Launchway
31 entries · 16 games

Build Log

Every change worth writing down. Mostly things that were wrong, and how they were found.

  1. Elderheart
    Rewrote the opening. The Begin Adventure button was sitting below the fold on a phone and starting out disabled — measured at 1406px down a page with a 915px viewport. New players were landing on a screen with nothing to press. The empty save picker is gone too: a file dialog with no files in it isn't a choice, it's a wall.

  2. Elderheart
    Moved saves onto their own storage keys. Worth writing down: renaming a storage key silently deletes every existing player's save, so the old keys are still read and migrated rather than dropped.

  3. Cross Sea
    The game kept calling the player sloppy, and it was not lying — a hands-off run landed clean 16 times out of 55, with over half of all landings arriving with the nose pinned at its physical limit. The verdict was right and the cue was a whisper: the game already knew the answer and showed it by tinting the handlebars, 111 pixels of them, behind the rider's arms, in a frame where the hull is 1803. So the fix was to the cue, not to how strictly landings are judged.

  4. Cross Sea
    The guide has to agree with the scoring, so both now call the same function. The landing predictor also measured height above the mean sea plane rather than above the actual water, and assumed a flat surface to fall onto — but about a third of contacts happen with the face rising into the hull. Agreement between what you are shown and how you are judged went from 83–86% to 98–100%.

  5. Overreach
    Rival climbers and a rolling pool of the fallen, so a tower fills up with actual previous attempts rather than decoration.

  6. Overreach
    Loot and four gear slots. The whole spread from nothing to fully equipped is capped deliberately — a browser game gets first-time players forever, and nobody's first climb should be decided by someone else's two hundred hours.

  7. Overreach
    The beacon. The game had a climb before this; it didn't have a decision.

  8. Spare Altitude
    Renamed. The working title was Parachute, which names the equipment rather than the decision — and is far too common a word for anyone to find. Spare Altitude is what you actually spend.

  9. Spare Altitude
    First descent. Four hundred metres, three landing zones, and the far one deliberately further than still air allows. That is what makes it a question of what you can afford rather than where you can aim.

  10. Six at the Gate
    Sound, synthesised rather than sampled — oscillators and a single noise buffer, so it adds no weight to the file and nothing to download.

  11. Six at the Gate
    Staggered the warband's durability across the roster. Six identical bodies engage together, take identical damage and die together — at one value nobody died all run, and a little lower the entire warband vanished inside four seconds. There is no number between those two outcomes, so the fix was to stop making them identical.

  12. Six at the Gate
    The focus ring now draws over everything. It was logically correct and completely invisible: at this camera angle the body it marks stands on top of it. A marker that exists to prevent confusion, causing exactly the confusion it existed to prevent.

  13. Bottom Time
    Renamed. The previous title shared its premise and its exact words with a 2025 feature film about a diver running out of oxygen — findable, confusable, and not worth arguing about later.

  14. Bottom Time
    Reshaped the opening. The first crate arrives sooner and the air warning states itself in words.

  15. Bottom Time
    Fixed a fifty-second hole in the middle of a dive that seventeen green test suites had never noticed, because all of them asserted how a dive ended and none asserted what happened during it.

  16. Freight Dog
    Removed the weather system entirely. It added variance to a game whose whole appeal is that the numbers on the load-out screen are trustworthy, and a headwind you could not see coming turned a considered decision into a coin toss.

  17. Freight Dog
    The load-out was quoting a landing roll no normal touchdown achieves. The figure was real and came from the model, but it assumed an arrival nobody flies, so every contract looked more possible than it was.

  18. Represent
    Added the sprint race system, and a deep pass in Hoops that changes what defenders have to cover.

  19. Represent
    Rebuilt the navigation arrow. The old maths pointed you correctly at one target and walked you steadily away from seven others — a bug you can only find by following it and noticing you're getting farther away.

  20. Represent
    Fixed an opening screen that reported itself as loaded while still showing its own loading text. Every check reported it healthy; the screen was frozen.

  21. Firehold
    The season now ends properly rather than simply continuing. Difficulty ramps only on levers you can see — cabins, fires, wind swing, crew count. A hidden spread multiplier reads as the game cheating, and you cannot plan against a rule you cannot observe.

  22. Firehold
    Cut the burnout and replaced it with a hose lay. Lighting fuel ahead of the fire was measured twice and lost twice — a careless backfire cost 20 to 30 points of win rate on four maps out of five, and an action whose worst case is starting a second fire is the wrong thing to hand a player in a game about stopping one. A hose lay has a floor: used badly it wastes time, it does not make things worse.

  23. Firehold
    Renamed to Firehold. The old name described the subject; this one describes the job.

  24. Granite Drift
    Three ends instead of one, so the last stone can change hands. A test match came out Yellow 1, Yellow 1, Red 1 — the middle end stolen, with Red holding the last stone and Yellow scoring anyway. That swing is the entire reason for playing more than one end.

  25. Granite Drift
    Added an opponent. Until now you threw both colours yourself, which meant giving up the last stone cost you nothing and the central decision didn't exist. Its difficulty is execution error rather than better judgement, so it misses the way a person misses.

  26. Rickety Park
    Progressive disclosure pass. The incident log stays hidden until the first incident, so its arrival is information rather than furniture. An empty panel is worse than no panel.

  27. Rickety Park
    The bottom bar docked properly instead of floating 118px up and forming a third band of interface across the park.

  28. Rickety Park
    Responsive layout. The previous build had no media queries at all — every position in the interface was a fixed desktop coordinate.

  29. Rule Out
    Gave the machine an owner. It read as cold and arbitrary until one line fixed it — someone set it, and left no note. That makes the two starting examples answers already on the board, and makes a limited number of tests a physical fact rather than a game being stingy.

  30. Rule Out
    Closed an exploit that seven builds had shipped.

  31. Rule Out
    A rule is now identified by how it behaves, not by what it is called. Two differently-worded settings that accept and reject exactly the same arrangements are the same setting, and the game had been treating them as different.

Why this is public

Most of these entries are mistakes. A control that existed but sat below the fold, a marker that was logically correct and completely invisible, a fifty-second hole in the middle of a dive that seventeen passing test suites never noticed.

They're here because a list of features tells you nothing about whether a thing is maintained, and a list of corrections tells you quite a lot.