Remove confusion. Complexity hides tension.
Today is a subtraction day. You are not adding anything — you are removing things that create confusion. If the player doesn't know what to do next, the game has a clarity problem, not a feature problem.
Ask yourself these three questions:
- What action is unclear?
- When do I not know what to do?
- What feels cluttered?
- Remove unnecessary console logs.
- Ensure only one active encounter at a time.
- Confirm banking is clearly restricted to Camp.
- Remove experimental code that is no longer used.
- Ensure only one active build at a time (V1 constraint).
- Clarify debt warning visually.
- Remove unused variables.
- Clean up job generation logic.
The codebase is smaller or cleaner than yesterday. Confusion is reduced.
No feature expansion disguised as cleanup. "While I'm in here, I'll just add..." — NO.
Adding features during cleanup — the temptation is real. Today is subtraction only.
Removing code that's actually needed — test after every removal. If something breaks, undo immediately.
Not testing after removal — every deletion should be followed by a play test. Verify nothing is broken.
"Improving" code instead of simplifying it — refactoring is not the goal. Removal is the goal.
This is the hardest lesson for young developers. Removing code feels like going backward. Ask: "Why is removing code powerful?" Answer: every line of code is a potential bug. Less code = fewer bugs = clearer game.