Floor Is Lava: Developer Diary | Balancing Power-Ups With the Platform Configurator (May 7, 2026)

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Thursday, May 7, 2026; approx. morning to 11:45 p.m.


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Balancing the power-ups by spreadsheet logic

Fixed the teleport power-up (it only fired on one specific keystroke) and tuned it down; it now jumps up to 8 platforms, searching downward through 7, 6, 5 if it doesn’t find one, rather than being too generous. That got me thinking properly about value-for-money across all four power-ups: boost jump and teleport at 20 coins, book at 100, lava ship at 150.

Building a sandpit to measure it properly

Rather than guess, I built a testing environment in DeepSeek (after a first attempt broke things and had to be redone in Claude, costing a chunk of usage: up to 97% for the week). The sandpit gave every power-up, no coins, a solid floor with no lava, and a measuring tape marked in platform units from zero. That let me measure exactly how far each power-up actually travels rather than estimating.

The result: the book was the least cost-effective at 22 coins per 10 platforms. After retuning:

🎮 Game Rules Log: May 7, 2026 (power-up rebalance)

  • Boost jump: 20 to 30 coins
  • Teleport: 20 to 30 coins
  • Book: stays 100 coins, but now swings you up ~17 platforms (was ~10-12)
  • Lava ship: 150 to 120 coins (measured travel: ~53-54 platforms)
  • Torch: 50 to 30 coins
  • Parachute: unchanged at 50 coins

Version 123: the Platform Configurator

Back home from a delivery run, I had Claude add a Platform Configurator modal to the level editor: sliders and toggles for platform types and hazards, a Generate button that drops a random arrangement into the editor, keep it or discard it. Showed it to Lance once he’d had his shower.

Lance, watching it generate 100 platforms at once: “Wow.”

We found two rough edges together: no way to exit a test-play session back to the editor (risking losing your work; thankfully the level had auto-cached locally), and custom levels built with the configurator couldn’t earn coins yet when played as a standalone game.

Read what happens next in the dev diary: the next entry.

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