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📝 DEVLOG

Devlog

Behind-the-scenes notes on new games, tools, and site updates — straight from the developer.

📝 Devlog Topics
📝 All Posts 91 Posts
Games October 11, 2026 · 11 min read · 163 reads

20 Questions: Engineering a 16,000+ Entity Bayesian Mind Oracle, Shannon Entropy Questioning, and a Living Cybernetic Eyeball in Pure Vanilla JS

How we built an in-browser 20 Questions Mind Oracle capable of reading thoughts across 16,000+ entities with zero server round-trips: information-theoretic Shannon entropy question selection, soft Bayesian likelihood updates, popularity prior weighting, a living SVG vector eyeball with real-time mouse tracking and autonomous blinking, full turn rollback, and procedural Web Audio orchestration.

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Dev Notes October 7, 2026 · 10 min read · 182 reads

Minnich Screen Recorder PRO: Engineering a 60+ FPS Multi-Monitor Video Capture Engine and Audio VU Studio in Python

How we engineered a lightweight, hardware-accelerated 60+ FPS screen and audio recording suite in Python: zero-copy mss framebuffer rasterization, multi-monitor topology resolution, non-blocking PyAudio level metering, multi-threaded OpenCV video encoding, click ripple highlights, and single-file .exe bundling.

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Dev Notes October 7, 2026 · 8 min read · 280 reads

Timed Screen Capture PRO: Solving the Hover State Dilemma with Hands-Free Delayed Screenshots

The engineering behind a dedicated delayed screenshot tool: solving the ephemeral UI problem (menus, hover tooltips, and flyouts that disappear on click), animated digital countdown timers, automatic window exclusion, synthesized acoustic shutter audio, and instant Windows OS clipboard synchronization.

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Dev Notes October 7, 2026 · 10 min read · 262 reads

PortMaster PRO: Building a Localhost Dev Orchestrator and Process Tree Killer in Python

How we engineered a tournament-grade localhost dev orchestrator and Windows process tree killer in Python: solving EADDRINUSE zombies, recursive taskkill process tree annihilation, live QProcess stdout streaming, mobile Wi-Fi QR pairing, and single-file .exe bundling.

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Dev Notes October 2, 2026 · 9 min read · 320 reads

Minnich Crosshair PRO: Engineering a Zero-Lag Transparent Desktop Overlay and Esports Reticle Suite in Python

How we built a tournament-grade, click-through Crosshair X alternative in Python: native Win32 WS_EX_TRANSPARENT window styles, dual-pass sub-pixel QPainter vector geometry, dynamic recoil spread physics, 25+ pro esports presets, and a standalone single-file .exe distribution.

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Web Tools October 2, 2026 · 9 min read · 162 reads

8-Bit SFX Lab: Building an In-Browser Arcade Synthesizer and Tracker DAW with Zero Audio Libraries

How we built a complete retro arcade sound synthesizer and multi-row beat board in pure Web Audio API: procedural waveforms, custom pitch envelopes, Euclidean rhythm generators, musical scale quantizers, and seamless WAV/project export.

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Games October 2, 2026 · 8 min read · 202 reads

Apex Ascent: Re-engineering the Vertical Platformer with Sci-Fi Momentum, Dynamic Audio, and Clean Contrast

How we rebuilt the classic infinite vertical jumper formula into a high-octane sci-fi climb: tuned apex bounce physics, one-bounce crumbling hazards, continuous rocket thruster audio synthesis, and high-contrast cosmic playfields.

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Games September 28, 2026 · 8 min read · 273 reads

Top Admiral: Bringing WWII Aerial Dogfight DNA to an Endless Living Ocean

How we took Top Ace's arcade dogfight rhythm onto a procedural ocean: hydrodynamic drift physics, high-speed wave breaches, active CRT sonar, multi-turret dreadnoughts, and real-time Web Audio naval synthesis.

