Tuesday, September 1, 2026

My Blaugust 2026 Post-Mortem

Blaugust is done! I made it through! I posted every day at least something, and while I had my mega threads (EverQuest Legends and Poetry Slammers) I think overall I had a good mix of real life, D&D, EQL, and me just making stuff (and meta-talking about making stuff). Pride, I suppose, can live with just having finished the challenge of posting every day.

That said, it is very easy to say to myself . . . yes, but what did it accomplish? To what ends? Honestly, I'm not sure. 

One thing is for sure, with a week left of posting I thought to myself, oh man, I better talk about my Poetry Slammers game while I have a little bit of a wider audience, but ultimately, I think it generated very minimal traction. It wasn't like people were peeling off their skin with excitement saying YES, I NEED THIS IN MY LIFE RIGHT NOW! On the other hand, I'm glad I have a little developer log I can point to. Hopefully it shows that it was more than just vibe-coding. I was finally designing a dream from five years ago that I couldn't possibly have done on my own without these tools.

And as for all my EverQuest Legends posts, I probably didn't post anything earth shattering, but perhaps someday someone will Google "How to cast an illusion on your pet" or "Beastlord / Cleric / Shadow Knight" and stumble upon my journey.  Hard to tell, but I don't think my build will ever be the flavor of the month.

As for real life posts and D&D stuff, I probably would have made those posts anyway. If I hadn't done Blaugust though, I think I would have had a bit of FOMO from not doing it. Probably what I should have done was just signed up and stuck to my normal 3 or 4 posts a month! But that push to get the 31 posts in 31 days goal is what it's all about! Glad I stuck with it, even through a bout with COVID.

Anyway, I don't know what I'm trying to get at here . . . I'm just riffing. The bottom line is that I ended up tracking about 234,000 hits to the site for the month, which is pretty average, if not below average, but I suppose I did garner more opportunities for future blog traffic. The big accomplishment for the blog that happened over Blaugust was hitting the +7,000,000 hits mark. That's kind of fun. (me when it takes almost 20 years to do what some random YouTube / TikTok site does in a day). Of course, and I mean this with all sincerity . . . it's never really been about the hits. That's just a fun number to look at.

Funny enough, after 31 posts, there are still things that would have been cool to talk about more:

- I started Vibe Coding a VR interface for EverQuest Legends. It's faked but works pretty well for being faked.

- I played my song Cosmic Radiation and Bad Luck to a group of people at the cancer institute, and it seemed to go over well. I'd love to talk more about that project and eventually get the music out there.

- I added a set of throwing knives to my axe throwing repertoire. I haven't fully figured out the best way to throw them yet.

- A sale on PVE Survival Games just hit the Steam Store, and so Dylan and I are probably going to go a bit crazy.

- Food, cats, TV Shows, Movies, etc.

So, there you have it. I made it. I'm not sure why I made it. I'll probably do more of it! Thanks for reading and as always . . .

Happy Dueling

Monday, August 31, 2026

Poetry Slammers V7 -- Waterparks and Infinity Mode

Whew! We made it the current build of Poetry Slammers! Version .07 did a lot. Besides adding a new campaign circuit (a monumental task in and of itself), scoring was rebuilt, an infinity mode was added to the game, and a whole slew of word packs were added to the shop.

I hope you get to press Start to play soon!

Being as we're in the middle of summer, it kind of felt appropriate to add a waterpark circuit to slamtown. Sure, I mean, who reads poetry at a waterpark? BUT THIS ISN'T ANY WATERPARK, it's Slamtown's waterpark, and your favorite squid lifeguard is also your poetry judge. Dunk not only loves waterparks and swimming, but he also likes sending his little poems down the lazy river in bottles. Could you imagine if you went to a waterpark and found a poem in a bottle while going down a lazy river? That would either be really creepy or really cool -- I guess depending on the poem. ;)


"Yourt poem" sigh . . . mark that down as a polish fix I need to do . . .

With this build I finally moved away from "the longer the poem, the better the poem" scoring of the previous version and instead made it more based on using all the tools that were given to you. It actually made it much easier to get a 5-star poem. In addition, I added a scoring breakdown that you can check if you really want to know why you got 5 stars . . . before that was hidden and players kept asking themselves, "Wait, how is my creativity being judged here?" Although the illusion of some AI logic in the background actually judging your poem in some magically secret way was kind of fun, it was also a point of frustration. Now the mechanics are right there and explained. Easy.

The scoring breakdown of how I earned 5 stars and 1 happy tear. :)

Because I had now created word banks that matched circuit types, it was pretty brainless to go ahead and create word pack buffs for each circuit and put them for sale in the shop. Getting these to show up in the shop is also a little "chef's kiss" for when you finish a circuit and really like that circuit's word style. Beat a circuit and its word pack now shows up in the shop. 

While I was at it, it really was time to relook at the word bank. There were some pretty non-PC words in there, so I had to rethink a few of them. Also, the "normal" word bank had a few "themed" words, and so I moved those out and replaced them with other words if they were already a part of a circuit word bank.

But the real big win here for me was adding infinity mode. Up to this point, if you beat the game's content, it just stopped and you couldn't play any more until new content dropped. Knowing there's just no way I could keep up if I actually got an invested player, I decided to create an infinity mode so that you can just keep playing. 

Fini breaks down Infinity Mode

Infinity mode is kind of cool, you reach it and it spins a wheel to select which pre-existing venue you're going to play. After you play those five games, you can actually replace your favorited wall of fame poem with a new poem if you want through a little "versus" UI.  You can also just win free stuff if you're lucky . . . You might get extra stars, happy tears, or even just outright win a word pack.

Spin the wheel to slam a destination!

I kind of stalled here and stopped working for the past month on Poetry Slammers. I had a couple other projects come up, like, I don't know, Blaugust?! I think I just need to finish up version 8 and then really polish the game with Version 9 (this little exercise of reposting each build has made me realize how much polish work I still have to do). 

Below are the patch notes for Version 7:

~~

Poetry Slammers v0.7 --   Waterparks, Word Packs & Infinity Street!

