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Clixel
Clixel

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What an AI app builder did and didn't do for our real-time multiplayer game with Lightning payouts

At Clixel we run a small browser game. Everyone shares one grid with one fast white pixel. Every missed click adds 0.01 sats to a shared pot, and the first person to click the pixel takes it. The winner claims the pot over Lightning by scanning a QR code with a phone wallet. Here's how it's put together and where it fought back.

The stack

  • Front end: Lovable, an AI app builder, generating React from our prompts.
  • Backend: Supabase (Postgres, edge functions, scheduled jobs).
  • Payouts: LNbits, using LNURL-withdraw so a winner just scans a QR code.

What the AI handled well

  • The board UI and most of the edge-function boilerplate.
  • Fast iterations on layout and copy.

What still needed a human

  • Reviewing every database change before it went live, and checking the result.
  • Making sure the payout keys pointed at the right wallet.
  • Testing real claims on our own phones.

The hard part: paying people

Each win gets one single-use withdraw link, shown as a QR code that stays valid for 15 minutes. Getting that flow reliable on phone wallets took more work than the game itself.

A lesson we learned the hard way: don't ban by IP

What went wrong: our first anti-bot rule banned any IP where several accounts showed up in a day. Who it hit: real players on phone networks, offices and dorms, where lots of people share one IP. They got locked out, sign-up included. What changed: we lifted those bans, a busy shared IP now only pauses new guest sessions for a while, and abuse is tracked per account instead of per network.

Two questions for you

  • How do you keep bots out without punishing people on shared networks?
  • If you've synced one moving target across lots of browsers, what did you use?

It's running here if you want to see it: https://clixel.io/play

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