The title screen looks perfect. Claude Code generated the scene transitions, the viewport adjustments, the UI anchoring — everything the Qiita tutorial asked for. You run it locally, it works.

Three weeks later, you're trying to add a pause menu that preserves camera state across scenes. The viewport doesn't behave. The camera doesn't hold position. You're staring at GDScript that looks correct but acts wrong, and you have no idea why.

This is the moment I call Skeleton Implementation — code with all the bones (classes, functions, scene structures) and none of the meat (the justified intuition that explains why those bones connect the way they do).

I found this pattern in a Qiita post that shows exactly how a Japanese developer used Claude Code with MCP to implement a Godot 4.x title screen. Stocks=0 on Qiita, which means English-speaking devs haven't seen this yet. But they will — because this is the future of AI-assisted game development, and it comes with a price tag nobody's calculating.

What the Tutorial Actually Shows