Wk5: “Crosslister” – Kickoff

November 1, 2026 – how is it November already?!

For Week 5 of One Project Every Week, I’m working on Crosslister. That’s the working name. We’ll worry about naming it once it earns one.

The idea: Sell everywhere from one “home” marketplace.

Two sellers; same-ish problem

I’ve always thrifted, mostly for myself. I enjoy finding something interesting, useful, or overlooked.

Sometimes a janky Jensen tape player to load software onto ancient computers…

Over the last few years, I started buying with resale in mind, with reasonable success. I sell on eBay: toys, games, vintage software, and whatever else seemed like a good idea at the moment I bought it. Some inventory is listed. Some lives only in a spreadsheet and a pile in my basement, patiently waiting for me to become a more organized person.

Finding things worth selling is the fun part, I truly enjoy the thrill of the hunt. Getting everything listed and keeping track of it, and actually selling it for a profit is where the work piles up.

Sherry has more than 400 active listings on Poshmark. She puts real work into the photographs, descriptions, and details. Getting those products onto another marketplace means doing much of that work again.

We both want more sales but less work required to get them.

There are existing tools for this. For our volume, they can feel expensive, cumbersome, or like another system that needs feeding. A side hustle should not require its own side hustle to operate.

One catalog, multiple selling channels

Crosslister will maintain one product record, then adapt it to the marketplaces where it belongs.

Sherry’s first path is Poshmark to eBay. Mine is eBay to Amazon.

Member since 1998. I’m old!

Poshmark has made poor product decisions over the years, and still does not provide programmatic access to their system like other marketplaces do. They value user engagement, but optimizing for engagement in a way that makes sellers spend all damn day sharing, liking, and following products doesn’t help you sell anymore.

Sherry’s original photographs and carefully written descriptions stay intact. Each marketplace gets the details it needs. Cost, fees, shipping, and expected profit should be available when we make pricing decisions.

And when something sells, the other listings need to come down. Selling the same one-of-a-kind item twice is a fairly efficient way to disappoint two people. Or even worse, get dinged on the strict seller performance metrics and lose your advantage.

That coordination is central to the product.

Less work, fewer decisions

I also want Crosslister to help answer a practical question: What should I do next?

An item has been sitting for months. Would a lower price still leave a reasonable profit? Is something ready to list on another channel? Is one missing detail blocking a whole group of products?

Show me the item, the reason, the economics, and a useful action. Let me decide, then handle the work.

I don’t need another dashboard to admire. I need a shorter to-do list.

Built with AI, but no AI inside (yet).

This project will be built through the same collaboration I’ve used for the first four weeks.

But Crosslister itself doesn’t need AI-generated descriptions or a chatbot. Sherry already wrote her listings. Preserving her work matters more than generating more words. Frankly the AI descriptions she gets from Poshmark are not very good. Plus I truly believe people will start to recognize AI content and become blind to it. Like “Banner Blindness” for ads, but “AI Blindness” for content.

The first recommendations can come from straightforward rules and actual inventory data. Sometimes the useful thing is knowing what not to add.

What counts as success?

A polished screen won’t prove this works. Neither will importing a few hundred records, or connecting to an API.

The test is can we get sales on new channels, or more sales on existing ones, by following system nudges a la Selling Coach in Seller Central – which I happen to know a lot about ;)

The system has to manage state, especially when something sells to ensure we don’t have cross-marketplace sales conflicts.

Marketplace connections, approvals, and different listing requirements make this a more ambitious week. The challenge is getting the whole process to work with real accounts and real inventory, without making me the permanent meat puppet between systems.

We’re starting with two sellers we know very well.

Let’s see whether thwe can help them sell something.

Wk4: Sixward – Launched

October 28–31, 2026

Sixward is fun and beautiful!

The first prototype gave me that Time Machine moment I wrote about in the update. Since then, Thwe have been working on the decisions that make me want to keep playing: the difficulty, the discoveries, and a story that makes me want to see what comes next.

Thwe exceeded my expectations. I also cut features to give that experience room to grow.

I put the more elaborate competitive modes behind a feature flag and turned them off (for now). I removed alternate backgrounds so everyone would experience the same visual journey that thwe had worked to get right. I stopped pushing people into the tutorial. The question mark is there when they want help. Let them play. Let them discover.

Sharing a board stayed. I am proud of the replayable game mechanics, it simplified simulations by a lot. You can send friends the exact same bag of stones and compare what you each do with it. This will become a competition within the game soon.

Being able to build features so quickly puts more responsibility on me to decide which ones actually improve the experience versus excessively complicating it. I spent a lot of the final stretch playing, noticing things, and asking thit to adjust them. Then playing again.

