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Throw Your Game in the Trash Thursday

Working on the game has been pretty frustrating lately. It's one of the reasons I started writing in this blog: I was looking for something more relaxing to do as a diversion. But of course eventually I got back to the game, and while I have made some progress, I've spent a lot of time fighting to make progress.

In this post, I'm going to run through latest features and then I'm throwing this POS in the trash for the rest of the day. And possibly tomorrow.

Song of the Year: Mario Kart Contigo

Sometimes the algorithm blesses you with the digital equivalent of finding buried treasure in your backyard. This time, it wasn’t some cursed creepypasta or another YouTube conspiracy deep-dive. I’m hit with Mario Kart Contigo by LAURASAD.



Is This a Fester's Quest Spiritual Successor?

Fester's Quest for the NES

Wow. You really clicked on this didn't you? Welcome to my gamedev blog I guess.

Introducing my Game, Fester's Torment

This project was intended to be a cross between Halls of Torment -- a Vampire Survivors clone featuring an infinite, wrapping map that spawns hordes of enemies -- and Fester's Quest, the infamous NES game based on the Addam's Family character. I say was because the direction of the game changed halfway through making it.

And I'm honestly not sure if the end result has any connection to Fester's Quest at all.

How I Accidentally Built 4 Games While Avoiding Work

From the Web to Games

I’ve spent most of my time as a developer working with Django on Linux systems and focused on backend challenges. I knew enough JavaScript to enhance my applications, but beyond using vanilla JS to solve specific frontend problems, I rarely explored it further. Eventually, I realized that if I wanted to get more out of working on the frontend, I should aim to create things that couldn’t be done on the backend at all.

These small projects were just an excuse to break out of the usual web development tasks and experiment with something fun. I wasn’t trying to make fully-fledged games; it was more about exercising a different set of skills and enjoying the process of building polished, interactive experiences, no matter how short of being real games that they were.