More discrimination thresholds, this time in simple visual language systems.

In FRACT, I developed a simple visual language based on a few simple rules. It included a number system and basic grammatical operators like; with, and, or, within, outside, known, unknown. I sketched out a good deal more of the language too, but the only thing we had time to implement was the number system. It was actually base 5, which tied into the pentatonic scale the game was built upon:

But the system lives on in my current project. When working on FRACT, I quickly mocked up the numeral glyphs, and it was clear where the line had to be drawn for usable discrimination thresholds - the number six/hexagon.

After six, the numerals become totally illegible. And while we’re trained to identify octagons, identifying polygons 7 through 12 (or beyond) would be no fun whatsoever.

I’m not sure if this project will live in a base 5 or 6 number system, but I’m leaning towards the latter. Not only are hexagons hella cool, but they are in line with the architecture of traditional XXXXXXXXXXs from the XXXX 1Xth century, and newer XXXXX-axis examples from today.




Make stuff warmup Make stuff warmup Make stuff warmup

Make stuff warmup

Poor planning


We’re finalizing multiplayer modes, and are really excited especially about Co-op in N++. It’s so satisfying to play with other people, and the Co-op levels are some of the best in the game! Here’s a gif so you can get a taste of what it’s like.

Lookin dope!

pretty dope


  1. Camera: iPhone 5s
  2. Aperture: f/2.2
  3. Exposure: 1/30th
  4. Focal Length: 4mm