Encoding Football Intuition As Numbers With An Out Of Position Penalty
When you play a star out of his natural role, World 11 docks him. Here is how I turned the fuzzy sense that a winger is wasted at fullback into a rating system.
When you play a star out of his natural role, World 11 docks him. Here is how I turned the fuzzy sense that a winger is wasted at fullback into a rating system.
How I designed the campaign auto-battler in Orchard Deck. Eight combat keywords, six tribal synergies, a readable line of five cards, and replays that beat live control.
How I built the orchard in Orchard Deck around wall-clock growth and vitality that decays over nine harvests, turning worn-out cards into fuel instead of trash.
I keep my games small on purpose. Here is what shipping little, finished, free browser games in Godot, instead of chasing one big dream project, has taught me about scope, momentum, and actually finishing.
How team strength becomes chances and chances become goals in World 11. Building a probability model that produces believable scorelines and the occasional upset.
Both of my games keep their content and balance in JSON files, not GDScript. Here is why pushing formations, ratings, economy, and difficulty into data made them faster to tune and safer to change.
How a slot-machine tech tree became the progression backbone of Orchard Deck. Three reels grow to five, jackpots arrive, and the odds visibly bend your way.
How the museum in Orchard Deck turns cards you donate into permanent production multipliers, and why a one-time sacrifice feels heavier than a repeatable cost.
How I export a Godot 4 game to HTML5, host the build on object storage, embed it on my site, and replace the default Godot loading logo with my own. The practical web-shipping checklist I wish I had.
Same-nation and same-decade bonuses make World 11 a real draft. Here is how chemistry sets up the tug of war between the obvious star and the player who fits.
Orchard Deck is a cozy collectathon with no purchases and no dark patterns. Here is how I paced an idle game with overlapping clocks so there is always one small thing worth doing, without ever nagging the player.
Ten arcade minigames inside Orchard Deck without turning it into a grind. Entry fees, payouts, once-per-day rewards, and level gating that keeps them optional.
How I built breeding in Orchard Deck, where fusing two cards consumes both parents for a rarer child, and why the destructive cost is the point.
A deterministic, seeded simulation gave my draft game a daily challenge and shareable challenge links for free, with no backend at all. Here is how a single integer unlocks both.
World 11 is a football game with no passing, shooting, or defending. You draft a team and watch the result. Here is why a game about betting instead of playing is so addictive, and how the draft loop works.
My draft roguelike was too easy. A strong team won the cup two-thirds of the time, so winning meant nothing. Here is how I stopped guessing and tuned it to a real one-in-three with a few hundred simulated runs.
I wanted real footballer photos on the cards in my draft game, free-licensed only. The fetch was easy. Not shipping the philosopher Socrates instead of the footballer was the hard part. Here is the pipeline and the disambiguation fix.
Players draft the team but never play the match, so the simulation has to feel fair. Here is the possession-and-event model behind World 11, why it is deterministic from a single seed, and what that buys you for free.
Everyone says solo game dev is impossible. Then you look at Stardew Valley. Here's the realistic breakdown of building games alone in 2025.