Skip to content
GlanceHall
  • Builds
  • Models
  • Compare
  • How we test
Get the next round
  • Builds
  • Models
  • Compare
  • How we test
  • Journal
  • About
Get the next round

We don't rate. We let you see.

contact@glancehall.com

Watch

  • All builds
  • Models
  • Head to head
  • Journal

Trust

  • How we test
  • About
  • FAQ
  • Contact

Legal

  • Privacy
  • Terms
  • Cookies
© 2026 GlanceHallIndependent. Not affiliated with Anthropic, OpenAI or any model vendor.
Builds/Top-down 3D

One-lane MOBA

A League-style lane in three.js: fixed high-angle camera, click-to-move hero with four abilities on Q W E R, minion waves, towers, an AI enemy hero, health bars, a minimap and a kill feed. Every asset generated in code.

Top-down 3D4 models · one shot eachRecorded Oct 22, 2026

Claude Opus 5.5Max effort
Being built right now
Claude Fable 5.1Max effort
Built in 2h 10mErrors 0Open live
GPT-6 AstraExtra high reasoning
Built in 24m 47sErrors 0Open live
GPT-6.1 SolExtra high reasoning
Built in 19m 41sErrors 0Open live

The facts

Measured, not judged. Nothing here is a score.

MeasureClaude Opus 5.5Claude Fable 5.1GPT-6 AstraGPT-6.1 Sol
Time to build—2h 10m24m 47s19m 41s
AttemptsOnly an infrastructure failure (a rate limit or an outage) earns a retry. Every interrupted attempt is listed, and nothing from it is published.—4Attempt 1: The Claude CLI could not reach the API ("Unable to connect to API: SSL certificate has expired") and ended the run after a few seconds. No index.html existed. Nothing from this attempt was published; the model got a fresh attempt once the API was reachable again. Attempt 2: The account's Claude session limit was reached (HTTP 429) after 58 minutes; unfinished files were on disk. Nothing from this attempt was published. Attempt 3: The benchmark harness itself was stopped 82 minutes in (the operator's session ended and took the runner with it). Nothing from this attempt was published; the run was restarted from scratch.11
Delivered source—204 KB95 KB85 KB
Files—1453
Tokens in / outAs reported by each CLI. Tokenizers differ between vendors, so compare within a vendor.—16.0M / 276k2.6M / 74k2.7M / 67k
Errors during recording—000
Video lengthUI recordings scroll at a fixed speed, so a longer page makes a longer video.—60s60s60s

What to look for

Questions, not answers. The call is yours.

  1. Readability from above: can you tell units, lanes and towers apart?
  2. Ability effects and sound (open it live)
  3. Does the enemy hero behave like a player or a dummy?
  4. Pathing: does the hero walk around things?

How it was recorded

The same 60-second script for every build: press Play, click up the lane, cast Q W E R toward the enemy, fall back, push again.

The same script runs on every build. Open any build live to judge sound, feel and anything a video can't show. Full method

The exact prompt

Sent word for word to every model. Try it on your own favourite.

Build a small MOBA-style game that runs in the browser: one lane, top-down 3D, in the spirit of League of Legends.

TECHNOLOGY
- three.js r186 is provided in this folder as an ES module: ./three.module.js (it imports ./three.core.js; keep both files and do not modify or rename them). Load it from a <script type="module"> with: import * as THREE from './three.module.js';
- No other libraries and no network requests. There are no asset files: every model, texture and sound must be generated in code (procedural geometry, textures drawn on canvas, sound synthesised with the Web Audio API).

THE GAME
- A fixed-angle camera looking down at the battlefield from a high diagonal angle (roughly 55 degrees above the ground), locked on the player's hero. Seen on screen, the player's base is at the bottom-left of the map and the enemy base at the top-right, with one lane between them.
- Each side has a base and two towers along the lane. Towers shoot at enemies in range. Towers and bases can be destroyed; destroying the enemy base wins, losing your own base loses.
- Minion waves (a few melee and ranged minions) spawn from both bases every 20 seconds, the first wave 3 seconds after Play. They walk down the lane and fight whatever they meet.
- The player's hero: left-click on the ground to move there, pathing around obstacles; when idle, the hero auto-attacks the nearest enemy in range. Four abilities on the Q, W, E and R keys, cast toward the mouse cursor, each with a cooldown, a distinct visual effect and a sound. Design them yourself (for example a skillshot, an area effect, a dash and an ultimate).
- One enemy hero controlled by a simple AI: it farms minions, trades with the player when it is favourable and retreats when low on health.
- Heroes respawn at their base 8 seconds after dying.
- HUD: health and mana bars above every unit, ability icons with cooldown sweeps at the bottom, a minimap in a corner, a kill feed, gold and a match timer.
- A start screen with a button labeled "Play" and an end screen that says Victory or Defeat with a button labeled "Play again".
- Right-click must not open the browser context menu; the game must be fully playable with the left button and the keyboard.
- Aim for 60 frames per second at 1440x900 and adapt to the window size. Art direction, atmosphere and sound design are up to you: make the battlefield readable from above and the abilities satisfying to use.

DELIVERY RULES
- Work autonomously. Nobody will answer questions, so make reasonable assumptions and keep going until the game is finished.
- Deliver ./index.html (JavaScript may be inline or in additional .js files in this folder, loaded with relative paths). No build step.
- The game must work when this folder is served over HTTP and opened in a current version of Chrome.

Read more about this brief

Can AI build it?Vibe coding games: three games, four models, one prompt eachIs it possible to vibe code a game? We gave four AI models three game prompts, one attempt each, no edits: a physics toy, an FPS and a MOBA. Here is what you get, and how to prompt for it.October 22, 2026Coding agentsCodex projects: 16 finished builds, from landing page to MOBASixteen projects built by OpenAI's Codex with GPT-6 Astra and GPT-6.1 Sol, one prompt each, no edits: websites, a dashboard, a phone app, a kanban board, a physics toy and two games.October 22, 2026Coding agentsCodex vs Claude Code: 8 identical briefs, 16 unedited buildsCodex vs Claude Code, compared on output: the same eight briefs, each agent running its vendor's top models, one attempt each. How they work, what they cost, and what they built.October 22, 2026Coding agentsWhat can Codex do? Watch it build 8 thingsWhat can OpenAI Codex do? Watch it build eight different things from one prompt each: a website, a dashboard, a phone app, a kanban board, a physics toy, a 3D shooter, a MOBA and an invented brand.October 22, 2026
PreviousMobile finance appNextOpen brief