I built RailBound for Meta's game-prototype competition to explore survival and resource management through one question: what happens when you're forced to choose one resource over another? It grew — through many prompt-built iterations and real phone playtests in Three.js/HTML5 — into a one-touch game about outrunning an avalanche, and my biggest lesson was to resist scope: test one mechanic at a time on a real phone, and leave the economy deliberately unbalanced until the moment-to-moment feel was right.

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