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
$Make a tower defense game with multiple tower types, upgrade paths, enemy waves, and a map editor.
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.
Assess-fix loop — shipped only when all dimensions passed
Total Tokens
53,000
40,000 in / 13,000 out
API Cost
$0.53
estimated
Time
7m 30s
wall clock
Files
1
created
Test Suite
0
tests written
Loops
1
self-corrections
Quality Audit
Code Quality
0.90
Testing
0.55
Security
0.92
Error Handling
0.88
Completeness
0.96
UX / Polish
0.93
Issues Found
fixedDuplicate enemy filter line self-corrected during build verification
fixedMobile CSS missing — two breakpoints (768/480) added with 44px touch targets, stacked layout, scaled canvas
mediumNo formal unit/integration test suite — runtime verified via Playwright only
lowNo audio/SFX for shots, hits, or wave events
lowNo range preview when hovering existing towers without clicking
lowTesla chain-damage falloff (0.75×) not shown in tower info panel
Composite Score0.85
Head-to-Head
Metric
Vanilla
One-Shot
Total Tokens
32,000
53,000
API Cost
$0.40
$0.53
Time
1m 0s
7m 30s
Files Created
1
1
Tests Written
0
0
Self-Corrections
0
1
Composite Score
0.60
0.85
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.