Newsletter
It's been a while, I know.
Well, I seem to have come out from the hole I've been hiding in for the past, what, 2 months? Apologies about that. I hope this makes up for it:
I've created and released three new games:
The Darkwalls (Beta) - A Backrooms-style game where you and up to four friends navigate a dark, randomly-generated labyrinth where everywhere looks the same. You have to find eight artifacts, and as a team, make your way to the exit. But watch out: something is lurking in the shadows, attracted to your flashlight, and it may make you a permanent resident of this desolate place…
This was the first game where I decided to move away from local co-op and make a proper LAN system, so you can play with others on the same network. The LAN system is pretty robust for getting past firewalls, if that's your purpose, but if you find an issue with it along with any others, please report in the contact page. This was also the first one where I (finally) implemented mobile controls, so hopefully that also works well. Fingers crossed.
Chained Up - Along the lines of Chained Together, you are a prisoner chained to a large iron ball. Make your way to freedom as fast as possible, but be careful! With no saves or rescues, a wrong step could send you plummeting back to the bottom.
Olympico (Beta) - This was long-requested by a friend of mine. A Rocket League clone, you drive a car in a stadium, finessing your way to victory by hitting the ball into the other team's goal. Supporting up to 8 players through local LAN and even a car customizer, this game is practically meant for parties. It also has a simplified game browser, where you can view and join games over your local network. Also in Beta, so please report any bugs in the contact page.
Next up in the queue, I'm planning on making a Fortnite-style game. Hopefully it'll be able to support LAN, but just letting y'all know: it might take a while.
Also planning another game, single-player this time, but that's all I can disclose up to now, aside from this teaser:
Ayo, wassup, homie?
Also, I've received my first message of gratitude: an individual nicknamed Sodium contacted me through Discord to thank me for these games. This is a breath of fresh air for me, and it's for people like them that I do this. So truly, thank you all.
And with that, this week's newsletter is finished.
I'll see you all in the aether,
- Glap555
Another week, another game!
This week I've added "What Key Is It Anyways?", a hybrid cross between a rage game and a multiplayer platformer. The goal is simple: get to the top of an RNG-generated platformer level. But there's a twist: every thirty seconds, the keys change, and suddenly you could find yourself pressing S to move right and A to jump. The goal is to get to the top: one million units up (yes, I'm a villain) is a platform with a flag. You can play in one player to make your way to to the top as fast as you can, or challenge a friend in split-screen co-op and race each other to the top!
Next game in the queue is a single-player game called "Chained Up", where you have to make your way to the top of a 3D obstacle course, all while carrying a ball and chain attached to you that restricts your movement (took heavy inspiration from "Chained Together"). This will definitely take a bit to develop, what with the Three.js rendering and all of that, so it'll probably take a few weeks.
After that, we have a horror game called "The Darkwalls", my take on the backrooms. I'm not yet clear on the details yet; I know I want it to be an RNG maze, but I'm unclear on what the horror elements will be. Stay tuned for more.
And with that comes the end of this week's newsletter. As always, thanks to everyone who's visited the site, and thanks to everyone who's helped me grow.
I'll see you in the aether,
- Glap555
Hey everyone! Glap here, with our very first newsletter of the week.
Since the website was launched just yesterday, we've had an unprecedented amount of activity. People from all over the globe have accessed it and played the experiences available, and what's most satisfying for me is that there's been no bugs reported as of late (very relieving for a web dev).
Not only that, but we've also had various AI engine scrape the website. Anthropic's Claude was the first to come, and since then we've had the visits of OpenAI, Perplexity, DeepSeek, and some others from various countries and companies. We've also had the privilege of getting a visit from CommonCrawl, which is the repository from which most AIs take data from, so hopefully soon enough we'll be known all over the world.
This week, I'm going to start working on the next item in the queue, Angry Nerds, which I can confirm is an Angry Birds-style game. I'm going to be focusing more on the tower destruction mechanics than the goal of destroying enemies and generating the towers using RNG. The scoring system I'm still undecided on, but this game will have the potential for 2 players to compete.
I'll try to launch these newsletters every Wednesday if I can, except when I have a break, in which case I'll announce it from the week before.
Well, that's all I wanted to say, so thanks to everyone who's visited the site, and thanks to everyone who's helped me grow.
I'll see you in the aether,
- Glap555