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How I Built All 6 LinkedIn Games for Unlimited Practice — With Claude

March 31, 2026 (1d ago)

LinkedIn's daily puzzle games are addictive — but one puzzle per day? Not enough. So I built all 6 of them for unlimited practice. Here's how.

The Problem

LinkedIn offers 6 puzzle games: Zip, Patches, Queens, Tango, Pinpoint, and Crossclimb. They're fun, well-designed, and the perfect brain warmup. But there's a catch — you only get one puzzle per day per game.

If you want to practice, improve your times, or just enjoy the puzzles without waiting 24 hours — you're out of luck.

The Solution

I built linkedin-games.manjodh.org — a web app that replicates all 6 LinkedIn games with unlimited algorithmically-generated puzzles.

Every puzzle is guaranteed to be solvable. No daily limit. Free. No sign-up required.

What I Built

The 6 Games

Game Type How It Works
Zip Path drawing Hamiltonian path with Warnsdorff's heuristic
Patches Rectangle filling Shikaku-style grid partition with backtracking
Queens Queen placement N-Queens with colored region growing
Tango Binary logic Takuzu/Binairo with constraint markers
Pinpoint Category guessing 30 curated puzzle sets with fuzzy matching
Crossclimb Word ladder 3-phase gameplay: solve, reorder, combo

Features Beyond LinkedIn

The Tech Stack

React 19 + TypeScript + Vite + Tailwind CSS + Firebase

The app is a pure static SPA — no server, no database required for guests. Firebase only loads when users sign in (lazy-loaded, cutting bundle from 666KB to 370KB). The same TypeScript patterns I follow across all my projects kept the codebase maintainable at 19,000+ lines.

How the Puzzle Generators Work

The key insight across all grid-based games: generate the solution first, then derive the puzzle from it. This guarantees every puzzle is solvable.

Zip — Hamiltonian Path

The Zip generator uses Warnsdorff's heuristic — a greedy algorithm that visits every cell exactly once:

  1. Pick a random starting cell
  2. At each step, move to the unvisited neighbor with the fewest onward moves
  3. Break ties randomly for variety
  4. Place walls between non-consecutive adjacent cells
  5. Place numbered waypoints along the path

Patches — Grid Partition

Patches uses backtracking with random rectangle placement:

  1. Scan for the first uncovered cell
  2. Try random valid rectangles that fit
  3. If stuck, backtrack and try different shapes
  4. Each rectangle gets a random clue cell with area + shape type

Queens — Region Growing

Queens uses a solution-first approach:

  1. Place N queens via backtracking (no same row/col, no adjacency)
  2. Grow contiguous regions from queen seeds using random spreading
  3. Verify unique solution with a constraint solver
  4. Assign distinct pastel colors

Tango — Fill-Then-Carve

Tango generates a complete valid board, then carves:

  1. Fill a 6x6 grid with suns/moons using backtracking
  2. Place constraint markers (= and x) on cell borders
  3. Remove cells while maintaining solvability

The Build Process

This project was built in two sessions with Claude as my pair programmer.

Session 1 (~2 hours): Built Zip from scratch — architecture, puzzle engine, game state, UI, Firebase auth, cloud sync, analytics, SEO, edge case fixes. 18 commits.

Session 2 (~3 hours): Researched all 5 remaining games in parallel (4 subagents), wrote technical docs, built all 5 games, wired routing, fixed UI issues. 21 more commits.

The workflow:

  1. Research game rules and algorithms thoroughly
  2. Write detailed technical docs before coding
  3. Build types → generator → validator → hook → UI (same pattern for every game)
  4. Code review with an audit agent for edge cases
  5. Fix all critical/high issues before committing
  6. Repeat for the next game

What I Learned

AI pair programming is real

Claude didn't just autocomplete code — it:

Generate-solution-first is the universal pattern

Every grid puzzle generator follows the same philosophy: create a valid solution, then work backwards to create the puzzle. This guarantees solvability by construction and is much simpler than trying to generate puzzles that might or might not be solvable.

Mobile-first isn't optional for games

90% of puzzle game players are on phones. Every design decision — grid sizing, touch targets, viewport constraints — needs to work on a 375px screen first.

Numbers

Metric Value
Games 6
Commits 39
Files 188
Lines of code 19,000+
Bundle size 370 KB
Build time ~200ms
Pinpoint puzzles 30 curated sets
Crossclimb puzzles 12 word ladders

Try It

Play all 6 games at linkedin-games.manjodh.org.

Read the full build story at linkedin-games.manjodh.org/story.

The code is structured so adding new games follows the exact same pattern — types, generator, validator, hook, UI. If LinkedIn adds a 7th game, I can build it in under an hour.

If you are interested in how I built this portfolio and blog, check out how I built manjodh.org with Next.js and perfect SEO. You can also explore all my projects on my portfolio.

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Manjodh Singh Saran

Full Stack Developer · Ludhiana, India

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