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Claude Fable 5.5 made me this pixel game where u play as Clawd, defeating bugs and bosses. All one-shot, it looks insane. Genuinely human indie devs level, its so good. Fable 5.5 will be HUGE, can't wait to see what people create after official release. Play it here:

62,217 görüntüleme • 2 gün önce •via X (Twitter)

25 Yorum

Noah Sabaj profil fotoğrafı
Noah Sabaj2 gün önce

Claude fable 5.5 doesn’t exist 😭😭😭

bluedev profil fotoğrafı
bluedev2 gün önce

it does, fable 5.1 is routing to 5.5 for some people

Noah Sabaj profil fotoğrafı
Noah Sabaj2 gün önce

Is it the tibo test?

GioStrives profil fotoğrafı
GioStrives2 gün önce

Oh gosh, that is beyond...wwooooo

Kaif profil fotoğrafı
Kaif2 gün önce

this is so addictive

Acezhang profil fotoğrafı
Acezhang2 gün önce

a boss literally called "undefined behavior" is the most realistic part of this game

J A Z I I profil fotoğrafı
J A Z I I2 gün önce

waat this is so flipping cool man

Samson profil fotoğrafı
Samson2 gün önce

this is amazing! the detail and everything is A+! fable 5.5 is really next level

liebert profil fotoğrafı
liebert2 gün önce

what do you create this wtih ?

Glimmerveil profil fotoğrafı
Glimmerveil2 gün önce

Needs more load bearing but I'm with you on this one that's great!

KC profil fotoğrafı
KC2 gün önce

Cool stuff

Knowix profil fotoğrafı
Knowix2 gün önce

yooo, this is smooth ngl

JuanByte 🧠 profil fotoğrafı
JuanByte 🧠2 gün önce

Prompt? This is important if Is One shot

UnidentifiedAttorneyPerson profil fotoğrafı
UnidentifiedAttorneyPerson2 gün önce

What engine did it make this in and what MCPs and API keys did it use?

Balance profil fotoğrafı
Balance2 gün önce

Looks really fun I love the dash

KORRO profil fotoğrafı
KORRO2 gün önce

I also made a game with ai, it's an horror game !

Aleξξξ profil fotoğrafı
Aleξξξ2 gün önce

how do you know you’re on fable 5.5? just from the power of it

Mark Lundeberg profil fotoğrafı
Mark Lundeberg2 gün önce

The monolith as effectively the Terraria Wall of Flesh is somehow so on point.

Aaron profil fotoğrafı
Aaron2 gün önce

cool

VulKan profil fotoğrafı
VulKan2 gün önce

amazingggg 😆

Psyop Neo-Glaucon Kafusi profil fotoğrafı
Psyop Neo-Glaucon Kafusi2 gün önce

Awesome!! Just needs to literally write the code complete the tickets as you play so you can get work done by playing xD

Shiv Gupta profil fotoğrafı
Shiv Gupta2 gün önce

pretty crazy

Hakm profil fotoğrafı
Hakm2 gün önce

that’s crazy

Sean Hoffman profil fotoğrafı
Sean Hoffman2 gün önce

How did you prompt this?

henrik the vibe profil fotoğrafı
henrik the vibe2 gün önce

omg i love this sm

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GPT-5.6 vs GPT-5.5 on my custom spaceship prompt. I gave both models the exact same custom prompt. This is also the same prompt I previously gave to Fable 5. For context, GPT-5.6 Pro worked for 87 minutes, while GPT-5.5 Extra High worked for 34 minutes and 42 seconds. As I’ve said before, based on great authority GPT-5.6 will be an incremental/soldi improvement over GPT-5.5, not a “Fable killer.” My rough expectation has been that it would trade blows with Fable 5 on some benchmarks, maybe win around half depending on the category, but not clearly surpass it overall. And again fable five will have bigger model smell, but this was expected. After testing this coding output, that view feels pretty accurate. GPT-5.6 is clearly better than GPT-5.5 in several visual areas. The lighting, shading, chairs, object details, and exterior of the spaceship looked noticeably stronger. The scene was also easier to test. I do want to give GPT-5.5 credit though. It built out the rooms much much better and the planets looked better than GPT-5.6’s. It was also interesting that both GPT-5.5 and GPT-5.6 produced better-looking planets than Fable 5 in this specific test. The downside with GPT-5.5 was stability. The game was much glitchier and harder to test compared to GPT-5.6. But when it comes to the core of the demo, which is the spaceship itself, Fable 5 still beat both models pretty comfortably. GPT-5.6 is impressive, but from this test, it looks exactly like what I expected which was a meaningful incremental improvement over GPT-5.5, at least for indie game demos, but not something that replaces Fable 5. In collaboration with Chetaslua

