Wk5: “Crosslister” – Update 1

November 5, 2026

At least it connects

The first thing Crosslister pulled in from my eBay account was Temple of Modren, a gaming module I got through a Kickstarter from my former coworker Mark Tassin. I wish I had more friends who played games this geeky. Preferably, with me.

My eBay listing had five photos and a description. Crosslister showed me a pixelated thumbnail and a few fields that technically covered my original ask. The one time I give it a nugget and hope for a fully working solution in the first build. Welp. Not this time.

That was my miss in discovery. We’d agreed to import my eBay listings without agreeing on what data the import had to bring over. In hindsight, keeping the first pass small may have helped. I got my developer account, connected my real seller account, and had a live app I could almost test.

The cron job had plenty to do

When I first clicked Import eBay, Crosslister said the import had started. What it had actually done was put a job in a queue. The job was waiting for cron, which is how I run all my automations (for now). I suspect there’s a better way. I was about to collect some evidence.

One of my favorite movies as a kid was Conan the Barbarian. It had Arnold, swords, giant snakes, damsels in distress, and Crom! Everything a teenager in the 80s would want in a film really. I am wondering maybe Arnie said “cron” the whole time…

Once crom, I mean cron was running (I think), it had plenty to do. Find my active eBay listings. Go back for photos, descriptions, and the rest of the listing details. Check for new orders. Pull the financial activity so I could eventually see what I’d made. All reasonable jobs on their own. Together, with nobody deciding who went first or checking whether the same job was already in line, it was a free-for-all. The finance checks were piling up faster than they could finish, and the inventory import I was sitting there waiting for had to get in line behind them.

The queue needed a couple of basic rules. If a finance check is already waiting or running, one is enough. If I click Import eBay and sit there looking at the screen, maybe let that job go first. After a few changes here and a few there, we got all 34 products in. The import updated the existing records without creating a single duplicate.

And I’m still getting those damn cron emails. I thought I turned them off. I’m going to try that again. I can’t believe we used to run entire workflows by emailing each other processing updates. I guess Slack is the new email. Progress?

I want to fix the listing where I’m looking at it

I know some of my listings could be better. If I’m looking at one in Crosslister and see a title I want to clean up or a category I want to change, I want to do it right there. My bar for the editor is simple. If eBay lets me change it, I want to be able to change it in Crosslister. The whole reason I’m building this is to cut down on the number of systems I have to touch.

The work starts before eBay

After a thrift run, I sit down with my loot and the paper receipt. I scribble down which item goes with each line because, on a good day, the receipt tells me the department and the price. Once I’ve cleaned everything up and peeled off the price stickers for photos, trying to work backward from the receipt is a fool’s errand.

I want to do that on my phone while everything is still in front of me. Record where and when I bought each item and what I paid. Scan a barcode, when there is one, to get a head start on the listing. Today I often search eBay, filter to recently sold items, find the closest match, and click Sell one like this. Then I clean up the title and description and add my usual notes about checking the photos for condition and sending offers. Finding a good match saves me work, and I still get to decide what the listing says.

My spreadsheet is also how I figure out whether any of this was worth doing. I’ve gravitated toward smaller items because they’re easier to ship. I still find terrific vintage board games, but if I have to make a box and guess what it’ll cost to send, the margin can disappear fast. Even with small games, I’ve backed off when I can’t see about $10 in profit per item. Sometimes I buy something truly special anyway because I want it to go to someone who’ll really appreciate it. I’d just like to know when I’m doing that.

Sherry would like her time back

Sherry has more than 400 Poshmark listings. The first work she’d hand over is the sharing, liking, and following back she feels pressure to keep up with to stay visible. Those actions are easy to count. It’s harder to point to what another round of them did for her business. Time is money, and she has better uses for hers.

Where I landed so far

Crosslister is live, my eBay account is connected, and real listings are coming in. I still have to test the sourcing workflow with my own inventory. Tomorrow I’m planning to connect Amazon. I have a few things listed there that aren’t on eBay, and a lot more the other way around. That gives me a real catalog to compare as soon as I get connected.

The test I set at kickoff still stands. I want to sell something on a marketplace where I wouldn’t otherwise have listed it, then see Crosslister take down the other listing so I can only sell it once.

I better make something cheap to get that sale!

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?!