Skywalker
Skywalker
Last month I went to my first IndieWebCamp, in Düsseldorf. After years of Homebrew Website Clubs, this was a big step up.
I vibe-coded a mobile camera web app, because I miss the old days when mobile photography was such a great creative field. Surprisingly the Snapseed app is still around, so I used it for additional layering.
I published a new garden page one week ago documenting the Platformer Game Jam 2026 – students building games in Godot at the design faculty. (Godot's web export is genuinely great, by the way!)
I used it as my first proper test of POSSE-style publishing. A long form text on my digital garden first, then a link post on this microblog, then cross-posted to Bluesky and Mastodon. This feels right! The garden is the home, the platforms are just for distribution to the other platformed-based audiences.
16 Bachelor of Design students at TH Nürnberg built a platformer in the faculty's project week. Only three had ever used a game engine before. Three days later, ten games were finished — solo or in small teams, all playable in any browser.
The most interesting part isn't the speed. It's what made it possible. Godot has become a solid open-source engine that students learn in hours rather than days. And the web has quietly grown into a remarkably universal free and open platform for interactive media — built on open standards, no media platforms or app stores in sights. WebAssembly lets compiled engines like Godot run in the browser at near-native speed. A finished game ships as a folder of HTML, WASM, and assets. You just send a URL. A good time to be designing digital things.
→ Full write-up, photos, all ten games: tilman.me/garden/Platformer+Game+Jam+2026*