A few weeks ago there was a thread about using AI to finish abandoned projects, and a comment from avereveard https://news.ycombinator.com/item?id=47905088 on building their 100x100 grid battleship got my spark. I didn’t build that, but it pushed me to finally finish a combat idea I’ve been wanting to play for ages.Introducing Naval Strike!It’s a simultaneous turn-based fleet vs fleet on a grid played in the browser. There’s no account or signups needed. Both players plan their moves, then the turn resolves at once.There’s three different play styles:* Solo. Procedural maps and uses guided “AI” opponents (in the same way that 1990s games had “AI” opponents)* Scenarios. Objective missions on procedural maps like "rescue the downed pilot" or "destroy the convoy"* Campaigns. Historical battles on real-world maps (Sink the Bismark in the Atlantic, or escort the tankers through the strait of hormuz)A few things I figured HN would ask:I designed the architecture and Claude did implementation. While 90% of the decisions are mine 90% of the lines are AI-written. Lots of micro managing short bursts to get it to look/feel right. I think I consumed a week’s worth of tokens just to get the fog working how I wanted. Eventually I learned that having lots of small bursts of code with testing got me to where I wanted much faster than longer sessions. I built preview pages so I could test animations, sequencing etc without affecting the codebase so I didn’t chew through my tokens.Stack. TypeScript/Canvas 2D, hosted on Cloudflare. The server is a tiny WebSocket relay, it pairs two players by room code and blindly forwards messages, with no game logic. So there’s no accounts and no tracking beyond default Cloudflare insights. Just open the URL and play.
Opponent AI is guided scripted tactics with situational decision trees.Art is a mix of AI/hand. I’m not artistic enough to do everything by hand, but there’s a lot of manual pixel by pixel editing on the assets. Assets are stored as JSON arrays and drawn directly to screen with a colour palette.I ended up building a small map editor that lets me "trace" Google Maps screenshots to get the campaign maps geographically close to the real engagements.
Sounds are from open source libraries - you can mute them with the little speaker button but they are on by default which might upset a few people.Although this was largely coded by AI, I got heaps of enjoyment being able to focus on the UX, style, gameplay and UI to be just how I wanted. Being able to test (and throw away many!) ideas so quickly was awesome fun.Feedback welcome. Especially on balance and the campaign design and gameplay, it’s hard to play-test every variable!
Show HN: Naval Strike – simultaneous turn-based fleet combat in the browser
A finished combat idea, leveraging AI for implementation while focusing on UX, style, gameplay, and UI. No accounts or signups needed.
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A finished combat idea, leveraging AI for implementation while focusing on UX, style, gameplay, and UI. No accounts or signups needed.
This project, while a game, offers significant insight into modern development methodologies. The extensive use of AI (Claude) for 90% of code generation, allowing the developer to concentrate on user experience, design, and gameplay, highlights a powerful trend in solo and small-team development. This approach drastically accelerates prototyping and iteration cycles, reducing development costs and time-to-market. The serverless architecture (Cloudflare, WebSocket relay) minimizes operational overhead, demonstrating efficient deployment strategies. While not a B2B SaaS product, the underlying development process and architectural choices are directly applicable to building internal tools, proof-of-concept SaaS applications, or rapid feature development within larger organizations, emphasizing efficiency and focused innovation.
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What is Naval Strike – simultaneous turn-based fleet combat in the browser?
Naval Strike – simultaneous turn-based fleet combat in the browser is analyzed by our AI as: A finished combat idea, leveraging AI for implementation while focusing on UX, style, gameplay, and UI. No accounts or signups needed.. It focuses on This project, while a game, offers significant insight into modern development methodologies. The extensive use of AI (Claude) for 90% of code gene...
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When was Naval Strike – simultaneous turn-based fleet combat in the browser publicly launched?
The initial public indexing or launch date for Naval Strike – simultaneous turn-based fleet combat in the browser within our tracked developer communities was recorded on May 7, 2026.
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Naval Strike – simultaneous turn-based fleet combat in the browser has achieved measurable traction, logging over 4 traction score and facilitating 5 recorded discussions or engagements.
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Based on metadata extraction, Naval Strike – simultaneous turn-based fleet combat in the browser is categorized under topics such as: simultaneous turn-based, fleet vs fleet, grid, browser.
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The original author or development team describes the product as follows: "A few weeks ago there was a thread about using AI to finish abandoned projects, and a comment from avereveard https://news.ycombinator.com/item?id=47905088 on building their 100x100 grid battleshi..."
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