# How to Build a DLE Game with AI: Step-by-Step Guide + Skill Template

Learn how to build a DLE game with AI, create a reusable Codex or Claude Code skill, and handle daily puzzles, scoring, saves, testing, and SEO.

Canonical URL: https://aiidelist.com/blog/how-to-build-dle-game-ai-skills

Language: en

Published: 2026-10-29

Updated: 2026-10-29

## Key Takeaways

- **Build one strong game mechanic first.** A daily word puzzle, character guessing game, and rare-answer trivia game need different rules and validation systems.
- **AI skills can help build DLE games.** Codex and Claude Code support reusable instructions in `SKILL.md` files. A focused game-building skill can preserve rules, development steps, and testing requirements across tasks.
- **This guide includes an original DLE Game Builder skill template** with installation paths and example prompts for both coding agents.
- **Daily consistency requires explicit scheduling.** A stable puzzle ID, declared reset timezone, and versioned content prevent players from receiving different challenges accidentally.
- **Browser saves support casual play.** Competitive scoring requires server-side validation, controlled submissions, and protection against replayed requests.
- **Content quality matters as much as code.** Ambiguous clues, missing aliases, and inconsistent feedback can make a polished game frustrating.

## What Is a DLE Game?

In browser-game discussions, a ![DLE game](https://dle.wtf/) usually means a Wordle-inspired guessing or deduction game. The term describes a recognizable family of experiences rather than a technical standard.

Players typically receive a challenge, submit guesses, and use feedback to narrow the possibilities. Many games add a daily puzzle, limited attempts, statistics, and a result that can be shared without revealing the answer.

The format extends beyond five-letter words:

| Format | Player action | Feedback system | Main development challenge |
| --- | --- | --- | --- |
| Word guessing | Enter a word | Correct position, present elsewhere, absent | Duplicate-letter handling and dictionaries |
| Character or object guessing | Select an entity | Matching attributes and directional clues | Accurate, consistent entity data |
| Image or audio guessing | Identify progressively revealed media | Additional visual or audio clues | Asset permissions, loading, and clue progression |
| Rare-answer trivia | Submit a valid answer to a category | Acceptance and a rarity-based score | Answer coverage, aliases, and defensible scoring |

A rare-answer game can share the daily puzzle structure while requiring a substantially different engine. Its answer validation cannot be replaced by a word-tile comparison function.

**The first development decision is what players deduce, not what suffix appears in the domain name.**

## Can AI Skills Help Build a DLE Game?

**Yes. A reusable DLE development skill can guide an AI coding agent through implementation, content validation, testing, and release preparation.**

The [Agent Skills specification](https://agentskills.io/specification) defines a skill as a directory containing a `SKILL.md` file, with optional scripts, references, and assets. [Codex](https://learn.chatgpt.com/docs/build-skills) and [Claude Code](https://code.claude.com/docs/en/skills) both document support for skills. 

A useful DLE skill should encode decisions that a general coding prompt often leaves unspecified:

- What counts as a valid guess.
- Whether invalid submissions consume an attempt.
- How daily puzzles are selected.
- When answers become visible.
- How refreshes and interrupted sessions behave.
- Which tests must pass before a release.

Three components serve different purposes:

| Component | What it provides | What still needs implementation |
| --- | --- | --- |
| Prompt | Instructions for the current task | Persistent conventions and reusable validation |
| Agent skill | A repeatable workflow and supporting resources | The game itself, unless a starter is bundled |
| Game starter | Existing application code | Your rules, content, branding, and deployment configuration |

The template below is an **original instruction-only skill**. It gives an agent a concrete workflow; it does not include a prebuilt application, licensed answer collection, or hosting service.

When evaluating an existing third-party skill, inspect its actual files. A promising name does not establish whether it includes working code, tests, or support for your game format. Review executable scripts and external dependencies before running them.

## Step 1: Define the Rules Before Generating the Interface

A short rules document prevents the agent from inventing incompatible behavior between components.

