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6 articles tagged cozy-coast. See all posts.

Generating a press kit from the running game

Twelve social cards built from HTML and CSS templates, filled with real screenshots captured from the running game, and rebuilt with one command instead of a design tool.

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One changelog file, three places it shows up

A single typed changelog file feeds an in-game badge, a Settings tab and a public website page, so release notes cannot drift between the product and its marketing.

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A public tally with no accounts and no IDs

Cozy Coast ships analytics that count events instead of people: opt in, no account, no device ID, and a public page as the whole reporting layer. Here is what that costs.

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What the beta tally told me about my own game

The Cozy Coast beta counted 160,966 catches and 50,418 seagull greetings. The action that pays nothing was the most repeated one, and the economy changed because of it.

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Building a game that behaves like a desktop widget

Cozy Coast is an Electron and Phaser game built as a borderless desktop widget first, which changes the window model, the render budget and the packaging pipeline.

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Cozy Coast multiplayer runs on zero servers

Cozy Coast shipped a multiplayer hub with no backend at all. Steam handles lobby discovery, connection brokering and packet relay, and the host relays player state.

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