I build and hand-write five daily word puzzles at dailyworder.com. Every clue and answer for the dailies are mine — I use AI for the code and it s unlocked crazy speed on small but thorny problems.One technical detail as an example: Pyramid s editor (one of the five games) uses a ~350KB precomputed dataset of valid frameworks — grids where a single vowel, dropped into every slot, produces valid English words across all rows. Building the dataset was the actual work (combinatorial search over a 60k-word dictionary with constraint checks) but I did that in one session. Runtime is trivial: pick a framework, pick a vowel, render. Works offline. Don t think I could spend the time on it before LLMs.The other four:- Fourbe — Connections-style, but the connections are spelled out in crossword-style clues across four rounds- Spying Bee — Word find flipped on it s head where players must reveal letters before they can select- Invertle — word guesser with higher/lower hints- Totum — letter-tile spelling game with a 16-letter poolBuilt solo, evenings and weekends. Vite + React + TypeScript, Supabase, Vercel. iOS app is a Capacitor wrapper. Daily puzzles are free.Genuinely curious what HN thinks. What s confusing about the games? What would you build differently?