For an initial word game, a useful specification is:

| Decision | Example choice |
| --- | --- |
| Objective | Guess one five-letter English word |
| Attempts | Six valid guesses |
| Invalid input | Show an explanation without consuming an attempt |
| Duplicate guesses | Reject without consuming an attempt |
| Feedback | Correct position, present elsewhere, or absent |
| Daily reset | Midnight UTC |
| Practice | Separate unlimited mode |
| Persistence | Save after each accepted guess |
| Completion | Reveal the answer after a win or final unsuccessful attempt |
| Sharing | Puzzle number, result, and feedback grid without the answer |

These are implementation choices for an original game. They are not universal requirements for every DLE.

For an attribute guessing game, define what every comparison means. If the interface shows an upward arrow for a guessed release year, the rules should explicitly say that the answer was released later.

For rare-answer trivia, decide whether scores come from measured player responses or an editorial scale. **An invented score should not be presented as a measured percentage of players.**

## Step 2: Choose an Architecture That Fits the Game

A practical first implementation separates four responsibilities:

1. **Game engine:** validates guesses, calculates feedback, and determines completion.
2. **Content layer:** stores words, entities, clues, aliases, and editorial metadata.
3. **Daily schedule:** maps each date to a stable puzzle ID and content version.
4. **Interface and persistence:** renders the game, accepts input, saves progress, and shares results.

Keep the engine independent of React components. A pure scoring function is easier to test than logic distributed across keyboard handlers, animations, and storage effects.

For a new browser application, React, TypeScript, and Vite provide a straightforward starting point. The [Vite getting-started guide](https://vite.dev/guide/) documents scaffolding and supported templates. Use a Node.js version compatible with the current Vite release. 

```bash
npm create vite@latest my-dle -- --template react-ts
cd my-dle
npm install
npm run dev
```

This creates the application shell. The game rules, content, persistence, and tests still need to be added.

**Choose the backend boundary deliberately:**

| Requirement | Suitable starting point |
| --- | --- |
| Casual daily puzzle with device-local statistics | Static application and browser storage |
| Progress synchronized across devices | Backend with accounts or another persistent identity |
| Hidden answers and enforced attempt limits | Server-managed sessions and guess validation |
| Public competitive leaderboard | Server-calculated results, identity, rate limits, and abuse controls |
| Editorial scheduling without rebuilding the frontend | Backend or separately published content service |

A static game can be enjoyable and inexpensive to operate. Its answers and locally stored results should be treated as inspectable and editable by the player.

## Step 3: Create a Reusable DLE Game Builder Skill

Create a directory named `dle-game-builder` in the appropriate project location:

| Coding agent | Project skill file | Explicit invocation |
| --- | --- | --- |
| Codex CLI or IDE extension | `.agents/skills/dle-game-builder/SKILL.md` | `$dle-game-builder` |
| Claude Code local project | `.claude/skills/dle-game-builder/SKILL.md` | `/dle-game-builder` |

These paths and invocation conventions follow the respective [Codex skill documentation](https://learn.chatgpt.com/docs/build-skills) and [Claude Code skill documentation](https://code.claude.com/docs/en/skills). Cloud sessions can have different discovery rules, so a file installed on a local machine should not be assumed available elsewhere. 

For Codex, create the directory from your project root:

```bash
mkdir -p .agents/skills/dle-game-builder
```

