Strategy guides, feature explainers, and notes from building the game.
The Magic Rocket, Feeding Frenzy, Double Barrel, and Ghost Mode — what each one actually does and when to use it.
The size meter, the streak multiplier, near-misses, and when to actually use the jetpack boost — everything that separates a 200-point run from a 4,000-point one.
Why everyone gets the exact same run, how the objective is chosen, and why you only get one shot at it.
What actually happened when a marketing-and-comms person built a full arcade game — leaderboard, daily challenges, the works — using Claude to write every line of code.