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Dev Notes September 24, 2026 · 6 min read · 50 reads

The Daily Report: Getting a Morning Snapshot of Minnich.Awesome Without Opening Firestore

I got tired of opening the Firestore console every morning just to see how the site did the day before. Here's the automated email report I built instead — and the three things it needed that didn't exist yet: web tool usage tracking, daily article read counts, and a way to count unique players.

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Site News September 21, 2026 · 4 min read · 134 reads

Be Awesome: Turning the Other Half of the Name Into Something the Site Actually Says

Minnich.Awesome has always had "Awesome" sitting right there in the name. Here's why I finally pulled "Be Awesome" out of the domain and put it on the homepage, the footer, the loading screens, and the About page.

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Dev Notes September 21, 2026 · 11 min read · 80 reads

The Great Performance Overhaul: Cutting 300+ Megabytes and Fixing a Hidden Concurrency Ceiling

288MB of images, 160MB of audio, a 6.9MB autoplaying video, and a Cloud Run instance that could only handle one request at a time. Here's the full breakdown of what got fixed, what got found along the way, and what got deliberately left alone.

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Design & Art September 19, 2026 · 7 min read · 221 reads

Revamping Seasonal Themes: From Laggy JavaScript to Handcrafted PNGs

How we rebuilt Minnich.Awesome's seasonal themes from the ground up—swapping laggy JavaScript particles for high-detail transparent PNGs, webbing up buttons for Halloween, theming loading screens, and adding a quick On/Off toggle.

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Dev Notes September 19, 2026 · 6 min read · 63 reads

Why I Added Ko-fi (And Threw Away the Embed Widget)

Running an indie arcade ad-free means real server bills. Here's why I added Ko-fi, why the official widget script had to go, and how I built a native, adblock-resilient button instead.

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Site News September 19, 2026 · 5 min read · 171 reads

Moving to MinnichAwesome.com: Goodbye Hyphens, Hello Permanence

Why we retired minnich-awesome.uk for minnichawesome.com, how edge-level 301 redirects preserve every bookmark and search link, and why a real .com changes how a project feels.

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Site News September 18, 2026 · 3 min read · 154 reads

Welcome to the Devlog

Why this devlog exists, what you'll actually find here, and what's coming next for Minnich.Awesome.

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Dev Notes September 15, 2026 · 7 min read · 63 reads

The Player Hub, From Clubhouse to Rewards Hub

I built a whole room-decorating, avatar, and clubhouse economy over three weeks, then tore most of it out in one afternoon. Here's why, and what's left of it in the code.

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Games March 13, 2026 · 4 min read · 72 reads

Day Rider: Keep the Wheels Moving

An endless highway dodge with two controls and no combat, and why that was the whole point.

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Games March 15, 2026 · 4 min read · 88 reads

WordMix Started Its Life as a Boggle Clone

A weekend word-search prototype, and why it needed a customizable grid before it felt like its own game instead of someone else's.

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Games March 15, 2026 · 4 min read · 71 reads

Geometric Drafters, Formerly Perfect Shape

Scoring a freehand drawing against an ideal shape, and the rename that's still visible in the asset folder if you know where to look.

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Games March 21, 2026 · 4 min read · 63 reads

Blink Started as a One-Trick Reflex Test

Dots appear, you click them, you get a time. The whole game, before it became anything more than that.

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Games March 21, 2026 · 4 min read · 220 reads

Tracer: Memorizing a Path You Can't Look Back At

A glowing line you have to memorize before it disappears, and balancing a scoring formula that rewards both speed and accuracy.

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Games March 28, 2026 · 4 min read · 282 reads

Perfect Color Was Never Supposed to Have Modes

One RGB slider puzzle, one target swatch, no menu — the very first version of a game that would later split into three.

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Web Tools March 28, 2026 · 4 min read · 131 reads

QR Code Generator: Just a URL, at First

The original version only did one thing: turn a URL into a scannable code. That constraint is most of why it was easy to get right.

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Games April 21, 2026 · 4 min read · 293 reads

Perfect Time: Designing a Game With No Feedback Loop

A timer that runs and vanishes, and why removing the one thing every other reflex game relies on was the actual design.

