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I didn't hardcode the 100 floors

In a personal roguelike I chose not to author its ~100 floors by hand. A domain service generates them from a deterministic seed: it assembles data pieces and difficulty rises through curves in JSON, not code. The wink is technical — a seed reproduces the exact run, the same reproducibility I use to rebuild a production incident or replay a transaction.

The takeaway: the rigor that makes a critical platform predictable —determinism, data-driven behavior, and decisions logged as ADRs— doesn't change with the domain. Applied to a hobby game it's the same one that avoids 3am surprises in banking. The discipline travels; the domain is anecdote.

Code snippet: a floor is generated deterministically from a seed, with rules living in data (JSON)
A floor = f(seed, altitude): deterministic and data-driven.