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Design notes & behind‑the‑scenes.
Updated roughly once a month. Design notes, postmortems, and occasional thoughts on what cognitive games could be.
DesignMay 12, 20266 min read
Why we ship 30 great levels instead of 200 mediocre ones.
Volume is easy. Quality is hard. Here's how we decide when a level is done — and why we delete more than we ship.
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