Turning time planning into a constraint-based puzzle is smart. Limiting users to 3 blocks at a time introduces intentional friction — which could actually improve prioritization. Did you test how users react when they can’t place everything they want?
That’s a solid call. The “can’t fit it all” tension creates challenge, and undo prevents rage-quitting — it keeps the loop addictive instead of punishing.
Curious if you’re tuning difficulty dynamically or keeping it static?
The thing I keep relearning: a design is never finished because someone ran out of ideas. It's finished because someone decided to stop. Knowing when to stop is the hardest part.
Then: 1 month, 1 template.
Now: 1 week, 15 templates.
Same designer, different workflow.
I wrote up how I built no-code.supply: fifteen website templates, each with its own brand, in HTML and React, and some in Framer too. Claude Code did most of the typing. I did the directing.