One of my favorite discoveries is how my strategy kept evolving. You have to think ahead, I am setting up this combination. Since there are two of every color of every shape, how many stones can make this the best move? Oh, they are both already on the board, let’s try so where else.

At first, you’re finding places where stones fit. Then you start seeing formations, saving particular stones, and weighing a Harmony now against a possible Grand Harmony or Perfect Harmony later.

Then come the “if onlys.”

If only I had seen that formation sooner. If only I had saved that one stone. Of course, when I had three stones in the tray, I had hopes for a higher-scoring play for every one of them.

During simulation testing, thit developed and tested three approaches:

  • Build formations: plan placements around patterns that can earn bonuses.
  • Preserve future space: keep useful options open, including places for the other stones already in the tray.
  • Constrained stone first: play the stone with the fewest legal locations before those opportunities disappear.

Their effectiveness changed with the geometry. Formation planning did well on Square. On the tested Hexagon configurations, preserving options and handling constrained stones were more successful. Those are automated experiments, and I’m sure humans will discover more strategies and combinations Thwe haven’t considered.

That helped sharpen what I want from progression. Triangle should get people hooked, with the challenge growing as the game unfolds. Leveling up should require an honestly good run. I’m continuing to use simulations and playtesting to work on that balance.

The story gives me another reason to keep trying. Moving from Triangle through Square and Hexagon toward Circle reveals another chapter each time you reach a new world. The artwork carries the journey from creation through civilization, technology, and beyond. Hexagon now reaches toward Manhattan a hundred years from now, complete with floating buildings.

Hexagon is seriously challenging, but proven possible. I still haven’t earned seeing Circle’s chapter myself. I know what Thwe built, but I want to reach it as a player. Circle shouldn’t be possible, as there are no other simple polygons that connect over the playfield with no gaps. Octagons leave squares.

The final stretch had its share of repairs, too. One was entirely mine: I overwrote a single quote while adding Google Analytics and broke account creation. Thit narrowed it down to the exact line. One piece of punctuation later: boom, Skeeter was in the database.

Several project chats also stopped opening. Losing access to parts of the history that got us here was upsetting, and reinforced how much Thwe need reliable ways to preserve decisions. I am filing a ticket to recover them.

There is more I want to do, including getting Sixward into the iOS and Android app stores. For now, I’m proud of what Thwe made and ready to see what people discover.

Who doesn’t have a couple of minutes to try a game?

Start playing at sixwardgame.com. Tap the question mark for instructions and a brief tutorial. Register to save your progress, then share a board to challenge your friends.

Wk4: Sixward – Update 1

October 25–27, 2026

I finally have my Time Machine.

That was my reaction to playing the first Sixward prototype. Even with limited features, I was shocked by how complete the experience felt. It actually worked.

I had expected considerably less. Thit had asked more than 100 clarifying questions. The conversation had become very long, with plenty of context drift, and I figured the whole thing might have disappeared down a rabbit hole. Instead, playing it brought me right back to the feeling of first playing Ishido (but with different shapes) on Paul’s PS/1 and seeing those “amazing” VGA graphics.

A game I had imagined was suddenly a game I could play.

And it is fun.

I’m starting to figure out the strategy: how to maximize points instead of just placing tiles wherever they fit. More encouragingly, the friends I shared it with kept playing. They weren’t just testing it once to be polite. They kept playing.

Sherry leveled up to Square and could already see how changing the geometry would demand different patterns and a different strategy. That was a satisfying moment. Thwe did it: a game worth playing. One I could not have made myself. Not even close.

My vision, thit’s execution, for the win.

Of course, the prototype came with some prototype behavior. Wildcards weren’t following the rules correctly. That was an easy enough fix, although frustrating while I was playing. I also accidentally swiped my browser a few times and closed a game in progress. Coming back meant starting with a new board. That needs fixing.

Getting the pictures right has been a different kind of challenge.

I recently listened to Freakonomics Radio episode 619, which discussed things AI couldn’t do at the time, including understanding what was in a picture. Thit has become pretty good at that. Keeping the image creation tool focused is another matter. It has less of an attention span than a child: drifting between ideas, seemingly starting over, and leaving out something already agreed upon.

Pictures helped communicate what I wanted. Apparently, they really do say a thousand words, but those need to be exactly the right thousand words. I’m thinking about how to build may way around this. Something to put into the briefcase, or maybe its own project one week. Not sure.

Back to sharpening the axe.

Meanwhile, I got a bit inspired, or maybe it was too much Kraken and Coke.

I should have stuck with Jack, but I can’t argue with the fully working v1.0 that I could play on Monday.

Once thit had several days of project context, it became very easy to ask for huge, complicated features with a few basic prompts.