For Claude Code:

```bash
mkdir -p .claude/skills/dle-game-builder
```

Save the following content as `SKILL.md` in the chosen directory:

```markdown
---
name: dle-game-builder
description: Build or extend original daily guessing games with deterministic puzzles, explicit answer validation, browser saves, accessible controls, and meaningful tests. Use for DLE or Wordle-inspired game development, not live puzzle answers.
---

## Inspect the project
- Read repository instructions and inspect the existing application.
- Preserve its framework, package manager, and established conventions.
- For a new project, use a new directory and avoid overwriting files.

## Establish the game contract
- Define the objective, accepted inputs, attempts, feedback, and end states.
- Define invalid-input and duplicate-guess behavior.
- Declare the reset timezone and daily-versus-practice behavior.
- Record these decisions before implementing the interface.

## Implement the engine
- Separate scoring and validation from UI components.
- Make state transitions explicit and settle completion once.
- For word games, reserve exact matches before partial matches.
- For entity games, document every attribute comparison.
- For trivia, use curated answers and aliases with explicit scoring rules.
- Avoid using a live language model as the default answer judge.

## Implement daily play
- Assign stable puzzle IDs and versioned content.
- Use an explicit date-to-puzzle schedule.
- Keep an active run bound to its original puzzle ID.
- Handle missing schedules and midnight rollover explicitly.
- Keep practice results separate from daily statistics.

## Implement saves and sharing
- Persist accepted guesses and terminal state.
- Validate stored data and handle unavailable storage.
- Prevent refresh from resetting a saved daily attempt.
- Update statistics once per completed puzzle.
- Generate spoiler-free sharing with a manual-copy fallback.

## Implement accessible interaction
- Support keyboard and touch input with visible focus.
- Provide labels and text equivalents for feedback colors.
- Respect reduced-motion preferences.
- Keep input usable on narrow screens and with mobile keyboards.

## Validate content and behavior
- Check IDs, duplicates, aliases, missing fields, and asset provenance.
- Test duplicate letters, invalid guesses, attempt boundaries, and reloads.
- Test timezone boundaries, storage failures, and repeated submissions.
- Exercise a complete game in a browser when tools are available.
- Run configured tests and a production build.

## Deliver
- Explain startup, test, build, and deployment steps.
- Report checks actually run and any unresolved failures.
- Distinguish browser-only behavior from server-enforced guarantees.
- Use original branding and content with documented permissions.
```

The same core instructions can be maintained for both tools. If you keep two copies, update them together to avoid inconsistent rules.

As the workflow grows, move detailed game rules into `references/` and add real validators under `scripts/`. Only reference files that exist; an instruction pointing to a nonexistent validator provides no validation.

## Step 4: Give the Agent a Specific Build Request

Once the skill is available, describe the intended game and its acceptance criteria.

For Codex:

```text
$dle-game-builder Build an original daily word guessing game in this repository.
Use the existing React and TypeScript setup.
Implement five-letter English words, six attempts, and midnight UTC reset.
Include separate practice mode, browser saves, accessible feedback, and sharing.
Use a small original demonstration dataset and label its coverage clearly.
Add tests for duplicate letters, reload recovery, and daily rollover.
Run the configured tests and production build, then report the results.
```

For Claude Code, use the same brief with `/dle-game-builder` at the beginning.

Build in reviewable stages:

1. Implement the engine and its tests.
2. Add a playable interface.
3. Add scheduling and saved progress.
4. Add sharing and accessibility improvements.
5. Validate content and prepare deployment.

This sequence makes errors easier to locate. A scoring bug can be fixed before it becomes entangled with animations, statistics, and saved sessions.

## Step 5: Build the Dataset and Answer Policy

The answer policy is part of the game design.

For a word game, maintain two collections:

- **Answer pool:** words suitable as daily solutions.
- **Accepted guesses:** words players may submit, which may be a larger collection.

Every answer should also be an accepted guess. Otherwise, the interface can reject the correct solution.

For an entity game, use stable IDs and distinguish display names from accepted aliases. Record ambiguous or time-sensitive attributes explicitly. A character with several affiliations may require a declared version or multiple accepted values.

For trivia, determine how spelling variants, abbreviations, punctuation, and accents are handled. Normalization should follow the subject matter: removing an accent or punctuation mark can change meaning in some datasets.

**Use conservative typo handling.** An exact alias match is more predictable than automatically accepting any similar string. If fuzzy matching is enabled, reject ambiguous matches and test short inputs carefully.

Useful content checks include:

- Duplicate IDs and normalized answers.
- Aliases that point to multiple entities.
- Missing required attributes.
- Unsupported or broken media references.
- Scheduled answers absent from the content version.
- Clues that admit several equally reasonable solutions.

