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  • Game Jam | Programming

    Player Perception

    Wheffle 15 April 202515 April 2025

    I recently finished an entry for Down2Jam. Some of the comments and feedback I got had me thinking about the difference between a complex system and a system that feels complex. Sometimes game development feels like a magic show; regardless…

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  • Game Jam

    Game Jam Lessons I Didn’t Expect

    Wheffle 3 February 20223 February 2022

    Participating in game jams helps to sharpen obvious skills like time management, designing, planning, prioritization, and scoping, but I also learned a lot of things I didn’t expect to.

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  • Dev Log | Programming

    My Content Workflow For Sanguinite

    Wheffle 21 September 2021

    From concept to art to nodes and code, the Aegis Drone comes to life and tries to kill you. One of the most satisfying moments in game development is watching your creations spring to life.

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  • Dev Log | Programming

    Inheriting Pain

    Wheffle 26 August 202126 August 2021

    Anyone who’s built an app with a large, complex inheritance hierarchy probably knows how much pain that can cause down the line. Inheritance trees can be rather rigid and it’s easy to paint yourself into a corner.

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  • Retrospective

    Lessons From My First Shipped Game

    Wheffle 17 August 2021

    I thought I could just slap a price on my game and sell it on an app store. Unfortunately, getting compensated for your work in this industry is more complicated than ever, especially on mobile.

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  • Failed Projects

    My (Failed) Attempt At A Team Builder RPG

    Wheffle 13 August 202113 August 2021

    Project death is not uncommon for me or anyone else that works in game development. I always learn a lot and there’s always the option to try again. That’s the heart of iterative design.

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  • Dev Log

    Optimal Play Should Not Be lame

    Wheffle 8 August 20218 August 2021

    I don’t like to be stressed out or bored doing something tedious while I’m gaming, but I also feel a need to play optimally. It’s frustrating not to be able to play optimally and have fun at the same time.

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  • Dev Log | Programming

    My Obsession With ProcGen

    Wheffle 6 August 20213 March 2022

    The level generator is one of the most complex and fun systems in Sanguinite to build. Given the chance, I will blab anyone’s ear off about procedural generation. You do have to be careful though, it’s really easy to overuse.

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  • Just Chatting

    Introductions

    Wheffle 5 August 20217 August 2021

    I’m Chase, a.k.a. “Wheffle”. I am the main developer and creator of Goldshoe Games. Currently I do the vast majority of the programming, game design, sound, and art (for better or worse) for our projects. I also dabble in music,…

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