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Medic

@Medic

Joined June 1st, 2026

  • 4Devlogs
  • 3Projects
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WIZARD GAME

FELICITATIONS MALEFACTORS!!!
My names Medic, the herald of a catalogue of projects. I mostly work in Lua using the Löve2D framework; however, I plan to broaden my horizons in the near future.

https://medic314.straw.page
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2h 18m 37s logged

– WIRE MANAGEMENT LOG 2 –

GREETINGS WORKERS!

A new day, a new devlog! added some features to Wire Management ive been planning for quite some time

WHAT’S NEW?

  • SULFUR, a new naturally spawning resource, same extract time as coal, but a bit rarer. sell price: 20
  • GUNPOWDER, a new compound made in the mixer using Sulfur and Coal. With a secret, slightly cheaper recipe…
  • IMPROVED MIXER, mixer changes to make the mixer more modular, now being able to take in any item and look up its recipes from a list, allowing resources to be used in different compounds while still clearing out useless components
  • TUNNELS Tunnels that act like conveyors, allowing conveyors to jump up to 6 blocks forward to layer over other conveyor belt systems

WHAT’S NEXT?

More materials to have more intertwined recipes, some maybe even being detrimental to craft.
Maybe a new way to make compounds? Like a furnace that would need a coal intake?

FINAL THOUGHTS

Kind of a small update for me, mainly just pushed it out to practice writing these devlogs more…
Image: depicts sulfur being mixed into gunpowder, using tunnels to optimize their placement.

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28m 32s logged

– WIRE MANAGEMENT LOG 1–

We work, to earn the right to work, to earn the right to work, to earn the right to-

This is the first devlog for my most recent project, WIRE MANAGEMENT, a sandbox factory building game. It’s a project I’m very proud of and one that I see myself working on quite a bit during this first section of Stardance! its very fun and out of these projects is the one I find myself passively playing the most.

WHATS THE JOB, BOSS?

WIRE MANAGEMENT is a game about making large, interconnected factories extracting multiple natural resources, mixing and transforming them into more materials, and selling them for a profit. Heavily inspired by the likes of Factorio and Shapez, in here, money is everything.

WHATS THE DAMAGE?

In the current state of the project, use your limited cash pool to place extractors, deposits, and conveyors to extract 3 natural resources in randomly generated patches on a 200x200 grid.
There are currently…

  • 3 Natural resources
  • GRAVEL, an abundant resource found almost anywhere, mix with sand to make concrete. Sell value: 5
  • SAND, another abundant resource, but slightly rarer than gravel. Mix with gravel to make concrete. Sell value: 5
  • COAL, a rare resource found in small patches, takes extractors 2x the time to produce, but are worth 3x the price of sand or gravel. Sell value: 15
  • 6 Placeable items
  • Item mixing and compound manufacturing
  • Completely modular grid system, with tile tags so tiles can know where, what, and why their neighbors are.
  • CAPITALISM

NEXT UP ON THE CONVEYOR…

Although this is a personal favorite project of mine, I’m not exactly sure where I will take it from here on… Currently, the plan is to get more resources to extract, and add more dynamic properties to them. I still need to find some twist to the formula to add so the game doesnt feel as generic as it does, but as of right now, production will continue generally the same as ever.

CLOCKING OUT

Wrapping up this devlog, yet again, I will provide a screenshot to summarize the game in its current state.

Much obliged,
-Medic

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22m 14s logged

– VOUCH OUT LOG 1 –

AND IN THE RIGHT CORNER…

This is the first log for one of my side projects, VOUCH OUT. It’s a project I started quite some time ago for class, the original plan being that the main character would be the principal of the school, with them fighting against unprofessional habits.
This is probably my least favorite project of the collection but it’s still worth a spot here I believe.

WHOS IN THE RING NOW?

