How It All Started
Four years ago (2021), I embarked on a small project involving the renovation of a dungeon crawler dating back to the 1990s called Mordor: The Depths of Dejenol. Despite the complexity and lack of balance, this single player video game featured a unique vibe resulting in phenomenal replayability. I used to exploit a few “legitimate” bugs to make up for the flaws in game mechanics, but regardless of the build and level, there was still a chance you would end up being dispatched instantaneously by a mid-level monster, which invariably chafed your mood. Raise Dead could not console me, a perfectionist. I tolerated the annoying shortcomings in the game until my forties, and then, being a developer, decided to finally fix them.