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Dev Log (12/8/25) || Holiday
Keeping this one short for a number of reasons. First and foremost, really feels like I’ve reached a place where all that’s left to do is tweak numbers and wording, something that’s less mentally taxing than coming up with systems from whole cloth. Most of what was brought up from the last testing session has been addressed: faction components have been more evenly spread out across units, spells, and whatnot; bloat spells have been cut; automatons have been reworked, and Thr

Trainer 117
Dec 8, 20252 min read


Dev Log (11/25/25) || Testing Report
Everything’s on fire again. There’s a reason I paint minis and cook: cause it’s nice to have something creative to do that gets done in an afternoon. Game Design and writing don’t get done in four hours; not unless you're especially cracked. I am not that cracked - yet. So as I watch the last month and a half of work go up in flames before my eyes, I can’t deny the frustration I feel, knowing that there is still a long way to go. But I also know in that moment how everything

Trainer 117
Nov 25, 20255 min read


Dev Log (11/11/25)
Been a minute, hasn’t it? Apologies for the wait, but this last build update took up all the attention I had not already devoted to keeping food on the table — and then some. Now that I’ve been let go of that particular leviathan, I can shift focus from the game to the show around the game. In brief, the last month or so has been centered around one thing: fixing the Creatures of Havoc. As a reminder from last time we spoke on the subject, the Creatures were my most anticip

Trainer 117
Nov 11, 20257 min read


Dev Log (10/14/25)
Sorry about missing the deadline; however, rest assured, I only spent a small amount of that time frivolously. Overall, play testing went well. Put the game into another state of flux, but I’d be more concerned if it didn’t at this stage in development, if I’m being honest. Due to that flux state, I don’t have a comprehensive change log like last time, as things are still getting figured out at the time of writing. What I do have is a refined Creatures of Havoc play style, a

Trainer 117
Oct 14, 20254 min read


Change Log: Second Iteration (9/25/25)
As explained last time, the Big Idea for Goon Game is to create a system that encourages player expression within a given play style. To...

Trainer 117
Sep 26, 202519 min read
The Big Idea
Much has changed since the last update, and I want to talk through all of it to some degree — mainly so it’s out in the open and I can move on to new pastures. Something this post was going to cover in its entirety, that was, until I hit the two-thousand-word mark with only one talking point. So with respect for you, the reader's time, and not losing myself to the show, what follows is that first talking point. In the weeks to come, the others, more focused on the project its

Trainer 117
Sep 13, 20259 min read


Creative Constraints
As of my last posting, the prototype had begun to morph into an early form of its final release. It is still far from done, but the bones...

Trainer 117
Aug 29, 20254 min read
New Data, New Direction
On August 16 th , 2025, I held my second testing session for Goon Game. However, with the testers being the same as before, I wanted to...

Trainer 117
Aug 18, 20254 min read
Well this is awkward
More of an update than a log entry. Very brief. But remember when I said it was high time that I sacked up and dedicated a sprint to...

Trainer 117
Jun 27, 20241 min read
It gets better. In increments.
This is going to be partly my retrospective for sprint 9. But not really because no one showed up to test, so that sprint is kind of a...

Trainer 117
Jun 10, 20242 min read
Dev Log: Goon Game Sprint 9 (6/3/24)
This entry shouldn’t be long as not much happened in the previous week. That is by design, by the way. Progress, as always, marches...

Trainer 117
Jun 3, 20242 min read
Goon Game Retrospective: Sprint 8
So this retro is a little late, as after sprint 8, I took a week off from the project to let things simmer a bit. A lot has changed since...

Trainer 117
May 27, 20242 min read
Goon Game: Dev Diary (5/13/24)
I’ve encountered quite a pickle of a problem: I’m getting too good at my own game. I’ve now played it so many times in its current state...

Trainer 117
May 13, 20242 min read
Goon Game: Sprint 7 Retrospective
Another week: another reaffirmation of something I was told in college. This last sprint was interesting – to say the least. Beginning...

Trainer 117
May 6, 20244 min read
Goon Game Dev Diary: Sprint 7-4/30/24
I lost about three days last week because it turns three days without sleep, and a near-constant pinching in your leg doesn’t do wonders...

Trainer 117
Apr 30, 20244 min read
Goon Game: Sprint 6 Retrospective
I went into Sprint 6 with the estimation that it would be one of the more time-intensive and difficult sprints so far. Then, half the...

Trainer 117
Apr 22, 20244 min read
Goon Game: Dev Log (4/12/24) - Movement Classes
Getting a head start on this one cause there’s more to talk about this time. Testing has shown that a rebalance is called for on multiple...

Trainer 117
Apr 14, 20242 min read
Goon Game: Spring 5 Retrospective.
So, originally, this was going to be a much larger piece, as I wanted to talk about an interesting design challenge I encountered while...

Trainer 117
Apr 8, 20243 min read
Goon Game Log: 4/1/24 (Sprint 5)
Okay: so the theme of this sprint is ‘shit I should have been doing all along and just now realizing I should have been doing it.’ People...

Trainer 117
Apr 1, 20244 min read
Goon Game Log: 3/25/24 (Sprint 5)
Probably should have started writing these eight weeks ago, but better late than never. So, sprint five started after my return from GCD...

Trainer 117
Mar 25, 20243 min read
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