Older posts

  1. Building the machine that writes the blog

    A writing workflow becomes a small publishing system with a frontier, a security gate, and exactly one draft in flight.

  2. Let the game explain itself

    Game-log chips gain explanation-on-demand tooltips, while the recording script learns to demonstrate the game it claims to show.

  3. Harder combos, not more kinds of fruit

    Five new combos turn a design review into grape, melon, carrot, and a reusable tier system for harder versions of existing skills.

  4. 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.

  5. 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.

  6. storing less, submitting once

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

  7. 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.

  8. 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.

  9. 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.

  10. 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.