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Web Tools May 9, 2026 · 4 min read · 297 reads

Image Editor: Everyday Photo Edits, Zero Uploads

Brightness, contrast, crop, rotate — the edits people actually reach for, computed live on the browser's own canvas instead of a server.

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Web Tools May 9, 2026 · 4 min read · 225 reads

Color Palette Generator: Harmony, Not Random Hues

Seven color-theory harmony modes, a lock icon that took the idea seriously, and why random hex codes next to each other rarely work.

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Web Tools May 9, 2026 · 4 min read · 275 reads

File Converter: Two Unrelated Jobs, One Tool

Image formats and structured data formats share nothing technically — except that both are things people need converted right now.

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Web Tools May 9, 2026 · 4 min read · 176 reads

PDF Editor: The One Where No-Uploads Mattered Most

Merging, annotating, and stamping PDFs entirely client-side, and why undo had to work before this tool could be trusted with anything real.

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Web Tools May 10, 2026 · 4 min read · 319 reads

Pixel Editor: Built for a Grid, Not a Canvas

Every stroke snaps to a pixel grid on purpose, and the frame timeline underneath it is where the real complexity actually lives.

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Games May 11, 2026 · 5 min read · 254 reads

Chess: Where 'Close Enough' Isn't an Option

Castling, en passant, and promotion all depend on history, not just the current board — and check detection means simulating every candidate move.

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Design & Art May 11, 2026 · 5 min read · 72 reads

Chess's Chaos Mode Was Built Alongside the Rules, Not After

Explosions, mines, and poison squares layered onto standard chess, with one unbreakable rule: never let it corrupt check detection.

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Games May 16, 2026 · 5 min read · 223 reads

Asteroid Dodge: No Shooting, On Purpose

Removing the weapon meant the asteroid field itself had to carry the entire difficulty curve, fairly, without a gun to bail anyone out.

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Games May 16, 2026 · 4 min read · 124 reads

Stack Tower, Before It Had a Theme

No arctic setting, no Aurora Freeze — just a sliding block, an overlap check, and a speed curve I rewrote more than once.

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Games May 16, 2026 · 5 min read · 273 reads

Memory Pulse: Tuning Four Numbers Instead of a Rulebook

A Simon-says format everyone already knows, and why getting the execution exactly right mattered more than any new idea would have.

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Games May 20, 2026 · 5 min read · 256 reads

Abyss Delve: The First Game Where Losing Actually Costs You

Turn-based combat, procedural floors, and permanent stakes — the first roguelike on the site, and the first game where death actually means it.

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Games August 3, 2026 · 5 min read · 104 reads

Goose Life: Care Mechanics Need Real Consequences

Feeding and training a goose only matters if skipping it actually loses you races — and one shared rhythm mechanic drives two different events.

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Games August 3, 2026 · 5 min read · 72 reads

8-Ball Pool: Real Physics, Not a Convincing Fake

Spin transfer, rail bounces, and ghost-ball AI targeting — why this one runs on an actual simulation instead of scripted shot animations.

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Games August 3, 2026 · 5 min read · 261 reads

Solitaire: Implementing the Most-Cloned Card Game Correctly

No room to reinvent Klondike — just to implement it correctly and get out of the way, including an honest admission about unwinnable deals.

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Web Tools August 3, 2026 · 4 min read · 245 reads

Calculator: The Least Interesting Devlog Post That Wasn't

Floating-point rounding, an ambiguous percent button, and why a four-function calculator hides more small decisions than it looks like.

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Web Tools August 3, 2026 · 4 min read · 273 reads

Unit Converter: Temperature Breaks the Pattern Every Other Category Follows

Five categories, one live two-way conversion engine, and the one category (temperature) that can't just be a simple multiplier.

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Web Tools August 3, 2026 · 5 min read · 62 reads

Password Generator: Where 'Looks Random' Isn't Good Enough

Cryptographic randomness, an honest entropy readout, and a passphrase mode that's a real security trade-off, not a lesser option.

