Emoji Charades — Project Story

What Inspired Me

I've always been fascinated by how AI is lowering barriers to creativity. As a maker, I wanted to test whether an AI platform could truly let someone build a polished, game-ready app without writing code. Most "no-code" tools still require you to click through endless menus. But MeDo was different — it promised to build from natural language descriptions.

The idea for Emoji Charades came from a simple observation: party games work because they're fun to play AND entertaining to watch. I wanted to build something that would make judges lean in during a demo — not just a form or utility, but genuine entertainment. Emoji-based guessing felt perfect: universally understood, visually interesting, and genuinely challenging.


How I Built It

My strategy was unconventional but deliberate: instead of starting vague and iterating 20 times, I spent hours writing a hyperdetailed first prompt that specified every screen, game mechanic, animation, color palette, and edge case upfront.

The process:

  1. Pre-prompt planning (hours spent offline): I mapped out:

    • All game screens (home, difficulty select, game, results, leaderboard)
    • Exact game logic (how points are calculated, what streak multipliers do, timer behavior per difficulty)
    • The emoji puzzle database structure (ensuring every clue word gets an emoji representation)
    • Visual design (dark purple theme, gradient accents, specific animation triggers)
  2. First prompt to MeDo (15 credits): I pasted my detailed spec. MeDo generated 90% of a working game in one shot.

  3. Refinement rounds (60 credits across 4 rounds):

    • Round 1: Fixed emoji clue logic (emojis were too vague initially — I realized 🐝🍯 for "The Bee's Knees" doesn't hint at "knees" at all)
    • Round 2: Added word/letter count hints and adjusted timers per difficulty level
    • Round 3: Removed multiplayer mode (cross-device sync without a backend was too complex)
    • Round 4: UI tweaks and label updates
  4. Publish (20 credits): One-click deploy to a live URL.

Total credits used: ~95 out of 400 — meaning I had room to experiment or add features, but the core game worked from iteration one.


What I Learned

1. Prompt Engineering Matters More Than Code

The difference between a vague ask ("make a game") and a detailed specification is the difference between 20 iterations and 5. Every hour spent clarifying requirements upfront saved multiple back-and-forth cycles with MeDo.

2. Game Design Is Separate From Implementation

Traditional development conflates these two. You can't focus on is this fun? when you're wrestling with state management. MeDo separated these beautifully — I could design the game loop while the AI handled the React components, animations, and responsive layout.

3. Constraints Force Creativity

When I realized cross-device multiplayer would be too complex without a backend database, I pivoted to pass-and-play on a single device. That limitation actually made the game better for a hackathon demo — you watch someone frantically decode emojis in real-time, which is more engaging than staring at a server sync delay.

4. The Emoji Puzzle Logic Is Harder Than It Looks

Generating good clues isn't trivial. A great clue represents every key word in the answer via emoji. "The Lion King" → 🦁👑 works. "The Bee's Knees" → 🐝🦵👌 works. But 🐝🍯? Fails completely. I learned you have to be explicit: "every word gets an emoji, no generic filler emojis."


Challenges I Faced

Challenge 1: Emoji Clue Quality

Problem: MeDo's first pass at emoji clues was too vague. Clues like 🐝🍯 for "The Bee's Knees" were nearly impossible to guess because they missed the "knees" entirely.

Solution: I rewrote the puzzle generation rules with explicit constraints:

  • Break the answer into individual words
  • Assign an emoji to each word (not just the concept)
  • Use minimum 3 emojis per clue
  • Avoid generic/ambiguous emojis unless they literally appear in the answer

This was a 15-credit fix that dramatically improved gameplay.

Challenge 2: Timer Tuning for Difficulty

Problem: 30 seconds works fine for "Easy" — obvious clues like 🦁👑. But "Hard" clues like 🧙‍♂️💍🌋 (Lord of the Rings) need more thinking time. Without adjusting the timer, hard mode felt unfair.

Solution:

  • Easy: 30 seconds
  • Medium: 45 seconds
  • Hard: 60 seconds

This made the difficulty curve feel right — challenging but fair.

Challenge 3: Multiplayer Complexity

Problem: I initially wanted true cross-device multiplayer using JSONBin.io as a makeshift backend. But polling every 2 seconds created sync issues and clunky UX. The real-time experience felt off.

Solution: I cut multiplayer entirely and kept the app as a polished single-player experience. For a hackathon, a rock-solid 80% feature is better than a flaky 100% feature. Plus, pass-and-play on one device is more social anyway.

Challenge 4: Credit Budget Management

Problem: I had 400 credits. Each query (15 credits) felt expensive. One wrong direction could waste dozens.

Solution: I was surgical with prompts — every message to MeDo was deliberate, specific, and focused on fixing one thing at a time. No vague "make it better" requests.


Key Takeaways

What worked:

  • Detailed first prompt = fewer iterations
  • Focus on game design, not engineering
  • Embrace constraints (they force better design)
  • Ship a solid core experience over half-baked features

What I'd do differently next time:

  • Test clue difficulty earlier (I could've crowdsourced guessing tests)
  • Mock up the difficulty timer curve before building
  • Keep a "feature wish list" and cut ruthlessly based on scope

The bigger picture: Emoji Charades proves that AI-driven development is real. Not "someday when AI gets better" — right now. A solo maker with zero game engine experience built a fully functional, deployable game in days instead of weeks. That's a game-changer (pun intended) for indie creators and hobbyists who've been locked out of development by tooling and technical barriers.

MeDo isn't perfect — it required refinement and smart prompt engineering — but it fundamentally changed what's possible for non-technical builders.


Stats

  • Build time: ~2 days (mostly spent on prompt engineering and playtesting)
  • Credits used: 200 out of 400
  • Lines of code written by me: 0
  • Game screens: 6
  • Puzzles included: 90+
  • Difficulty levels: 3
  • Time to deploy: ~10 minutes (one-click publish)

The game is live, playable, and ready for judges. Let's go! 🚀https://app-b1z51zqb356p.appmedo.com/

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