For a daily word game, thirty unique scheduled answers provide thirty days before new answers or repeats are needed. For a seven-round trivia game, thirty days without repeated questions require 210 scheduled questions. Content planning should reflect the actual format.

## Step 6: Implement Correct Feedback

Repeated letters are a common source of incorrect word-game feedback.

A simple presence check cannot determine whether an answer contains enough copies of a letter to justify several matches. The reliable approach is:

1. Mark exact-position matches.
2. Count the unmatched letters remaining in the answer.
3. Award partial matches only while those counts remain available.

The following TypeScript function implements that policy for five uppercase English letters:

```typescript
type TileState = 'correct' | 'present' | 'absent';

export function scoreGuess(
  answer: string,
  guess: string
): TileState[] {
  if (!/^[A-Z]{5}$/.test(answer) || !/^[A-Z]{5}$/.test(guess)) {
    throw new Error('Use five uppercase A-Z letters.');
  }

  const result: TileState[] = Array(5).fill('absent');
  const remaining = new Map<string, number>();

  for (let i = 0; i < 5; i++) {
    if (guess[i] === answer[i]) {
      result[i] = 'correct';
    } else {
      remaining.set(answer[i], (remaining.get(answer[i]) ?? 0) + 1);
    }
  }

  for (let i = 0; i < 5; i++) {
    if (result[i] === 'correct') continue;

    const available = remaining.get(guess[i]) ?? 0;
    if (available > 0) {
      result[i] = 'present';
      remaining.set(guess[i], available - 1);
    }
  }

  return result;
}
```

For answer `APPLE` and guess `ALLEY`, the expected feedback is:

```text
A: correct
L: present
L: absent
E: present
Y: absent
```

Only one `L` is available in the answer, so the second guessed `L` cannot receive another partial match.

This function handles scoring only. Dictionary validation, input normalization, attempt limits, and completion belong in separate functions. Languages with different writing systems also need an appropriate character and segmentation policy.

## Step 7: Make Daily Puzzles Consistent

**A daily puzzle is a scheduled content record, not a random choice made whenever someone opens the page.**

A private editorial schedule might contain:

```json
{
  "2026-10-27": {
    "puzzleId": "daily-0042",
    "contentVersion": "words-v1",
    "answerId": "word-017"
  },
  "2026-10-28": {
    "puzzleId": "daily-0043",
    "contentVersion": "words-v1",
    "answerId": "word-083"
  }
}
```

Keep answer identifiers and their mappings private when answer secrecy matters. A public puzzle response should expose only what the client needs to play.

For a casual client-side game, a UTC date key can be derived with:

```typescript
export function utcDateKey(now: Date = new Date()): string {
  return now.toISOString().slice(0, 10);
}
```

UTC is a simple global reset policy because it has no daylight-saving transitions. Display the policy clearly rather than showing an unexplained countdown.

Several edge cases need explicit handling:

- **Clock changes:** browser time is controlled by the player; competitive sessions should use server time.
- **Midnight during play:** keep the current run attached to its original puzzle ID and offer the new puzzle separately.
- **Missing schedule:** show a useful availability message or practice option instead of silently selecting an unrelated answer.
- **Stale caching:** ensure today's response expires or revalidates at the reset boundary.
- **Dataset updates:** preserve published schedules and content versions so deployments do not change an active puzzle.

A formula such as `dayNumber % answers.length` can support a prototype, but changing the array length or order can remap dates. Explicit scheduling provides better editorial control and reproducibility.

## Step 8: Save Progress Without Duplicating Results

For casual games, `localStorage` can preserve progress between visits in the same browser. Storage may nevertheless be unavailable or fail, so feature detection and error handling matter; [MDN's Web Storage guide](https://developer.mozilla.org/en-US/docs/Web/API/Web_Storage_API/Using_the_Web_Storage_API) explains these cases. 

Use a storage key that identifies the game, mode, and puzzle:

```text
my-dle:v1:daily:daily-0042
```

Store enough information to restore the session:

```json
{
  "schemaVersion": 1,
  "puzzleId": "daily-0042",
  "contentVersion": "words-v1",
  "mode": "daily",
  "guesses": ["CRANE", "SPLIT"],
  "status": "playing"
}
```

On load, validate the schema and values before using them. A successful `JSON.parse` does not prove that the data is valid game state.

