Lokkij
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lokkij.bsky.social
Lokkij
@lokkij.bsky.social
Software engineer and researcher working in the energy domain. Hobbyist game developer and perfumer.

https://blog.lokkij.com/
Update: I fixed a couple bugs; most notably, the game now periodically checks for words that got stuck outside the play area or in the top right, and teleports them back to the middle. There was also a bug where completed categories didn't always receive a tickmark; this shouldn't happen any more.
January 21, 2026 at 7:09 AM
Thank you! ❤️

Yeah, I made the categories by hand. I tried for a mix of simple, concrete categories and some really funky ones; glad to hear you found them creative!
January 19, 2026 at 8:37 AM
I made this in a weekend (I had the idea last Friday), so let me know if you find any issues. I tested it a bunch, but variation between browsers can be a giant pain sometimes.

Also note that at the moment, the game does not save - if you reload the tab, your progress will reset!
January 19, 2026 at 7:18 AM
That approach doesn't help on the reduction side (flat bonuses can approach the asymptote just as well as % bonuses) and you probably still want to sprinkle in some juicy % bonuses, but then at least the bulk of your system is clear and unambiguous.
January 11, 2026 at 5:31 PM
Yeah, that's a classic. For the positive side, I like the way League of Legends does it, where you get a lot of flat bonuses to a stat (attack damage, ability power) and abilities tell you exactly how they scale with that stat. Gives you a lot of flexibility while still being super clear.
January 11, 2026 at 5:28 PM
Plus, the explanation of “if you equip this items, you will receive 30% less damage than before you equipped the item” is pretty appealing. There’s still some oddness in that five items of 10% are much worse than one item of 50%, but eh, no system involving lots of numbers can be perfectly intuitive
January 11, 2026 at 8:57 AM
This is a cool approach! It doesn’t scale linearly: 20%+30%+30% gives 155 effective HP by my calculations, which is much better than the 400 eHP from additive stacking but still more than the 80 eHP from a linear system. If you mostly give out small values of the stat I imagine it works pretty well.
January 11, 2026 at 8:55 AM
Great idea, I'm in!
September 28, 2025 at 12:31 PM