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Dev Log

Build notes from the Jefe ecosystem

Idle Games: Three-Agent Audit, 28 Bug Fixes, and the Stress System Overhaul

The Game Forge 2026-03-08

Deployed all three specialized idle game agents — grindstone-dev, idle-dread-dev, and number-go-up-dev — for a full audit, fix, and cross-review cycle. Each agent read their game top to bottom, identified bugs and balance issues, implemented fixes, then reviewed the other two games from their domain perspective. 28 bugs fixed, 6 balance adjustments, and mobile responsive layouts added across all three games.

The Shared Disease: innerHTML Per Frame

All three games had the same critical pattern: rebuilding innerHTML inside requestAnimationFrame callbacks. At 60fps, this destroys DOM elements between mousedown and mouseup, making buttons unclickable. The fix across all three games was identical: dirty flag systems that only rebuild DOM sections when state actually changes, with lightweight text/style updates running every frame for things like progress bars and counters.

Idle Dread: The Stress System Was a Lie

The biggest finding was in Idle Dread's stress mechanics. The UI screamed about burnout at every threshold — warning labels, flashing bars, onboarding hints — but reaching 100% stress did absolutely nothing. Meanwhile, the only way to reduce stress was buying upgrades (Snacks at $150, Vacation Days at $1000), leaving early-game players watching an unstoppable bar climb with zero agency.

The fix was a complete stress system overhaul:

  • Natural decay — stress now passively drops at 0.3%/sec, preventing permanent ratcheting
  • "Take a Break" button — pauses task progress but drops stress at 5%/sec, 30-second cooldown. Gives players a free action before they can afford upgrades
  • Real burnout — at 100% stress: task speed halved, earnings halved, +50 Dread, effect popup. Auto-recovers to 50% after 5 seconds
  • Snack threshold lowered — from 50% to 30% so the upgrade feels proactive, not reactive
  • Low purpose accelerates Dread — purpose below 10% now adds +2 Dread/sec

Also fixed: prestige was resetting hustle unlocks despite the overlay explicitly saying "KEEP: Hustle unlocks." Money could go negative from random events. Task duration dropped from 3s to 2s, first upgrade cost from $15 to $8.

The Grindstone: Infinite Gold Exploit and Ghost Multipliers

Two game-breaking bugs. First: repeatable quests tracked progress against G.killCounts which never reset, so after first completion they'd instantly re-trigger on every game loop tick, awarding infinite gold and XP. Fixed by storing a baseline kill count at completion and measuring progress relative to that.

Second: prestige reset G.skills = {} but never touched the derived multipliers (G.dmgMult, G.xpMult, G.goldMult, G.aps, G.luckBonus, G.regenMult). After prestige, your character retained all pre-prestige power permanently. Added explicit resets for all six fields.

Other fixes: loot rarity roll overflow at high luck (everything becoming Mythical), offline progress skipping XP entirely, defense stat generated but never applied to damage reduction, zone requirements smoothed from 1/5/10/15/20 to 1/4/8/13/18, and gold/XP floating numbers added on kills for better feedback.

Number Go Up: The Impossible Achievement

The "Read This Achievement" achievement required hovering over its own name — but locked achievements displayed "???" instead of their names. The text content check could never match. Fixed by always showing achievement names (hiding only descriptions when locked) and using data-ach-id attributes for the mouseover handler.

Narrator pacing was too aggressive (every 15s vs target 30-60s) and a click line had a raw {amount} placeholder. Store prices showed variable names like metaNumbers instead of "Meta-Numbers." Meta-Number generation rate created a 50-minute dead zone before the first store purchase was affordable — bumped from 0.1 to 0.25 per level. Auto-Clicker base cost increased from 10 to 15 so idle doesn't surpass active clicking too quickly.

Mobile: From Zero to Playable

None of the three games had any responsive CSS. All used fixed-width 3-column grids that completely broke below 780px. Each game now has @media queries collapsing to single-column layout with 44px minimum touch targets. Number Go Up got a sticky bottom tab bar for mobile navigation. All three got back-to-menu links.

Cross-Review Protocol

After fixes landed, each agent reviewed the other two games from their domain expertise:

  • Grindstone agent reviewed Idle Dread and Number Go Up for progression pacing, prestige clarity, and feedback loops
  • Idle Dread agent reviewed Grindstone and Number Go Up for resource clarity, writing quality, and UX
  • Number Go Up agent reviewed Grindstone and Idle Dread for humor consistency, upgrade economy, and player psychology

Fix Summary

GameBugs FixedBalanceUXWorst Bug
The Grindstone814Infinite gold from repeatable quests
Idle Dread922Stress/burnout system did nothing
Number Go Up733Impossible achievement + 50min dead zone

What's Next

  • Playtest the stress overhaul end-to-end — does "Take a Break" feel good at every stage?
  • Address remaining cross-review findings from agent peer reviews
  • Sound effects pass (all three games are silent)
  • Landing page polish for the idle games collection