Statistics need an additional safeguard: completion should update totals only once. Reopening the results screen must not increment wins again.

Where practical, derive statistics from a ledger keyed by completed puzzle IDs. This reduces the risk of repeatedly incrementing counters during rendering or reload recovery.

Test multiple tabs as well. Two open tabs can hold stale copies of the same run and overwrite each other's progress. Storage events and coordination can improve casual behavior; server-managed sessions are appropriate when strict consistency is required.

## Step 9: Decide Whether Answers Must Stay Hidden

Anything shipped to the browser should be treated as accessible to the player, including answer lists inside JavaScript bundles and downloaded JSON.

Minification, Base64 encoding, or a hidden interface element does not provide meaningful answer secrecy. Hashing a small, guessable answer set also does not prevent someone from checking candidates offline.

When stronger controls are needed:

1. Keep the answer and scoring rules on the server.
2. Create a session tied to a player and puzzle ID.
3. Validate each submitted guess on the server.
4. Update the attempt counter and session state atomically.
5. Return only the feedback permitted at that point.
6. Calculate the final result from stored submissions.

Use an idempotency key or equivalent request identifier so network retries do not consume extra attempts. Concurrent submissions also need database-level protection; disabling a button in the interface is insufficient.

A server reduces direct answer exposure but does not make a game impossible to cheat. Accounts, rate limits, and abuse monitoring address additional problems such as automated guessing and repeated sessions.

## Step 10: Make the Game Comfortable on Mobile

The interface should support repeated short visits with minimal friction.

Prioritize:

- A clear objective and an immediately usable input.
- A board that remains visible when the mobile keyboard opens.
- Touch controls with adequate spacing.
- Keyboard submission and visible focus.
- Error messages that explain the problem without erasing the guess.
- Text or symbols that communicate the same information as colors.
- Reduced-motion behavior for tile flips and celebrations.
- A concise results screen with sharing and the next reset time.

For audio games, include an explicit playback control and handle loading failures. For image games, reserve space before images load so the input does not move unexpectedly.

Sharing should omit the answer, accepted guesses, and revealing clue text. Include the game name, puzzle ID, result, and a compact feedback representation.

The browser Clipboard API requires a secure context and can reject writes. Follow [MDN's `writeText()` guidance](https://developer.mozilla.org/en-US/docs/Web/API/Clipboard/writeText), call copying from an explicit interaction, and provide selectable text when copying fails. 

## Step 11: Test the Failures Players Will Encounter

A successful build verifies that the application can be packaged. It does not establish that the daily game behaves correctly.

Use a focused test matrix:

| Test | Expected behavior |
| --- | --- |
| Repeated letters | Feedback never allocates more occurrences than the answer contains |
| Invalid or duplicate guess | Behavior matches the documented attempt policy |
| Correct final guess | The game records a win before applying the loss condition |
| Double submission | One input produces one accepted attempt |
| Refresh during play | The same puzzle and accepted guesses are restored |
| Refresh after completion | Statistics are not counted twice |
| UTC midnight | A new puzzle becomes available without rewriting the old run |
| Different device timezones | The same instant resolves to the same UTC puzzle |
| Unavailable or corrupted storage | The game remains usable and explains save limitations |
| Clipboard denied | A manual-copy option appears |
| Server retry or concurrent guesses | Attempts and results remain consistent |
| Narrow screen with keyboard open | Input and feedback remain usable |

[Playwright's emulation tools](https://playwright.dev/docs/emulation) support testing device characteristics, timezones, locales, and other browser settings. Use these alongside unit tests and real-device checks where available. 

Configure the test runner and scripts explicitly. A newly scaffolded application should not be assumed to contain a meaningful test suite.

When working with an AI agent, require a report of the commands actually executed, their results, and unresolved failures. An assertion that the code should work is not a test result.

