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Saurabh Mhatre
Saurabh Mhatre

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

GitHub Copilot CLI Challenge Submission

This is a submission for the GitHub Copilot CLI Challenge

What I Built

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:

  • 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

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:

  • 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

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

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.

Video demo:-

We first ask for players' and their partner's name for personalisation:-

Intro screen

🌹 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:

Rose day

💍 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:

Propose Day

🍫 Level 3 — Chocolate Day

Chocolates appear and disappear across the map, adding urgency. The player must quickly collect them before they respawn elsewhere.

Chocolate Daya

🧸 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.

Teddy Day

🤝 Level 5 — Promise Day

This level introduces choice. The player collects meaningful promise tokens for their partner.

Promise Day

🤗 Level 6 — Hug Day

A maze-like layout adds a navigation challenge. The player must find the correct path to reach their partner while avoiding moving blockers.

Hug Day

❤️ 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.

Valentine’s Day

Once completed, a personalized proposal message is generated using the names entered at the beginning, creating a heartfelt ending to the 7-day journey.

My Experience with GitHub Copilot CLI

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. If you liked the concept, then some appreciation for the article. See you all in the next post 👋

Top comments (2)

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sagar_saini profile image
sagar saini

Loved the idea.

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saurabhnative profile image
Saurabh Mhatre

Thank you 😄