I can always revert to a working version. Why not reach for the stars?

I ran a few more simulations using my test agent, found a few weird experiences, but it works. I could ship it today, but now I want to make it more than my first game, I want to make something that people will love to play.

There is a lot to polish about the user experience. A whole lot.

I think this is the only update this week, have a funeral to go to on Friday.

I can’t wait to share what thwe built!

Wk4: Sixward – Kickoff

October 25, 2026

Third time’s a charm?

I had a lot of fun making and play-testing the games for Load Goblin. There’s something really satisfying about making something that’s actually fun to play.

I’m mostly a retro gamer. I enjoy games that don’t require a massive story arc, hundreds of hours to finish, and ten times that to complete everything accomplishments. Gotta catch ‘em all! Give me ten minutes of digital pinball and a chance to beat my all-time high score, anytime!

My brother Paul came home from the Army with an OG IBM PS/1 computer. That thing had VGA graphics! My Tandy 1000 had nothing on it. Two games I particularly enjoyed were Lemmings and Ishido.

Later, I got Ishido for the Atari Lynx, playing it on Uncle Karl’s early high-resolution color handheld.

I loved the strategy, the lore, and the almost Zen-like experience of this solitaire game. It reminded me a little of Shanghai (mahjong solitaire).

I liked it enough that I tried making a physical version using modeling clay. I designed the pieces, but never finished it.

Years later, I got a wood-burning kit for Christmas and thought I could make one using wooden Scrabble tiles. The sanding wasn’t going well, and I valued my fingertips more than finishing the project.

Twice half-baked. I do like a twice-baked loaded potato skin… 🤤

Where did the idea come from?

I wasn’t originally trying to reinvent Ishido. I just wanted to make a physical version.

Sometimes there’s something satisfying about tactile things. Like kindergarten, when everything was something you could pick up, touch, and play with.

Sherry gave me a wooden Sudoku set that I really enjoy. It’s much slower than my normal speed runs on Sudoku apps, but there’s something therapeutic about that.

My one real departure from Ishido was wanting symbols that meant something to me, making the experience a little more personal.

Now, for the first time, I have the ability to build the game in a format I never thought I’d be able to create myself: a video game.

Third time’s the charm? Or maybe trice-baked?!

What am I trying to make?

A game that’s fun to play. That’s it.

My other projects have been fairly niche or require some commitment. This one should be something anyone can open in a browser and start playing immediately.

A few minutes of entertainment, some brain chemicals flowing, maybe a new high score.

Thwe’re calling it Sixward. Six colors, six symbols, with a goal of getting a high enough score, or enough achievements to get to the next level forward.

Thwe’re starting with the ideas behind Ishido, but exploring some new mechanics involving colors, symbols, scoring, and harmonic combinations.

I haven’t even settled on whether to begin with traditional square stones or something different.

I love the idea of progression. Get a high enough score or achieve harmonic perfection, and unlock another way to play.

But first, we need to make the basic game fun.

What do I hope to demonstrate on Saturday?

Something people actually want to play again.

Success isn’t just getting people to click the link. It’s repeat players, games played, and maybe people inviting their friends.

You should be able to start playing without registering. Once you’ve unlocked an achievement worth keeping, you can create an account to save your progress.

If somebody enjoys it enough to share it with a friend, that’s a pretty good indication that we’ve made something worthwhile.

What could go wrong?

I’ve never designed game mechanics before.

We could easily disappear down some rabbit hole and come out with something that technically works but isn’t the experience I wanted.

My stretch goals are pretty audacious. I’d love to turn this into an iOS app (someday)/ And we’ve even discussed a spherical playing field, which is a little nuts to put my brain around. Something I can imagine, but could never actually code myself.

But I can’t skip ahead. We have to prove the basic mechanics work before expanding the experience.

Visual design is another potential trap. Working with AI on visual experiences has been challenging to say the least, and I don’t want to spend the whole week making things look beautiful at the expense of making a fun game.

Especially with a shorter Sunday than usual, we’ll need to stay focused. Go Blue, beat Houston! Go Lions, beat the Pack!

How should the story end?

With a game I love playing myself.

I could care less if anyone else plays it. But I bet if I enjoy it, plenty of other people will too.

And unlike Load Goblin, nobody has to take my word for it or own a physical Timex Sinclair 1000 to experience what thwe’ve built.

Just click a link and play.

There’s practically no barrier to trying it.

Who wouldn’t try a game?!

Wk3: More Than Ingredients – Launched

October 23–24, 2026

Good recipes deserve to be shared.

Last Sunday, I wrote that I wanted to build something people could use to connect through food.

Well, it’s Saturday.

