yeah so i thought this month instead of spamming everyone on my mastodon about my dumb life updates i could actually make a somewhat coherent post and throw it on a blog of sorts
so here is to the start of the peb blog, though for now it's hidden from the main navigation and i will consider where why and when to give it more exposure
i started the month on a kind of a ???? note and unsure what to do next creatively. i'm still drawing from time to time, though i slowed down a lot, and i've been looking a bit more towards game design again.
i had a look through my old JS code that i used for a lot of games including click to make cat, trial of you and more recently also shadow of rummaroe (only accessible as debug prototype) which was a platformer and used a mostly rewritten version of that code
shadow of rummaroe was the last game i wrote in JS at that time, and the first one where i actually implemented proper collisions, full separation of content from game logic, and even had stuff like my own unit testing library with simple assertions because i didn't want to use Jest
in other words, peb was cooking
so i decided i want to return to that code and again rewrite some things, and then maybe do some small funny games and toys along the way. the first of which is feeding neko-tan and it's up on itch already
i thought if i work this way then on one hand i can give myself as much space as i want to rewrite the engine and expand scope indefinitely, but on the other i will actually release some complete things, and also see how the engine works for different types of games
i will keep at it for as long as it's fun and maybe a few more small things will be released, i'm already working on the next one
also this month i decided to submit office onna to indiepocalypse. probably on a very low chance of it getting in, but yeah
office onna is definitely one of the games that im the most proud of making, even though its unpolished and dumb like all of my stuff, but it also was "lovingly made", in a sense that it took care and actual effort for all the elements of the story to come together in the end, and it has some deliberate themes throughout
it also is my most played game, and the only game i made i think that is "relatable" to some narrow audience, or at least where people wrote to me that they were able to somehow connect with the story.
one of the reasons i submitted it is also that i had a really good time playing games on itch recently. this month again i played some bangers that i really loved, like "SYF" by OLSZOJ, many games by MindApe and by Kastel and "Polynya" by bulboka, and some games by Dragon Wasabi Potato, and "Magenta Gunslinger" by Nichole Shinn
i really like indie games
i like how an interaction with a crusty game on the web can be feel so weirdly personal. it's like finding someone's abandoned sleeping bag and zipping yourself up in it. and i think that if someone else made "office onna" i would also feel this way about it
so i submitted it
the last thing im gonna write is that reading the stories by kastel also inspired me to write a short "VN", very short and i am not sure if i will publish it but maybe
writing is one of the skills that i have explored the least, and i would like to try some things creatively with it, maybe, who knows
that is the end of todays lecture, i am back to the goblin mines for now, and i send warm considerations your way
cheers