This week’s devlog talks about more admin than action, but not without progress. The camera’s back under control, robots now exit gracefully, and the first draft of the main menu is live. Mobile layout is next — if I can find time between all the paperwork.
30 Days or Bust – Week 2: Mixed Signals and Forward Motion
Week 2 brought less optimism but no less determination. A lukewarm VA meeting, more investor outreach, and thoughts of crowdfunding added weight to an already busy week. Still, I’m pushing forward — quietly, steadily — to give this game the best chance it has.
🧠 DevLog #7 – Walls, Demos, and Deadline Energy
Week 1 of the final funding sprint is done, and this devlog captures the chaos: wall prefabs are ready, the second robot is colored and functional, and the first playable mobile demo is almost within reach. Also: a mountain of admin, funding forms, and a VA meeting on the horizon. The sprint is real.
30 Days or Bust – Week 1: Prefabs, Pitches, and Pushing Forward
The countdown has begun. With just 30 days of funding left, I’m building in public, balancing game dev, funding outreach, and family life. This week: investment pitches, prefab progress, robot art, and prepping for a critical VA meeting. The sprint is on — no panic, just purpose.
🧠 DevLog #6 – Menus, Maps, and Mayhem
In this week’s devlog, I added a main menu and level selection system to my Unity puzzle game, allowing players to load and switch between levels seamlessly. I also experimented with new room tile graphics, gate and switch designs, and tackled the business side of launching my indie game studio. Progress, polish, and paperwork all in one week.
🧠 DevLog #2 – Foundations First
This week’s devlog features fewer robots and more paperwork — from business plans and game design docs to level editor polish and future-proofing.
🧠 DevLog #1 – So… I’m Actually Making a Game
In this first devlog, I’m trading business apps for a confused little robot in a sci-fi puzzle box. Let’s see what happens when the dream gets real.