Journal · Workbench notes

Work still
in motion.

Decisions, experiments, wrong turns, and useful questions from the games, products, and tools I am building. Entries appear newest first; each one gets a permanent page.

All entries · 7

Chromancers

Making color count

Simple fighters, smarter targets, and gem colors that charge hero actions.

Game DesignGamedev
Chromancers

Giving the colors a soul

Five color identities, a clearer Adventure flow, and B.B. King on repeat.

Game DesignGamedev
Chromancers

Understanding what drives the game

Demystifying Godot from the inside, then moving Chromancers' visible interface back into editable scenes.

GamedevLearning
Chromancers

Giving the party a role

A Warrior, a Mage, a Cleric, and attacks in every gem color. Making combat easier to test while the party takes shape.

Game DesignGamedev
Chromancers

From elements to states

Renaming Chromancers' gem families around states, building their 3D source art, and testing whether a costly AI analysis earns its keep.

Game Design3DAI
Chromancers

Housecleaning in three dimensions

Cleaning up Chromancers' foundations, tightening the roadmap, and experimenting with bringing 3D depth to its 2D puzzle combat.

Game VisionScreenshotGamedev
Game Vizard
stamouf.com
Chromancers

From samples to market signals

Moving Game Vizard from samples to market-wide signals, opening a journal, and pushing Chromancers toward a playable test.

DataProductGamedevWriting