Multiplayer

The Word Game That’s Designed to Make You Cheat (And That’s Fine)

Alphabet Soup inverts the classic word game by only counting the longest word, turning the match into a high-stakes social performance. The real insight? The game’s vulnerability to LLM cheating reveals that the human value isn’t the word itself, but the act of being seen finding it. A compact case study in game theory, human nature, and the price of performance.

The Real Reason Multiplayer Games Are Hard Has Nothing to Do With Servers

A solo developer’s language called Easel automatically handles multiplayer networking, removing the steep learning curve that has kept solo devs from building real-time games. The real bottleneck isn’t servers or costs β€” it’s the complexity of networking itself. Now that complexity is being abstracted at the compiler level, the only remaining differentiator is pure game design.

Stop Trying to Finish Your Game. Do This Instead.

The final 20% of a game isn’t codeβ€”it’s art, sound, UI, and a dozen other crafts. Your technical competence is a trap. Instead of finishing the original vision, monetize the assets you already built: sell the netcode as a dev tool, reduce scope to a single-player experience, or open-source the concept. The sunk-cost fallacy is lying to you.

I Let Claude Write a Multiplayer Game. The Code Was Unreadable. And That’s the Point.

I watched Claude generate 4,000 lines of code for a multiplayer game in seconds. The game worked perfectly. The code was completely unreadable. That’s when I realized: code is no longer a message to humans. It’s a conversation between machines. The future of development isn’t writing codeβ€”it’s managing the black box.