Devlog

Devlog

Notes on how the games are designed, tuned and built: the decisions behind the mechanics, what playtesters broke, and what changed because of it.

Devlog
One Look for Six Games, a Continue Without a Countdown, and a Ticker That Stood Still

ORBIT.IO, DODGE.IO and SPLIT.IO now share GROUND.IO's menus and game over screens, the continue moved onto the game over screen, and why the home page ticker stood still on one phone.

Devlog
A Continue in Every Game, a Color for Every Game, and a Break for the Daily

Every browser game now offers one continue per run, each game has its own color, and the Daily Challenge is paused on the website. What changed and why.

Devlog
Why a Back Swipe Now Pauses the Game Instead of Ending Your Run

On phones, the browser's Back swipe used to end runs in Don't Squish Bob and GROUND.IO. Now Back pauses first. What changed and how it works.

Devlog
Why Every Vibe Games Title Has Exactly One Input

The design rule behind the whole catalog: one verb per game, and why constraint produces better arcade games than features do.

Devlog
How the Daily Challenge Works (and Why Everyone Gets the Same Run)

How the Daily Challenge turns a calendar date into a run that's identical for everyone, and why that makes scores fair.

Devlog
Porting Android Games to the Browser, Line by Line

ORBIT.IO, DODGE.IO and SPLIT.IO began as Android apps. Their browser versions are line-by-line ports. Here's what that took.

Devlog
Designing INK.IO: Walls That Last a Heartbeat

INK.IO turns defense into offense: every threat you bounce becomes a weapon. How chains, limited ink and relighting lamps fit together.

Devlog
Every Threat Gets a Warning: Fairness in Fast Arcade Games

Fast games feel unfair when danger appears without notice. The specific warning systems used across the Vibe Games catalog, and why they matter.

Devlog
GROUND.IO and the Risk of Holding On Too Long

GROUND.IO's whole game is one decision: when to let go. Here's how charge, recovery, Overdrive and Overload turn a single hold into risk and reward.

Devlog
Tuning Don't Squish Bob After Playtesters Said "Too Easy"

Two rounds of playtest feedback reshaped how Don't Squish Bob gets harder over a run. What changed, and why difficulty is about more than speed.

Devlog
Why Our Android Games Are in Closed Testing (and How to Help)

Google Play requires new games to spend 14 days in closed testing before public launch. What that means, and how to join as a tester.

Devlog
Closing the Squeeze-and-Release Exploit in Don't Squish Bob

Playtesters found a way to make Don't Squish Bob unlosable and farm infinite points. Here's how it worked and the three rule changes that fixed it.

Devlog
How DODGE.IO Rewards Playing Close to Danger

DODGE.IO's scoring is built to pull you toward threats, not away from them. How near misses, streaks and the score multiplier work together.

Devlog
SPLIT.IO: A Game About Where You Look

SPLIT.IO's tap doesn't move anything. It moves your attention. How a split-screen design turns focus into the core mechanic.

Devlog
Designing ORBIT.IO's Difficulty Curve

How ORBIT.IO introduces six threat types over two and a half minutes, and the fairness rules that keep every death your own fault.