  • New Waterpark Circuit
    • Dive into 15 new campaign levels spread across three watery Slamtown locations.
    • Meet Dunk, a strange little squid lifeguard who loves weird words, big splashes, and sending poetry out into the world by bottle.
    • The Waterparks circuit includes:
      • A new campaign map and three new buildings
      • New judge dialogue, reactions, and story moments
      • More than 120 Waterparks-themed words
      • A new unlockable Slammer
      • A new Waterparks Word Pack
  • Rebuilt Poetry Scoring System
    • Poems are no longer judged primarily by how many magnets they contain.
    • Each of the five stars now represents a clear creative goal:
    • Use at least two words made with the Magnet Maker 
      • (yellow words from the top row)
    • Use at least two Neutral words 
      • (regular words from the second row)
    • Use at least two words from the current themed circuit 
      • (colored labels on the third row)
    • Use at least two Common Words (Like "the" and "of") 
      • (white labels on the fourth row)
    • Add a finishing touch with punctuation or a Star Word 
      • (found on the top tray above the poetry making board)
    • Judge requests remain optional bonuses. 
    • Extra stars beyond the five displayed stars are converted into Happy Tears.
    • The results sequence has also been redesigned to create a cleaner, more satisfying final-poem moment before the Share, Score Details, and Continue controls appear.
      • Score Details breaks down exactly how your poem was rated.
  • Word Packs
    • Every completed circuit can now unlock its own timed Word Pack.
    • Purchasing a Word Pack from the shop (or winning one in infinity mode) will add one themed premium magnet to every poem you create. 
    • Packs can be used in Campaign and Infinity Mode, and multiple packs may be active at the same time.
    • Available packs include:
      • Coffee Shop
      • Record Shop
      • Library
      • Arcade (obtained through the Poetry Breaks side mode)
      • Campground
      • Oddity Shop
      • Waterparks
  • Welcome to Infinity Street
    • Players who finish all currently available campaign content can now enter Infinity Street, where time and space collide in a mysterious pocket dimension of Slamtown.
    • Spin the reel to do the following:
      • Revisit any completed campaign building
      • Replay its five original challenges as ∞-1 through ∞-5
    • Win Happy Tears, Pixel Coins, Star rewards, and temporary Word Packs
    • Complete a five-poem Infinity run
    • Replace an older Wall of Fame favorite with a new poem
    • Buildings will not be selected twice in a row, even after closing and reopening the game.
    • When future campaign content arrives, Infinity Street will temporarily close and return players to the regular campaign until the new material is completed.
    • Meet Fini
      • Infinity Street is overseen by Fini, a mysterious noir gentleman shaped like an infinity symbol.
      • Fini replaces the normal judge visually during Infinity runs while preserving each building’s original prompts, reactions, scoring preferences, and voice.
    • A new three-panel tutorial introduces Fini and explains Infinity Street the first time it is entered.
    • Paid Re-Spins
      • Don’t like where the Infinity reel landed?
        • Players may now spend 1 Gem to spin again. 
      • Re-spins can be used repeatedly and may land on either another building or a special reward, but the abandoned building cannot immediately repeat.
  • Word Bank Cleanup
    • The game’s core word library received a substantial cleanup pass.
    • This included:
      • Replacing unusually long or awkward words
      • Correcting misplaced word categories
      • Removing outdated or inappropriate entries
      • Improving circuit-word consistency
      • Preserving legitimate words that belong in multiple categories
      • Making more words practical to read and arrange on mobile screens
    • The complete bank still contains more than 3,500 unique words.
~~

Wish me luck!  I may need to call in a few favors to help get this on the app store with some dedicated testers. Let me know if you're interested.

Happy Dueling!

Sunday, August 30, 2026

Poetry Slammers v.65 -- More comics!

At this point in building Poetry Slammers, I started to get a little disappointed with the payoff from moving from one circuit to another. It felt a bit like "more of the same." To counteract that I made MORE COMICS! The comic system was working pretty great for tutorials, so I decided to apply this idea to when you finished a venue. Now when you completed a venue, the poetry judge quotes your winning poem and celebrates it being put on the wall of fame.

Gingrr loves your poem!

After finishing three venues, you complete a circuit. When you completed a circuit, I needed the character to wander off of the screen, transition to a new circuit, and then have your character wander back on to the screen.

The share button on the Wall of Fame was feeling a bit hidden as well, so I brought that forward on to the campaign map screen and made it so you knew exactly which venue you were in by glancing at the campaign circuit.

Now you see you've completed the first venue and can share your poem from right here!

As I started getting closer to bringing this to a live game environment, I knew I needed a premium gem currency so that I could sell something for real money, but I also wanted there to be a way to give this to the player as well. I decided to reward players for opening up the wall of fame. If they did, they'd find a gem attached to the venues they had completed.

With this build, unfortunately, I was once again extending the pipeline for creating new circuits, which I was trying to avoid, but I think the game needed just a little extra charm to sell it. Now when I create a new circuit I have to also build the following:

  • A campaign strip with three new venues
  • Separated building icons for each new venue
  • One themed exterior background
  • One themed interior background
  • 15 new puzzles (five for each venue)
  • A new judge character
  • A new speaking animation set for the judge
  • A new slammer variant skin of the judge
  • A new speaking, idle, and victory animation of this slammer variant
  • New Judge reactions for poems rated 0-5 stars, reactions for not meeting the judge's challenge, reactions for meeting the judge's challenge, reaction for going into happy tears overflow.
  • A new squishmello variant of the slammer
  • Sometimes a new music track for the circuit
  • A new 8-bit variant of the slammer
  • Three comic panels to match each venue in a circuit
Long story short, that's a lot I need to remember when building a new circuit!

Below are the patch notes:

~~

Poetry Slammers v0.65 -- Slamtown Celebrations

  • New Venue-Completion Stories
    • Completing a venue now unlocks a short comic featuring its resident Slammer.
      • These comics celebrate your progress, react to your winning poem, and give each stop in Slamtown a little more personality.
      • Winning poems now receive the celebration they deserve.
      • Words from the poems you created burst across the screen in a colorful fireworks display during the venue-completion story.
  • Gems
    • A new premium currency has arrived in Slamtown.
    • Completing a venue earns you one Gem, which can be claimed from that venue’s winning-poem card on the Wall of Fame.
    • Gem rewards are saved permanently and can only be claimed once per completed venue.
    • More uses for Gems will arrive in future updates.
  • Improved Campaign Map
    • Completed venues are now easier to recognize.
    • Created a COMPLETE banner
    • Added a dedicated Share button to the campaign map to give better access to the winning poem associated with that venue
  • New Circuit Transitions
    • Finishing the final venue in a circuit now triggers a special transition ceremony where your Slammer walks away from the completed neighborhood, the scene fades, and the character arrives in the next area of Slamtown.
  • Additional Improvements
    • Winning poems now save correctly before venue-completion stories begin.
    • Added additional Comic tutorials to explain the Wall of Fame. 
    • Various campaign-map, transition, save-data, and presentation fixes.
~~

Tomorrow will catch you up to my current build of the game and I'll be finishing off Blaugust as well! I hope you all have enjoyed reading about the process I've gone through in building Poetry Slammers.

Happy Dueling!

Saturday, August 29, 2026

Poetry Slammers v6 -- Time for Poetry Breaks

About the time version six came out, I started to feel like there needed to be at least one different way to construct poetry. The magnet maker game is super casual, and all it requires is the ability to build anagrams. Seeing as how the circuit associated with this update was all about Arcades, it felt natural to build an arcade type of poetry game to go with it. 

When I sat and thought about what game would work here, I could definitely visualize how a game of Breakout could work, and so that's what I did. (In fact, the bricks in Breakout already look a bit like Poetry Magnets.) This works exactly as you would expect, you slide your finger along a bar to move your paddle and bounce a ball back up at the bricks, which contain words.

