Monday Map Out - 03/30/2026
(REMINDER: Download keys will be sent out Monday, May 4th. If you want to playtest the Beatdown in the Hollerprototype, either subscribe or email me at pete@petemakesgames.com.)
Now the real work begins.
Speaking only for myself, there is no true “maintenance” when it comes to personal growth: I’m either improving or I’m atrophying. You’d be forgiven for thinking that sounds like some self-help guru mantra and, if I was trying to tell others how their mind works, you’d be right. This is just what works for me, what I have to do.
All that is to say that I can’t rest on my laurels. It’s only a prototype after all, a mere outline of a much larger game. A much larger game with more polish. A much larger game with more systems that have to work with each other without the entire thing breaking. A much larger game for which I’ve set a release date of January 31st, 2027.
So, like I said, now the real work begins.

This week, I plan to:
- Well, I plan to plan. I’m soliciting requests for playtesting, working on a new game, and maintaining this website. I’m spending a few days just mapping out the next ten months to figure out just how I can get this all done in time.
- I’m also going to get the barest “game” up and running in Godot. Zel, the world, a few enemies. Nothing else at this point, because I’m going to rework how enemies appear in the game.
- Begin coding an enemy spawner. I’ll talk about this more on Thursday, but I was waaay off-base about how enemies should appear in Beatdown in the Holler and I need to move away from respawn points.
That certainly seems like a lot, although it also seems certainly doable. I’ll see you on Thursday, where you can judge whether I was successful. There’s nothing I love more than being judged, after all.