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Web Tools August 3, 2026 · 4 min read · 304 reads

Random Generator: Three Tabs, One Shared Core

Numbers, words, and coin-and-dice built on one tested random source instead of three separate implementations that could each drift wrong.

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Web Tools August 3, 2026 · 4 min read · 200 reads

Subnet Calculator: The Niche One I Built for Myself Too

Bit manipulation behind a friendly interface, and why usable hosts is never the same number as total addresses.

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Web Tools August 3, 2026 · 4 min read · 133 reads

Timezone Calculator: Fixed Offsets, Stated Plainly

Eight zones, instant comparison, and an honest trade-off about daylight saving that the tool states outright instead of hiding.

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Web Tools August 3, 2026 · 4 min read · 260 reads

Duplicate Finder: Automating a Tedious Eyeball Check

A small tool with a small job — spot every repeated line in a pasted list — and why blank lines and scale needed real thought anyway.

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Web Tools August 3, 2026 · 4 min read · 227 reads

List Comparator: Three Buckets, Not One Confusing Diff

Only in A, only in B, or in both — and how building this right after Duplicate Finder made the performance lesson land twice as fast.

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Web Tools August 3, 2026 · 4 min read · 125 reads

Text Tools: Four Utilities, Isolated Under One Roof

Case conversion, a counter, lorem ipsum, and a diff tool sharing one page but none of their actual state with each other.

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Web Tools August 3, 2026 · 5 min read · 307 reads

ASCII Art Generator: Two Modes, One Plain-Text Promise

Block-letter banners and image-to-ASCII density mapping, kept to plain text on purpose so the output works absolutely anywhere.

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Web Tools August 3, 2026 · 5 min read · 238 reads

Color Picker: One Color, Three Formats, Zero Drift

Hex, RGB, and HSL kept perfectly in sync from one canonical value, plus an eyedropper that only works because of a fairly new browser API.

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Web Tools August 3, 2026 · 5 min read · 347 reads

Timer & Stopwatch: Why setInterval Alone Isn't Trustworthy

Real timestamp math instead of tick-counting, so a stopwatch left running in a backgrounded tab still reports genuinely accurate time.

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Web Tools August 3, 2026 · 5 min read · 221 reads

Whiteboard: The Biggest Tool in the Batch

Layers, live shape previews, and layer-aware undo — the most architecture-heavy tool shipped today, built to feel like none of that exists.

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Design & Art August 3, 2026 · 5 min read · 173 reads

Building One Visual Language Instead of a Dozen Accidents

Why today's redesign waited until there was enough real content to find a pattern in, and how per-game accent colors survived the unification.

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Games August 4, 2026 · 5 min read · 142 reads

Snake, Before It Needed a Reason to Exist

The plain, honest version of the oldest arcade format there is — input queuing, collision timing, and pellet placement, no theme attached.

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Games August 4, 2026 · 5 min read · 216 reads

Raft Wars: The Most Systems I've Packed Into One Game

Real trajectory physics, a mid-air deflect mechanic, and a Quartermaster Shop with three upgrade paths that all had to stay genuinely viable.

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Games August 4, 2026 · 5 min read · 56 reads

Cyber Runner 2000: Momentum Was the Entire Design

Chaining run into jump into dash into a shot, and building endless generation that can keep up with how fast that chain lets a player actually move.

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Dev Notes August 6, 2026 · 4 min read · 78 reads

Automatic Seasonal Themes: No Toggle, No Maintenance

A date-driven reskin that reaches the whole site, not just the homepage, and requires zero babysitting once the date ranges exist.

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Games August 11, 2026 · 5 min read · 147 reads

Critical Pressure: Puzzle Solving Under a Real Clock

Vent valves and a Spacebar brace turn a countdown gauge into a resource you manage, not just a clock you race against.

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Games August 24, 2026 · 5 min read · 56 reads

Turbo Grand Prix: Faking 3D and Meaning It

Eight hand-built tracks, a drift-boost curve tuned to reward commitment, and keeping keyboard, buttons, and touch equally precise.

