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Devlog
But The Branch Never Merged Back
March 17, 2026
by
Per10dev
This isn’t a reveal. Everything in this project has always been pushed to a public repository. This post records the software architecture of DIV, along with a few key turning points in how it evolv...
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From Squares to Diamonds — It Was More Than a 45° Rotation
March 16, 2026
by
Per10dev
This post isn’t about a new mechanic. It’s about how the game’s visuals changed over time. DIV went through roughly three visual versions. Each one was solving a completely different problem. Th...
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I didn't design the rules. The rules designed themselves.
March 15, 2026
by
Per10dev
If someone asked me how I came up with such a complex rule set, I would say: these rules were not really designed by me in advance — they grew on their own while I was solving problems. I did not fu...
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AI wrote 97% of the code, but it can't solve a single level
March 13, 2026
by
Per10dev
1
This project isn’t just a gameplay test — it’s also an experiment to see how far AI can actually go. I should say upfront: I have no professional prompting techniques or toolchain. I just treate...
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No title
March 12, 2026
by
Per10dev
Added a title screen a few days after launch — better late than never. Kept it simple: just the title, plus a small animation to give players a first glimpse of the split mechanic before they even s...
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Then It Became Sokoban
March 12, 2026
by
Per10dev
Why Sokoban? We have talked about Git in previous dev log. I realized that what I needed were state snapshots that could be recorded, compared, and merged. And in order to make that possible — while...
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It all started with Git.
March 10, 2026
by
Per10dev
Yes — but also No. At the end of 2025, I suddenly came up with an absurdly ambitious idea, despite having no game development experience at all. I wanted to make an innovative game where save files...
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SFX update
March 09, 2026
by
Per10dev
Although I'm a few days behind, I finally got the sound effects in. The choices were entirely based on personal taste — no particular design rationale. Roughly divided into a few layers: terrain int...
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New zone update
March 08, 2026
by
Per10dev
Zone 3 is out. This chapter introduces pick & carry — you can now hold a core and move with it. More ways to approach each puzzle, but the layouts are tighter and less forgiving than before. Also fi...
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