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3 features, 1 PR, 1 deploy, 0 laptops: my first test with Kiro iOS

3 features, 1 PR, 1 deploy, 0 laptops: my first test with Kiro iOS

Got selected to beta-test Kiro iOS! From my iPhone I connected a repo, asked Kiro to add 3 difficulty levels to my Cat Memory Game — it analyzed, coded +635 lines, opened a PR, merged, and deployed. Then generated full docs and added bilingual support. All in under 1 hour, zero laptops. Development from anywhere is real now. 🔗 https://flap.github.io/jogo-memoria-gatinhos/ (https://flap.github.io/jogo-memoria-gatinhos/) #Kiro #AWS #AI #VibeCoding

Kiro on iPhone: I tested the mobile preview and shipped an entire project from my phone

I was one of the lucky ones selected to beta-test Kiro iOS in preview — and what was supposed to be "just a quick test" turned into a full development session: feature implementation, code review, deployment, documentation, and internationalization. All from my phone. Without opening my laptop once.
Here's how it went, step by step.

The setup: connecting a repository

The first action on Kiro iOS is connecting a repository. The interface is clean: Settings → Agent → Connections. I connected my GitHub, enabled the option to create Pull Requests as my user, and done.
For the test, I chose my beloved Cat Memory Game 🐱 — a simple HTML/CSS/JS project I already use in Vibe Coding demos. Single-file, hosted on GitHub Pages. Perfect to validate the full flow.

Step 1: "Understand the project and add 3 difficulty levels"

My first prompt was straightforward:
"Check project and analyse the new feature: development 3 levels of difficult"
Kiro connected to flap/jogo-memoria-gatinhos, applied steering files, applied learnings, cloned the repo, and read the file. In seconds, it returned a complete project analysis — identified it was single-file, mapped the current structure, and presented a detailed implementation plan:
The analysis was impressive. It detailed:
  • Additional Cat Emojis Needed: needs +2 emojis for hard mode (🙀, 😺)
  • Optional Enhancements: store difficulty preference, different card flip times, score/star rating system
  • Summary of Impact: table with area (HTML, CSS, JS, UX), complexity, and notes
And asked: "Would you like me to go ahead and implement the 3 difficulty levels?" — offering to adjust if I wanted different grid sizes or timer-based difficulty.
I replied: "Yes! Let's do it!"

Step 2: Implementation + automatic PR

Kiro edited index.html (+635 lines!), created a branch, pushed, and opened the Pull Request — all automatically:
The PR came with a feature summary:
  • Color-coded selector buttons — green (easy), orange (medium), red (hard)
  • Dynamic grid layout — columns and card sizes adapt to the level
  • 2 extra cat emojis (🙀, 😺) to support 10 pairs in hard mode
  • Dynamic win condition — adjusts automatically per level
  • Victory message showing the completed difficulty
  • Responsive design — works on mobile for all grid sizes
  • Game defaults to Easy on first load
Level table:
LevelGridPairsCards
🐱 Easy3x4612
🐈 Medium4x4816
🙀 Hard4x51020

Step 3: "Approve PR and deploy new version!"

I reviewed the PR directly through Kiro and sent:
"Thats right. Approve PR and deploy new version!"
Kiro merged the PR into main, verified the repo already had GitHub Pages configured, and confirmed deployment:
✅ PR merged — Pull Request #1 merged into main ✅ Deployed — Pushed to main, GitHub Pages will auto-deploy
🚀 Your game should be live at: https://flap.github.io/jogo-memoria-gatinhos/ 
And there it was! The game running with 3 difficulty levels, color-coded selector, fully responsive:

Step 4: "The project has no documentation"

I noticed the repository had no README. I asked Kiro:
"Update project description and new features into README file"
It cloned again, applied steering files, generated a complete README.md (+89 lines) with:
  • Project description
  • Live demo link
  • How to play — step-by-step instructions
  • Features and difficulty levels
Commit, push, done.

Step 5: "Add English language support!"

The game was entirely in Portuguese. I asked:
"Add bilingual PT/EN support"
Kiro implemented:
  • 🇧🇷🇺🇸 Language selector — flag buttons in the top corner
  • 🌐 Full translation — title, buttons, info, messages
  • 📝 Bilingual README — Portuguese first, English below
  • 🇧🇷 Portuguese as default — game always opens in PT
Language switching is instant, no page reload! Auto-deployed in 2m44s, estimated cost: 1.12 credits.
![Bilingual support added — language selector, full translation, bilingual README, deployed]

What I took away from this

In under 1 hour, from my phone, I:
  1. ✅ Connected a repository
  2. ✅ Requested project analysis + new feature
  3. ✅ Reviewed and approved a PR
  4. ✅ Deployed to production
  5. ✅ Generated complete documentation
  6. ✅ Added internationalization (i18n)
All conversational. All from my iPhone. No IDE, no terminal, no laptop.
Kiro iOS isn't a "chatbot that generates code" — it's a full development agent that understands your project's context, proposes solutions with impact analysis, implements, opens PRs, merges, and deploys. From your phone.
The flexibility this brings is insane. I updated a project on the bus. I could have done it waiting in line, between meetings, grabbing a coffee. Development is no longer something that requires a workstation.
This changes everything.

📱 Tool: Kiro iOS (Preview)
Any opinions in this article are those of the individual author and may not reflect the opinions of AWS.
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