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.
The very next commit was a balance simulator where a bot plays the game for you.
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.
Around 7 PM I removed a whole set of features Claude had built that afternoon: auto-catching, auto-selling, and offline progress.
- Record date: 2026-10-11T17:56:12.013Z