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.
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.
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.
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.
The design rule behind the whole catalog: one verb per game, and why constraint produces better arcade games than features do.
How the Daily Challenge turns a calendar date into a run that's identical for everyone, and why that makes scores fair.
ORBIT.IO, DODGE.IO and SPLIT.IO began as Android apps. Their browser versions are line-by-line ports. Here's what that took.
INK.IO turns defense into offense: every threat you bounce becomes a weapon. How chains, limited ink and relighting lamps fit together.
Fast games feel unfair when danger appears without notice. The specific warning systems used across the Vibe Games catalog, and why they matter.
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.
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.
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.
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.
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.
SPLIT.IO's tap doesn't move anything. It moves your attention. How a split-screen design turns focus into the core mechanic.
How ORBIT.IO introduces six threat types over two and a half minutes, and the fairness rules that keep every death your own fault.