Week 4: Sixward
October 25, 2026 Leave a Comment
Third time’s a charm?
I had a lot of fun making and play-testing the games for Load Goblin. There’s something really satisfying about making something that’s actually fun to play.
I’m mostly a retro gamer. I enjoy games that don’t require a massive story arc, hundreds of hours to finish, and ten times that to complete everything accomplishments. Gotta catch ‘em all! Give me ten minutes of digital pinball and a chance to beat my all-time high score, anytime!
My brother Paul came home from the Army with an OG IBM PS/1 computer. That thing had VGA graphics! My Tandy 1000 had nothing on it. Two games I particularly enjoyed were Lemmings and Ishido.
Later, I got Ishido for the Atari Lynx, playing it on Uncle Karl’s early high-resolution color handheld.

I loved the strategy, the lore, and the almost Zen-like experience of this solitaire game. It reminded me a little of Shanghai (mahjong solitaire).
I liked it enough that I tried making a physical version using modeling clay. I designed the pieces, but never finished it.
Years later, I got a wood-burning kit for Christmas and thought I could make one using wooden Scrabble tiles. The sanding wasn’t going well, and I valued my fingertips more than finishing the project.
Twice half-baked. I do like a twice-baked loaded potato skin… 🤤
Where did the idea come from?
I wasn’t originally trying to reinvent Ishido. I just wanted to make a physical version.
Sometimes there’s something satisfying about tactile things. Like kindergarten, when everything was something you could pick up, touch, and play with.
Sherry gave me a wooden Sudoku set that I really enjoy. It’s much slower than my normal speed runs on Sudoku apps, but there’s something therapeutic about that.
My one real departure from Ishido was wanting symbols that meant something to me, making the experience a little more personal.
Now, for the first time, I have the ability to build the game in a format I never thought I’d be able to create myself: a video game.
Third time’s the charm? Or maybe trice-baked?!
What am I trying to make?
A game that’s fun to play. That’s it.
My other projects have been fairly niche or require some commitment. This one should be something anyone can open in a browser and start playing immediately.
A few minutes of entertainment, some brain chemicals flowing, maybe a new high score.
Thwe’re calling it Sixward. Six colors, six symbols, with a goal of getting a high enough score, or enough achievements to get to the next level forward.
Thwe’re starting with the ideas behind Ishido, but exploring some new mechanics involving colors, symbols, scoring, and harmonic combinations.
I haven’t even settled on whether to begin with traditional square stones or something different.
I love the idea of progression. Get a high enough score or achieve harmonic perfection, and unlock another way to play.
But first, we need to make the basic game fun.
What do I hope to demonstrate on Saturday?
Something people actually want to play again.
Success isn’t just getting people to click the link. It’s repeat players, games played, and maybe people inviting their friends.
You should be able to start playing without registering. Once you’ve unlocked an achievement worth keeping, you can create an account to save your progress.
If somebody enjoys it enough to share it with a friend, that’s a pretty good indication that we’ve made something worthwhile.
What could go wrong?
I’ve never designed game mechanics before.
We could easily disappear down some rabbit hole and come out with something that technically works but isn’t the experience I wanted.
My stretch goals are pretty audacious. I’d love to turn this into an iOS app (someday)/ And we’ve even discussed a spherical playing field, which is a little nuts to put my brain around. Something I can imagine, but could never actually code myself.
But I can’t skip ahead. We have to prove the basic mechanics work before expanding the experience.
Visual design is another potential trap. Working with AI on visual experiences has been challenging to say the least, and I don’t want to spend the whole week making things look beautiful at the expense of making a fun game.
Especially with a shorter Sunday than usual, we’ll need to stay focused. Go Blue, beat Houston! Go Lions, beat the Pack!
How should the story end?
With a game I love playing myself.
I could care less if anyone else plays it. But I bet if I enjoy it, plenty of other people will too.
And unlike Load Goblin, nobody has to take my word for it or own a physical Timex Sinclair 1000 to experience what thwe’ve built.
Just click a link and play.
There’s practically no barrier to trying it.
Who wouldn’t try a game?!



















