GOLAZO.
Tournament platform for my own youth team at the Gothia Cup — skills, duels, World-Cup predictions. Live with 16 real users.
A youth team travels to the world’s biggest youth tournament.
The Gothia Cup in Gothenburg: thousands of teams, a week of tournament — and a lot of downtime at the accommodation in between. The coach’s question: how do you keep fourteen boys together as a team, motivated and engaged, without it feeling like homework?
Off-the-shelf team apps aren’t built for that. They manage schedules — they don’t create energy.
A platform that feels like a game, not a tool.
GOLAZO gives every player their own profile behind jersey number + code: skill challenges with a rating that evolves across disciplines, duels against teammates, a daily quiz — and a World Cup prediction game across all 104 matches that feeds the team leaderboard. All mobile, all built around the tournament, down to a player-of-the-day.
Live since late June with 16 approved players — built for my own team, in real use at the tournament. Not a client project: proof that one person with Claude Code can ship a complete platform with child safety, anti-cheat, and live operations.
/ tech-decisions
Three decisions that mattered.
Login
Jersey number instead of accounts
Fourteen-year-olds don't do email discipline. Login runs on jersey number + code, and no player gets in before the coach approves them individually — child safety lives in the data model, not in a checkbox.
Data Layer
Own schema, one API chokepoint
A dedicated golazo schema in Supabase, fully locked for anonymous clients. The only API surface are vetted RPC functions — anti-cheat (no tips after kickoff, daily limits, un-farmable ratings) lives in the database, not the frontend.
WC Engine
104 matches, auto-scored
All 104 World Cup 2026 matches with real teams and kickoff times. A cron pulls results regularly and scores the predictions — the leaderboard maintains itself, even mid-tournament in Gothenburg.
/ other apps