No Clue Coding - The Gwarak Games Blog
Learning to code from scratch, by trial and error, one step at a time!
Wednesday, 20 May 2026
Online IDEs for Phaser based Cloud Projects
Saturday, 11 April 2026
Elemental Fusion Launched!
Well, as a surprise even to me, I went ahead and launched v1.0 of my game Elemental Fusion on Itch.io. I told myself that 2026 was the year that I would ship at least one game, and this was my first. The surprise came from decided to not let my vision of perfection stop me from achieving that goal, and I recognised that I was.
So what is Elemental Fusion?
Elemental Fusion is a retro-styled tile matching puzzle game, much like Candy Crush or Bejewelled, but with a chemistry inspired theme. You slide tiles, build matches and climb through the Periodic Table of Elements one level at a time.
Each level gives you a target element and a limited number of moves. As you play through creating matching lines (and other shapes), and can use chain reactions to upgrade tiles into heavier elements.
Only matches of the target element fill your test tube, so every move is about setting up the right sequence, not just clearing space.
As the campaign progresses, the board becomes more volatile. Burning tiles spread danger, frozen tiles lock up space, plasma and black holes clog the grid, and instability can push the whole board toward meltdown. The challenge is balancing clean setup, smart cascades, and survival under pressure.
Development
I created this game using the Phaser3 JavaScript engine, which is so awesome to work with and so feature-rich.
The the game itself utilises Phaser's primitive shape generation tools to build the graphics rather than using pre-designed sprite assets, as I wanted to avoid weird scaling issues between desktop and mobile sessions. I still do have some weird scaling issues to resolve but nothing that is a show-stopper for players right now.
I leveraged Phaser's shader features and included a set of visual FX that you can toggle on or off in the settings menu - these include scanlines, noise, ghosting and a CRT style look with a little vignette for good measure. I also used Phaser's particle emitter to add some sparkle to the tile matches, etc in-game which can also be toggled on/off in the settings.
For the music and sound I included the Zuper Zmall Zound Zynth (ZzFX) and Strudel libraries, both of which are super awesome too. Doing it this way meant I have control over the sounds and music dynamically and could introduce a rising BPM and additional instruments based on the status of the game - something I always loved about the iMuse system Lucasarts used in their classic adventure games.
I do have to declare that I got help with aspects of the development of this game from ChatGPT Codex. Whilst I have an understanding of JavaScript and even building rudimentary games in Phaser, some of the more complex stuff around tile matching patterns, etc I really struggled with, so I brought Codex into my toolset to help me get over that hurdle. I know that isn't to everyone's tastes, but I figured that I wanted to get something made, I needed help, and I'm not charging for it, so it's not doing any harm I guess.
What was my inspiration?
It was a moment of clarity whilst playing Block Blast and listening to The Rest Is Science podcast. I just had the idea suddenly about matching elements on a puzzle board and it all went from there.
I can highly recommend both Block Blast (very addictive, however the ads are a little intrusive) and The Rest is Science (also very addictive, as Michael and Hannah are just a joy to listen to!).
What is the plan now?
Well I've released v1.0 on Itch.io and I plan to continue tweaking the gameplay and supporting elements of the game. My biggest hang-up just before releasing this version was the music. I need to learn more about how Strudel works (because its feature-set is vast) to produce a much better set of scores for each scene in the game. At the moment they are.... workable.... but not great, I'll admit that. I'm no musician but I know what a good tune sounds like so I will keep plugging away on programming the beats until I hit on something that fits the theme of the game.
Beyond the music I do also have some other small tweaks I want to make, but I will keep these to the devlog on Itch (and perhaps BlueSky in a shorter format) if anyone is interested.
I do really hope you enjoy playing my game. I know its FAR from perfect, but I am kinda new to all of this so I'm finding my way as best I can, attempting to fulfil the dream of being a game dev I've had all my life since the days of BASIC on my Sinclair Spectrum.
Links to the tools I used
If you are interested in any of the tools I used to build this game, here are the links to their sites/repos:
Phaser - https://phaser.io/
ZzFX - https://killedbyapixel.github.io/ZzFX/
Strudel - https://strudel.cc/
Wednesday, 25 March 2026
Progress is Progress
Hey...
It's been yet another massive gap since my last post on here. I feel guilty for not posting more regularly, when behind the scenes lots of things are happening, but I guess my time is pretty finite given family life, my day job, etc...