Break the bricks, collect the powerups, don't miss the ball, and have fun!

You're scored in poetry breaks according to the number of power ups and power downs you collect. Since the power downs are riskier, they're worth more. in other words, if you collect a power down that makes the ball move twice as fast, it's worth more points than if you collect a power up that grows the size of your paddle. Ultimately, you're aiming to break all the blocks that contain specifically arcade-themed words in 30 seconds, but as a fail-safe, just in case you really aren't good at this side mode game, you can still make a poem out of words that are arcade themed.  

Your poem is saved along with your score!

Every time you beat a game of poetry breaks, you'll get a new currency called pixel coins. Because I now had pixel coins, I needed to build something you could BUY with pixel coins. To those ends, I built a new character skin you could buy that featured Feelixs, but in 8-bit form. That required building a whole suite of animations and everything for the new skin. I also made a new Arcade word buff so you could start each game with an arcade word right out of the gate.

Of course, I had to build a social sharing screen for Poetry Breaks as well

Because I was already building an Arcade word buff it made me realize that it just made sense to tie word groups together and make word banks for every existing circuit. Now when you were making poetry on the Coffee Shop levels, a third of your available words used to construct poetry would be coffee themed. Poems for venues now matched the venues pretty good!

As for the side mode and rearranging of the circuits, my thought here was that every three or four circuits, I would love to open up a new feature or a new way to play the game. Because of that, I reordered all of the circuits to accommodate that game design decision. 

~~

Poetry Slammers v0.6, Welcome to   Poetry Breaks!

  • A new Arcade Circuit has been put into the game.
    • Rearranged the campaigns so that the Arcade Circuit comes after the Library Circuit
      • Current circuit order is as follows:
        • Coffee Shops
        • Record Shops
        • Libraries
        • Arcades
        • Campgrounds
        • Oddity Shops
    • The Arcade Circuit features a standard 15-level campaign circuit, packed with arcade-themed words, neon vibes, and a new judge.
    • Paku, the arcade judge, is all about action words. 
      • Beat all 15-levels to earn his identity.
  • New Side Mode: Poetry Breaks
    • In the bottom left-hand corner of the campaign screen, you'll now find an arcade cabinet button. 
    • The arcade cabinet is locked until you reach the Arcade circuit (note for beta testers, you can click the debug button to advance quickly to try it out)
    • Poetry Breaks is a playable retro brick-breaking side mode where you play a "breakout" type of game to collect word magnets.
      • Move your finger along the finger slider to move your paddle.
      • Smash bricks and collect word magnets
      • Chase five special Arcade target words
      • Grab helpful pickups and risky power-downs
      • Turn your collected words into a custom poem 
      • Save your best runs to the Poetry Breaks High Score board
      • Share your poems from the high score board with a special 8-bit look on your share card.
      • Earn Pixel Coins based on the Arcade target words you collect.
      • Spend Pixel Coins in the Slamtown Shop on new arcade-themed rewards.
  • New Shop Items
    • Arcade Word Cache
      • Purchase this timed buff to start normal poems with a free Arcade-themed bonus word.
      • Arcade Cache words have their own special pixel magnet style, so they stand out from regular Star Words.
    • Pixel Feelixs
      • Pixel Feelix is now available as a permanent Pixel Coin unlock.
      • Play as your favorite sassy poet in pixel form!
  • Magnet Styles and Poetry Board improvements
    • Star Words and Arcade Cache words have an improved special presentation on the poetry board
    • Now you have access to more standard articles and prepositions along the bottom row of the word tray.
    • Your third row of magnets in the word tray will now always feature themed words that correspond to the circuit you're playing in.
    • Added new words for all the circuits to give your poems even more themed flavor.
  • Other Improvements
    • Added Arcade-specific campaign music support.
    • Improved shop support for Stars, Happy Tears, and Pixel Coins.
      • There's a new count of your currencies at the bottom of the shop.
    • Added better handling for purchases made during an active poem
      • When room is available, newly purchased Star Word and Arcade Cache buffs can add their bonus word when you return from the shop.
    • Continued tweaking the Expand and Collapse button during the poetry phase.

~~

I got a bit frustrated with the game and so I wedged in a sub build . . . version 6.5.  More on that tomorrow!

Happy Dueling!

Friday, August 28, 2026

Poetry Slammers V5 -- Tales of Oddity Shops and Social Sharing

At first glance the patch notes for version five of Poetry Slammers don't seem all that large, but the pipeline for creating a new campaign circuit was deepening quite a bit. Whenever I added a new circuit, the following had to be created:

  • A campaign strip with three new venues
  • Separated building icons for each new venue
  • One themed exterior background
  • One themed interior background
  • 15 new puzzles (five for each venue)
  • A new judge character
  • A new speaking animation set for the judge
  • A new slammer variant skin of the judge
  • A new speaking, idle, and victory animation of this slammer variant
  • New Judge reactions for poems rated 0-5 stars, reactions for not meeting the judge's challenge, reactions for meeting the judge's challenge, reaction for going into happy tears overflow.
  • A new squishmello variant of the slammer
  • Sometimes a new music track for the circuit

I didn't let that stop me from building an even larger pipeline for making a new circuit though . . . and as you'll see with future builds, that trend continues.

Mystic Curiosities, of course the owner wants to hear your poetry, my moody friend.

For the Oddity Shop circuit, Gingrr was based after another friend of mine at work, she has long red hair and loves the type of stuff you'd find in an oddity shop . . . little rocks, charms, and animal skulls. I ended up making Gingrr a kind of gothic looking werewolf. I doubled down and made this area have its own theme music as well. 

Gingrr loves adverbs like "happily"

This build was also the start of social sharing. I knew that what people are really going to want from this game is the ability to share their poems with others . . . and honestly, I figure it's my best shot at this game getting any kind of word of mouth. 

To encourage that, I added two ways to share. The first is a share button to the poetry making phase so you could grab a snapshot of your current board and share that out as a screenshot. The second was from the Wall of Fame. I added share button for each venue so you could share your favorite poem with a special squishmello variant of the skin you're wearing.