In this current state of the project, you play as a little-mac equivailant and fight against 3 enemies that each represent an unprofessional value. Chain consecutive punches without getting hit to unleash a powerful super punch, which if you hit it just right, can make the opponent go down for the count with 1 blow.
There are currently…

  • 3 Opponents
    • SLOTH, representing laziness, apathy, and torpidness. A glass joe / gabby jay counterpart, acts as the game’s “Tutorial” character.
    • PRIDE, representing arrogance, selfishness, and egoism. A mix between Super Macho Man and Don Flamenco, he will taunt and tease you while still packing a punch, but outperform him and he will be left speechless…
    • WRECK, representing wrecklessness, sporadicism, and poor decision making. A mix between Piston Hurricane and Bob Charlie, he will jump and dance around the ring, letting little leeway for rebuttal. However, once you do, he will go down easy.
  • Leaderboards & menus to track them

WHOS UP NEXT??

As aforementioned, I’m not the biggest fan of this project, so dont expect much time to be spent on this one, but the general plan for the future is to have 1 more enemy, the title champion thats a dirty cheater, and just general polish.

KNOCK OUT!!!

To wrap this devlog up, I once again provide you with a screenshot of the gameplay. Specifically of the Pride fight.

Much obliged,
-Medic

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32m 18s logged

– WIZARD GAME LOG 1 –

Salutations Apprentinces!

This is my first log for my quote unquote “main” project, WIZARD GAME. It’s a project ive been working on for quite some time and that I am rather proud of, however! it could always be better.

WHAT IS THIS AND WHY EXACTLY AM I HERE??

Here is where i regurgitate my usual summary speal of the project so heres that:

WIZARD GAME is a twin-stick shooter heavily inspired by the likes of Enter the Gungeon and the Binding of Issac with a heavy focus on Quality over Quantity. Collect items or Consume them to upgrade your arsenal of tomes and spells. Play as the EVIL WIZARD and fight through the reanimated remains of his past necromatic ventures.

This log will serve as a general brochure of the project, what I want to see from it in the future, and why you should care.

WHAT HAVE YOU DONE?

The current state of the project has, admittedly, been the same for quite some time. Right now, you play as the EVIL WIZARD, exploring a warehouse filled with boxes and other workplace items that have gone rogue after working for him. Equip 2 of the 5 spells to cast through each of your arms seperately, and upgrade these spells drastically through their upgrade trees. Collect items to either get strong global buffs or to Consume and get an upgrade point to bank into a specific item. Equip TOMES to have a large, intertwining skill tree that hones in on a specific playstyle. There are currently…

  • 5 spells, each with 2 paths and 4 total upgrades among them
  • 1 tome, with 3 paths with 9 total upgrades, includes crosspathing!
  • 6 enemy types, each with modular stats and abilities
  • 1 FULL WIZARD!!!

and some other features, sansed for unimportance

WHAT’S NEXT??? SOME KIND OF PROGRESSION???

Absolutely.
My plan for the near future is to get a playable demo to push to itch.io, which would include 1 general area (The Werehouse (like werewolf isn’t that funny? (I stole that joke))) that is NOT procedurally generated, with the only random parts being the items you pick up, and with one “big bad” at the end.
After that, procedurally generated floors is the plan.

BUT MEDIC, THATS BORING! WHAT DO YOU WANT AT THE END?

Alright kinda rude but the general outlined plan for the possible full game is to have ~5 floors, very similar to Enter the Gungeon, all with similar theming to the first. A mix of classic horror literature and dead-end minimum wage jobs. This would include The Inconvinence Store (A.K.A Night of the Living Bread) and The Shadow Over Inn-mouth (A.K.A. Hotel of Horror (and fish)).
I’m striving for a game thats overall, rather short and sweet, but replayability is a forefront. Like any good roguelike!

OH MY GOD, STOP TALKING!

Sure. Fine. Whatever. Not like I care.
To wrap up this ramshackled ad-hoc devlog, I just wanted to say thanks for reading and as a treat, heres a screenshot of the game in it’s current state. I only get one image though, so I gotta make it count!

Much Oblidged,
-Medic

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