We started with a single puzzle and a stubborn brief from a chemistry teacher: make it feel like a lab. Not a cartoon of one — a real bench, glass that catches the window light, liquid that sits heavy at the bottom of the tube. That game became Lab Sort. Everything after it inherited the same rule: the feel comes first, the feature list comes last.
We are four people. We write the code, draw the glass, tune the levels and argue about the sound a full tube makes. Some of the repetitive work is done by software we built in-house; none of the deciding is. A level ships when a person has played it enough times to be sure it is fair, and a little kind.
We don't ship until it feels right at 2am.
Most of what we make is small and finished. We'd rather release one hundred good levels than a thousand generated ones, and we'd rather fix a wobble in the pour animation than add a daily reward.