hueristic

hueristic — week of 2026-06-29

Most of this stretch went toward closing gaps in the play loop. I added a streak mechanic to give returning players a reason to come back, and reworked win celebrations into tiered moments with a punchier voice and a running count so a good run actually feels earned. Smaller polish came alongside it — making shared results clearly distinguish between the game’s variants so a link reads unambiguously.

On the growth side I wired up event tracking on the hub’s call-to-action cards, splitting the signal by variant and by mode so I can see which entry points are actually pulling people in. I also put up crawlable hub content, including proper How to Play and About sections, mostly to clear the bar for ad-network approval but also because the surrounding pages were thin.

The other big thread was tooling: I built a skill that turns raw gameplay recordings into a narrated promo, then spent a follow-up pass fixing rotation and recording-selection bugs and cutting both a story and a reel version with captions. It is rough but it takes the manual grind out of producing marketing clips.