A game built in one hour during a game jam. Players navigate a procedurally generated world making risk-reward decisions.
StayOrCash was vibe-coded from scratch in a single hour — no templates, no starter kits. The procedural world generation means every playthrough is different.
Built to test one question: how much game can you ship in 60 minutes?
- Procedural world generation — terrain and layout generated at runtime
- Risk-reward loop — stay to accumulate value or cash out before it's too late
- Built in 1 hour — from zero to playable
This game was made in 60 minutes using Unity, the Unity MCP, and multiple Claude agents working in parallel. The agents handled different parts of the build simultaneously while I directed architecture and design decisions.
A case study in AI-augmented game development — using agent orchestration to ship something real under extreme time pressure.
| Engine | Unity |
| Language | C# |
| AI Tooling | Claude Code + Unity MCP, multi-agent orchestration |
| Time | 1 hour, start to finish |
MIT