
A Second Pass on the Floorboards Game
Creaking Floorboards was one of the first games I put together for this room, and it has needed the most fixing since. The idea was straightforward — step across safe tiles, watch the multiplier grow, stop before the loose board gives way — but the first version I shipped made the growth curve far too gentle. Ten safe steps in a row barely moved the number, so there was no real tension to any of it.
I spent a slow weekend adjusting how quickly the multiplier climbs relative to how many tiles are hidden on the floor. Too steep and the game turns reckless within two steps; too gentle and there is no reason to stop early at all. It took a few passes with a spreadsheet before the numbers felt like they matched what the floor looked like on screen.
The other thing I changed was smaller but mattered more than I expected: the shift of the board underfoot when you land somewhere safe. Originally every tile behaved the same on screen, which made the game feel flat no matter how the numbers moved underneath. Adding a slight give to each safe step, a small settle before the next choice appears, made the whole thing read as a floor rather than a grid of buttons.
None of this is dramatic work, and most players will never notice the difference between the old floor and the new one. But it is the sort of quiet maintenance that keeps a room feeling right, and the game plays a good deal better for it now than it did a few weeks ago.