Chris

250,919 görüntüleme • 3 ay önce

Official Anthropic tip for Claude Code: stop burning Opus 5.5 on work Sonnet 5.5 can do, while Fable 5.1 sits idle hand the grunt work to Sonnet 5.5 subagents and put Fable 5.1 on call run /advisor fable Opus 5.5 plans and merges Sonnet 5.5 subagents read, edit and run the tests Fable 5.1 reads the full session and only speaks up at three points: → before a plan: is this the right approach? → when the same error comes back: am I digging in the wrong place? → before "done": what did I miss? Sonnet 5.5 builds. Fable 5.1 reviews. Opus 5.5 ships Jev engineering is the same move one layer down: the forks that need no thinker (which file, which tool, retry or stop) go to Jev in under half a second, and the big models only see the ones that split - the full tree > Opus 5.5 on high runs the main session > explorer reads the code on Sonnet 5.5 > worker edits and runs tests on Sonnet 5.5 > researcher pulls the docs on Sonnet 5.5 > all three on medium > Fable 5.1 on call for main and every subagent paste the tree and this prompt into Claude Code ↓ "Rebuild my Claude Code setup around this tree: 1. Check ~/.claude/agents and .claude/agents for subagents that already fit explorer, worker and researcher. > Draft new ones only for missing roles > Give each model: sonnet, effort: medium > Skip any that pin a different model and list them 2. Set the main session to high via effortLevel in ~/.claude/settings.json, and set advisorModel to fable 3. Find anything that keeps the advisor off (CLAUDE_CODE_DISABLE_ADVISOR_TOOL, DISABLE_TELEMETRY) plus CLAUDE_CODE_EFFORT_LEVEL, which overrides subagent effort. Report them, change nothing 4. Add one rule to ~/.claude/CLAUDE.md: consult the advisor before a large plan, when an error repeats, and before calling a long task done Show me every change as a diff first. No edits until I say go." ↳

delost

42,409 görüntüleme • 4 gün önce

Claude Code tip, and it's absolute free f*cking gold: run Opus 5.5, Sonnet 5.5 and Fable 5.1 as one team and stop burning Opus tokens on routine work the setup in one line: plan on high, delegate on medium, keep Fable on call • who does what > Opus 5.5 on high - plans and ships the code > Sonnet 5.5 on medium - explorer reads code, worker edits and runs tests, researcher pulls docs > Fable 5.1 via /advisor fable - reads the whole session and speaks up only when it matters • when Fable 5.1 steps in -> before a plan: is this the right approach? -> when an error repeats: am I digging in the wrong place? -> before "done": what did I miss? Jev engineering takes it one layer lower: which file, which tool, retry or stop all go to Jev in under half a second, so the big models only see the real forks paste this into Claude Code ↓ "Rebuild my Claude Code setup: 1. Find subagents in ~/.claude/agents and .claude/agents that fit explorer, worker and researcher. Draft only the missing ones. Set each to model: sonnet, effort: medium. List any that pin a different model and leave them 2. In ~/.claude/settings.json set effortLevel to high and advisorModel to fable. 3. Report anything that disables the advisor (CLAUDE_CODE_DISABLE_ADVISOR_TOOL, DISABLE_TELEMETRY, flag-fetching blockers) and CLAUDE_CODE_EFFORT_LEVEL. Change nothing. 4. Add to ~/.claude/CLAUDE.md: consult the advisor before a large plan, when an error repeats, and before calling a long task done. Show every change as a diff. No edits until I say go." ↳

Mr. Buzzoni

142,491 görüntüleme • 6 gün önce

This is f*cking insane. This tip saved me thousands of dollars. run Opus 5.5, Sonnet 5.5, and Fable 5.1 together, and stop burning Opus on work it was never needed for. the whole idea in one line: the strong model plans, the mid-tier model executes, Fable stays quiet until it's actually needed. roles, broken down: Opus 5.5, high effort, owns the plan and ships the final code Sonnet 5.5, medium effort, splits into explorer (reads the codebase), worker (edits files, runs tests), researcher (pulls docs) Fable 5.1, called through /advisor fable, reads everything happening in the session but stays silent unless something's actually wrong three moments where Fable speaks: → a plan goes out: is this actually the right call? → the same failure shows up again: is the search going nowhere? → the task gets marked finished: did something get skipped? Jev engineering does the same thing one level down. the forks that don't need real thought, which file, which tool, keep going or stop, go straight to Jev and come back in under half a second. the big models only ever see the forks that genuinely need a decision. anyone still running one model for everything is paying Opus prices to decide whether a file exists. drop this into Claude Code: "Rebuild my Claude Code setup around this structure: Look through ~/.claude/agents and .claude/agents for subagents already covering explorer, worker, and researcher. Only create new ones for roles that are missing. Set model: sonnet, effort: medium on each. If an existing subagent is locked to a different model, leave it as is and just list it. In ~/.claude/settings.json, set effortLevel to high and advisorModel to fable. Check for anything disabling the advisor, CLAUDE_CODE_DISABLE_ADVISOR_TOOL, DISABLE_TELEMETRY, or anything blocking feature-flag fetches, plus CLAUDE_CODE_EFFORT_LEVEL, which can override subagent effort settings. Report what you find. Don't change any of it yet. Add one line to ~/.claude/CLAUDE.md: check in with the advisor before a big plan, when the same error shows up twice, and before marking a long task done. Show every change as a diff first. Wait for my go-ahead before touching anything."

rvaniaaa

246,539 görüntüleme • 5 gün önce