## Step 12: Publish a Discoverable, Useful Game Page

The game page should help visitors understand the challenge quickly and give search engines readable information about it.

Include:

- A specific title and concise description.
- Playable content near the beginning of the page.
- Short instructions with an original example.
- A clear reset timezone.
- An explanation of daily and practice modes.
- Original screenshots and descriptive image text.
- Crawlable links to useful related pages.

Google can render JavaScript, but its [JavaScript SEO documentation](https://developers.google.com/search/docs/crawling-indexing/javascript/javascript-seo-basics) describes the separate crawling, rendering, and indexing stages. Providing the game's description and rules in initial or prerendered HTML can reduce reliance on client-side execution for that content. 

A compact site structure might use:

| Page | Purpose |
| --- | --- |
| Main game page | Today's playable challenge |
| How to play | Rules and feedback examples |
| Practice | A genuinely available unlimited mode |
| Archive | Playable previous puzzles, if implemented |
| About | Creator information, content approach, and update notes |

Create pages when they provide a distinct function or useful explanation. Hundreds of date pages containing the same shell add little value to players.

Before release, build the production application and test the hosted version over HTTPS. Verify direct navigation, asset loading, saved progress, sharing, and the daily reset on the actual deployment.

## Common DLE Development Mistakes

**Generating a polished interface before specifying the rules.** Fix the game contract and engine first; visual polish should reinforce established behavior.

**Using a live LLM to judge every answer.** Curated answers and deterministic validation give constrained games predictable acceptance rules. AI can assist with drafting content for editorial review.

**Changing published content without versioning.** Preserve the puzzle definition used by existing runs, and document corrections when they are necessary.

**Mixing practice results into daily streaks.** Separate mode state and statistics from the beginning.

**Confusing persistence with enforcement.** A saved browser attempt improves continuity, while competitive integrity requires server-side controls.

**Shipping a tiny answer bank without a replenishment plan.** Set an editorial schedule and validate new content before it becomes playable.

**Treating a skill as a complete application.** Inspect whether it contains instructions, executable validators, starter code, or some combination of these.

## Frequently Asked Questions

**Can a beginner build a DLE game with AI?**

Yes, a narrowly scoped game is a reasonable starting project. A coding agent can help implement components and tests, while the creator still needs to review the rules, content, and actual playing experience.

**Is there an official DLE Game Builder skill?**

The official documentation cited here establishes support for reusable agent skills. It does not establish a universal official DLE builder. The `dle-game-builder` template in this guide is an original custom skill that can be added to a compatible local project.

**Can the same skill work with Codex and Claude Code?**

The core `SKILL.md` instructions can be shared. Use each tool's documented discovery path and invocation method, and check any tool-specific metadata, scripts, or permissions separately.

**Does the finished game need an AI API?**

No. Using AI during development does not require AI inference during gameplay. A game with curated content and deterministic scoring can run without a runtime language-model dependency.

**Does a daily game require a scheduled background job?**

Not necessarily. An application can resolve the current date against a prepublished schedule when a player visits. Background jobs become useful for tasks such as publishing new content, preparing assets, or editorial checks.

**Can a DLE game run entirely as a static website?**

Yes, when browser-local progress and inspectable answers are acceptable. Add a backend when requirements include synchronized accounts, enforced attempts, hidden answers, or competitive results.

**How much does it cost to build and host one?**

Costs depend on the development tools, hosting service, traffic, media size, and backend requirements. A text-based static game has a different cost profile from an audio-heavy game with accounts and server validation. Check current provider limits rather than assuming that a free tier covers every workload.

## Conclusion

Building a good DLE game requires a clear mechanic, dependable feedback, curated content, and a daily experience that survives refreshes, timezone boundaries, and interrupted sessions.

A reusable AI skill helps preserve these requirements as the project grows. Codex or Claude Code can follow the same game contract across implementation, testing, and release preparation, reducing the need to restate critical decisions for every task.

**Start with one original mechanic, install the DLE Game Builder template, and build a complete playable round. Then add daily scheduling, persistence, and sharing before expanding the content or feature set.**
