The parts that were genuinely hard, and what I did about them
Article five. The tidy version is in the first four; this one includes the complaints. Working with AI brings kinds of difficulty I hadn't anticipated.
The app was too heavy to use
The game is a single HTML file of about 1 MB. Try to handle that in an AI chat app and the app freezes. Attaching the file stalls it; long conversations make it worse. In the early days the fight wasn't "is the AI smart enough" but "does the app respond at all".
What I did: stopped putting files in the chat. Files live in GitHub and the AI works there. The chat is for decisions and instructions. The GitHub integration in article one was, among other things, a performance fix.
The AI ran ahead on guesses, repeatedly
This was the most frequent problem. Some specifics:
- Asked for a game description, it wrote "they blast off from Earth in a rocket". There is no such scene. It invented something plausible rather than checking the in-game text
- It wrote that items flow along the bottom of the screen. They flow along the top. Obvious to anyone who has played — but the AI can't play
- It proceeded on "this file should exist", it didn't, and another page got overwritten
- It calculated using values from memory that no longer matched the code
The common thread: an AI would rather fill in something plausible than say "I don't know". There's no malice in it. It's just good enough at filling in that you don't notice.
What I did: enforce the "unverified" label. Ask whether it checked. If not, make it check before continuing. Tedious — but cheap compared to the number of times I got burned.
I moved to ChatGPT, and that was its own hell
Worn down by the weight and the guessing, I switched to ChatGPT for a while. The honest conclusion: a different kind of hell.
My candid impression is that quality dropped noticeably compared to Claude. This field moves fast and I expect that to change, but during the period I was building — March to August 2026 — Claude gave better answers and better code.
There was also an odd pattern. For about a week after a new version shipped, it felt sharper; past that week, it got noticeably worse. It happened every time, so I don't think I imagined it.
And then I was banned
This was the decisive part. The game was originally built for children, and one day my account was banned for "possible child abuse". I appealed. It was never reinstated.
I have no idea what triggered it. Looking around, I found people building children's apps and educational worksheets who had been banned the same way. My guess is that development involving the word "children" tripped an automated classifier.
What struck me hardest was this: thank goodness everything was in GitHub. The account was gone, but the code, the reasoning behind every decision and the rules were all still there. I lost the conversation history and nothing else. Development didn't stop.
This is the most extreme illustration of article two. Information that exists only inside an AI disappears along with the account.
What I did: went back to Claude. And stopped changing tools in favour of changing process. If every AI produces accidents, the thing that prevents accidents isn't the AI — it's rules and verification. And staying in a shape where any AI becoming unavailable doesn't stop you. That turned out to be the best insurance of all.
Sometimes an AI just gets stupid

It's normally fine, and then comprehension falls off a cliff. It forgets what I explained a moment ago, misreads simple instructions, repeats the same mistake. I call this "the Nabeatsu phenomenon", after a Japanese comedian whose act is to act like an idiot on every multiple of three. Normal most of the time, suddenly broken under specific conditions.
It happens most when the conversation is long, when several topics are mixed together, or when my instructions were vague.
What I did:
- Start a new conversation when the current one gets long, with the handover written into a GitHub Issue
- One topic per conversation. Never mix game changes and site changes
- When something feels off, ask "summarise your current understanding in three lines". Correct it there
- Tell the AI to keep its questions short. Long verification prompts induce the phenomenon themselves
Why I keep going anyway
Having complained at length: without AI, this game wouldn't exist. The physics engine, processing the artwork for all the items, the hazards on each planet, the site, the drafts of these articles. It's simply too much for one person in their spare time.
For people who like making things, this is a dream setup
I've spent years working on the web and on games, for the simple reason that I like making things in digital form.
Working inside an organisation doesn't mean you get to build freely, and it has plenty of downsides. But collaborating with others, and building with a company's budget, were real advantages. Alone, you carry planning, design, implementation and art all by yourself. That's unrealistic, which is why the company structure was necessary.
That changed.
With AI, roughly three person-months of planner, director and programmer time fits into $200 a month. The first time that sank in, I was slightly stunned. Things that once required a budget, a team and a schedule before you could even begin now start moving in one person's hands.
You can build freely without belonging to an organisation. That's the biggest benefit, in my view. Build what you want, the way you want. No meetings, no sign-offs. A spec you think of at midnight can be tried out that same night.
Especially for people who have worked on websites and app services inside a company and like making things, I think a remarkable environment has arrived. Your domain knowledge, your ability to pin down a spec, your eye for quality all carry over directly. The missing piece — hands to do the work — is what the AI supplies.
None of which means it becomes effortless, as everything above should make clear. An AI is best thought of as a capable subordinate who never double-checks. There's a lot you can delegate. But the final check is always yours. On that footing, you can get further than you'd expect.
What I wish I'd known
- Don't paste large files into the chat. Use GitHub from the start
- Assume the AI will never say "I don't know". Build verification into the process
- Changing tools doesn't change the hell. Change the process
- Short conversations, one topic. When it gets stupid, start a new one
- Accounts can vanish overnight. With everything in GitHub, development doesn't stop
- If you like making things, you can now build freely without an organisation — three person-months for $200 a month
This series is still going. I'll add more as I remember things, or run into new ones.
Series: "I wish I'd known this from the start"
- Start with GitHub, whatever else you do
- Where I got stuck connecting GitHub
- Don't trust the AI's memory. Keep everything in GitHub
- Working with Xserver — FTP, .htaccess, and deploys that fail
- Always start from the facts — write the rules, then keep fixing them
- The parts that were genuinely hard, and what I did about them (this article)
- AdSense keeps rejecting my site
- Just write @claude in an Issue, and Claude Code gets to work
- Can you really hand game dev off to AI?
- Goodbye, ChatGPT — Banned Twice, Moved to Claude
- How I Get Claude to Make Pictures