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Devlog #25 - How CHECKSUM Went From Idea to Playable Slice

Build notes on game four: one CSS variable that runs the whole art direction, audio with zero asset files, and the port that was already taken.

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CHECKSUM went from concept to playable vertical slice fast, and the build has a few decisions worth writing down.

One variable runs the whole look. The entire art direction - corporate-clean captcha page to cathode-ray phosphor hell - is driven by a single CSS custom property, --corruption, interpolating every color, radius, and effect through color-mix(). Difficulty isn't a number in a corner. It's the room changing around you.

Ten tests, one contract. Every verification test is a self-contained component speaking the same tiny interface: here's your difficulty, here's your seed, call back with a verdict. The registry handles level gating and anti-repeat serving. Adding test eleven is an afternoon, not a refactor.

Zero audio files. Every sound is synthesized at runtime with WebAudio - same philosophy as SEGFAULT's synth layer. The whole game ships at ~71 KB gzipped. The heartbeat test pairs synthesized thumps with haptic pulses, then takes both away and asks you to keep the tempo in your body.

Touch-only honesty. The dodging checkbox needed different logic for fingers than mice - there's no hover on glass, so the box has to escape the tap itself. The two-thumb test is our favorite kind of design constraint: a mechanic that makes the platform exclusivity true instead of marketing.

The port was taken. Deploy day surprise: our CI/CD guard refused to launch because something unidentified was already squatting on the port we'd reserved. The guard did exactly what it was built to do - refuse to evict a stranger - dumped a full port audit, and CHECKSUM moved house. Infrastructure lesson #112: the map is not the territory, audit the territory.

Ten tests are live in the slice. PROCTOR has twenty-four scripted things to say and we're not spoiling any of them. Waitlist is on the game page.

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