Design Notes

Behind the scenes: how Half Slack was designed and why.

A timing loop, not an idle game

An idle/clicker leaks players in the 90 seconds that decide return. The catch/dodge is the emotion — the near-miss ("the gaze swept an inch past me") is the dopamine. The session itself is the hook.

Zero image assets

The entire game is drawn in <canvas>: a head that flips between phone-up (slack) and head-down (work), a boss with a sweeping gaze cone, and desks. About six primitives. Palette and easing do the rest.

The daily seed is the content

No levels, no meta-progression. The UTC-day seed generates the boss route, mood, and the one double-gaze — infinitely varied, zero authoring cost. The shared daily is the retention engine.

Audio off by default is a feature

You're playing at work. Mute-by-default is thematically correct and the single most on-brand detail in the game.

Balance

The only decision (slack vs work) must stay genuinely close. Tuning levers, in order: reaction window (0.8s), gaze density (0.9–1.5s cadence), catch penalty (25%). Scoring has no RNG — the board must stay fair.