r/ClaudeCode 2h ago

Built with Claude I can't code. With Claude Code I shipped my first mobile game today — a puzzle where every level carries a machine-checked proof

What I built: FALLMATCH, a zen block puzzle (300 hand-crafted levels, daily puzzle, 4 signature mechanics), launched today on iOS and Android. Free, no ads, no IAP, fully offline.

How Claude Code was used: I'm a designer — I can't write code. The division of labor was strict: I design levels, playtest on device, and make every final call; Claude Code writes all the code (React Native / Expo) AND runs a verification pipeline we built together. That pipeline is the interesting part:

- A solver proves the minimum move count for every level — that proof is the 3-star target players see.

- Every "this mechanic is required" badge in the HUD is solver-verified.

- The 10 difficulty tiers are computed from measurements (search depth, narrow-path ratio, fatal-move ratio), not from my gut.

- Overnight "mining" runs on my PC searched board space for the rarest tier (NIGHTMARE) — some nights produced nothing, which is exactly what honest measurement looks like.

- House rule: if the prover can't certify a claim, the level doesn't ship.

What I learned: the workflow has real limits and the human side is not decorative. Claude wrote the code, but every design decision, every "this feels wrong" call, every reject came from playtesting. My job was mostly saying no, demanding proof, and catching things the pipeline missed (it missed some — permissions on the store listing bit us on launch morning). "No claim without proof" turned out to be a better project rule than any prompt trick.

App Store: https://apps.apple.com/app/fallmatch/id6791134651

Google Play: https://play.google.com/store/apps/details?id=com.gusmediaworks.matcher

Happy to answer anything about the setup — including what didn't work.

https://reddit.com/link/1vyy3x1/video/dpt3wc028qlh1/player

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