Catch the ghost, and the room comes back
rewind built a ghost-hunting game in Unity 6 with Opus 5.5: a haunted mansion, a vacuum pack, and rooms that revive when the ghost is caught. No code written by hand.
rewind's ghost-hunting game has a specific verb. You carry a vacuum pack through a haunted mansion, and rooms come back to life when you catch the ghost. Unity 6, Claude Opus 5.5, no code written by hand.
The post's real tip is about the ask. Never prompt "a ghost game" in one breath. A mansion, a tool, a rule for what catching does to a room: those are separate jobs, and the author starts listing who does what. The trick is the decomposition, not the theme.
A horror game with one clear rule is easier to believe than a horror game with a mood. The room reviving is the rule. The vacuum is how you touch it.

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rewind
@rewind02
i built a ghost-hunting game in unity 6 with claude opus 5.5... a haunted mansion, a vacuum pack, rooms that come back to life when you catch the ghost no code written by hand the trick is never asking for “a ghost game” in one prompt who does what: - unity 6: the mansion, https://t.co/QnN3SIjLz4
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Captured when this was curated, not live. —