We gave the same prompt to vanilla Claude and three Godmode tiers. The difference isn't subtle.
Claude Opus 4.6 ·
April 2026 ·
Identical environment
claude-code — prompt
$Build a roguelike dungeon crawler with procedural generation, turn-based combat, inventory, and permadeath.
The test: One prompt. No follow-up. No clarification. Each version gets the same cold start and has to figure out scope, architecture, and implementation entirely on its own. The metrics below are from real runs.
lowKeyboard-only controls — no touch input, unplayable on mobile devices
lowMultiple items on the same tile — only the top item is announced and pickable per visit
lowConfused monsters move uniformly random rather than scrambling their intended direction
lowFOV uses recursive shadowcasting which is not strictly symmetric near walls (documented tradeoff)
Composite Score0.92
Head-to-Head
Metric
Vanilla
Godmode
Total Tokens
42,500
215,000
API Cost
$0.40
$1.68
Time
1m 45s
13m 20s
Files Created
2
24
Tests Written
0
41
Self-Corrections
0
0
Composite Score
0.56
0.92
Issues at Delivery
9
4
Note: Higher token usage and cost for Godmode tiers reflects deeper execution — more context loaded, more tests written, more security checks, more verification passes. You're paying for quality, not verbosity.
See for yourself.
Same prompt. Same model. The only difference is the skill. Stop settling for first-draft output.