Eleven stones, one glance
Our first palette looked fine and measured ΔE00 = 3.2 between tiers. Measuring the rendered colour instead of the design swatch is what fixed it.
13 October 2026 · Colour
How we build things, what we measured, and the versions that did not survive testing.
Working notes from building our games: the measurements, the constants, and the designs we threw away. Written for anyone else making small web games.
Our first palette looked fine and measured ΔE00 = 3.2 between tiers. Measuring the rendered colour instead of the design swatch is what fixed it.
13 October 2026 · Colour
Gravity, restitution, friction, damping: the eight constants that decide whether a physics game feels like stone or like rubber.
13 October 2026 · Physics
How we pulled the rules out of the browser so the game can play itself headlessly, and the mechanic that test killed.
13 October 2026 · Testing
A full set of sound effects with no audio files: oscillators, an envelope, and a pentatonic scale chosen for a specific reason.
13 October 2026 · Audio
A daily challenge built from a seeded generator, with the date as the seed. Including the timezone flaw we decided to keep.
13 October 2026 · Architecture
A constant picked by feel and a constant derived from measurement shared one file. A player pressed both at once and the combo counter ran to 34.
14 October 2026 · Engineering
A one line cap in the render setup that took a week of arguing with myself to keep. Drawing more pixels than the CSS box can show is what blurs the thin lines.
16 October 2026 · Rendering
Mouse, touch, and keyboard all drive the same aim line. Unifying them was less code than I feared and one scroll bug I should have seen coming.
16 October 2026 · Input
Each pebble is pre-rendered once into a cached canvas and blitted every frame. The cache is wiped on resize, and that turned out to be the right call.
16 October 2026 · Rendering
The eleven merge values we typed by hand are triangular numbers. What that shape does to a run, and the 7,076 points hidden behind one clean sunstone.
18 October 2026 · Scoring
Picking a genre is the highest-leverage decision we make, so we try to do it on evidence instead of instinct. Below are the rules, and the numbers behind them.
A five-dimension model for choosing what to build, and the three hard rules that override the score entirely.
13 October 2026 · Strategy
1,648 products became 2,468 in thirty days. Absolute supply tells you you are late; the rate of change tells you early.
13 October 2026 · Strategy · Measurement
Four of our five genre scores describe the market. One describes us, and checking it against the others produced two results we did not want.
14 October 2026 · Strategy
We score language dependency on its own, apart from build difficulty. A high score means the genre's appeal is tied to references that do not cross a border.
16 October 2026 · Strategy
We audited the model we use to pick genres. Difficulty and compliance risk correlate at +0.809, the window column is mostly the crowding score, and the composite barely moves.
17 October 2026 · Strategy · Measurement
Keep the board low and wide, merge from the bottom up, use the walls as shelves — five habits that raise your score.
13 October 2026 · Strategy
The case for calm games, and why making something relaxing is harder than making something exciting. Not easier.
13 October 2026 · Design
Predictable feedback, self-chosen goals, and no penalty for pausing: what the merge genre gets right about calm, and what we borrowed.
6 October 2026 · Design
A measurable color ladder (CIEDE2000), a polish curve from matte rock to faceted gem, and why progress matters more than pretty.
29 September 2026 · Design · Art
We simulated games of real physics to check whether a combo mechanic rewards skill or luck. The answer changed what we shipped.
13 October 2026 · Design · Measurement
What a small studio gives up by not shipping to an app store, and what it gets in return.
13 October 2026 · Business
Two timers stand between a bad spawn and game over. They exist because an instant loss feels like the board hates you, and a patient one feels like your fault.
16 October 2026 · Design
A hundred simulated rounds showed the longest merge chains belong to the worst player, so every badge idea built around chain length went in the bin.
17 October 2026 · Design · Measurement
Keyboard play and screen-reader labels are in. The one player setting we never read is the one that matters most for a game that sells itself as calm.
18 October 2026 · Design · Accessibility