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dinisnoyoutbe

In this update I implemented a full Hiring system. Now, instead of just clicking “Hire”, you also need to choose a role (Dev, Designer, or Manager) and the game generates 3 candidates. Each one has a random name, a specific salary, and—most importantly, a set of unique skills. I used a naming pool for each role to make the office feel more like a real place with different people.
I’ve also added specific skill sets for each role that directly affect the simulation:
Developers now have stats for Bug Fix, Speed, and Research Bonus. A good Dev can now generate RP (Research Points) faster or clean up the mess left by rushed features.
Now designers focus on Reputation Bonus and have a Motivation Aura. Having a good designer doesn’t just make the product look better but also keeps the rest of the team from burning out too fast.
And managers have skills like Cost Reduction and Event Risk Reduction. A high-level manager can also stop a bad random event from happening.

I also spent some time connecting these skills to the core engine. When you hire someone, it costs a flat fee of $1500, and their salary is added to the weekly costs. This adds a huge layer of strategy: Do you hire the expensive “Super Dev” to fix your stability issues, or a cheap “Junior” just to keep the features growing?

There are 2 new modals, one for the Research Points and another one for the milestones, so that you can actually see your objectives and what you win by accomplishing them(the RP one is still a bit laggy but i’ll fix it latter)
The game is actually starting to feel good to play and I want to change the center animation to more a 2.5d style

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dinisnoyoutbe

I took 5 hours to do this devlog because I was facing some weird bugs(and still am). I had to stop adding features for a bit to focus on making the game’s math almost bulletproof. My vision for the final project is that a complex system is only good if it doesn’t break. So my biggest bug that I still coudn’t completely solve wasthe “NaN” (Not a Number) bug that makes it so that some numbers like Bugs and Stability simply say NaN instead of the actual number.

The thing that I liked the most so far was the hability to create a new project with features that the user can choose, some features are blocked and can be unlocked with RP(research points), and the “develop feature” button now lets the user add a feature to the project or replace one that was already added(each project as a max of 3 features, but I plan to let the user unlock more with RP).

I’ve been trying to Harden the Simulation by implementing “Sanity Checks” across all formulas. Before, a single division by zero (like having 0 employees or 0 features) would crash the entire game state. But now, every calculation for revenue, stability, and bugs has a safety gate. I’ve used Math clamps to ensure that even in the worst-case scenario, the numbers stay within a logic range.

The financial engine is more realistic because weekly revenue is no longer a simple guess but intead its the direct result of your Product Stability x Market Reputation. If you ignore technical debt to rush features, the stability drops, which now exponentially drags down your income. It creates a realistic “Death Spiral” where one bad decision can slowly sink the company.

Also improved UI Reliability by updating the money counters and progress bars to handle edge cases. Even if the math hits a weird spot, the player is expected to see formatted, clean data instead of broken code(bugs sometimes, still have to fix some things).

And also fixed bugs where the office visuals didn’t match the background data.

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dinisnoyoutbe

In these last few hours, I’ve stoped a bit from building the office layout to coding the “nervous system” of the game. Implemented a Dynamic Vitals & Burnout System:
Employees now possess internal states for Energy and Motivation. Working actively drains energy, while idling restores it. I’ve added a critical “Burnout Loop”, once energy dips below 50%, motivation begins to crash, and the physical walk speed of the employee slows down, making the team’s exhaustion more visible to the player.
I’ve added the basics of a Weekly Summary system that calculates the company’s fate every 900 frames. Revenue is no longer a random number but a result of a formula involving Product Stability, Total Features, and Company Reputation. If you push your team too hard, the average motivation drops, which directly spikes the number of bugs generated each week.
To force the “absurd” difficulty I’m aiming for, I implemented a Modal Event system. You’ll now face dilemmas like the “Buggy Release”that makes you choose between shipping broken code (losing reputation), delaying (losing money), or force crunch (destroying team morale). It is now possible to spend capital to hire new employees or pay for team breaks to manually reset energy levels. Also added floating money text and status emojis (😤, 😴, 💻) so you can understand the room without looking at the raw data. And last but not least, I implemented a full LocalStorage save/load state so the collapse of your startup can be resumed at any time.

