Older posts

  1. the norwegian umbrella: full bilingual gameplay across every mode, and the main menu restructure

    Bringing Norwegian back properly as a PRD-driven umbrella project, introducing a 29-letter alphabet, per-language letter rarity, and a brand new main menu.

  2. the pvp duel system: server-authoritative state

    Building the biggest single system in the game: dueling a friend asynchronously, backed by a server-authoritative engine and a compare-and-set turn model.

  3. storing less, submitting once

    Privacy deletion of rejected words and making the leaderboard submission idempotent to ensure a service players can trust.

  4. Tuning the agent workbench: from game log polish to MCP servers

    A solo-plus-agents project spends real time on its own tooling. Three days of making the workshop pleasant.

  5. A room where the agent can work

    The project moves into a devcontainer with local data, restricted networking, scoped Git identity, and enough browser tooling to run the whole development loop safely.

  6. A camera for a game that keeps changing

    A scripted Playwright player records every combo on demand, while a browser prototype replaces platform emoji with a smaller, themeable icon language.

  7. Nine seams in two days

    A test-first architecture pass turns duplicated rules and wide interfaces into nine small, reviewed seams without changing the game players see.

  8. Teach what the player has not found

    A pure hint engine turns missing player actions into timely guidance, combo rewards and hints share one notice system, and the abandoned native-client backend comes out.

  9. The narrow screen gets to decide

    Foundation tokens make a mobile-first redesign tractable, then a second design review turns layout stability and colour contrast into regression tests.

  10. Reward the risk, explain the fruit

    Snake growth becomes a scoring lever, combo fruit gets feedback at the moment it appears, and the interface stops teaching before the player can act.