 So I actually have recently been getting back into the Nancy Drew games. They were a huge series for me and my childhood. I played probably about 10 of them. And then I recently like last maybe two weeks ago I started playing Curse of Blackmore Manor again and I beat that. And then I went back to the first one, started playing Secrets Can Kill and I beat that. And then I recently just went on a like two week escapade trying to figure out how to install the second game, Stay Tuned for Danger, because it was not supported really on Windows 10 unless you did like a couple weird things and you had to install certain things and whatever. So yeah, it's basically like a point and click adventure mystery narrative puzzle game. But yeah, that's been a lot of fun for me lately. A lot of people can relate to this, but as soon as you start kind of working in making games, it can sometimes be really hard to appreciate playing them because it feels a little bit too close to home sometimes. But that said, I of course love a ton of different games. I think Simulation is one of my favorite genres. Definitely Adventure Game is probably my favorite genre. Lately I've been playing somewhat similar to Chris kind of doing a throwback and maybe it's just because we're working on a similarly inspired project. But I've been playing a lot of the humongous entertainment games and they worked on a number of games. They did the backyard sports, the backyard baseball and the backyard football and all these things. I also did a lot of really great family adventure games. So they did the Put Put series and the Spy Fox series and all kinds of games like that. So I've been playing through their library and then I also have been playing, I'm a huge fan of golf games, golf video games. I've never played golf in real life, but I love video games. And so I've been playing the, I think it's the Clap Hands, they developed the Hot Shots Golf series, but I've been playing their latest title on Apple Arcade. So that's been kind of my enjoyment after work. So I have been playing a lot of video games over the course of COVID because it's pretty much like the only way that I've been able to stay in touch with my friends. So I spent an ungodly amount of time playing World of Warcraft and kind of burned out on that. And I played a little bit of The Division, I played a little bit of Destiny, and recently I've been super into Outriders, it's, I really love it. It's so much fun. And it's just been a really nice way to like, you know, stay in touch with some of my friends that I've had for years that live a couple of states away who I can't see in person. And almost every night we'll get on and we'll like, you know, run through some stuff together. A lot of fun. Babs might be my favorite part because she is so snarky, but also so helpful. And I found like when I first read through the script, she was the person that I was laughing at or like laughing with the most. And she's also a really useful resource in the game, which there, you know, there's there's tons of resources that she's one you can really go to and count on that like, you're going to get some help and figure out something. So yeah, I think, I think Babs is final answer. I think my favorite part of Coach Taikun is probably the hacking terminal interface. I when originally it was asked to put that in, I was pretty nervous as to like what was expected out of it. But then once we had the foundation in, I love just making like custom developer like hacks to just make my life easier. And I just had fun putting stuff into it that we could, you know, use on our end and also the user gets to experience too. So that's cool. I love all the minigames, but I think probably the token factory minigame is probably my favorite just because as we were designing that it was really cool. First of all, how the design was trying to capture the mechanics of how a lot would kind of operate. But then also just as we were designing it, we're like, wow, this could be like a full game like completely like as a standalone thing because it's the mechanics I think are really interesting. We went to these really wild like design inspirations, looking at games like Papers, Please and some really interesting designs to kind of come up with the mechanics. And then the way the aesthetics came together with really cool shaders and visual effects was awesome. And then I think out of all the music tracks, that's probably like my favorite music track we have in the game too. So I think everything just kind of coalesced into the token factory game, probably my favorite part. I don't know if I'm allowed to say this, so feel free to cut it out in post. But save the hamster. Don't let. Don't let the distractions like ruin your game. And so I mean, like try your best to manage all the distractions. Definitely try your best to fix the printer. But if the printer breaks for like the main length of time, it might just be time to kind of let that go. And yeah, just try and get as much work done as you can doing your actual job in Kotaikun. And then also definitely make sure and use the items in your backpack because there are some real useful items in there that will help you kind of block out some of the distractions. And that's going to be really important if you actually want to make progress. We left a lot of the debug tools in the hacking terminal. So if you play around in there for a long time, trying out things that you think might be interesting or would work, they might actually work. I think we left like all the debug tools in there. So you have to know what the commands are, but you could access them and then theoretically do a lot of things. So this is like a more development centered series. But in terms of the art, I think one thing that I really loved about this project was working with a really cool mix of two dimensional art and three dimensional art. We kind of went back and forth for the longest time trying to figure out what aesthetic we wanted to make this project and going back and forth between do we want 3D characters? Do we want 3D environments? How do we want to do all this? And we ended up settling on having these 2D characters that have these cool 2D animations and everything, but they move around in 3D space. And we decided to go with a 3D environment because we wanted to make sure that it was really flexible because we weren't really sure how the environment should be laid out and what it would feel like to actually move around it. And so we wanted to make that really flexible and modular. And so having that be a 3D space that we could modify and in our production pipeline, working in 3D is actually a little bit faster than creating individual sprites for the 2D environments. So coming up with the balance between doing 3D environment, 2D characters, but then having the 2D characters do pathfinding and AI navigation around the environment and having that all tie in with their animation system. And then on top of that, having it all tie in with a pretty robust character creator system that we have for the player. Layering all those elements was a really big challenge, but I'm really happy with how it turned out. And I think it creates a pretty cool aesthetic that I'm really proud of. I guess I wanted to say that I was just really proud in general. This project was like a really fast timeline. It's the fastest I think anyone at Gossamer has worked on. I think it was slightly less than six months, like five and a half months or something to make a full, shippable game with a lot of aspects that we had never worked on before, like online integration and cloud saves and more narrative focus and with like loading up many games in the background while it's time-based and it's a strategy game. So it was like a lot of different things that we hadn't necessarily worked on that were challenging all in like a five and a half month timeline. And I feel like we did really well for that timeline. I feel like we I feel like I learned about myself in that like how much I am able to accomplish, I guess, in a certain amount of time. Yeah, so I feel like we did a really good job and I feel like we were able to work really quickly. And I think that was really cool to learn as a team, I guess. Echoing kind of Chris, I mean, we this is probably an obscenely short period of time to develop a game. I think we all kind of felt like we would have loved to have six more months to do more. And just the every single time, you know, we we had an issue with with whether it was, you know, the hosting or the security or, you know, something that at least that I was involved in, you know, Chris was able to just, you know, quickly just, you know, either find a fix or or, you know, you know, resolve an issue just just with cloud saves, for example, you know, we found right at the beginning of Early Access, we found that there was an issue when you logged in in a certain way. There was there was an issue, a conflict of some kind with your cloud saves and our ability to push, you know, what was currently in your cookies up to the up to play fab while pulling down to save. Chris was able to get to the bottom of that just really quickly. And, you know, I was just extremely impressed with that. So I'm really proud of the team. And, you know, I'm of course very proud of what we produced. But just just the team as a whole, I thought it was pretty awesome.