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IdleCultivation

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Auditing a world by walking it, not by checking things exist

Auditing a world by walking it, not by checking things exist

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4 min read
A minigame in an idle game has to be allowed to stop mattering

A minigame in an idle game has to be allowed to stop mattering

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4 min read
Placing a continent: what geography taught me about scatter

Placing a continent: what geography taught me about scatter

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3 min read
A history the player can read: what an event log should record

A history the player can read: what an event log should record

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4 min read
The art was already there, and nothing was drawing it

The art was already there, and nothing was drawing it

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4 min read
Animating a character that has no animation frames

Animating a character that has no animation frames

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3 min read
Retiring a gate: when a breakthrough stopped being a checklist

Retiring a gate: when a breakthrough stopped being a checklist

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3 min read
The tap was on time: input buffering in a one-button minigame

The tap was on time: input buffering in a one-button minigame

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4 min read
Why the in-game market is eight rooms instead of one shop list

Why the in-game market is eight rooms instead of one shop list

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4 min read
Sight as a stat: designing fog of war around an attribute

Sight as a stat: designing fog of war around an attribute

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2 min read
Interrupting the player is a cost you choose

Interrupting the player is a cost you choose

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2 min read
Half-steps: what doubling a level ladder taught me about pacing

Half-steps: what doubling a level ladder taught me about pacing

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3 min read
Designing an idle RPG where idling can't give you everything

Designing an idle RPG where idling can't give you everything

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3 min read
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