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Developer uses Claude Code to turn playtest feedback into game levels

10/31/2026 — 10/31, 11:18·1 sources (all)·1 reports (all)

Key takeaways

  • A developer on Juejin described using Claude Code to turn eight pieces of playtest feedback into game mechanics and parameters, then letting…

Background & analysis

On October 21, 2026, a developer posted on Juejin about building the campaign mode of a vertical-screen tower defense game with Claude Code. According to the post, the developer received just 8 playtest comments during the first two days of work. Rather than acting on them manually, Claude Code broke each comment down into game mechanics and parameters, then let the game itself run through dozens of levels back to back to tune the difficulty.

The post says this workflow eventually scaled up to support infinite levels, meta progression outside the levels, and the arrival of reinforcement units. The author frames the whole process as a gameplay-focused example of vibe coding for small games, stressing that iterative changes were driven by playtest feedback rather than by a fixed design document.

The available sources stop at this share, with no further updates reported on the project.

AI-generated from 1 reports · updated 2 hours ago

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  1. A developer on Juejin describes using Claude Code to turn eight playtest comments into game mechanics and parameters, then letting the game auto-play dozens of levels to tune difficulty. The workflow produced endless levels, meta progression, and reinforcements in a vertical tower-defense game, presented as a practical vibe-coding case study built around feedback-driven iteration.

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