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Notebook / Games

Forty hours in one roguelike

Games2026-09-215 min readSee in the graph →

Notes on difficulty, design, and why I keep dying on purpose.

I keep a small notebook of what a game asks of me in the first ten minutes. It predicts, almost perfectly, whether I will still be playing in ten days.

Difficulty is not a number. It is how a game responds when you fail, and whether that response feels like a conversation.

Pay attention, then count.

What I would tell my past self

The best loops are tiny: try, fail, notice one thing, try again. Everything else is decoration.

I would rather finish a small game than admire a large one.

Related notes: Difficulty is a conversation, Pixel art on a budget, What 10,000 phone photos taught me.

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