Anyway, to get to the point, the biggest change from a technology standpoint is that I have been able to set up a proper "home lab" using a Lenovo M93P Tiny and Ubuntu Server. I installed Docker and have learnt how to setup separate stacks for different projects, and it's changed my whole development landscape!
I now have multiple little projects on the go, ranging from a "home operations" dashboard for me and my family to share to my attempt to build an alternative to Discord.
I'm quite proud of all my projects so far, be them all in a state of incompleteness - remember, "Art is never finished, just abandoned" as my old mate Leo da Vinci once said.
Gor's Tale
So, I have progressed Gor's Tale and am pivoting on a couple of the core mechanics so the game doesn't feel too boring or laborious without a decent payoff, but I have also been focusing on a new game idea called Elemental Fusion.
Elemental Fusion
Element Fusion is essentially a classic "match three" style game like Bejewelled but incorporates the Periodic Table of Elements. It was born from a moment of meshed inspiration- playing the enormously addictive Block Blast (trying to beat my wife's top score) and listening to The Rest Is Science hosted by mathematician Professor Hannah Fry and YouTuber Michael Stevens (Vsauce) - a highly recommended podcast by the way, go watch or listen!
The idea is that you start at the beginning of the Periodic Table and work your way through trying to bond together elements to make new ones, filling up the target meter. All the usual tropes are there- matching three tiles, matching four tiles, making crosses, etc, just with this scientific theme. I'm aiming for it to be reasonably based in reality but keeping the gaming aspect fun.
I'll be publishing the game, which will be compatible with mobile and desktop/table displays, on Itch.io here : https://gwarakgames.itch.io/elemental-fusion
Anyway, despite it being supremely quiet here on this blog (which I hope to change in time with a more regular posting schedule) things back in the "home lab" have been feverously progressing. I hope to share the fruits of my labours with you all soon!
Thanks for sticking with me :)
Matt
Saturday, 25 October 2025
And on it goes...
Tuesday, 10 June 2025
Actually Doing It - Creating Gor's Tale (Part 1)
I've been tinkering with programming, and in particular, game dev for years now. I've created countless prototypes, testing out key mechanics but never really building anything close to finished let alone polished enough for release.
This year I have decided to change that.
Whilst working on a project my mind got to wondering how simple it would be to create a turn-based combat game using the Dungeons & Dragons 5E rules. Y'know what I mean - rolling a D20 for initiative, then rolling dice for hit and attack, picking types of attack, etc. Whilst prototyping something very rudimentary using ASCII characters as player and enemy placeholders, I really started getting stuck into the concept and Gor's Tale was born!
This is only a working title at the moment really, but I kinda like it. I have already upgraded the ASCII art to proper sprites and have decided to give the game a Sega Master System feel, so I'm using the original SMS screen resolution and colour palette. I will probably provide both keyboard and mouse input options as I am building this game using the PhaserJS framework meaning the game is HTML5 & Javascript and will run in a browser.
My early sprite work is basic as I am no artist, and Gor himself (an Orc with a club) is simple but usable. Currently I have a Giant Rat sprite as the placeholder for all my enemies, but that will change soon.
I'm using JSON to hold the D&D style stat blocks for all "actors" in the game and will be aiming to generally apply the same kind of logic to combat as is observed in the 5e rulebooks.
I'll post here from time to time about my progress with this but also following me on X and BlueSky to see smaller updates (and rants probably!) too.
You can find Gwarak Games on those platforms and more, here:
https://x.com/GwarakGames
https://bsky.app/profile/gwarakgames.bsky.social
https://gwarakgames.itch.io/
Friday, 27 December 2024
How time has flown
Thursday, 25 July 2024
Hello, World!
The welcome post!
Yep, its the obligatory welcome post. I found it mildly amusing calling it "Hello, World!" (something I expect anyone who has attempted any type of programming will understand!) if not a tiny bit cringe.
Anyway, thanks for visiting my little blog. Over time you'll see posts about my random adventures in coding, updates on projects and anything else I feel might fit here.
My aim is to record any progress I make in the hope that it helps me stay on the rails with my tasks, but also maybe to help out others who are trying similar things. We'll see, I guess.
Enjoy your stay. I hope it doesn't suck.
Matt


