Older posts

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. A contract before the client

    The planned native client gets an offline submission path, a bundled dictionary, and an API compatibility rule before its first install exists.

  9. What the end of a game should say

    The end-game dialog gets a hierarchy, sharing survives the trip to the daily countdown, and the final board becomes part of the result without storing the whole game.

  10. Showing the snake where it's about to go

    A ghost-path overlay that simulates each keystroke before it happens, a collision rule that took two attempts to get right, and the interactive demo it made redundant.