... and that goes there... the voltage... the current...

Oh! Come in. It's not that busy.


See, so, this is the seventh blog. And I'm nearly 16.

And that means that these blogs have been running once every month for more than 5% of my life.

I wasn't able to walk for 5% of my life. I've spent like 5% of my time in school being cheeky.

And I spent around 20% of my life in school. And around, 50%, sleeping...

And the p.. point I was making was... that... I feel old! And I've created a time machine!


FUCK yeah a TIME machine! Basically I think that by reliving times when I was younger, I can roleplay as being younger and integrate pretty seamlessly.


beep boop bap... beep...


Okay, the controls are set for September 2015. We can leave whenever you're ready!

...But if you're not ready... I could talk about my month.


Well, today, my new game comes out. I mentioned it a few months ago in the toilet paper one. Remember how much fun we used to have? But it never mattered.

The final product features two levels, one shorter than the other, and a total of about ten minutes' runtime.

And around 3 minutes of original music. Those are kind of weird numbers to compare...



I just checked- Sonic Mania is around 5h 30m for new players and it has around 2h 30m of music.

So that's kind of interesting. I really did try with this one- Even though it's short it's pretty compact.

I guess if you want to try it out before our adventure you can click this link.

And that was what I spent a lot of my time on. I really wanted to scope down with this game... But I think it justed ended up being unsatisfyingly short.

Like, what would make it more interesting I think is a tiny levelhack. Where you enter some cheat code and then the levels are tagged out for harder ones.

Being an obvious extra would make it matter less that the cutscenes don't change, or that the UI is a little barebones.

That's something I'd really like to do.


I also really thought that the panic playdate could be an interesting platform to write this for.

Because, firstly, none of the catalogue games have used the crank to move the player in the context of rotating about a wheel. I thought that'd be pretty obvious.

And, secondly, I could maybe add a few more levels, each different parts of the digestive system- And if I improved the physics a little bit I feel like I could be a lot happier with what I write.

This would only take like a month to make it a fuller length game and I think it'd be a lot more approachable as something you pay, say, two dollars for?

But even though adding more levels would be easier than making a new game I still don't want to do it that much.

I wasted a lot of time making a silly, in depth physics system before finding a lot of it didn't work under pressure.

So that's why the game ended up so short. I cut all the broken stuff, and added mechanics to pad it out. There were a lot of ideas there that I think deserved more runtime.

I think I'll probably do a hard mode if the game does well a few months down the line.

But don't count on it.



Uh, the time machine's right here. I wrote it in javascript.

...

OH!

I wanted to bring my KORG minilogue. Blow young me's mind!

Those only came out in 2016. She'll be surprised, to say the least...