Day 21/90: Practice — class-based game engine
90 Day JavaScript Challenge: Zero to Production
Today I wanted class-based game engine to feel like a real engineering decision, not a syntax demo. The useful shift was turning the lesson into a small but believable product slice that could survive one more requirement.
The checks that mattered were boundaries between ui, api, and persistence, a shared model on the risky user path, and recovery when one layer fails or lags behind.
The failure mode I was actively trying to avoid was spreading workflow rules across modules without a clear ownership model. Project days are where JavaScript stops being exercises. The question is whether the slice still makes sense once UI state, async work, storage, and failure all show up together.
That is the bar I want from this track: code that stays readable when requirements move, not just code that compiles today.
Top comments (0)