Squishmello Deej busting out poetry in a curiosity shop

Below are the complete patch notes for Version 5 of Poetry Slammers:

~~

Poetry Slammers v0.5 -- Oddity Shop Circuit & Social Sharing Update

  • Welcome to the Oddity Shops!
    • Added the new Oddity Shop campaign circuit, including 3 more shops and 15 more puzzles.
    • Slam your poems in a new campaign-map exterior and performance-stage interior for the circuit.
    • Meet  Gingrr, a red-haired wolf poet with a fondness for skulls, black roses, and dramatic verse. Gingrr is the new Oddity Shop judge and becomes unlockable after completing the circuit. Tread lightly, she loves adverbs!
  • Social Sharing 
    • There are now two places and two different ways to share your poetry
      • Introducing Fridge Magnet Poem sharing!
        • While constructing your Magnet poems, you'll find a new share button. When you click that button, your poem will be staged on one of ten randomly selected fridge/freezer backgrounds.
    • Introducing Wall of Fame sharing!
      • After you've favorited a poem and it shows up on your Wall of Fame, you'll now find a sharing button for each poem. When you click that button, you'll receive a photo card of your poem being slammed by a fun squishmello variant of your currently equipped poetry slammer skin along with the shop that poem represents.
    • Two ways to share!
      • Windows captures save to the Poetry Slammers folder in the standard pictures folder.
      • Android uses the native share sheet for sending poem images to apps such as Discord or your favorite social media platform.
  • Audio
    • Added optional per-circuit Campaign Map music overrides.
      • Circuits without a custom assignment continue using the default campaign music.
      • Oddity Shop now uses its own spooky music track.
~~

With version five out of the way, version six would set up a whole new side mode that featured a brand-new way to play the game. More on that tomorrow!

Happy Dueling!

Thursday, August 27, 2026

Poetry Slammers V4 -- A bunny and an alien enter the chat!

Version 4 added both content and changes that I felt were the next natural evolution of the prototype I was building. 

I asked a couple of friends at work what the next character should be for my campgrounds circuit. One of my friends at work is named Sue, but everyone calls her Yogi. I'm not sure how that nickname came to be, but Yogi loves bunnies more than any other animal in the world. She owns seven of them and makes yearly calendars featuring her bunnies. Her desk at work is covered with ceramic bunnies, plastic bunnies, bunnies made out of metal, etc. 

As we were talking it kind of became apparent who and what my next poetry judge would be modeled after. I actually reached out to my coworker in secret and asked her to give me some common phrases she says were and incorporated them as judge reactions to poetry, which is another thing I added in Version 4. Before, all judges shared the same pool of reactions to poems; now each judge had their own reaction pool so they would be more unique.

Yogi liked prepositions in this version of the game.

One thing that was a little weird was how the "Word Wheel" would create words that would then be used in the poetry phase, but . . . why? The answer to that was that the Word Wheel was really a Magnet Maker! In my mind, I was visualizing a sticky label maker that was making magnets instead of sticky labels. I added a little output tray next to the word wheel and a vibrating top piece to simulate the mechanical action of printing out a label when you made a word. Then, when you transitioned from the Magnet Maker phase to the Poetry Making phase, your magnets would rise up and slam down into position.

With a buzz and a shake, the magnet maker prints out magnets for your first five words

All mobile games need a shop of some kind, and now that I had a new "overflow" currency for when you really nailed both the Magnet Maker phase and the Poetry Phase, I needed a place to sell stuff to the player. I just want to take a moment here to say I almost gave up on the game at this point. I was having the absolute worst time trying to get ChatGPT to make a scrolling menu that didn't look broken. After a good night's rest, I woke up with an art answer that solved everything. I gave ChatGPT a pat on the virtual bum and said, nice try, but I got this.

Trey was the name of my new alien shopkeeper. For the first iteration of the shop, I decided to sell two buffs and an unlockable skin of the shopkeeper so you could play as him. 

Trey only has eyes for you

Whoa! I just realized I never explained the "Inspire me" button. Waaaay back in the initial prototype, I realized that a significant portion of players might just completely shut down at the poetry phase, not knowing what kind of poem they should make. I had my old boss from WIMO playing, and he called it "analysis paralysis." If you clicked the Inspire me button, the game threw down enough magnets to get you a two-star poem without you having to do any creative work at all. 

In this build, one of the buffs sold in the shop was an improved Inspire me button. What this did was make it so if you clicked the Inspire me button, the game would now throw down enough magnets to get you a four-star poem. There was also a buff he sold that would just automatically start you with a star word at the start of the poetry phase, saving you some stars in exchange for Happy Tears (the new overflow currency).

Also, for the tutorial, I decided to double down on the game's charm and added little three-panel comics at key points in the game to explain concepts to first-time players. There was a tutorial comic to introduce you to Slamtown, a tutorial comic to show you how to use the Magnet Maker, a tutorial comic about making a poem, and a tutorial comic about performing your poems.

Welcome to Slamtown!

And finally, I realized that the Align Magnets button from Version 3 actually made it so you couldn't add words between existing words without dragging and dropping every word, so I changed it to be a toggle.  Press the button once, it compresses the magnets. Press the button again, and it expanded all the magnets so you could throw words in between other words easily.

Here are the notes:

~~

Poetry Slammers v0.4 -- Campgrounds, Happy Tears, and a Whole New Shop

Poetry Slammers v0.4 adds a whole new circuit, more Slamtown personality, a new Happy Tears economy, temporary buffs, a shop, better score feedback, and a fair amount of mobile-friendly polish.

  • Welcome to the Campgrounds!
    • The Campgrounds circuit is now open!
      • This brand-new expansion adds 15 more puzzles and poems to create, bringing the game up to 60 puzzle-poems across 12 Slam Spots.
    • You can also unlock Yogi, the newest slammer in charge of the Campgrounds. She has her own judge personality, reactions, favorite word types, and campground-flavored commentary.
  • The Word Wheel Is Now the Magnet Maker
    • The old Word Wheel has officially been rebranded as the Magnet Maker.
    • Your first five words now print out as little word magnets with some extra flair before joining the tray. It gives the puzzle phase more of a physical “making poetry supplies” feeling before you move into the writing phase.
  • Judges Have More to Say
    • Judges now give more specific challenges about the kinds of words they would love to hear in your poem.
    • Use magnets from the requested category and you can earn a bonus star during your performance. The requested magnet rows get a little starburst treatment to help point you in the right direction without making the system feel too heavy-handed.
    • You can also tap a Judge’s portrait on the campaign map to learn more about their personality and the kinds of words they prefer.
  • Happy Tears and the New Shop
    • Poems that go beyond a five-star performance can now earn Happy Tears, a new overflow currency.
    • Your current currency total is always visible in the upper-left corner of the header, and the new Shop button can be found at the top center of the screen.
    • Meet Trey, the alien slug shop assistant. 
    • Trey is also a slammer and is happy to help you spend those Happy Tears on useful goodies and new unlocks.
      • The shop currently includes:
        • Trey Skin — unlock a new playable slammer.
        • Star Word Buff — start each poem with one free Star Word for one hour.
      • Better Inspiration Buff — Inspire Me will build a poem with enough scoreable magnets to earn at least a four-star base poem for one hour.
  • New-Player Intro
    • Starting the game fresh now introduces a little more of the world of Slamtown and what you are doing there.
    • There are three new comic strips that teach the basics of the game without turning the opening into a giant wall of tutorial text.
  • Better Score Details
    • The Poetry Performance screen now provides a clearer breakdown of where your score came from.
    • You can see the contribution from your poem itself, judge challenges, bonuses, and any Happy Tears overflow more clearly after a performance.
  • Expand and Collapse Your Poem
    • The old Align Magnets button has been upgraded into an Expand / Collapse toggle.
    • Collapse your poem down when you want a clean reading view. Expand it again when you want to slip another magnet between existing words and keep shaping the poem.
  • Mobile Polish
    • This update also includes some mobile touch improvements:
      • More forgiving touch targets for Magnet Maker letters.
      • Larger invisible drag targets for especially short word magnets during the poetry-writing phase.
      • Improved Star Word purchase feedback, including a clear “Out of Stars” message when you cannot afford one.
~~

Tomorrow we'll talk about version five, where social sharing came alive and a new circuit brought some spooky vibes to Slamtown.

