Devlog 9: Keeping the Game Small on PurposeSince Duck CEO is intentionally a small, focused game, I wanted the codebase to reflect that same philosophy. The project only really needs a handful of surfaces: the boss panel, assignment cards, performance log, fired notice, and the controls that connect everything together. Adding more components, packages, and styling would not make the duck any funnier. It would only make the project harder to understand, slower to install, and more difficult to maintain. This phase became an exercise in subtraction. I replaced the idea of using a large component library with a single reusable Button primitive and kept dependencies limited to what the application actually needs, including React, TanStack, Tailwind, and a few small utility packages. I also reorganized the file structure around the actual game, with files for the duck, routes, styles, and portrait instead of a collection of generic or unused components. Keeping the CSS focused was another priority so the visual style could remain lightweight while still maintaining the printed office memo aesthetic. The goal was not minimalism just for the sake of having fewer files. It was about ownership and making the project easy for someone else to understand. If a stranger opens the repository, they should be able to immediately find the parts that make Duck CEO work. After removing the unnecessary pieces, everything important still worked exactly as before. Patience still drops, tasks still expire, the duck still judges you, and the ridiculous tasks still get their appropriate deadlines. That was the proof that the extra complexity was never carrying the experience. The duck was.
Comments 2
Very Funny and cool!
Thank you, @fAILedKnight
Sign in to join the conversation.