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  <title>Nicolas Hognon · Blog</title>
  <subtitle>Game projects, small tools, and the setups behind them.</subtitle>
  <link href="https://nicolas.hognon.com/blog/"/>
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  <id>https://nicolas.hognon.com/blog/</id>
  <updated>2026-10-31T00:00:00Z</updated>
  <author><name>Nicolas Hognon</name></author>
  <entry>
    <title>Two-way Google Drive sync on Linux with rclone bisync</title>
    <link href="https://nicolas.hognon.com/blog/google-drive-sync/"/>
    <id>https://nicolas.hognon.com/blog/google-drive-sync/</id>
    <published>2026-10-31T00:00:00Z</published>
    <updated>2026-10-31T00:00:00Z</updated>
    <summary>How I keep a local folder and my Google Drive in sync both ways on Linux with rclone bisync and a systemd timer, and what three incidents taught me about it.</summary>
    <category term="linux"/>
    <category term="rclone"/>
    <category term="sync"/>
    <category term="systemd"/>
  </entry>
  <entry>
    <title>ColorQuads devlog #7: 0.6.2, the symbols</title>
    <link href="https://nicolas.hognon.com/blog/colorquads-devlog-7/"/>
    <id>https://nicolas.hognon.com/blog/colorquads-devlog-7/</id>
    <published>2026-09-26T00:00:00Z</published>
    <updated>2026-09-26T00:00:00Z</updated>
    <summary>ColorQuads 0.6.2: runes become the innermost layer of a quad, the Joker an undecided colour, and a turn that cancels a match now shows it.</summary>
    <category term="colorquads"/>
    <category term="gamedev"/>
    <category term="devlog"/>
  </entry>
  <entry>
    <title>ColorQuads devlog #6: 0.6.1, what you told me</title>
    <link href="https://nicolas.hognon.com/blog/colorquads-devlog-6/"/>
    <id>https://nicolas.hognon.com/blog/colorquads-devlog-6/</id>
    <published>2026-09-15T00:00:00Z</published>
    <updated>2026-09-15T00:00:00Z</updated>
    <summary>Four players told me what they could not read in 0.6.0. ColorQuads 0.6.1 answers four of their six points: palette, match timing, cycle hint, stage announce.</summary>
    <category term="colorquads"/>
    <category term="gamedev"/>
    <category term="devlog"/>
  </entry>
  <entry>
    <title>ColorQuads devlog #5: Endless is in</title>
    <link href="https://nicolas.hognon.com/blog/colorquads-devlog-5/"/>
    <id>https://nicolas.hognon.com/blog/colorquads-devlog-5/</id>
    <published>2026-09-13T00:00:00Z</published>
    <updated>2026-09-13T00:00:00Z</updated>
    <summary>ColorQuads 0.6.0: Endless, one run on a board that grows from 3×3 to 5×5, runes that show up on the way, and a Joker that now decides once.</summary>
    <category term="colorquads"/>
    <category term="gamedev"/>
    <category term="devlog"/>
  </entry>
  <entry>
    <title>ColorQuads devlog #4: Things I built and then deleted</title>
    <link href="https://nicolas.hognon.com/blog/colorquads-devlog-4/"/>
    <id>https://nicolas.hognon.com/blog/colorquads-devlog-4/</id>
    <published>2026-08-28T00:00:00Z</published>
    <updated>2026-08-28T00:00:00Z</updated>
    <summary>Three features removed from ColorQuads: a match zone highlight, a drop preview nobody could see, and the first audio pass. One mistake in three costumes.</summary>
    <category term="colorquads"/>
    <category term="gamedev"/>
    <category term="devlog"/>
  </entry>
  <entry>
    <title>ColorQuads devlog #3: The timer became a line</title>
    <link href="https://nicolas.hognon.com/blog/colorquads-devlog-3/"/>
    <id>https://nicolas.hognon.com/blog/colorquads-devlog-3/</id>
    <published>2026-08-23T00:00:00Z</published>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Players waited for the ColorQuads sweep timer instead of playing. Why it became a line crossing the board, and the non-square board bug that followed.</summary>
    <category term="colorquads"/>
    <category term="gamedev"/>
    <category term="devlog"/>
  </entry>
  <entry>
    <title>ColorQuads devlog #2: Making actions readable</title>
    <link href="https://nicolas.hognon.com/blog/colorquads-devlog-2/"/>
    <id>https://nicolas.hognon.com/blog/colorquads-devlog-2/</id>
    <published>2026-06-29T00:00:00Z</published>
    <updated>2026-06-29T00:00:00Z</updated>
    <summary>ColorQuads gave clear feedback on consequences and almost none on actions. A first juice pass on moving, cycling, dropping and rotating.</summary>
    <category term="colorquads"/>
    <category term="gamedev"/>
    <category term="devlog"/>
  </entry>
  <entry>
    <title>ColorQuads devlog #1: Where it started, and why it changed</title>
    <link href="https://nicolas.hognon.com/blog/colorquads-devlog-1/"/>
    <id>https://nicolas.hognon.com/blog/colorquads-devlog-1/</id>
    <published>2026-06-20T00:00:00Z</published>
    <updated>2026-06-20T00:00:00Z</updated>
    <summary>How ColorQuads went from a mouse-driven match-3 to dropping quads from an orbit around a rotating grid, and the playtest that killed drag and drop.</summary>
    <category term="colorquads"/>
    <category term="gamedev"/>
    <category term="devlog"/>
  </entry>
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