Older posts

  1. Thirty-three components in isolation

    Adopting a zero-mock Storybook catalog for reusable Svelte components, defining the two-importer scope boundary, and enforcing story coverage in CI.

  2. Stills without a second pass

    Extending the automated gameplay recorder with CDP device-metric overrides to capture crisp, high-DPI screenshots during live video runs without disturbing the recording.

  3. Class without classDef

    Auditing 107 posts for diagram candidates, setting token-driven styling rules for Mermaid figures, and defining an accessible, click-to-trigger motion standard.

  4. Six agents, two branches

    The reasoning behind the devcontainer firewall, MCP wiring, CLI lifecycle, SSH signing, and build ordering lived only in scattered commit messages. A wayfinder map turned it into five permanent ADRs, produced by six agents working in true parallel.

  5. Three boxes, one shape

    A request to declutter the keyboard's panel, the game log's panel, and the board's heavy border turned out to be three separate questions with three separate answers, not one visual fix applied three times.

  6. The listing had nothing to crawl

    wordsaresnake.no's Google search result showed as a bare text link. The title, description, and social tags were already solid; the actual gap was robots.txt, a sitemap, and structured data.

  7. A deliberate departure from the mockup

    Redesigning PvP invitations and Settings meant deciding, up front, where the request diverged from the just-locked design-system mockup rather than treating the gap as an oversight.

  8. Vanished letters, lingering words

    Two independent PvP bugs on the same day: Norwegian letters missing from what the opponent sees, and a crashed word that refused to leave the screen.

  9. The links belonged outside the prose

    Two quick publication handoffs turn author feedback into a stricter rule for what belongs in a development post.

  10. Rematching with the same opponent in real-time PvP

    Starting another match against the same opponent previously required sharing a new room link. Token-chained authorization and a six-state UI matrix bring instant same-opponent rematches.