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    <title>Game-Design on Vitor Pontual | The VeePee Hub</title>
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      <title>VeePeenini, Part 14: The Catch-Up Mechanic I Almost Hid</title>
      <link>https://vitorpontual.com/posts/veepeenini-14-chase-mode/</link>
      <pubDate>Thu, 16 Jul 2026 00:00:00 +0000</pubDate>
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      <description>&lt;p&gt;Back in &lt;a href=&#34;https://vitorpontual.com/posts/veepeenini-7-whats-next/&#34;&gt;Part 7&lt;/a&gt;, when the build was done and I was just waiting for the tournament to test it, I listed the things I knew were coming. One of them was this:&lt;/p&gt;&#xA;&lt;blockquote&gt;&#xA;&lt;p&gt;&lt;strong&gt;Friends who fall behind.&lt;/strong&gt; In any collection game, a few people pull ahead early and a few drift. There&amp;rsquo;s already a dormant mechanism for this: a quiet boost that biases pack drops toward cards a lagging player is missing, paired with an overt nudge from Mila. I left it switched off at launch on purpose. I&amp;rsquo;ll turn it on around the tournament&amp;rsquo;s halfway mark, once I can see from real data who&amp;rsquo;s actually drifting, instead of guessing.&lt;/p&gt;</description>
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      <title>VeePeenini, Part 13: Making It a Game, Not Just a Collection</title>
      <link>https://vitorpontual.com/posts/veepeenini-13-making-it-a-game/</link>
      <pubDate>Fri, 10 Jul 2026 07:00:00 +0000</pubDate>
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      <description>&lt;p&gt;Somewhere around the end of the group stage, I noticed the thing I&amp;rsquo;d been quietly worried about since &lt;a href=&#34;https://vitorpontual.com/posts/veepeenini-7-whats-next/&#34;&gt;Part 7&lt;/a&gt;. The album was filling up. A few friends had most of their stickers pasted, the trade market was thinning out, and the daily loop — claim a pack, place your stickers, argue in the lounge — was starting to feel like a chore you finish rather than a game you play. A collection has a natural end. A game shouldn&amp;rsquo;t.&lt;/p&gt;</description>
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