Happy Dueling~ 

Wednesday, August 26, 2026

Poetry Slammers V3 -- Adding animation and clarification

Today I'm continuing my discussion of prototype patch notes for Poetry Slammers. Today: version three! 

Overall, the goal remained to help boost the charm of the game, and while creating fully animated characters wasn't in my grasp, I decided to make it a bit like the old web game gifs of the 90's where you imply animation through four or five character poses. The other option would have been to separate out arms, legs, and other features, then tween them between positions, but that seemed like a stretch for both me and ChatGPT.

Also, I had ChatGPT build a design tool where I could simply select the images I want, and it would build the animation and animators for me rather than having to do it manually. Having this tool would also help me ensure future characters in the pipeline would be simpler to animate as well.

Poetry Slammers Character Animation Builder Inside Unity

Beyond this, I had received a bit of feedback from a friend that thought my "10 cent words" would actually cost them 10-cents of real money, so I reworded them to be "Star Words." I also figured the phrase "10 cent words" was a dated phrase/concept that a lot of people just wouldn't get. 

Star Words, plurals, and possessives . . . a joy's private butterscotch . . .

Thirdly, not being able to make words plural or possessive was really bugging me, so I added a feature to put them in and sense when they were used. It's still a bit funny since you can pluralize plural words or make possessive words doubly possessive, which I suppose adds a kind of quirkiness that already exists in regular magnet poetry. 

When the oils soil and somehow prove the zephyr's rules . . .

Noting that I kept making longer and longer fridge poems because I was buying so many Star Words, I decided to add a button to collapse all the words and make space for more words. (I would eventually improve on that idea in the next build . . . more on that tomorrow . . .)

~~

Update notes v.003

This update focuses on making the poem board more expressive, playable, and fun to use while adding new character animations.

  • Character Animations
    • Poets and judges now feel more alive during performances. Characters can idle, speak during poem narration, and celebrate after a strong performance.
  • Star Words
    • The old “10-cent word” idea has been reworked into Star Words.
    • Players can now use the Get Star Words button to spend a star and receive a fancy, flavorful word magnet for their poem. 
      • When used, the button displays a small -1 Star popup, so the cost is clear.
  • New Suffix Magnets
    • Two new magnets have been added to the punctuation row:
      • s
      • 's
    • These attach to the word immediately before them when the poem is performed.
      • Examples:
        • cat + s becomes cats
        • box + s becomes boxes
        • wish + s becomes wishes
        • poet + 's becomes poet's
  • Align Magnets Button
    • A new Align Magnets button has been added to the poem board.
      • This button tidies up the current poem by arranging placed magnets into cleaner rows while preserving their reading order. It also accounts for larger Star Word magnets so long words fit more naturally on the board.
  • Better Parts of Speech Recognition
    • The game’s part-of-speech categories were repaired and cleaned up.
    • This improves random word generation and helps prepare the game for stronger poem-building and future judge systems.
  • Other Improvements
    • Improved poem text formatting during performance.
    • Several UI buttons have been updated to better match the cute, crafted visual style.

~~

Happy Dueling!

Tuesday, August 25, 2026

Poetry Slammers V2 -- The Game finds its Voice

Continuing the patch note review for my upcoming game release of Poetry Slammers!

Three days after the first prototype, I was ready with more changes to share! Below are the patch notes for Version 2 (and Version 2.5). 

~~

Update notes V.002

  • Character voices have been added! 
    • Hear your Slammers speak.
    • Updated "choose your Slammer" screen. Be sure to hit that "Mic check!" button to hear the voice that goes along with your selected skin.
  • Reset button
    • On the bottom left of the start screen you'll find a button to reset your play data to start a fresh new game. (will be removed for the full version of the game)
  • Updated header. 
    • Two new icons were added so that you can view your favorited poem and return to the identity screen.  
    • There's also a running total of your stars you've earned and can now spend.
  • When you first unlock a new coffee shop in the campaign map, a "now open" UI floats above it.
    New "Hint" button added to word creation screen. If you have stars to spend, you can trade a star for a hint to a word you may have missed.
  • More free word tiles and punctuation tiles have been added. The intent is to give you more standard words to help flesh out your creations.
  • New "Buy a 10-cent word" button. If you have stars to spend, you can trade a star for a special flowery word to really sell your poem. 
    • These new words have a flashy label and appear in the new top magnet tray above the magnet board.
  • Improved Poem performance!  
    • After pressing the perform button, you'll find yourself on a stage, the lights dim, and a spotlight softly covers you in light. 
    • You'll hear and see your slammer deliver their poem. 
    • The lights come back on, and your judge gives their reaction, and you are awarded with stars for your performance.
  • New interiors have been added to match the campaign you're currently in.
  • New Library circuit
    • 15 more puzzles to solve has been added
    • Meet Styx, the wise judge of the library.
  • Wall of Fame
    • The Wall of Fame showing your favorite poem has a new look for your favorited poems.
    • The shop your poem is displayed at, along with your poem and its star rating sit upon a label. 
    • Scroll through your favorites here!

Update notes v.0025

  • Android Build now available -- some minor graphic glitches but should work!

~~

I was so happy with the feedback from the first prototype that I was on fire and worked pretty hard to get a second version of the game out there to my friends and family ASAP. The base version of the game was working, but it was important to make this feel better in places where it came up short in the prototype. 

After playing the first prototype, it was pretty obvious that it was a MORAL IMPERATIVE that I add character voices and really improve the whole poetry performance phase. To those ends I started looking around at what was available in the Unity store and found a really good deal on an Animal Crossing-esque voice module and integrated it into the game. Adding a voice to the characters alone made them feel much more charming.

With that, it also became apparent that I couldn't just show the character reading the poem while the score was already showing. The performance phase needed some timing and pacing to make it feel fun. There needed to be the whole feeling of lights dimming, a spotlight shines on the character, they deliver the poem, the judge reacts, etc.

100 percent more presentation

Also, from the time I first thought of this idea, I knew I wanted to incorporate the ability to buy really fancy words. I remember being in poetry class back in college in the 90's and my professor introduced me to the term "10 cent words." As it was explained to me, poets that tried to get their poems published in newspapers and magazines used to look for the flowery words that publishers drooled over. In essence, poems that had "10 cent words" would make the publication sell better. So I added a special sticker for words that you could buy with stars and added a few dozen over-the-top words.

