My goal with REGROWTH was to build a small strategy puzzle game, something that required actual planning rather than just trial and error. Each level should feel like a problem with a specific solution, where the placement of your tools matters.
The level design was 100% human-made, and honestly the hardest part of the whole process. The code and mechanics were 100% vibe coded with Claude as my collaborator. I directed, Claude executed.
This is far from a finished game. Think of it as a playable prototype.