
Parry and Flow
Free · play online in your browser, no download
A short browser action game built around parrying, with a stage editor for placing platforms and enemies. The developer directed it; Claude and Codex did much of the implementation.
Official site aomeganexx.itch.io, verified Nov 3, 2026. The developer's own itch.io page, linked from the developer's Bluesky post announcing the release.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- Play free — itch.ioitch.ioEarly access · Early playable prototype (itch.io status: In development)Free
Plays in the browser on itch.io. No download.
Browser (no download) · Desktop · Official link verified Nov 3, 2026.
About Parry and Flow
Parry and Flow (shown in game as PARRY & FLOW) is a short 2D action game for the browser built around parry-based combat. You move with A and D, jump with W or Space, parry with W, slide with S and attack with the left mouse button; enemy actions are timed to a beat of about 133 BPM, and a tutorial teaches parrying and bursting. A simple stage editor lets you freely place platforms and enemies and share a stage as a code that others can paste in to load it. The developer, あおめがね (aomegane), calls it a small practice project made to get a feel for game development with Claude and Codex, an early playable prototype: the game design, direction and production decisions are the developer's, while much of the implementation and production work was handled by AI. In a development write-up on note the developer says Claude was the main implementer, with Codex brought in when Claude hit its token limit and later for more complex features, and GPT used for planning and for image and GIF material; the developer tuned how the parry, burst and slide feel by playing and describing the changes to the AI. Some promotional images were made with generative AI and edited by the developer. Free in the browser on itch.io, with a downloadable version.
How it was built
Partially verifiedThe itch.io page says: “The game design, direction, and production decisions are my own, while much of the implementation and production work was handled by AI.” (in Japanese: “実装や制作作業の多くはAIに任せています”). In a note article (25 Jun 2026, JST) the developer lists the AI used as Claude, GPT and Codex, with VS Code as the editor and a Claude Pro plan, and writes “実装の中心はClaude” (Claude was at the centre of the implementation), using Sonnet and, for the very first generation, Fable5. The developer says the coding speed was in another league, that the AI also did its own debugging and refactoring, and that the developer's part was judging feel and fun: playing, describing what felt off and having the AI implement it. A CLAUDE.md specification file, created by Claude, carried context across sessions and between Claude and Codex. The developer also had the AI build a test bed for tuning parameters and add tutorial placement to the stage editor. The release post on Bluesky (20 Jun 2026) says the stage editor was implemented too, “(AIが)” (by the AI).
- Developeritch.io page: “much of the implementation and production work was handled by AI”; the game is a practice project for game development with Claude and Codex. — itch.io
- DeveloperRelease post: “Claude,Codexとゲーム制作をしたのでitch.ioで公開しました。…ステージエディタなんかも実装しています(AIが)” (I made a game with Claude and Codex and released it on itch.io… the stage editor is implemented too (by the AI)). — Bluesky (@aomegane.net)
Per the note article, Codex (GPT-5.5) was first brought in to help when Claude reached its token limit; it proved capable and was given more complex added features towards the end.
Per the note article, GPT (GPT-5.5) was used to brainstorm the plan and turn it into documents the coding AI could use, to generate image and GIF material, and for advice on publishing on itch.io (with a ChatGPT Plus plan).
HTML and TypeScript, shipped as a single self-contained HTML page on itch.io. The first version was generated by Fable5 from a very simple plan (a circle that parries, triangles that charge), which GPT turned into a document; Claude then did most of the implementation, with Codex for some features. The developer tuned parry, burst and slide behaviour by playing and giving feedback, had a test bed built for parameter tuning, and kept a CLAUDE.md specification for the AI. The stage editor exports stages as shareable codes. Some promotional images were generated with AI and edited by the developer.
- Engine / framework
- None (HTML / TypeScript)
- Languages
- TypeScript
- Team size
- Not disclosed
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“The game design, direction, and production decisions are my own, while much of the implementation and production work was handled by AI.”- Making and releasing a game with AI: PARRY & FLOW development log (note, Japanese)
- Release post (Bluesky, Japanese)
Verification notes: AI use from the itch.io page (read on 8 Nov 2026), the developer's Bluesky release post (20 Jun 2026, 14:27 UTC, read through Bluesky's public API) and the development article on note (published 25 Jun 2026, 00:00 JST, read through note's API on 8 Nov 2026), which the developer's Bluesky account links. The itch.io wording is “much of the implementation”; the note article says Claude was at the centre of the implementation, the first version was generated by AI and the developer's role was judging feel and giving feedback, so the game is recorded as vibe-coded with no percentage. The note article lists “Claude” (Sonnet, Fable5 at the start), “GPT” and “Codex”; it mentions a desktop app and a CLAUDE.md file but does not name Claude Code, so the tool is recorded as Claude. The game was announced as released on 20 Jun 2026; itch.io shows no published date. The in-game dev shortcuts and the in-game ticket tool the article describes are developer tools and are not described as features. The browser build is a single HTML page with no AI service addresses; its source comment says the code may be reused, modified and redistributed (described as equivalent to MIT) with credit. The interface is in English, with the stage-code dialogs in Japanese; the itch.io page is in English and Japanese. The developer says a next game is in progress. No rating is shown. The game was not played.
Development history
Released free on itch.io; the developer announces it on Bluesky as made with Claude and Codex.
DeveloperBluesky (@aomegane.net)The developer publishes a development log on note about making the game with AI.
Developernote (あおめがね)
Game performance
Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.
itch.io
Free in the browser, with a free downloadable zip (version 1.0); the browser build shows version 1.1.
Not publicly available: itch.io rating, Gross revenue.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| Parry and Flow by あおめがね itch.io | Store page | Not confirmed | Nov 3, 2026 |
| Claude,Codexとゲーム制作をしたのでitch.ioで公開しました。 Bluesky (@aomegane.net) · Japanese | Social post | Jun 20, 2026 | Nov 3, 2026 |
| AIとゲームを作ってリリースした話~PARRY & FLOW 開発ログ兼、AIゲーム制作の初学者向けメモ~ note (あおめがね) · Japanese | Devlog | Jun 25, 2026 | Nov 3, 2026 |
| Official game page (language check) あおめがね | Official site | Not confirmed | Nov 3, 2026 |
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