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dinisnoyoutbe

In these first hours I started building the core of the game, focusing on making the company feel alive rather than just numbers on a screen(animation on the center).
Right now, the office is fully rendered in a side-view layout, inspired by management games like Fallout Shelter, but adapted for a software company setting.(I plan in upgrading it later)

Implemented a basic employee system:
Each employee has a role (Dev, Designer, Manager)
They move around the office and return to their desks
They switch between idle and working states dynamically

The goal is to make every visual element reflect what’s happening in the simulation. Employees aren’t just cosmetic and their behavior will eventually tie directly into productivity, bugs, and team morale.
You can already click on employees to inspect their current state (working or idle), which will later expand into deeper management decisions.
This is just the foundation but my goal is to make a system where everything interacts, and bad decisions slowly lead to collapse.

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dinisnoyoutbe

Shipped this project!

Hours: 19.63
Cookies: 🍪 359
Multiplier: 18.31 cookies/hr

I built Mission Control Simulator, a hardcore resource management game where you guide a spacecraft through 4 critical phases: Launch, Orbit, Crisis, and Landing. It’s an experience where every decision triggers a chain of consequences, affecting real-time telemetry like G-Force, orbital velocity, and ship integrity. The biggest challenge was moving away from “decorative” animations to a functional simulation. I replaced my SVG scenes with a custom Canvas engine so that the rocket’s movement, smoke trails, and lateral drift aren’t just loops but they react directly to the thrust and gravity values in the code. Syncing the Web Audio API to generate procedural alarms and engine sounds without using a single external audio file was also a deep dive into browser capabilities. I’m proud of the “Vanilla” philosophy. Zero libraries, zero frameworks, and zero external assets. Everything, from the flickering CRT glitch effects to the synthesized “victory fanfare”, is hand-coded. I also implemented a “Consequence Engine” where early-game choices set flags that determine which rare events (like alien signals or hypoxia) spawn later in the mission.

dinisnoyoutbe

I did a massive sweep across gameplay, UI, and audio. The main goal was to make the feedback feel less like “decoration” and more like a simulation that reacts to the code in real-time(pretty similar to the last devlog I know, but this one is fire(I hope)).

What’s new:

Landing Sequence: I finally fixed the timing. The mission success/failure now waits for the rocket to actually touch down before triggering (Before it ended without the rocket landing).

Telemetry Expansion: Added G-FORCE (reacts to real-time acceleration), ORBIT (shows path data), and ETA for phase completion. Everything updates dynamically based on the current state.

UI Feedback: Resource values below 20% now animate with a subtle shake to grab your attention. I reworked the button interactions, tested dozens of glow and flash combos to make sure the clicks feel responsive but still not too “intrusive”.

Audio System (Web Audio API): More “hand-coded” sounds with zero external files. Added audio cues for the boot sequence, distinct chimes for phase transitions, and a radar-like “tick” every second.

Consequence Chains: Certain choice outcomes now set flags that trigger follow-up events later in the mission. Your early decisions can actually come back to haunt you.

Gameplay & Replayability:

Commander Profiles: Added AGGRESSIVE PILOT, SAFE COMMANDER, and CHIEF ENGINEER. Each has unique starting bonuses and score multipliers.

Rare Events: Introduced 4 rare events with custom visuals (like alien signals or space junk) that spawn randomly.

Scoring Streaks: The scoring system now rewards “decision streaks.” Making consecutive good choices builds bonus multipliers for higher final ratings.

The game feels a lot tighter now, with better player feedback at every level.(Last devlog).

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dinisnoyoutbe

I tried to make the central animation look more like a simulation and less like a decoration(I also needed to do it with canvas instead of svg).
In the launch phase the rocket altitude changes a bit, there is a smoke trail, a flame size, and a lateral drift that all react to the current thrust value. In the orbit phase the rocket orbits Earth at the velocity that shows in the telemetry(bad decisions can slow it down), the radius also changes based on the altitude, and debris can also appear. In the crisis phase it didnt change a lot, the screen shakes, theres sparks and warning text, but the shake intensity is tied to the integrity.
Still no libraries.

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dinisnoyoutbe

I copletely remade the center panel. Replaced the emoji rocket animations with hand-coded SVG scenes for each mission phase. Each phase has its own fully animated illustration such as:
LAUNCH — rocket ascending from Earth with animated flames, smoke particles, and atmospheric glow on the horizon.
ORBIT — top-down view of Earth with continent details, atmospheric ring, dashed orbit path, and the craft rotating around the planet in real time.
CRISIS — dark red-tinted space, flickering stars, damaged rocket shaking with sparks firing off the hull, sputtering engine, and flashing warning text.
LANDING — rocket descending toward a landing pad with retro-burn flames, deployed landing legs, heat glow, and blinking runway lights.
All animations are pure SVG — zero external libraries, zero image files. Runs entirely in the browser with no server needed.

