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Sluggy Spring blog: 2026


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"I'll see you on the dark side of the moon"

Date: 27-04-2026


No joke, writing this at 1:00am...


So following the rather terrible meeting from the last post a lot has happened! Firstly I'm finished with classes which is nice and it means I can spend more time working on not only the website here but also games and art! In fact I've already done so as of today (tonight?) as I've just released not only my first game onto itch.io but also my partook in my first proper game jam!



Remembering from prior research for college work that a game called called "The Eye Jam II" had caught my attention I checked back on itch the week before last week to realize it was just about to start! I was eager to join since I felt I'd actually have the time to participate and I'm happy to announce the first playable version of Tormigotchi is available on my itch.io page!



Play it now!

"So you're made to parade with the mess you made?"

Date: 17-04-2026


Hopefully someone knows those lyrics, anyhow hello!


So yesterday was eventful, a triple A studio visited college and gave a talk and it had some interesting stuff that I'll definitely be using going forward. Firstly I'm hoping to enter into more gamejams once my schedule clears up, I've been dying to do so but due to college have not had the free time necessary to enter into any which sucks, especially with events such as frenjam hosted by my favourite streamer Vargskelethor...


In addition I'm looking into improving the overall flow of the website, adding more pages and giving it some more depth as currently it is a very surface level experience. The gallery will likely see the biggest overhaul and additions as right now it merely serves a placeholder role with some silly visuals. It will likely be split up into categories of art, tech and game design to avoid clutter. Even now I've included a very unstyled button in the description for Shadow Wizard Money Grains that brings you to a page that goes into far more detail on my approach to the game as I would love to share my thought processes and inspirations with you all!


I'm also currently debating the feasability of including Javascript or not. Any additional interactivity would be incredible to include and for what it's worth it can be ridiculously powerful! I used to love messing with it as a kid so getting back to it would be very fun...


That'll be all for now anyway, I'm currently writing this before class starts since I wanted to give a small update to all 3 of you who probably check this website (well... 3 if I'm being generous...), take care!

"I find your lack of balance disturbing..."

Date: 20-03-2026


Note to self, don't try making long posts during a very busy day... Anyhow I'm back with some more info on Shadow Wizard Money Grains (SWMG from here on out).


So what is SWMG? Simply put imagine stardew valley or harvest moon on copious amounts of sugar and caffeine. It is a far more arcade-like experience rather than something slower with the player having to harvest a certain number of crops each "round" to achieve a quote, doing so earns them currency to exchange for upgrades. The goal is that either the game scales to the point of it breaking, or the player scales to the point of the game breaking. Either way, the game must break! I'd be lying if I wasn't somewhat inspired by games like Risk of Rain in this regard, in which the player in encouraged to become so disgustingly overpowered that balance goes out the window after a certain point until either they quit or get one-shot out of nowhere.


Currently the player has an environment they can walk around, npcs that are not yet interactable and are able to initiate the "harvesting" phase of the game. The groundwork exists for growing plants but just requires full implementation which is a relief. I will look to have this part done come the end of the week so I can focus on breaking other things!

"Well butter my butt and call me a biscuit, if it ain't my old friend from Goodsprings!"

Date: 18-03-2026


Now that this section is cleared up, hello and welcome to the first blog post! What is it about? Simply put, Shadow Wizard Money Grains!


Given I've been quiet on the subject I'll give a brief summary, as per my time in college for game design I've been working on a personal project this year that I hope to submit! The goal of this project was to push myself through severe limitation to create an engaging and fun experience. To achieve this I opted to make the entire game in Pico8, a fantasy console created by Joseph White of Lexaloffle.