Made a puzzle game where the obvious answer is always wrong — can you beat it? 🧠
— Brain Twist: Tricky Puzzles

Made a puzzle game where the obvious answer is always wrong — can you beat it? 🧠 — Brain Twist: Tricky Puzzles

I made a brain puzzle game with a simple

twist — every question is designed to fool you.

Example puzzle:

"How many months have 28 days?"

(Most people say 1 — but all 12 do! 😅)

75 puzzles across 3 difficulty levels.

100% offline, completely free.

Genuinely curious — what's the hardest

puzzle type for you? Multiple choice or

visual tricks?

Download: https://play.google.com/store/apps/details?id=com.balumahendra592.braintwist

https://preview.redd.it/ipcj15lxo5ah1.png?width=1254&format=png&auto=webp&s=29ea89a35d2fdebf75d47ee3e3e58909707e88b0

reddit.com
u/Federal-Spring3264 — 7 days ago
▲ 2 r/SoloDev+5 crossposts

Built my first puzzle game using Claude as my main dev partner — the coding was the easy part, publishing wasn't

Just shipped my first mobile game (Brain Twist — 75 lateral-thinking puzzles,

offline, Android), and since this sub is about actually building with AI,

here's my honest experience using Claude through the whole thing.

Stack:

- Flutter (Android, fully offline — puzzle data bundled locally)

- AdMob for monetization

- Claude (claude.ai) as my main dev partner throughout

How I actually used Claude:

I'm not a Flutter expert, so Claude carried a lot of the early weight —

scaffolding the project, helping me structure the puzzle data, and getting me

unstuck when I hit errors I didn't understand. The pattern that worked best

was treating it like a pair-programmer I could paste an error into, rather

than asking it to write whole features blind.

The honest surprise — the AI-assisted *coding* was the easy part. What ate my

time was everything around it that no amount of code generation solves:

- AdMob review kept flagging my app, and the actual cause was a missing

developer website on the store listing — took a while to trace

- Setting up app-ads.txt (ended up hosting it via GitHub Pages)

- The general Play Store publishing gauntlet — listing requirements, review

waits, all the unglamorous launch admin

If I'd known going in that "make the game" and "get the game live" were two

completely different difficulty levels, I'd have budgeted my time differently.

For others here building with AI: where do you find the assistant stops being

useful? For me it was hard at the boundary between "writing code" and "dealing

with platform/store bureaucracy" — Claude was great at the first, couldn't

touch the second.

Screenshots here are real captures from the game. Play Store link if you want

to see it:

https://play.google.com/store/apps/details?id=com.balumahendra592.braintwist

u/Federal-Spring3264 — 2 days ago

How I modeled 75 puzzles with mixed answer types (MCQ, steppers, image grids) under one widget tree — my first Flutter app [Show & Tell]

Shipped my first Flutter app this week — an offline puzzle game called Brain

Twist. Rather than a launch post, here's the actual design problem that ate

most of my build time, in case it's useful to anyone doing something similar.

The core challenge: 75 puzzles, but they're not the same shape. Some are

4-option multiple choice, some are a number you dial in with a +/- stepper,

some are an image grid where you tap the odd one out. I didn't want 75

bespoke screens or a giant if/else on puzzle type.

How I ended up structuring it:

- [Your actual approach — e.g. a single Puzzle model with a `type` enum and a

dynamic `answerConfig`, decoded from a local JSON asset]

- [How you render it — e.g. a factory/switch that maps each type to a

dedicated answer-input widget, all feeding one shared validation interface]

- [One thing that bit you — e.g. how you handled the stepper's bounds per

puzzle, or keeping image assets from bloating the APK, or state reset

between levels]

What I'd do differently:

- [A real, specific regret — e.g. "I baked answers into the same JSON as the

questions; should've separated them so I could ship puzzle updates without

a full rebuild"]

Stack: Flutter, google_mobile_ads, fully offline (no backend, puzzle data

bundled as a local asset).

Happy to share specific code snippets in the comments if any part is useful.

For anyone who's built a data-driven game in Flutter — how did you handle

heterogeneous "question types" without the model turning into a mess?

(Link's in my profile / store listing if you want to see the result, but the

above is the actual meat.)

reddit.com
u/Federal-Spring3264 — 12 days ago