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
Making color count
Simple fighters, smarter targets, and gem colors that charge hero actions.
Giving the colors a soul
Five color identities, a clearer Adventure flow, and B.B. King on repeat.
Understanding what drives the game
Demystifying Godot from the inside, then moving Chromancers' visible interface back into editable scenes.
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.
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.
Housecleaning in three dimensions
Cleaning up Chromancers' foundations, tightening the roadmap, and experimenting with bringing 3D depth to its 2D puzzle combat.
From samples to market signals
Moving Game Vizard from samples to market-wide signals, opening a journal, and pushing Chromancers toward a playable test.