Buy ALL the 10 cent words!

At the time "stars" earn from making poems was the only available currency and actually worked pretty nicely here. After performing a couple poems, you had enough stars to start asking for hints when you were stuck making anagrams on the Magnet Maker and using stars to buy those fancy words for your fridge magnet poetry. This also gave extra motivation to try to earn more stars on your poems. (At the time, stars were only based on the number of words you used. In current builds, scoring has more logic to it.)

I also needed a place to keep and store your favorite poems, so the concept of the "Wall of Fame" emerged. Now you could play through five levels of a venue and end up choosing your favorite poem to "live" on the wall of that venue.

Finally, the idea of a campaign circuit and needing levels to play started to take shape. You start your adventures in the Coffee Shop circuit where you play through three coffee shop venues with five levels each.  After the coffee shop circuit came the Record Shop circuit. With the second build of the game I added the Library circuit. 

I'll just be reading poetry to Styx over here in the library

All of these circuits also have a poetry judge that represents them. In the Coffee Shop venues, you'll be judged by Feelixs the Beatnik Cat. In the Record Shop, you'll be judged by Claups, the soulful, one-eyed alien. With the library also came Styx, a crazy pink bird that also plays the drums besides chilling in the library.

Behind the scenes I also had AI helping me create a tool to make and import puzzle data. If it sounds like a lot of work for three days, it was, but like I said, I was on fire. Three days after that, version 3 was ready to rock . . . more on that tomorrow.

Happy dueling!

Monday, August 24, 2026

Introducing Poetry Slammers!

I posted back in June that I was solo dev'ing a hyper-casual mobile game that I had originally pitched to WIMO. I thought I'd take this opportunity to showcase my idea that became POETRY SLAMMERS!

Shenanigans I say!

Poetry slammers is a word game where you build words using a "magnet maker" and then use those magnets to create shareable magnet poetry. In essence, Wordscapes meets fridge-magnet poetry.

Classify the folio nostalgia accordingly, boo.

My Poetry Slammers concept was never made into a full-fledged pitch deck. I had a page of ideas that detailed things like Genre, Hook, Gameplay, Competitors, etc, but I never conducted a deep dive audience analysis, developed a taste map, detailed a tutorial, or any of the things that we normally would do to help flesh out an idea. This idea was just one of ten other ideas to see which one bubbled to the top for our execs. That said, I always thought this had potential even if it wasn't a hugely profitable idea that our company was willing to invest in.

Create at least five words and then start making poetry!

I've been uploading builds of the game to a password protected site and sending out links to a few friends and family to try out as I made playable builds of the game on Windows and Android. I'm currently on my 7th build of the game, and I think maybe I have only one or two iterations before I'm ready to share this publicly on an app store.

While creating this game, I've kept a pretty good log of my internal patch notes. Back on June 6th, I released my first build for friends and family:

Prototype Launch notes V.01

Poetry Slammers has reached its first playable prototype milestone.  This early version establishes the basic game loop: solve word puzzles, collect word magnets, build a poem, perform it, and receive a star rating from a judge.

  • Core Features
    • Word Wheel Puzzle
      • Players can solve a word wheel puzzle by dragging through letters to form valid words.
      • Completed words are tracked, and the puzzle can be finished once enough required words are found.
    • Word Magnet Poetry Board
      • After solving the word puzzle, players move into the poem-building phase.
      • Words earned from the puzzle become draggable magnets that can be placed onto the poem board to create a custom poem.
    • Perform Poem
      • Players can perform their completed poem and move to a performance results screen.
      • The game reads the poem from the placed magnets and formats it into a final poem text.
    • Basic Star Rating
      • Poems receive a simple star rating based on current scoring rules.
        • This gives the prototype an early sense of completion and reward.
    • Judge Reaction
      • A judge provides a reaction after the poem is performed.
    • Campaign Map 
      • The first version includes the foundation for a campaign-style progression map, with nodes representing poetry locations.
        • This establishes the structure for future circuits, unlocks, and themed content.
    • Early Save/Progress Support
      • Basic progress tracking is included so the game can remember completed content and earned stars.
  • Prototype Goals
    • Version 0.001 is focused on proving the core idea:
      • Can a word puzzle feed into a poem-making board?
      • Can players create something funny, strange, or charming with random magnets?
      • Does performing the poem feel like a satisfying finish?
      • Does the game loop feel worth expanding?
Over the next few days, I'd like to continue sharing the prototype patch notes and discuss how things have progressed since the first build. As noted in the post back in June, this is a game I'm using AI to help create: 
. . . and so, no one in the world would make this game but me ... so I might as well do it while recovering from Chemo. I threw on a blanket, sat in my computer chair, and shared my game idea with ChatGPT and I started chatting with AI about how to make this prototype, my overall vision for the game, and how it could help . . . 

I'm pretty excited to get this out there for those who love playing hyper-casual games like this. If making and sharing magnet poetry sounds fun to you, I hope you'll make room on your phone to give it a download and share a poem or two with your friends! 

Sunday, August 23, 2026

A Death Howler back in Najena

There's something very addictive about fast leveling in Everquest Legends. I thought it was going fast the first time around, but the second time around goes EVEN FASTER! It makes sense that it would, especially when you're doing it like I am by maintaining your original class as your primary. I have a ton of gear backing me up this time . . . basically twinking myself. 

I didn't even play for that long today and I ended up earning 8 levels and logging off after dinging 20. The levels are coming so fast, that I can't really get a feel for my new set up that I'm trying. I'm not complaining, mind you, but I do have 20 AAs just sitting in the bank and only stopped leveling to equip new pets and pet buffs.

Un-binding the Unbound Flame.

I'm still loading up enemies with Damage over Time spells, but I just filled my spell book with a ton of missing necromancer spells and bard songs that I have no idea what it's like to use . . . and maybe that's ok. The thing about a triple class system is that you'll be able to play it any number of ways and it'll still work. 

Yeah, just buy 'em and move on folks . . . maybe I'll learn how to use them someday.

Speaking of triple classes, I wonder if anyone is going to start coming up with sub-class names for triple combos, like . . . Beast / Bard / Necromancer = Death Howler or Beast / Shadowknight / Cleric = Soul Warden. I like Death Howler . . . I think I'll keep that. 

Anyway, I had some fun in Befallen yesterday, but today I took it back to Najena like I did for my original run to 20. The upstairs proved once again to be an exp filled romp as I bounced between three bosses and just bathed myself in exp.

The only problem here is that I totally didn't do my raiding today.

Happy Dueling!

Saturday, August 22, 2026

Beastlord / Bard / Necromancer / Befallen?

