Building in public
Tibo, I made you a game.
I thought this would be a quick one.
Tibo, a mallet, and a ridiculous number of reset buttons. Make something fun, put it online, move on to the bigger games I’ve been wanting to build.
Then I started caring about the coffee spill.
That’s usually how it goes. The game works. I play it again. Something feels off. I fix it, notice something else, and suddenly “one last thing” has eaten the evening.
Whack-A-Reset is out now. Whack resets, dodge bugs, and try to keep the coffee upright. It’s a small tribute to Tibo and the reset culture he’s become part of. His interview with Matthew Berman is well worth a watch. I suspect they asked better questions than “what if we gave you a giant hammer?”
I built it with Astra in Codex. I wanted to find out whether I could trust it with the harder games coming next. Seeing this little world come together got me properly excited. I kept playing, which felt like a good sign.
I also kept finding reasons it wasn’t ready.
Buttons that needed more room on a phone. Effects that looked good but didn’t make it clear what had happened. Little bits of artwork that bothered me every time I saw them. Astra helped me work through those, but I still had to notice them, explain what felt wrong, and try again.
There were plenty of moments where I could have called it finished. I probably should have called a few things good enough sooner. But once I can see a better version in my head, leaving it alone gets difficult.
A blessing and a curse, I suppose. I’m proud of how it turned out. I’m also glad it’s finally somewhere people can play it instead of just somewhere I can keep fixing it.
This was the small experiment. Now I want to see what happens when I take on something harder.
Tibo, I’d love to see your score.
Have fun resetting!