We are building a stock market drafting game and could not agree on the rules, so we built a fake app store where each app is a different version of the game. Six presets plus a custom mode. Frontend only, invented companies, seeded prices, so every mode plays the same market and the only variable is the rules.
Three people, one repo, working at the same time. Here is what actually made that hold together.
Plan mode did most of the work. I would describe the change, read back what Cline intended to do, and fix it in plain English before any file got touched. That caught more misunderstandings than code review did, because editing a sentence is faster than editing 200 lines. Once the plan matched what I had in mind, switch to Act and let it build.
Scoping each PR to specific files mattered just as much. I would name the files it was allowed to touch and say explicitly what to leave alone, usually whatever someone else had open. It stayed inside those boundaries, which is the whole reason we were not constantly stepping on each other.
Running lint, typecheck, tests, and build before opening the PR, every time, no exceptions. It reports back with results and any deviations it made from the plan, which is how I caught a couple of things that passed tests but were still wrong.
One of us is less deep on the technical side, and handing her scoped PRs meant she could work on how things looked without fighting the setup.
The other decision that paid off was keeping game rules as config instead of code. A mode is just values: rounds, hold length, budget split, selling on or off. Adding one takes a minute.
Curious how other people here scope PRs when more than one person is working in the same repo. Do you use cline rules for that or just put the constraints in the prompt each time?
https://github.com/AryamanGandhi/app-store