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AtlasRepo

Building a game demo with Claude Code in one day

Description and use

Reptile Catcher was prototyped in a day using Claude Code, then refined and released on itch.io.

Problem

Develop a numbers-heavy incremental game quickly using AI-generated code and assets while maintaining control over design and feature scope.

Outcome

Reptile Catcher was built in one day of AI-assisted coding and design, then polished over a week, demonstrating rapid prototyping and the importance of early balance testing with a bot.

Workflow

  • Pull game template at 1:46 PM
  • Run core loop; AI writes code
  • Add balance simulator bot in next commit
  • Iterate bot personalities and use bot to test balance
  • Detect and fix bot bug revealing scattered lock rules
  • Change direction at 2:20 PM to pixel art and new gameplay mechanics
  • Generate pixel sprites via PixelLab + Claude, select and adjust
  • Remove unwanted AI-built features (auto‑catching, auto‑selling, offline progress, prestige)
  • Polish game: add bosses, backgrounds, fix bugs, prepare screenshots
  • Ship demo on itch.io on October 11

Evidence

Five minutes after the template went in, the catch‑sell‑breed loop was running.

Source

The very next commit was a balance simulator where a bot plays the game for you.

Source

I changed direction completely: pixel art, catching as a "run" where you move a character yourself, and upgrades as a tree that branches out like a mind map.

Source

Around 7 PM I removed a whole set of features Claude had built that afternoon: auto-catching, auto-selling, and offline progress.

Source

  • Record date: 2026-10-11T17:56:12.013Z