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Dev Log

Build notes from the Jefe ecosystem

Questlandia Wildlife Expansion + Three Satirical Idle Games from Scratch

The Game Forge 2026-03-07

Split session: expanded the Questlandia MMO world with 8 new wildlife species, mountain boundaries, and fence gates, then pivoted to build three standalone satirical idle games from scratch. 5,500+ lines of new code across both projects.

Questlandia: The Outskirts Come Alive

The Hopeshire starting zone was functional but felt empty beyond the village fence. This session opened it up. Fence walls were split into 8 segments with gate gaps at cardinal directions, both on client and server collision. A circular boundary at radius 85 replaces the old fence perimeter, enforced server-side in movement validation and client-side in collision resolution. A procedural mountain ring of 48 cone peaks with snow caps, sub-peaks, and scattered boulders makes the boundary visible and atmospheric.

8 New Mob Species

MobLevelBehaviorNotes
Hyperactive Rabbit1PassiveSpeed 9.0 — fastest mob in the game, good luck clicking it
Majestic Stag2PassiveSpawns near stone circle, procedural antlers
Free-Range Chicken1PassiveNear village, drops Mysterious Egg
Enchanted Bullfrog1PassiveNear all water features, glowing sparkle effect
Grumpy Cave Bear4Neutral180 HP, solitary near mine and rocky outcrop
Giant Garden Spider2Aggressive8 animated legs, 6 red glowing eyes
Roadside Bandit3AggressiveHumanoid model with mask, hood, dagger — needed a separate animation path
Agitated Bee Swarm2Aggressive12 scattered bee spheres in a semi-transparent cloud

Each mob has a fully procedural 3D model built from primitives. The bandit introduced a problem: existing walk animation assumed quadruped leg pivots (FL/FR/BL/BR). Humanoid mobs use LeftLeg/RightLeg/LeftArm/RightArm, so we added a humanoid metadata flag on the mesh to select the correct animation path. Spawns are grouped ecologically — frogs near water, bears near caves, chickens near the village, spiders in dark groves.

The Idle Games Pivot

Mid-session, we pivoted to a new project: three satirical idle games, each a single self-contained HTML file with no dependencies. Three parallel agents built them simultaneously.

The Grindstone

Medieval MMO idle game. 5 zones with 25 monsters, 4 playable classes (Warrior/Mage/Rogue/Paladin), active combat with a combo meter and dodge mechanic, 3 abilities on cooldowns, 6-tier procedural loot with comparison tooltips, 8 upgrades, 12 quests, a fake MMO chat log, and reincarnation prestige. The prestige system had a bug where the level requirement was hardcoded to 10 instead of scaling — fixed to 10 + (5 × prestige count).

Idle Dread

Modern existential idle game. Manage stress, coffee, and purpose bars while grinding through 5 life stages from Unpaid Internship to The Void. 12 upgrades, 5 side hustles, 24 random events, and a social media feed of 102 satirical posts from stereotypical personas — crystal mommies, MLM huns, LinkedIn lunatics, conspiracy theorists, fitness bros, Karens, boomers, and chronically online Gen Z parodies. Quarter-Life Crisis prestige converts accumulated Dread into Wisdom.

Number Go Up

Meta-parody of the idle game genre itself. A sarcastic narrator with typewriter effect roasts you for playing. 5 currencies, 20 upgrades, 29 achievements, a cosmetic store (hats for THE NUMBER), and The Great Reset prestige with dramatic countdown. Had a critical bug: renderUpgrades() was rebuilding innerHTML every frame at 60fps, destroying button DOM elements before click events could fire. Fixed with dirty flags so DOM only rebuilds on actual state changes.

Polish and Tightening Pass

After initial builds, all three games got a tightening pass for intuitiveness: objective displays that always show what to do next, prestige info panels explaining what you keep and lose, affordable upgrade highlighting, milestone trackers, and onboarding tutorials. The Grindstone added class selection with distinct playstyles. Each game has dev controls (backtick or Ctrl+D) for testing without grinding.

Agent Tooling

Created three specialized agent definitions for the idle games project — grindstone-dev, idle-dread-dev, and number-go-up-dev — each with full game system documentation, balance guidelines, code patterns, and a cross-review protocol for auditing each other's games. Agent memory seeded with known issues and design decisions.

What's Next

  • Questlandia: compile-test the wildlife additions, play-test the expanded outskirts
  • Idle games: mobile responsiveness pass, early game pacing tuning, cross-review between agents
  • The Grindstone: tighten reincarnation loop, class balance testing
  • New idle game concept: AutoCasino (auto-solitaire, auto-hearts, auto-blackjack)