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Dev Notes August 26, 2026 · 5 min read · 132 reads

My Room Needed Friends to Actually Matter

Why friend requests go by email instead of a searchable directory, and drawing the line on what a friend actually gets to see.

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Dev Notes August 27, 2026 · 5 min read · 65 reads

What 'Top Score' Even Means Across a Dozen Different Games

Per-game leaderboard configuration instead of one rigid schema, because a lower number is the better score in at least one game on the site.

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Games August 28, 2026 · 5 min read · 163 reads

Commando Assault: Designed Around Restraint, Not Reflexes

A match-3-style track shooter where firing the instant something's in range is the losing play, and killstreaks reset hard on purpose.

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Games August 28, 2026 · 5 min read · 113 reads

Skywire Snake: The Reskin the Plain Version Earned

Same growth mechanic from three weeks ago, now a passenger-collecting sky-train — and the anti-frustration tools the plain version never needed.

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Games August 28, 2026 · 5 min read · 216 reads

Frost Stack: Aurora Freeze on Top of a Foundation I Trusted

The May tower-stacker gets an arctic theme and a combo system, built carefully on top of overlap-check logic I didn't want to break.

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Games August 29, 2026 · 5 min read · 162 reads

Operation: Iron Atoll: Six Turrets, Six Real Reasons to Exist

Making sure no single turret dominates, and why invisible submarines needed to be a fair, telegraphed lesson rather than a cheap ambush.

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Games August 29, 2026 · 5 min read · 221 reads

Light Heroes: Five Kits, One Shared Economy

Grazing rewards the riskiest play, the Dojo tree has to close real doors, and I'm least confident about balance on this one out of today's three.

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Games August 29, 2026 · 5 min read · 169 reads

Red Code: Quarantine — Three Weak Points, Three Different Fights

Legs, acid sacs, and carapace each teach a different lesson, and the flashlight and shield share one battery pool on purpose.

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Games September 25, 2026 · 6 min read · 111 reads

Drift Arena: The Guns Are Bolted On, So Sideways Is How You Aim

One constraint picked first and everything derived from it, a heat gauge inverted on purpose, and why walls stopped costing you health.

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Games September 4, 2026 · 5 min read · 237 reads

Top Ace: An Endless Dogfighter With Zero Bosses, So Far

Gun heat instead of ammo, a barrel roll built to beat the instinct to just fly away, and a CRT radar that's dressing solving a real problem.

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Dev Notes September 4, 2026 · 5 min read · 92 reads

One Shell for 27+ Games, Proven Small Before Going Everywhere

The shared architecture started quietly on one or two games back in August — today it becomes the foundation for the entire catalog.

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Games September 5, 2026 · 5 min read · 197 reads

Alchemy Drop: Aim Determines the Neighborhood, Physics Does the Rest

Four genuinely different elemental chain reactions, a nudge that can't fully rescue a bad shot, and the first game built entirely on the new shell.

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Games September 5, 2026 · 5 min read · 55 reads

Blink Stopped Being Small

A 5-sector gauntlet, Endless Survival, and decoys tempting enough to actually fool you — built on the March version's timing precision, unchanged.

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Games September 5, 2026 · 5 min read · 56 reads

Perfect Color Finally Got the Modes I Promised in March

Memory Challenge, Precision Match, and Speed Rush, sharing one RGB-matching core — and per-mode leaderboards so 'top score' stays honest.

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Dev Notes September 5, 2026 · 5 min read · 162 reads

Achievements, Built to Reward the Whole Site, Not One Game

Per-game achievements tied to real skill, cross-game ones that nudge you toward games you'd never have tried, and retroactive unlocking done right.

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Dev Notes September 8, 2026 · 5 min read · 92 reads

Wiring AdSense Into the Boot Loader Without Breaking It

Why the ad slot lives inside the shadow root, not slotted content — and the specific DOM-collapse bug that distinction exists to prevent.

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Web Tools September 9, 2026 · 5 min read · 336 reads

Restyling 12+ Web Tools Without 12+ One-Off Stylesheets

Nineteen tools built independently over months, unified under one orange theme that still has to feel right on a calculator and a whiteboard alike.

