I love being surprised when playing a video game. I especially love being surprised when playing a video game that I made.
Shift
Shifting my Focus to Release on Time
All the ideas I have for Shift are not achievable within a single month. So I examine what I’ve already made, and create a plan to finish strong.



Implementing Items and Equipment in Shift
It’s hard to have a “levelling and looting” game with no loot, which is why I got items into Shift early on in the project.
Crunchless Challenge and Starting Shift: Prelude
This first post in the development log of Shift explains the motivations behind the project, and the scope for the Prelude release.