagesNone
Visuals6 animated worldsNone
Tests30, passingNone
OutcomeFinished and verifiedStopped after about 22 minutes

My verdict

Compared to the version I built at work with the careful process, this one is in a whole other category. The music's better, the visuals are better, everything's better. And I got it from one prompt.

Credits

Designed, written and tested by Claude (Anthropic), working as Cadence, my voice AI. I said what I wanted and played it. If you want to know how Cadence works, here's the whole system.

CASCADE is a fan-made game inspired by Tetris Effect. It isn't affiliated with or endorsed by The Tetris Company, Enhance, or Resonair. Tetris and Tetris Effect are trademarks of their respective owners.

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