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Games September 10, 2026 · 5 min read · 125 reads

Paper Flight: One Button, Two Genuinely Different Feels

A tap-to-flap and a held glide from the same input, a hard failure state instead of a soft fade, and a deliberately cheerful tone under real difficulty.

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Games September 10, 2026 · 5 min read · 274 reads

Why Light Heroes Went Back Under Construction

The balance uncertainty I flagged at launch turned out to be real, and patching it live, piecemeal, wasn't the honest way to fix it.

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Web Tools September 10, 2026 · 5 min read · 215 reads

The QR Code Generator's March Predictions All Came True

One URL encoder becomes eight QR types plus logo overlay, and the error-correction levels I said I was holding off on finally get exposed.

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Dev Notes September 10, 2026 · 5 min read · 66 reads

The Cache-Busting Bug That Cost Every Visitor Bandwidth for Months

Random query strings were busting the cache on every single request instead of only when a deploy actually shipped something new.

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Games September 11, 2026 · 5 min read · 61 reads

Go Fish: Three Bots, Three Genuinely Different Ways to Think

Easy guesses honestly, Medium plays the odds under uncertainty, and Hard remembers everything public — never anything it shouldn't see.

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Games September 12, 2026 · 5 min read · 184 reads

Perilous Stacks: Real Physics, On Purpose, Even Though It's Harder

Frost Stack's overlap-check made a deliberate, different trade-off — this one commits to genuine rigid-body physics and the unpredictability that comes with it.

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Dev Notes September 12, 2026 · 5 min read · 197 reads

Daily Crates: The First Gambling-Adjacent Mechanic on This Site

Why the drop odds are shown openly rather than hidden, and how duplicate protection got built in before it ever became a real complaint.

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Dev Notes September 12, 2026 · 5 min read · 201 reads

Daily Bounties: Making a Task List Feel Like an Invitation

Real quests pointing at real games, sized to each game's own skill curve, and nudging toward whatever you haven't played in a while.

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Games September 13, 2026 · 5 min read · 87 reads

Solitaire Finally Gets a Guarantee I Said I'd Revisit

Generating deals backward from a known solution, keeping them from feeling suspiciously easy, and a hint system that actually knows the way out.

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Games September 14, 2026 · 5 min read · 58 reads

Top Ace Finally Gets the Boss Fight I Predicted It Would Need

A boss encounter built through the same gun-heat and barrel-roll systems every regular dogfight already uses, plus a real Aircraft Roster.

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Dev Notes September 14, 2026 · 5 min read · 229 reads

Public Profiles: The Outward Half of the Player Hub

Rebuilt from scratch after the room concept's retirement — every section earns its place by representing something a player actually did.

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Dev Notes September 15, 2026 · 5 min read · 149 reads

The Profanity Filter, and the Scunthorpe Problem It Had to Solve

Leetspeak normalization before matching, and stripping known-safe words so 'class' and 'cockpit' don't get flagged for what they contain.

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Site News September 15, 2026 · 5 min read · 121 reads

The AdSense Rejection, and the Content Rewrite It Actually Caused

"Low value content" stung, and it was fair — here's what every game's description and its new Tips section were actually built to fix.

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Dev Notes September 17, 2026 · 5 min read · 60 reads

Retiring the One Lifetime Visit Counter for Real Per-Day Data

A single ever-climbing number can't answer whether traffic is growing — and the hot-fix bug that shipped alongside the rebuild that replaced it.

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Dev Notes September 17, 2026 · 5 min read · 224 reads

Presence Tracking, Kept Deliberately Coarse

A stateless heartbeat model instead of per-instance memory — the same multi-instance lesson that already retired three multiplayer games.

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Games March 10, 2026 · 5 min read · 58 reads

60 Sec Survival: Building the Site's Second Game

The site's second-ever game, four escalating phases, and why the route is still literally called /game-two.

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About the Devlog

Notes on what's being built and why — new games and tools, the reasoning behind bigger reworks, and general site news. For the plain list of what shipped and when, see the Update Log.

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