broadcast.exe
RUNNING_
ANDROMEDA: A HIDDEN ARCADE GAME (AND A GAMIFICATION CASE STUDY)
September 28, 2026
Somewhere on this site is a fully playable arcade shooter called ANDROMEDA. It's not linked from any menu. It's just here, waiting for the right input.

It's a top-down space shooter in the classic Galaga mold: dive-bombing enemies, a wave-based difficulty curve, a combo multiplier that rewards clean streaks, and three power-ups (shield, wide shot, rapid fire) that drop as crates and stack into your run. Every tenth wave breaks the pattern with a boss fight, and each boss encounter uses a different attack pattern, from a rotating clock sweep to a homing shot that telegraphs its aim before it fires. It runs on desktop with keyboard controls and on mobile with a full on-screen D-pad, and it keeps a persistent leaderboard for top scores.
To play it: enter the classic Konami code anywhere on the site (Up, Up, Down, Down, Left, Right, Left, Right, B, A), or press / to open the terminal and type andromeda.
Building it doubled as a real exercise in the same skills I use professionally as an instructional designer. A boss fight that telegraphs its attack before firing is the same principle as scaffolding a learner through a new skill before testing them on it: show the pattern, give a beat to read it, then raise the stakes. A combo multiplier that resets on a miss is a feedback loop, immediate, visible, and tied directly to performance, which is exactly what a well-designed training simulation needs to reinforce the right behavior in the moment rather than after the fact. And one boss pattern that let the boss continuously re-aim its shots got scrapped entirely after playtesting: it wasn't hard, it was just unfair, since there was no way to read it and react. That distinction between difficult and unfair is the same one that separates a training exercise that builds confidence from one that just frustrates people into disengaging.
Gamification in instructional design is often reduced to points and badges bolted onto a course. Building an actual game, with real difficulty tuning, real playtesting, and real iteration on what felt fair versus what just felt cheap, is a much more direct way to internalize what actually makes a system feel motivating instead of gimmicky.