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Not Everything I Build Has to Be Useful
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CreativeWork BuildInPublic Games

Not Everything I Build Has to Be Useful

Most of my work is useful software. Then I open Doko Dash, pick Bir or Asha, worry about square puddles and Everest gusts, and remember that not every build needs a business case.

Bibek Ghimire

Product/operator & builder

Most of my work has a clean adult explanation.

Agents. Workflows. CRM logic. Research systems. The kind of software that stands up straight, uses indoor voice, and can explain its budget.

Then I open Doko Dash.

Doko Dash is a browser game. Phaser, Vite, Bir, Asha, rice, puddles, touch controls, a four-level run, and an Everest level that now has gusts because apparently I enjoy arguing with wind.

That is already a much better sentence than “I optimized a process”.

It also started for a very simple reason: my nephews asked for a Nepali game.

The part I like is how unserious it sounds from the outside and how precise it gets the second you touch it.

Are the puddles too square. Is Bir meaningfully sturdier than Asha. Does hero lock make the run feel cleaner. Should food heal health or stay as power. Does the mobile results panel feel satisfying or just busy. Is Everest hard in a fun way or hard in an “I hate the person who made this” way.

Those are excellent problems.

They do not pretend to be important in the LinkedIn way. They are just real. A player says the puddles look fake, so now I care about puddles. A player asks why eating food does not restore health, so now that becomes a real design question. Someone points out mid-run hero swapping is wrong, so the fix is hero lock for the full run.

I love that kind of feedback loop.

Useful work can make every new idea show up wearing a tie. What problem do you solve. What workflow do you improve. Why should you exist.

Doko Dash is good for me because it refuses that meeting.

It wants to know if the rice chase makes the composite score more addictive. It wants to know if Bir and Asha feel distinct in your hands. It wants to know if level 4 feels like a finish line or a prank.

That is still craft. It is still discipline. It is just not pretending to be a quarterly strategy deck.

I think builders need one corner of their life where the goal is not “can I justify this” but “do I want to keep going”.

For me, right now, that corner has rice bowls, weird puddles, mobile buttons, and a windy Everest level.

That feels healthy.

And if you want to see the tiny, windy thing itself, Doko Dash is playable here.

#CreativeWork #BuildInPublic #Games
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