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 team strength becomes chances and chances become goals in World 11. Building a probability model that produces believable scorelines and the occasional upset.
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.
A balance bot runs hundreds of optimal teams through the full gauntlet and reports the champion rate. That dial replaced the playtest team a solo developer does not have.
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.
A pure deterministic seeded simulation with no node dependencies turned a roguelike into something testable, with daily challenges and shareable links and no backend.
World 11 is a World Cup draft roguelike built solo in Godot 4. Spin a nation and year, draft real legends, and sim a fourteen match gauntlet.