Tools: I Built a 7-Level Valentine Week Game Using GitHub Copilot CLI

Tools: I Built a 7-Level Valentine Week Game Using GitHub Copilot CLI

Source: Dev.to

What I Built ## My Experience with GitHub Copilot CLI GitHub Copilot CLI Challenge Submission This is a submission for the GitHub Copilot CLI Challenge I have built “Valentine Week Love Quest”, a browser-based 2D mini-game created with the help of GitHub Copilot CLI and the Claude 4.5 Haiku model. The game turns the 7 days of Valentine’s Week into a fun, interactive journey where the player helps a character reach their partner by completing themed challenges for each day. The experience starts by asking for both partners’ names, which makes the entire journey feel personal. The player then progresses through seven unique levels, each inspired by a day from Valentine’s Week: 🌹 Rose Day: Collect roses within a time limit 💍 Propose Day: Reach the partner while avoiding moving obstacles 🍫 Chocolate Day: Collect disappearing chocolates before they respawn 🧸 Teddy Day: Carry a teddy while movement becomes slower 🤝 Promise Day: Choose and collect meaningful promise tokens 🤗 Hug Day: Navigate through a small maze to reunite ❤️ Valentine’s Day: Final challenge with obstacles leading to the proposal scene To make the gameplay engaging, I added: After completing all seven levels, the final moment is unlocked: a personalized proposal message based on the names entered at the beginning. This creates an emotional payoff and turns a simple game into a story-driven experience. The project was built using: The goal was to create something light, fun, and relatable that combines gameplay, storytelling, and AI-generated content into a single interactive Valentine’s experience. Demo Link:- Valentines Week Quest This game is designed as a 7-day love journey. Each level represents a day from Valentine’s Week, where the player moves one step closer to reaching their partner. Below is a walkthrough of the experience through each stage. We first ask for players' and their partner's name for personalisation:- 🌹 Level 1 — Rose Day The journey begins with a simple mission: collect roses scattered across the map within a limited time. This level introduces the player to movement, collection mechanics, and the core objective is moving forward with small gestures: 💍 Level 2 — Propose Day Now the challenge increases. The player must reach their partner while avoiding moving obstacles. One wrong move can cost a life, making timing and positioning important: 🍫 Level 3 — Chocolate Day Chocolates appear and disappear across the map, adding urgency. The player must quickly collect them before they respawn elsewhere. 🧸 Level 4 — Teddy Day The objective is to carry a teddy to the partner. Movement slows down while carrying it, which makes planning the path more important. 🤝 Level 5 — Promise Day This level introduces choice. The player collects meaningful promise tokens for their partner. A maze-like layout adds a navigation challenge. The player must find the correct path to reach their partner while avoiding moving blockers. ❤️ Level 7 — Valentine’s Day (Finale) The final level brings everything together. The player must survive obstacles and reach their partner with at least one life remaining. Once completed, a personalized proposal message is generated using the names entered at the beginning, creating a heartfelt ending to the 7-day journey. This project was built almost entirely through an iterative workflow using GitHub Copilot CLI, and it genuinely changed how quickly I could move from an idea to a working prototype. Instead of starting with a fixed game design, I began with a single step: a small Valentine-themed browser game. From there, I used Copilot CLI as a thinking partner to gradually expand the idea into a 7-level experience representing each day of Valentine’s Week. What worked really well was the ability to describe features in plain language and let Copilot generate structured starting points. I used it to: Scaffold the initial HTML Canvas game setup Add player movement and collision detection Introduce collectible items and scoring Evolve the game from a single level into a multi-level system Add timers, lives, and increasing difficulty The biggest productivity boost came from making small, focused prompts. Instead of asking for everything at once, I extended the game step by step, first building the core mechanic, then layering in challenges, transitions, and polish. This made the development feel fast and iterative rather than overwhelming. Copilot CLI was especially helpful when: Converting a prompt to a multi-level game which mainly uses emojis Adding gameplay enhancements like obstacles and timers Refining UI elements and transitions I mainly used Claude 4.5 Haiku in GitHub Copilot CLI. Overall, Copilot CLI felt less like a code generator and more like a rapid prototyping companion. It allowed me to focus on the fun parts like gameplay ideas, level design, and storytelling, while speeding up the repetitive parts of implementation. This project started as a simple Valentine's Day idea and grew into a complete 7-level interactive journey, and Copilot CLI played a central role in making that evolution smooth and fast. That was it from my end for today. 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Hide child comments as well For further actions, you may consider blocking this person and/or reporting abuse - A lives system and score tracking - Increasing difficulty across levels - Timers, moving obstacles, and small strategic elements - Smooth transitions and visual feedback on level completion - HTML Canvas for rendering - Vanilla JavaScript for game logic - GitHub Copilot CLI to generate and refine gameplay mechanics - Claude 4.5 Haiku from Github Copilot CLI interface - Scaffold the initial HTML Canvas game setup - Add player movement and collision detection - Introduce collectible items and scoring - Evolve the game from a single level into a multi-level system - Add timers, lives, and increasing difficulty - Converting a prompt to a multi-level game which mainly uses emojis - Adding gameplay enhancements like obstacles and timers - Refining UI elements and transitions