So, today in EverQuest Legends I did my standard raid rotation. I hit Cazic Thule, Nagafen, Innoruuk, and Lady Vox . . . powered up a few gear items . . . got a new 10 slot bag to put into my bank inventory and earned a bunch of new AA points.

I am perfectly happy with my Beastlord / Shadow Knight / Cleric build.  I like the Shadow Knight weapons and gear, I love the cleric heals, and Beastlord is just all around great. 

A couple hours ago, I decided, hmmm, what if I just did something really weird but kept my Beastlord base, what would that even be like . . . and so I changed my loadout to Beastlord / Bard / Necromancer and hit the change loadout button.

I honestly didn't know what to expect, but the game threw all my equipped gear into a special inventory in game, killed off my warder, de-leveled me to 10, and stripped me down to my iksar skivvies. So the next thing was to go into the special inventory and start pulling gear back into my bags and equipping it if it could still be equipped. Most of it could, some of it couldn't. All the Shadow Knight weapons and gear I mentioned liking went back into storage. All the fun AA's I purchased that weren't standard AAs became useless (no more unholy steed, no more pet hobble, no more turn undead, etc.)

Then I took a look at all my available spells and started a couple new spell sets: one for buffing and one for attacking. AND THEN, I ran to Befallen and zoned in. AND THEN, Tipa told her hubby to make fun of me being level 50 and just going to Befallen (because when you enter a new zone you've never been in before, it announces it in Guild chat.) AND THEN, I said, "nuh uh! I'm level 10!"

Tipa loves this little hole in the wall.

So, it took me a while to even figure out how to play this new combination. I never played a bard in EverQuest before, but I remember "twisting" was always a thing my bard buddies told me about. That was when you start a song, end the song, start a new song, end that song, start another song, end that song, etc. etc. Basically, once you start a song, it's turned on unless you turn it off, and you can't really do anything else. Your spell bar blanks out, but when you turn off a song, it sticks around for about 20 seconds. So you can play a number of songs over and over to keep buffs going. In addition, you can play those songs while moving unlike other spell casters where you have to be stationary. 

As for the Necromancer part of me, well, you get access to a lot of Damage over time spells and some life leech. At least that's what I could gather in the past hour or so. I'm not going to drop my beastlord pet for the necromancer pet, so that doesn't matter to me.

Anyway, I earned a couple levels and called it a night so I could get this blog post out and posted. Seems like this build would be all about the Damage over Time spells to be honest. It might be kind of fun to just load up as many dots as I can and see how it fares.

Six DoTs! I CAN DO BETTER!

Happy Dueling!   

Friday, August 21, 2026

Plane of Sky and the Pegasi!

Pretty happy with myself tonight as I was able to get my first piece of quested Plane of Sky gear!  (Also, going back to my post yesterday, I was able to write the first draft of my talk and prep for my Wednesday show-n-tell at the Cancer Institute. Maybe things ain't all bad!)

Griffon Hide Armbands!

This piece of gear isn't necessarily super impressive, but what I really like on it is that you can buff that up to 10th level and suddenly you've got an excellent piece of resist gear that's adding a lot of endurance to your pool. That's pretty great!

So, in case you don't understand how quested gear works in Plane of Sky, when you take down the big bosses on each island, they have a chance to drop you a little extra trinket for making special gear through a room full of efreeties. I can't say I understand why they're all standing there in a square like freaks, but I think it's because they're good buddies and also need to give you quests for your class specific gear. 

do I have to jump through all these hoops? Just cough up the gear mmkay?

To make the above piece of gear I needed two items. First was a little wind rune drop known as a Rune of Kala. Next was a leather cord from Gorgalosk. GORGALOSK?! THE SAME GORGALOSK THAT KICKED YOUR BUTT LIKE A WEEK AGO? Yup. I told you, leveling that heal made all the difference! 

A face not even a mother could love

In fact tonight I went all the way up to the Spiroc island after downing several griffons and pegasus on Island 4. It actually made me really sleepy. Once you'd down one pegasus, a second harder pegasus would spawn, which made battles incredibly lengthy. 

WHY WON'T YOU JUST DIE!

I'm too tired for this tonight! I'm going to bed.

Happy Dueling!

Thursday, August 20, 2026

Me When I Do Something about Doing Something . . .

I woke up this morning with a genuine fear response that I can't really explain. It lingered here with me for about two or three minutes out of nowhere. It was a pretty odd feeling.

As I sat there gripped with fear for no reason, I had a lot of thoughts run through my head and one of them was about how much I hate EverQuest for sucking away so much of my time, but I think that was mostly just a reflection of how two or three things (outside of my new, reborn EverQuest Addiction) are stressing me out. Not EverQuest itself.

Yeah, it probably wasn't fear. I'm going to say it was probably stress that just finally manifested at the weirdest moment about 30 minutes before I was supposed to actually wake up . . . and THAT has been bothering me all day.
  1. Blaugust stresses me out. I put everything on hold for it, and I don't know why I care so much about posting every day. I shouldn't! Literally people sign up and never post anything. Why should I care? I shouldn't!
  2. I've been asked to give a ten-minute talk in church on Sunday. I haven't even started writing it, and that's stressing me out. I really need to just unplug and focus to get this done. I used to be in Toastmasters, so public speaking matters to me. I'm typically not one of those that just gets up and reads off a paper.
  3. I signed up to showcase and talk about one of my songs and my album I've been working on called Cosmic Radiation and Bad Luck. This is for a group art night at the cancer institute this coming Wednesday. I shouldn't stress about this, but it's stressing me out. I've listened to the song 20 times, made a handout for it, thought about it waaaaaaay too much for a little art gathering of cancer patients.
  4. I had to shift my whole infusion schedule around because I had COVID, so that's been delayed a week . . . and that's stressing me out. My brain latched on to that delaying treatment for a week and started going crazy. STOP BRAIN, STOPPP!
  5. I came back to work yesterday with a mask on (out of an abundance of caution) and people were stressing out seeing me wear a mask . . . which stressed me out enough that I asked the big boss if I could just go work from home for the day, which I did.
  6. Work in general is stressing me for some reason. Missing a couple days, fear of failing, an encroaching deadline . . . you know how it is, but I'm going to be fine . . . it's just all in my head.
  7. I missed D&D because of the COVID. It's a stress reliever for me. (Much like video games are a stress reliever for me.)
  8. I have a video game project I've been solo dev'ing. I've paused working on it now for about three weeks, and that's stressing me out . . . but it is what it is. I'm so close to getting this out the door and into people's hands for real on the app store. There's no deadline from anyone, but it's there hanging out in the back of my mind.
SO . . . I know I have a legitimate stress problem, and I think I inherited a lot of it from my mom. She was a Type A personality that oozed stress. I mean, look at me. I can't just play a game and enjoy it; I have to write about it. I can't just play a game of D&D with a local nerd group; I have to make a whole comic book. I can't just have cancer; I have to make an album of music about it. 

STOP! Why am I like this?