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dinisnoyoutbe

I think that the game is starting to fell like a real simulator. The telemetry is finnaly something “interactive” cause decisions affects it. For example, if you take a solar flare hit, the integrity of the ship degrades. I also added new telemetry values, thrust and integrity. The game went from 8 to 16 total events across all phases. NEW consequences, like, a drop in speed below 5,000 m/s in orbit triggers an uncontrolled “deorbitation” penalty or the altitude reaching zero outside the landing phase instantly ends the mission. But what i liked the most were the conditional events, that basically makes the game read the state of the ship before spawning events. Such as, Low fuel during landing triggers a dedicated fuel crisis, Critical oxygen in the CRISIS phase spawns a hypoxia event or hull integrity below 30% in orbit triggers a structural failure event.

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dinisnoyoutbe

I added a sound system, built entirely with Web Audio API, zero external files. Events trigger an alarm beep sequence, decisions have a confirmation tone, mission success plays a victory fanfare, and failure has a descending sawtooth crash. The last 5 seconds of each decision also have an urgent ticking sound.
Added a decision countdown and every event now has a 15-second timer bar. If you ignore it, the worst option is chosen automatically.
Also added a score and rating system, that, in the final screen, shows your score (based on resources preserved + time bonus) and a rating: CADET, PILOT, or COMMANDER.
Now there are more events it went from 2 events per phase to 4 per phase. 16 total events now, each with 3 choices. The new ones include bird strikes, gyroscope failure, comm loss, micrometeorite impacts, fire onboard, navigation corruption, heat shield failure, and parachute deploy failure.
Now the game has some visual consequences, for example, when resources drop below 40% the cockpit turns yellow. Below 20% it goes red, status flashes CRITICAL, and telemetry starts glitching with —ERR— errors randomly appearing.
I think that the game is something good now but there is still a lot to add.

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dinisnoyoutbe

The core gameplay loop is done: the player manages a mission through 4 phases (Launch → Orbit → Crisis → Landing) with limited resources (fuel, power, oxygen) that drain passively over time. Random critical events fire during each phase, like fuel leaks, solar flares, debris fields, power failures, and the player has 15 seconds to pick one of 3 responses, each with real consequences on the resource bars.
If you ignore a decision, the worst option is chosen automatically. If any resource hits zero, the mission fails.
Right know the game is fully playable from boot screen to mission success/failure. Visual polish pass done alert flash on events, countdown bar per decision, animated phase icons, shake effect on low resources.

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dinisnoyoutbe

Added stars to the background, a signal particle that travels from Earth to Mars and back in sync with message timing, and fixed orbital opposition physics for communication blackouts. Set up GitHub repository, GitHub Pages demo, and wrote full project documentation.

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dinisnoyoutbe

Shipped this project!

Hours: 3.43
Cookies: 🍪 8
Multiplier: 2.35 cookies/hr

Built LuxTransit, an interplanetary communication simulator between Earth and Mars. You can send commands to Mars Rover ARES-7 and watch the signal travel across the solar system in real time, with accurate light-speed delays based on the actual distance between the planets. Added solar storms that degrade the signal and communication blackouts that trigger when the Sun aligns between Earth and Mars using real orbital opposition physics. The hardest part was getting the signal particle to arrive at the right planet since the planets keep moving — learned a lot about canvas animation and how to sync visuals with timing.

dinisnoyoutbe

Built a real-time orbital distance panel showing live km and signal delay, along with an ARES-7 rover status panel that updates battery and temperature after each transmission. Implemented two space events: random solar storms that degrade the signal, and automatic communication blackouts triggered when the Sun aligns between Earth and Mars using real orbital opposition physics.

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dinisnoyoutbe

Started building LuxTransit, an interplanetary communication simulator between Earth and Mars. Built the base HTML/CSS layout with a mission control aesthetic, added a live solar system canvas with orbiting planets, implemented real light-speed delay calculations, and created a command terminal to send messages to Mars Rover ARES-7 with contextual AI responses.

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