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After some more experimenting I decided to change how switches work in the platforming game. Previously you just hit them once with a box, and then both the box and switch would disappear. But I realized that I could have them do different things. I could have them work as buttons, where you can press it with a box multiple times and have them toggle off and on, or they could work as pressure plates, where you have to keep the box on it (or else it’ll turn off). I went ahead and made this change, and I think this should help me do more kinds of stuff in the levels. There aren’t new levels right now; turns out that card game I’m keeping secret is still taking up work. 


If you try the game on itch.io you’ll also notice I added in more visuals to tell you what the buttons will do. There’s a line drawn between the button and the thing it’ll interact with, and anything that is disabled until the button is pressed will be see-through instead of completely invisible. The last part was somewhat tricky to do. I didn’t want to do anything like go through the object’s components and turn all of them off and on. Instead I decided to clone the object, remove most of its components, and reduce its opacity. I’m not sure it’s the best way to do it but I didn’t see a better option.


I mentioned wanting to do this a long time ago, but I finally made a webgl version of Chromatacombs. I thought the main struggle would be framerate, but no it wasn't a problem. The biggest issue was updating it to the new unity version. This broke a lot of things (since I had a bunch of packages in it), but the biggest issue was the physics. The game is built on objects of one color not interacting with objects of the same color. For some reason updating the version broke the physics, and I wasn’t able to fix it. Eventually I gave up and uploaded the game with the old version, which means there’s the Unity splash screen at the start. 


I also just got inspiration for a quick minigame I could do sometime later. The inspiration is a side game from Wii Party U, where you have to memorize a bunch of tiles on the screen before they go face down. As you play the memory game, you get prompted for minigames. If you do well in the minigames, you get another chance to look at the tiles. If you fail, you get nothing. The minigames sound fun to do, it’s a chance to make some really quick challenges that don’t take long.

I’m going to try something different for the platformer game. I’m going to put it online, but secretly. You can try it here, by using the password “secretgame”. https://dz-tt2195.itch.io/puzzle-platformer. Right now there’s 1 very short level that can be beaten in under 30 seconds. It does have all the core game mechanics though if you want to try it out. 


Admittedly I didn’t actually work on the platforming game much this week. This is because I’ve started a secret project that I can’t reveal right now. It’s an online card game, that’s all I can say. It's made a lot of progress though, to the point where I won't need to work on it every single day anymore. Which means I can now devote more time to the platforming game by adding more levels and traditional mechanics you see in platformers. 


Since the platforming game is also a resurrection of the platformer game in the 2024 Collection, I now realize that basically every game in it has been developed in 2025. Which also means that collection didn’t age very well, as I’ve done better with all of them by spending more time on them. Depending on your viewpoint this means that collection was either a good way to experiment with ideas, or it means that it was pointless to spend only 1 week on each game and I should’ve immediately gotten to working on each game full time. I’m now leaning towards the latter viewpoint, which also means that a 2025 collection may or may not happen later this year.


Admittedly I’m starting to get a little tired of doing even weekly posts. I have a notes document where I put thoughts into, that later get elaborated into paragraphs for the friday post. But a lot of times recently that document is completely blank when it comes to writing posts, which is why the posts have gotten shorter and shorter. I don’t know if spreading the posts even further would actually fix anything though.


It’s been a while since I’ve shared music. There’s only been 2 new ones, but I’m liking them a lot:


I’ve decided what my next game will be. It’s an expansion to Shelf Puzzles, that game I mentioned a while ago. The motivation is wanting to take a break from card games, and also because that game’s not on my website. (Meanwhile making another game like Sky Attack isn’t too enticing, as you can already play Sky Attack). Plus I could reuse some platformer code from that 2024 Collection game, which makes the setup work easier. Currently I just have most of the mechanics from the original game: you can pick up boxes and they can’t move through purple barriers. One new thing is that you can throw boxes into the air, that could be fun. There aren’t any new levels so far.


Since it’s a brand new project, that means it was time to try out something new for me: test cases. They’re pieces of code that, with a click of a button, can make sure parts of my code work properly. They’ve required some work to get started, but I’ve developed some systems to make things easier. It turns out I can create little scenes with the bare minimum required for a test to work, and the test case can load that scene and perform the actions needed. I feel that test cases that check for simple things like “did this UI thing show up” or “did this function return the right thing” aren’t very useful, but things like “did this specific set of actions do the right thing” are more worth the effort.


But also yesterday mom had me play a card game with 2 other people. I don’t know what the game is called, but I’ve definitely played it years ago. It seems like it’s a Chinese folk game with 2 decks of traditional playing cards, where you try to get rid of all your cards. As the least experienced player, and the one who understood the rules the least, I expected to lose a bunch of times. But I actually won my fair share of games somehow.


It was fun but there are things I didn’t like about it. It was difficult for me to learn all the different ways you can string together cards, which is why I usually stuck with the ones I knew. I didn’t even know you could put out 2 pairs or 2 triplets for a long time. There was also nothing to remind you of what you could do, which is what makes Chess awful for me. That’s why I like my card games to have instructions written on the cards.


Another thing I didn’t like was what happened after a round was over. The winner gets to give the loser their worst card, while the loser has to give them their best card. When I was younger and I’d play this game this was very frustrating as it just meant you’re more likely to keep losing; nowadays I still don’t like it. But also in this game the best card constantly changes, which doesn’t really change anything. All it does is force players to ask/memorize which is the best card. Even mom constantly forgot about it, and they’ve played the game way more than me. In general I’m not very interested in mechanics where one round affects the next round, you don’t get anything out of that. A much better way to mix things up is like Dominion, where you play with different cards.

Thomas Tang (DZ)

tt2195@nyu.edu

+1 (646) 236-5503

Redmond, WA

©2025 by Thomas Tang

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