Introducing More Than Ingredients

My expectations for this week were modest. I wanted a basic site where people could enter or import recipes, save them, share them, and use them in the kitchen.

I hoped thwe might get versioning working.

Instead, thwe built nearly every feature from my original vision. And then some.

More Than Ingredients is a digital recipe binder with friends.

You can add a recipe manually, import one from a website, save recipes from other members, follow chefs, and see what they have shared.

Recipes can be public or private. Private recipes can be shared through revocable links. Public recipes can be viewed through a direct link without forcing someone to create an account just to find out how much garlic goes into dinner.

You can mark recipes to try, add private notes, record that you’re making something, and answer one simple question afterward:

Would you make it again?

That still feels more useful to me than averaging star ratings.

Recipes have histories

Versioning was important to me from the beginning.

I copied Mr. Prisk’s pumpkin cookie recipe by hand when I was a teenager. I added chocolate chips and the missing baking instruction: Bake 20 minutes @ 350°. My mom changed the quantities, reduced the cinnamon, and added nutmeg to serve more than one Rob.

Which one is the recipe?

All of them.

More Than Ingredients lets someone create their own version while preserving its connection to the recipe that inspired it. Versions can have versions. Notes and contributions can travel through the family while still respecting who created, discovered, adapted, or contributed what.

The model underneath became surprisingly sophisticated.

The experience shouldn’t feel that way.

That became one of the themes of the week: elegance.

Not merely visual polish. Design, user flow, simplicity, and features that surprise and delight.

One of my favorite examples is the recipe editor. Paste a block of ingredients or instructions, and the system turns it into a structured, editable list. You can rearrange items, add headings, or make corrections without typing everything into separate fields.

Manual entry is still there if you want it.

The complicated part happens behind the curtain.

When something goes wrong

Importing recipes from the internet is messy. Some websites provide beautiful structured data. Others provide incomplete information. Social-media posts can be even less cooperative.

When an import fails, More Than Ingredients creates a temporary card in the member’s binder and sends the recipe to an administrator or moderator queue.

The member sees that it is coming soon. Someone behind the scenes repairs it, and the member receives a notification when it’s ready.

I think that is one of the most important things thwe built.

A failed import shouldn’t become the user’s technical problem. It should become our promise to finish the job.

Is anybody getting in?

The lowest point of the week was silence.

Joining a brand-new invitation-only recipe community is a big ask. When people didn’t immediately sign up, and Sherry wasn’t receiving invitation or password-reset emails, I couldn’t tell whether people were uninterested or the front door was broken.

Was the core mechanism of the entire site completely FUBAR?

Then Cole successfully created his account. So did my former boss at AdAdapted.

The front door worked. 😅

Cole also caught details thwe had missed. Separate username and display-name concepts made registration more complicated than necessary. He also suggested that choosing a different generic user icon should change its color.

Small changes, but they made the site feel more elegant.

There’s that word again.

Process leads to production

I’m shocked by how complete this product became in one week.

The process improvements carried forward from the first two projects helped me raise the stakes and accomplish more in less time.

Clearer briefs led to better builds. Testing created better requirements. Actually using the site exposed things planning could not.

Process leads to production.

The weak spot was UX feedback. The punch list became enormous, and describing visual problems through text is difficult. Screenshots and wireframes helped considerably.

Next time, significant UX changes need to become visual earlier: show the screen, mark the problem, and review the interaction before writing the code. Otherwise, one improvement can create three hotfixes and another opportunity to say “final final final.”

Image manipulation remains its own category of funny and frustrating. I’ll spare you the seventeen-version Made in Michigan logo saga. You can read that story instead.

Some scars deserve their own post.

It’s alive, so the list is growing

Using something naturally produces feedback.

I already have 10 post-launch improvements recorded.

That does not mean the product missed the finish line.

It means the more you use something, the more refinements you want to make.

More Than Ingredients also includes a suggestion box so members can tell me what isn’t working, what feels awkward, and what they wish it could do.

I expect the list to grow.

Always more things.

Now I need some people

More Than Ingredients is live, but invitation-only.

I want to grow it deliberately while I learn what happens when people other than me begin adding recipes, following each other, creating versions, and cooking what they find.

If that sounds interesting, request an invitation.

Once you’re inside, try one of my recipes. The Chicago Hot BBQ is REDONKULOUS!

Then share one of your own that you’re proud of.

Maybe it is a family recipe passed around for years. Maybe you created it yourself. Maybe it came from a friend, an index card, a binder, or a social-media post you were afraid you would never find again.

Add the recipe.

Credit the person behind it.

Tell us why it matters.

The goal was never simply to build another place to store ingredients.

It was to create a little more honest human connection over food.

Three weeks down. Forty-nine to go.