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  1. Blooood

    In the spirit of making death more fun, enemies & players now get crushed by moving bodies, and bleed when they get hit!

  2. Fiddling with Fire

    Fire wasn't anywhere near as much of an all-consuming inferno as it should be - so I fixed that.

  3. Ragdolls

    Killed enemies now turn into physically-simulated corpses!

  4. Status Update

    This week I tried out a new spell-casting scheme, including adding 2 new spells.

  5. Hot Pursuit

    This week, enemies progressed to toddler stage: they now chase players!

  6. Pew Pew Pew

    This week, enemies learned to see the player and shoot in their general direction, which increased their deadliness by approximately infinity percent.

  7. Target Practice

    This week, I added some enemies to kill, so watch out!

  8. Architectural Questions

    The good thing about building an engine just for your game is that it lets your game do things other games can't (and it's often fun - or at least educational).

  9. Level Progression

    This week, levels have a goal to reach, and reaching the goal loads the next level.

  10. Tilemapping

    This week I added support for tile maps, so levels can be created with the LDTK editor.

  11. Loading Levels

    This week, I added support for loading levels on the web build.

  12. Let Sleeping Atoms Lie

    This week, liquids of different densities separate properly - so oil tends to float on water, rather than stay as globs floating in water.

  13. Multiplayer Fever Dreams

    Last week, I promised to write a bit more about how multiplayer could work (assuming I find funding for it).

  14. Boil and Toil

    This week, fire learned to boil water into steam, and water and acid now mix to make poison!

  15. Acid's Ire and Burning Fire

    This week, I implemented acid and fire!

  16. Discord and Making a Splash

    This week, a wild Slow Rush Discord server appears!

  17. Atomic Holes and Multiplayer

    This week, it's my birthday!

  18. Designing a Magic System

    The prototype's pixel atom physics are coming along nicely, so this week I had a think about the other big part of the game: spell casting.

  19. This week, atoms finally play nice with moving bodies thanks to last week's particles.

  20. Particles, for real this time

    This week I had a second shot at implementing particles, which are my planned solution for stopping atoms from crushing moving bodies (so that dropping sand on a box doesn't cause the box to flip out).

  21. Making Atoms Kinetic

    This week I can confidently say that falling sand no longer completely crushes a moveable body that it falls onto!

  22. Optimizing the Physics Bridge

    We're back with another Wizard-Pixels-flavored update, again on duct-taping together two physics worlds!

  23. Bridging Physics Worlds

    Welcome back!

  24. Pixel Perfect Rendering

    In last week's playable demo, the edge of the world would jitter back and forth about the width of a pixel when you moved your character - which looked terrible and was very distracting.

  25. Making Platforming Feel Good

    This week, I added physics-based platforming support - so now you can control a little box who can move around, jump and push some balls around.

  26. Choosing an Engine

    This week, I ported my "game" to two different Rust game engines.

  27. The Game So Far

    New year, new adventure!