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⚡ AI Lessons
![# [Devlog] We limited path visibility to "2 nodes ahead" to reduce fatigue—but players got lost. Here is how we're fixing it.](https://media2.dev.to/dynamic/image/width=1000,height=420,fit=cover,gravity=auto,format=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fhww2j96dm7301zvn74hi.png)
Dev.to · GameDecisionDiagram
1w ago
# [Devlog] We limited path visibility to "2 nodes ahead" to reduce fatigue—but players got lost. Here is how we're fixing it.
We are currently developing CIDER, a deck-building roguelike. Recently, we implemented a new "Map...

Dev.to · GameDecisionDiagram
📣 Digital Marketing & Growth
⚡ AI Lesson
2mo ago
Why I Chose Web over Desktop for My Game Playtest
I have released a free prototype (playtest) version of the game I am currently developing, and it is...
![[Dev Log] Designing Strategic Chains: Implementing the "Harmonic Sequence" System](https://media2.dev.to/dynamic/image/width=1000,height=420,fit=cover,gravity=auto,format=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F7wjqgo3zlab5dc8hiklz.jpg)
Dev.to · GameDecisionDiagram
📣 Digital Marketing & Growth
⚡ AI Lesson
2mo ago
[Dev Log] Designing Strategic Chains: Implementing the "Harmonic Sequence" System
In my current deck-building game project, I've implemented a new system called "Harmonic Sequence"...

Dev.to · GameDecisionDiagram
📋 Product Management
⚡ AI Lesson
4mo ago
Dev Log: From Combat MVP to Map Mode - Building the Strategic Core of "CIDER"
Up until now, CIDER has been a combat-only MVP (Minimum Viable Product) focused on refining our card...
![[Inside CIDER] Steal Their Power, Pierce Their Weakness: The "Elemental Cycle" System](https://media2.dev.to/dynamic/image/width=1000,height=500,fit=cover,gravity=auto,format=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fh6zb5bmk60lxbrnybqze.png)
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