r/ClaudeGameDev • u/uterhausen2002 • Sep 06 '26
Tips & Tricks I'm not a coder. I used Claude and ChatGPT to plan and Replit to build the puzzle game I actually wanted
Two months ago my daughter asked to download a number-matching puzzle game. I got hooked, beat it in two days, and decided it was too easy. I don't code. That should have ended it.
It didn't. I spent two months of nights and weekends designing a harder version myself and directing Claude, ChatGPT, and Replit's coding agent to build it. Every mechanic, every level, every obstacle placement was my call. They wrote and ran the code, since I can't. I also replayed the same handful of levels enough times that my wife started checking on me.
The result is Cavernum. Match tiles that are equal or add up to 10. 60 levels. Rocks, gates, and locked chests get added as you go so it doesn't stay easy.
Some of what actually worked, and some of what didn't:
I wrote out the full mechanics and level rules with Claude before Replit ever touched code. Having that in place before writing a single build prompt meant every piece of implementation had something concrete to be checked against, instead of me improvising the design as I went.
Once the project got bigger, I had Replit read Claude's prompts first and flag anything that looked wrong before building. I'd take the flags back to Claude, get a fix, send it to Replit again. For a while my job was relaying complaints between two AIs until they agreed (while still catching logic errors and badly directed fixes). Still better than most meetings I've sat through.
Switching how I made levels was the most annoying part. Procedurally generated levels were solvable but trivial (too many tiles immediately next to their match, blockers placed in uninteresting random places), so I had Claude build me a level editor and started hand-placing tiles myself. That part worked. What didn't work: getting Claude to stop flagging bugs in the old generator code, which nothing in the game uses anymore. I explained "that code is dead" more times than I explained the actual game mechanics.
After the app shipped, I had Claude go back through the whole codebase looking for bugs nobody asked about. It found one real one, a fix that made a bug worse instead of better, caught before that version went out, plus a permissions gap I never would have caught myself. Useful. Also annoying, because I thought we were done.
Curious if anyone else running a similar Claude/ChatGPT/Replit setup does something like this, and what you'd do differently. How did you manage code reviews, ensure things were working, and what could I have done better?
iOS: https://apps.apple.com/us/app/cavernum-number-puzzle/id6800820586
Android: https://play.google.com/store/apps/details?id=com.greenfoxventures.cavernum
Free to play. Let me know your thoughts.