Inspiration:

PAREHO was inspired by something simple, playing a classic card-match game with my 3-year-old son. I watched my son learn how to play the game, take turns, and have fun with something other than his superhero toys - I witnessed his memory getting sharper too!

Eventually, he said “Daddy… this is getting boring.”

That was the spark, I started thinking — how can I keep this game fun, exciting, and engaging while still offering the same memory benefits?

That became the seed that grew into PAREHO.

What It Does:

PAREHO is the classic-card match game infused with roguelite mechanics.

Each stage becomes progressively harder, with random events that can trigger at any time — system blackouts, malicious code attacks, neural desync, and more.

These twists force players to adapt on the fly, turning a familiar childhood game into something intense, strategic, and replayable.

The design is clean and simple, I implemented different performance modes to ensure anyone on any platform can play (High, Medium, Low).

The game-play is simple and easy to understand - it's intuitive. No complicated controls, no complex instructions. it's something you can pick up and play anytime and anywhere.

At its core, it’s a memory game we're all familiar with — whether it’s one you played as a young child or one you now play with your own kids

It’s a memory game — but evolved!

How It Was Built:

PAREHO was built as a solo project using a combination of modern AI tools and creative design platforms:

  • Lovable.dev — main development platform
  • Suno — background music
  • Gemini AI — code assistance, and art
  • Adobe Photoshop — visual polish, converting images to .webp, removing image background etc.
  • ChatGPT — code assistance

To think this tired dad with two kids (with no technical game development background) was able to bring an idea into a fully functional (hopefully!) experience is truly amazing. I couldn’t have done it without these tools.

Challenges We Ran Into:

Time With two young kids at home and a full-time job, time (and energy, lol) was my biggest obstacle. PAREHO became a nightly ritual — from 10pm to 2am, night after night. It might sound like I’m sulking, but I’m not.

I had such a great time with this project that I'd often forget what time it was. Did i regret it every morning though? yes i did.

Lovable Credits & Budget:

I received initial Lovable credits through Lenny’s newsletter and tried to stretch them as far as possible. I didn’t want to purchase extra credits, but it wasn't going to be possible. I convinced myself to a budget and i stuck with it.

Accomplishments I'm Proud Of:

Having a fully working application (and my own website — what!)

And personally — this is the first time I’ve ever created something meaningful using AI tools.

From someone with no formal game dev background, building PAREHÓ from scratch feels like a huge accomplishment.

What I Learned:

PAREHO taught me how powerful and accessible modern AI tools have become.

They enabled me — a busy parent working late nights — to create something functional and (hopefully) fun.

What’s Next for PAREHO:

I plan to continue improving the game with:

  • Online login
  • Online high-score
  • Cloud save progression
  • New relics
  • New boosters
  • More card decks
  • Additional special events
  • More polished UI/UX
  • Performance improvements
  • Multiplayer
  • New game modes
  • Implementation to Google Play, iOS app store

I might be making a fool of myself, but then again, this whole project started because a bored 3-year-old asked daddy for something more fun.

Built With

Share this project:

Updates

posted an update —

Although i didn't win, i'm still very happy PAREHO made it to top 11 in the games division (2nd or 3d place in the puzzle division).

Congratulations to all the winners, its all very well deserved!

Thank you, Chroma, for the opportunity, it was fun! see you next season!

........Now let's publish these changes, shall we!

posted an update —

I’ve made a ton of changes to PAREHO since submitting it. All of these updates are currently unpublished to make sure I don’t violate any Chroma Awards rules - but when the awards period ends, i will be publishing the following changes:

General bug fixes General performance optimisations and quality of life updates A global high-score system so players can compete online

New modes & events: Daily Challenge A seeded stage where everyone globally plays the exact same board. Each day pulls from one of the game’s random special event stages, with scores tracked on a global leaderboard.

Endless Mode A pure, fast-paced card-matching mode. Difficulty ramps up every 5 stages. No shops, no relics, no special stages — just how many levels you can survive. https://imgur.com/a/OWeiObJ

New Special Event: Execution Order All card pairs must be matched in a specific displayed order. Match a pair out of sequence and it immediately fails validation and resets. https://imgur.com/a/7Jk7eRF

Really excited to publish these changes !

Submission history