Notes from the workshop

What we are building, what broke, and what the numbers said. Written by hand, published when there is something worth saying — not on a schedule.

tagged Gamesshow all

date
words
7 591
read
38 min
sources
36 sources
windows
25 windows
generated
17 generated
collections
5 collections
gcd grids
81/81 gcd grids
deadline
30 Sep
views
2 views

Ten Indian art traditions made the mood board. Two made the game.

Our Shipaton 2026 puzzle game uses kolam, rangoli and mandala, all generated by our own code. A kolam is a mirror curve: an m×n dot grid draws gcd(m, n) lines. Gond, Madhubani and Warli wait for commissioned artists, and deities and yantras stay out.

Games · Shipaton · Indian Art

date
words
7 601
read
39 min
sources
10 sources
levels
500 levels
in band
419/500 in band
bot vs human
r +0.14
verbs
8 verbs
tests
894 tests
prototypes
10 prototypes
views
10 views

Eight bots played all 500 levels. They were measuring the wrong game.

We built eight bots to play a 500-level arcade game and measure how hard each level is. They played it 720 pixels wide. Phones are 412. Levels do not scale, so the shipped game was roughly twice as hard as the game being measured: 172 of 500 levels in band, not the 421 we were reporting.

Games · Procedural Generation · Testing

date
words
4 405
read
23 min
sources
10 sources
tries
91 322
levels
150 levels
rewrites
2 rewrites
views
37 views

Our puzzle generator lied about difficulty. Twice.

Reversing a solved puzzle by K random moves does not give a K-move puzzle. Our first generator produced 14 usable levels from 91,322 candidates; the second, 14 from 16,249. This is the multi-source BFS that finally measured difficulty correctly.

Games · Algorithms · Procedural Generation