The delegate builder is too ugly to share yet. But to be honest just use the normal builder with a frontier model and instruct it to delegate to developer any developer task. That works well.
For m, I'm demotivated to work on many ideas thinking that anyone can easily copy it or OpenClaw/Nanobot will easily replicate 90% of that unctionality.
So now need to think of different kind of ideas, something on line of games that may take multiple iteration to get perfected.
I mean this is how it's always been throughout history.
Creating something new is hard, copying something in terms of energy spent, is far easier. This is software or physical objects that don't require massive amounts of expensive technology to reproduce.
As a web dev you're in a better spot than you think — state management, event handling, render loops... you already have the mental models.
Claude Code can genuinely help you with:
- Scaffolding a game project (Phaser.js is great for web devs getting into 2D)
- Writing boilerplate: input handling, collision detection, basic physics
- Debugging weird edge cases in game logic
- Generating utility code like sprite sheet parsers, tilemap loaders, etc.
What it can't do (and where most beginners hit a wall):
- Game design. Knowing what makes a game actually fun is a skill Claude can't shortcut. You need to playtest, iterate, and develop taste.
- Art and assets. This is the #1 blocker for most solo devs. Claude can't draw your sprites or design your tilesets.
- Feel and polish. Tweaking jump curves, screen shake timing, hit feedback — that's all manual iteration. AI will give you "technically correct" values that feel lifeless.
- Architecture decisions. Claude will happily generate an ECS system or a scene manager, but it doesn't know your game's actual needs. Bad architecture early on will cost you weeks later.
Start with a tiny scope (like a single-screen platformer), use Claude Code to move fast on the code side, but spend most of your energy on the parts AI can't help with — design and feel.
Also, shameless plug, if you want to skip the code entirely and just focus on making the game, that's what CraftMyGame is for. Everything is visual, no coding needed. Might be a good way to prototype ideas fast before deciding if you want to go deeper on the code side ;)
CraftMyGame can make something like retro street fighter(not need to be perfect) ? If it can, and allow me to export the code(I would like to add those game to some of the apps I'm planning), you'll get paying customer.
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