ScubaWord app icon showing a scuba diver behind letter tiles

iOS game development · Devpost submission

ScubaWord

An underwater word-search adventure where every solved word clears a path through stacked letter grids and carries the player deeper towards a treasure-filled finale.

View the Devpost submission

About the project

ScubaWord is an iOS-first word-search diving game. Players drag horizontally, vertically or diagonally to find target words, remove letter tiles and reveal the next underwater grid beneath them.

The playable SwiftUI and SpriteKit campaign combines deterministic puzzle generation with tactile selection, animated level transitions, score feedback, accessible motion alternatives and an asset-backed treasure sequence.

Developed in partnership with Codex

Codex has supported the project from requirements and architecture through implementation, gameplay tuning, test coverage, visual development and delivery records. The linked summaries below document that work as a sequence of reviewable product decisions rather than presenting AI involvement as a single undifferentiated claim.

Development records

Codex session summaries

Each record captures a stage of the project: the request, the decisions made, improvements delivered, verification performed and any work still open.

· Session progress record

Responsive level preparation and 100-word replay variety

This interval removed a serious launch-time stall and completed the next step in replay variety. Grid generation now prepares only the current and immediately needed layers without blocking the interface, while each prototype vocabulary profile has grown to 100 curated words so a normal ten-level dive can use 75 distinct targets and an immediate replay can deliberately surface all 25 previously unused words.

Read the session summary

· Session progress record

Progression, performance and replay variety became a complete game loop

This interval moved beyond the first playable journey into a persistent progression system with multiple modes, rewards, cosmetics and researched dive content. Device feedback then sharpened regional-map presentation, Hard-mode layout and animation performance, before a replay-aware word-pool prototype made repeat campaigns more varied without ever risking a missing grid.

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· Session progress record

A true textured globe with surface-attached reef markers

This interval corrected the globe’s interaction model and then refined every layer that made it feel artificial. The approved illustration now wraps a continuously rotatable sphere, swipes carry natural momentum, and reef markers have moved from hovering screen overlays into the globe material itself.

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· Session progress record

From a centred word grid to an illustrated world-selection journey

This interval refined the core play layout and then built a complete route from the home screen to selectable reef locations. Prompt feedback progressively raised the bar from functional navigation, to recognisable geography, to direct use of the approved illustrated artwork when procedural maps still felt visually out of place.

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· Three-session combined progress record

From world structure to a playable, polished home experience

Reef destinations, an accessible collectible-chest sequence and the development of the game’s initial home experience into a verified visual baseline.

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· Combined progress record

From prototype friction to an asset-ready treasure loop

Gameplay composition, score-flight tuning, rapid finale testing and the move from placeholder shapes to catalog-backed collectible rewards.

Read the session summary