Inspiration
I fell in love with star-battle puzzles: one rule, endless depth. But every app I tried felt like homework. Gray grids, ticking timers, an ad after every board. I kept thinking: this puzzle deserves to feel like a warm meal, not an exam.
So the stars became dumplings. The sky became a galaxy where every planet has its own dumpling species, from Planet Bao to the Ravioli Riviera. I wanted a game my whole family could open at the end of a long day and feel a little lighter. That is Dumpling Galaxy.
What it does
The whole game rests on one rule: place a dumpling in every row, every column and every colored zone, and never two side by side. You can learn it in under a minute. Months later it is still surprising you.
Around that rule I grew a small universe:
- Twelve worlds with grids that start at a gentle 4x4 and grow to a properly hard 12x12. Every board is generated fresh on your device, so the game never runs out of levels and works entirely offline, on a plane, in the metro, anywhere.
- One daily challenge, the same board for every player in the world, feeding leaderboards and seven leagues from Bronze to Celestial.
- A three-minute Blitz mode: chained small boards against the clock, where solves buy time and mistakes burn it, with its own daily ladder.
- A streak you keep alive by solving one puzzle a day, with shields that save it when life gets busy. I never want the game to punish someone for having a bad week.
- 33 badges that pay out in stars, and a wardrobe of 28 dumpling skins: seasonal ones that only visit during their season, and one mythic skin no amount of stars can buy. You earn it or you don't.
- A soft cream sky by day, deep plum after dark, in French and English. No account, no email, nothing to sign.
How I built it
One React and Vite codebase, wrapped with Capacitor so the same heart beats on iOS and Android. All the game logic, the puzzle generator, the solver, scoring, streaks and leagues, lives in pure modules with Vitest tests watching over every push. A red suite blocks any store build. That discipline saved me more times than I can count.
Puzzles are born and checked entirely on your device, which is how the game stays fully offline. The only things that leave your phone are scores, because leaderboards need a referee: Supabase edge functions validate every submission server-side so nobody can cheat their way to Celestial.
Even the store listings are code. A Playwright pipeline regenerates every screenshot, phone and tablet, French and English, whenever the app changes its look. I got tired of screenshots lying about the app, so I made lying impossible.
Challenges I ran into
- Trustworthy leaderboards with no accounts. I refuse to ask players for an email, but scores feed real rankings. Validating everything server-side, and closing a sneaky replay-farming hole on both sides, took real care.
- Two platforms, one person. Every release means a signed Android bundle and an iOS archive from the same commit, both tested on phones and tablets. Twice the checklists, twice the surprises.
- App Review. Getting the iOS in-app purchase approved took five submissions. Each rejection stung, and each one taught me how a stranger sees my app in the first ninety seconds. Painful, priceless.
Accomplishments that I'm proud of
Dumpling Galaxy is live on Google Play and App Store today. Everything in the shop can be earned by simply playing; the mythic skin can only be unlocked by clearing all eleven prestige badges, and I hope the first player to earn it feels like they touched a star (might created an announcement for this achievement). And the hold-to-aim gesture, which took three full rewrites, finally makes a 12x12 grid feel comfortable under a thumb.
What I learned
Retention is not a feature list. It lives in tiny moments: the haptic tick of a correct placement, the win animation that makes you smile, the shield that quietly saves your streak while you sleep. Polish is not the bonus. Polish is the product.
I also learned the humbling part: building a good game is half the journey. Helping people find it is the other half, and that half has no compiler.
What's next
A cozy first level called "First batch" that teaches by baking, boss encounters when you reach milestone levels, and a new seasonal skin every season, so the galaxy always has a reason to celebrate.
Built With
- admob
- android
- capacitor
- css
- ios
- javascript
- node.js
- playwright
- postgresql
- react
- revenuecat
- supabase
- svg
- vercel
- vite
- vitest
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