hyperclip

A different twenty-minute game every day.

You start making one thing by hand. Twenty minutes later it is running without you. What you score depends on the choices you made getting there, and a few of them you will not see coming.

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How a day works

Choices that close doors

Most projects are ordinary upgrades. Some come in pairs, and taking one removes the other for the rest of the game. Those are what separate two players who did everything else the same.

Some cards are a gamble

A few are marked outcome unknown. You cannot tell before taking one whether it helps or hurts — and the honest answer is that it does both. The card tells you enough to be tempted and not enough to be sure.

Each day scores differently

Every game scores different things. One that prizes reputation rewards patience; one that prizes sheer volume rewards the choice that costs you your reputation. The right answer moves.