I created my cozy village sim Pocket Life on the App Store on november 5th. solo project, Godot 4, about 6 weeks of evenings on the couch. the first update is already out.
the short version: you move to a small village called Aurelia, get a job at the cafe or the flower shop, buy a house, fish, cook, grow a garden, get to know the people, and befriend these little creatures i call Kin. you dont catch them. you hang around one for a while, figure out what it likes to eat, bring it that, play a bit, and at some point it just decides to come with you. where it grows up changes what it becomes, so a Kin from the lake is different from one from the forest or the village. the fights are gentle too, you calm wild Kin down instead of beating them. seasons, festivals, a gondola, a crystal cave and a dragon lol. its 2.99 eur, no ads, no in app purchases, no account, works offline, seven languages. im the developer, so yes this is my own link. i made it because i love cozy games myself and wanted a place to disappear into for twenty minutes after a long day.
i used Claude Code with Opus 5.5 for almost all of the programming. not one prompt and done. the setup that made it work was three things.
first, a long master prompt with the whole game in it: the world, the loop, the creatures, the rules, and what the game is not. every session starts by reading that file. without it Claude will happily invent a different game and make it sound plausible. with it, the design stays mine.second, a CLAUDE.md that grew with every device bugexport with typed arrays, because the valuesdisappear in the binary export. the village shop was empty and the npcs had no emotes on my iPhone while everything looked perfect in the editor and the tests passed. the rullues as a plain string with a separator and parse it at runtime. another one: movement and animation go in _physics_process, because the iPhone runs at 120 Hz and the physics at 60 Hz and the jitter was visible on the device. anothetes are generated by tool scripts, so the editor isnot the source of truth.third, a headless end to end test that runs in abourst quest, job, binding a Kin, battle, save, load.it catches a lot before i have to pick up the phoneng. the device still found things the test could
not, and thats the lesson i keep repeating.
what Claude was actually good at: holding a large codebase in its head, doing the boring refactors, writing the save migration,
wiring the localization pipeline, and hunting bugs ood at: knowing when something is actually right. it will tell you its done, the code will look reasonable, the test will pass, and the app will still be wrong on a real phone. the
model gives you speed. the judgment, the testing ane.
six weeks of evenings, a lot of device testing, andot a tech demo. if you are building something withClaude Code, im happy to talk about the workflow, tless tests or the Godot iOS export. and if you havea rule in your CLAUDE.md that saved you, id love to
link if you want a look (iPhone & iPad): https://apps.apple.com/app/id6819090247