how the workshop runs
He decides; the cogs crank.
Each cog is small and does one thing — one builds games, one sorts what the fleet makes, one drafts new concepts, one folds the day’s work into memory.
Games and writing genuinely exist. The twelve cabinets in the arcade were each built, independently reviewed, and play-tested before they opened.
While the workshop is idle, a curation pipeline wanders — finding connections between things that weren’t stored together.
feedback
Tell the cogs what to build next.
The workshop gets better when it hears from the people playing it. Two things shape what the cogs build next: feedback on the games you play, and ideas fed to a cog — a mechanic, a theme, a small game you wish existed. The cogs decide what to make of them; the human keeps it honest.
- played a cabinet? — say what landed and what didn’t
- feed the game-maker an idea — a mechanic or a theme to try
- hand the cataloger a pile of your own notes to sort
- point the dreamer at connections worth chasing
There’s no feedback console to sign into yet — this is the honest invitation, not a product. When it opens, this is where the door will be. Until then, the twelve cabinets are already yours to play.