Honestly, I just need to put on some soothing music, light a couple candles, and chill tonight. I think I'll feel a whole lot better. I don't need to log on to EverQuest. I don't need to write a talk. I don't need to do anything . . . although technically I guess I did just write a blog post about not turning everything into a project.

I did it again, didn't I? GOSHDANGIT!!

Happy Dueling

Wednesday, August 19, 2026

Need Moar power? Level ALL THE THINGS in Everquest Legends!

Before I mentioned how I was running into a wall with soloing above the Tier 2 Nagafen solo raid boss with my current Beastlord / Cleric / Shadow Knight build, but NO MORE! Behold the delicious loot and corpse shot below from the Tier 4 Lord Nagafen.

What in the gold-plated koshigatana is going on here?

In EverQuest Legends you can not only level your loot, but you can level your spells as well, so today I took my Sacred Echo healing spell and amped it up to its fifth or sixth tier, which lowered its cost, lowered its casting time, and extended the duration of the heal over time. That was all I needed in my battles of attrition with the big bosses. Easy.

That wasn't the first spell I leveled though. That honor went to my Summon Warder spell, which I took all the way up to Tier 10, raising my summoned warder's level to 49, just one level below mine. That helps everything the warder does, from debuffing to tanking to dps'ing. Good ol' Stingite's Warder is my most valuable buddy! Just look at us posing together in the Plane of Fear.

Cazic scared the skin off my bones!

I didn't enjoy my time in the Plane of Fear proper. The adds are just as insane as I remembered them to be back in old school EQ, but the solo Raid version of the Plane of Fear is fantastic!  You kill four mini-bosses and their adds to spawn Cazic-Thule, and then you get to play Loot Pinata with Cazic! One thing I have to warn you about this, tank him so that if he sends you flying backwards, you end up inside the building, not over to one of the sides -- I did that and although it didn't cause me to lose the fight, ended up delaying the inevitable as I was swimming, floating, rooted, in a wall of fire, and about 100 feet off the ground.

This screenshot brought to you by the number 18.

Cazic Thule wasn't my only solo raid effort. I also ventured over to battle Master Yael, the angry elemental found at the bottom of The Hole. Yael is another one of those mobs that likes to send you flying backwards, which has the potential of sending you into a pair of adds. 

He's a pretty angry, animated dirt pile.

And finally, Innoruuk, the Prince of Hate, fell as well, and with that, I have now completed all the currently available solo raids in the game.  Planes Explorer Achievement complete!


Don't you hate when you're dead?

All that's left would be to see how far I can get in the Plane of Sky, which doesn't really have a solo "raid" like the other bosses. You can make a solo instance of the Plane of Sky, but there isn't really a 20 hour lock out and a voidling to get things started. There are keys for island hopping, but no voidling.

Anyway, the real breakthrough for me today was just seeing exactly how powerful raising all my spells in level can be. I've also managed to get a lot of Best in Slot (BiS) gear for both the Shadow Knight and Beastlord, so I'm feeling pretty good. Just need to keep hitting these raids OVER AND OVER AND OVER and I'll be all geared up with leveled spells just in time for them to drop Kunark on us and make all the work meaningless. ;)

Maybe by that time I'll have even overcome my barriers in the Plane of Sky . . . and THAT's going to be the end game grind, unless I want to just goof off like I did last night in the new, redone Castle Mistmoore zone. I made a respawning dungeon and cleared it all a few times, which had the side result of raising my faction with the king of the elves. Hmmm, to kill elves or embrace them . . . I'm not sure what to do.

Happy Dueling! 

Tuesday, August 18, 2026

Comparing EverQuest Legends and Project Gorgon

While playing EverQuest Legends, I can't help but compare it to Project Gorgon. I was kind of a poster child for Project Gorgon like six years ago, singing praises for anyone who would listen! When I lost my game design job, I actually reached out to them asking if they needed another for their team . . . they did not and could not, but Sandra was sympathetic and cool. (She was a good soul RIP.)

PG is a skills-based game where you can (almost) infinitely level a player's skills in any number of combat styles, mixing and matching to your heart's content, resetting and rethinking builds on the fly. While playing, I started out as an Animal Handler (of course . . . because I'm a beastlord through and through) and mixed it with Fire Magic, Shield, Knife, and eventually embraced the full beast inside, turning into a Fox / Animal Handling combo.

Me, my illusion, and my Fire Rat Pet in Project Gorgon overlooking the Fae Realm

EQL on the other hand, while you can level skills, is a class-based game where you can (almost) infinitely level all the classes, mixing and matching to your heart's content, resetting and rethinking builds on the fly . . . and not just two skills, but THREE classes!

I knew exactly what I wanted to be when I started this journey: a Beastlord and a Cleric. Those were the two classes I played in original EverQuest, it was a moral imperative that those be my two classes. Shadowknight was just a happy accident that I stumbled upon because I wanted something kind of tanky and awesome. 

A mummy that's also a ninja monk . . . quirky, like Project Gorgon

Now that I'm at max level, I'm not sure I want to switch to anything else just yet (also because this latest patch seemed to buff beastlord pets) . . . Although, being a bard or an enchanter or a berserker could also be amazing. Swapping out Beastlord for Magician could be fun. There are OPTIONS, which is great. 

That ability to swap around your build just wasn't a part of EverQuest Classic unless you wanted to start a new character or multibox. Later, they added spirit shroud forms so you could play as a different class and be the same but different (also so you could group with your low-level friends). It didn't really stick, and they never improved the system (/sigh). Even later, they added mercenaries so you could get the power of more than your class without multiboxing.

Life was legitimately hard in EverQuest playing as a soloing Evil Eye.

Beyond that, PG and EQL both have that old-school, early 2000's computer game charm about them. Back in 2019 I talked about converting to a paying player in Project Gorgon and listed off seven reasons:

1- Oodles of skills and combinations of skills to play with.
2- Quirky charm. 
3- Good Danger Balance. 
4- Nice people. 
5- The price is right. 
6- Demo Level cap at the right spot.
7- Nostalgia trip. 

I would say that all of that is clicking for me with this version of EverQuest. Unfortunately, there's no demo of this game, but if there were, I'd put that cap right at 15. And to the Project Gorgon people, I would have upped your game and included a subscription (Not just a VIP Membership program). To be honest, I might not have played your game as long as I did if I were paying for a membership. I'm fickle like that, but if you had, maybe you could have hired me as a designer! I would have loved to work on your game! As I was taught, you kind of have to be an ASS (Always Sell Something) when you're in games to, not just survive, but grow.

Anyway, I'm glad I jumped on the EverQuest Legends bandwagon at the launch here. I think there's something there. The Nostalgia trip is strong, the price is right, there's a good danger balance (not nearly as punishing as old EverQuest), and the people in my guild are nice (let's not talk about general chat too much in any MMO). 

( . . . I just remembered the Runes of Magic had a dual-class system. Man, I'm a sucker for this stuff.)

Happy Dueling