Evo Colony and the Difference Between Activity and a System
A design teardown of Evo Colony: how visible rules, delayed consequences, and readable state turn a moving simulation into something a visitor can reason about.
Game design notes for AI-assisted browser games, from focused loops and control feel to failure feedback and finished presentation.
A design teardown of Evo Colony: how visible rules, delayed consequences, and readable state turn a moving simulation into something a visitor can reason about.
A hands-on mobile QA routine for browser games, canvas experiments, and AI-made tools, focused on controls, keyboards, safe areas, orientation, and recovery.
An editorial case study of Orbital Salvage, focusing on physics feel, recovery goals, failure feedback, and why a small AI-made game can feel substantial.
A close review of One Button Dodge and how a very small AI-made game can teach controls, feedback, failure, and replay in the first minute.
The first minute of a browser game should teach the goal, controls, feedback, failure, and restart loop without making the player read a manual.
What creators can learn from small AI-assisted browser games: focused loops, readable feedback, tuned controls, and lightweight publishing.
A checklist for small AI-assisted browser games: clear loops, readable controls, fair feedback, mobile awareness, and enough polish to invite another run.
Small web games feel finished when they have a clear start, readable controls, fair failure, polish through restraint, and a smooth restart loop.
Small browser games are a natural fit for AI coding agents because the loop is visible, testable, and easy to improve through quick iteration.