I wanted to build a strategy game where tension appears before the click. Random outcomes are easy to add, but they often feel arbitrary. MYCELIUM became an experiment in exposing enough information for a risky move to feel like a decision rather than a coin flip.

Source: [Dev.to](https://dev.to/ivan_kulkin_1522025957eee/how-i-made-uncertainty-readable-in-a-deterministic-browser-strategy-ld6)

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