GAMES THAT MADE ME

The personal shelf

Every game in the arcade traces back to a game that got there first. This is the shelf — the ones that shaped me as a player and a builder. Each card holds a story. Some are told. Some are still waiting for me to tell them.

13 shelf entries

CURRENT RECOMPILE: BLUVERSE HOMEWORLD + ARCADE FAMILY

The shelf is not being cloned one game at a time. These influences are being recompiled around one persistent Homeworld: an OGame-scale empire, a watchable orbital theater, a survivable FTL journey, and a planet that can be settled or defended. The companion lanes can be complete games in their own right; they only cross into the campaign through a named, tested consequence.

OGame foundation
Full parity target: resources, lifeforms, buildings, research, shipyard, defense, fleet, galaxy, combat simulator, and an AAA command UI. Cycle / Play removes forced waiting; optional Watch / Live keeps the time-coded AI spectacle.
NLP universe
Player-owned cycles, an optional time-coded watch screen for Matt and Blu to watch other AI, and opponents that pressure even a fortress planet. The Homeworld is a roguelite adventure, not a frozen spreadsheet.
Space combat
The Orbital Combat Theater is the integrated witness layer; a separate Starfall-derived RTS lab can test colony ships, arks, battle stations, weapons, and tech before useful lessons flow back.
FTL journey
Escape the planet, carry an urgent message while pursued, and take expeditions into unknown space where choices matter and some crews do not return.
Planetfall
Settle a new planet or conquer one. Advance Wars and Metal Marines supply the readable ground-war, base-building, probe-first pressure.
The combined feeling
Tower defense, horde defense, survival, empire building, and storytelling through a base that visibly grows and remembers what happened. Companion roguelites and arcade lanes stay distinct until they earn a campaign job.
Standalone runs
FTL and future roguelites may be complete arcade runs with their own pressure, failure, and ending. A return packet is optional and must be designed before it changes Homeworld.
Arcade companions
NORMAL VS is the wider match lane. BluDex Battle is the deck-builder prototype, with Monster Train as a run-design influence—not a hidden second Homeworld economy.
Defense + Survivors
PvZ-like lane defense belongs to the Homeworld / SuperCluster fortress. A new Survivors lane stays held until it escapes the existing NLP Survivor video-code loop and has a distinct verb and campaign job.
  1. RISK

    Childhood

    I loved Risk as a kid. I'd turtle — really turtle — much turtling, much strategic planning, turn after turn of holding back. And then, when it was ready, I could sweep the world in a single turn.

    That wasn't just strategy. That was building the story.

    Where it lives now The turtle-then-sweep pattern didn't stay on the board. It became design law in a BluVerse game currently in development — patience as a mechanic, the long setup that earns the one big turn.
  2. THE TI-85 ERA

    School days
    Empty save slot

    Story coming — Matt hasn't told this one yet.

    Where it lives now The arcade already keeps a lemonade stand running on a TI-85 — play Lemonade TI-85. And the calculator community that started it all is still alive at ticalc.org.
  3. OGAME

    The 2000s

    I loved OGame and played it during the 2000s — not the recent versions. The modern takes, including the phone app, kept the part that should have been left behind: still timer-locked, still gated. What I wanted was OGame but more visual, not chained to the clock. The itch never left. Update from July 2026: I'm back in the live game and I love it so much I have to keep telling myself not to buy dark matter — because we're building our own. That's why I'm so picky about this build.

    Where it lives now The un-timered successor is playable in this arcade — BluVerse Homeworld (working name). The standing goal, ruled July 2026: OGame FULL PARITY with Cycle / Play as the no-wait route — cycles instead of forced clocks, keeping the time-coding (build times, travel legs, research durations) for that time-gated feel. A separate optional Watch / Live version can let Matt and Blu watch the AI universe play itself, preserving the time-gated spectacle without making it the only way to play or a monetized lock. For the historians: OGameX stays as reference only. The build now also carries a living AI universe, opposing readiness, watchable combat reports, and an AAA interface target.
  4. FOLDED PAPER WARS

    Childhood — before the screens

    Before OGame, before the SNES, there was paper. I drew a castle and a few guns on my half of a folded sheet. A friend did the same on the other side. We folded it over and checked whether the guns could hit the castle in all three spots — destroy it. Paper Battleship energy. Hidden setup. One reveal. Drama on a desk.

    Then the games got deeper: land a boarding party on a battleship or carrier and seize the ship. The interior was a grid — traps, people, rooms. Not just sink. Take. And the same family of play went into tombs and pyramids: the pyramid of traps.

    Where it lives now Design DNA for Homeworld probes (the fold is the reveal), multi-point hardpoints, and a future boarding-interior layer — seize the ship, not only blast it. Full lineage: documented in the NLP games design binder.
  5. METAL MARINES

    Super Nintendo era

    Grid of bases. Side versus side. A story. The part that still itches: you probe first, then you earn the right to build and push. Back-and-forth fighting on a map that feels like ground, not a spreadsheet.

    What stuck, in list form:

    • Base building
    • Side versus side
    • Has a story
    • Probe, then footprint
    Where it lives now Homeworld's probe missions, cycle-owned opposing readiness, and the ambition for a cooler campaign map — less HTML frame, more Metal Marines board. Play the draft: BluVerse Homeworld.
  6. METAL WARRIORS

    Super Nintendo era · the near-twin name

    This card spent a week as an empty save slot labeled "Space Marines" — a name remembered standing next to Metal Marines. Then the memory sharpened: a mech space game, with a name almost identical. That's METAL WARRIORS — LucasArts on the SNES. The year 2102: dictator Venkar Amon three years into his war on the United Earth Government, and you're lieutenant Stone of the freedom fighters, jumping between mech suits in a last-ditch push against the Dark Axis. Eject from one machine mid-fight and steal another; boarding actions in broken stations. Two near-twin titles, one shelf: Marines holds the ground war, Warriors holds the mechs.

    What stuck, in list form:

    • Mechs in space
    • Eject and steal the other machine
    • Boarding as gameplay
    • The name that hid next to Metal Marines for thirty years
    Where it lives now The boarding grid in BluVerse Homeworld — marines crossing into a hull that is not theirs — and the mech lane of every future planetfall. The same pressure belongs on the fortress world when an AI faction is ready to push back.
  7. STARFALL

    2026 · built by an AI from one prompt

    The newest influence on the shelf wasn't made by a studio. A Claude model one-shotted a Homeworld-style space RTS in the browser — thirteen ship classes, procedural hulls, hundreds of ships at frame rate, zero image files. Gorgeous, and hollow on purpose: no campaign, no stakes, no reason any battle mattered. It clarified the whole project in one look: the machine built the theater; the meaning is ours to build.

    Where it lives now The Orbital Combat Theater — a 3D stage on Homeworld's own chassis, where every battle is one this world actually fought. Starfall also remains a separate RTS laboratory for colony ships, arks, battle stations, weapons, and tech. It is a source of techniques and test cases, not a simple rebrand or clone. Starfall itself is a real, working browser game — play it live or read the repo. Matt does both.
  8. ADVANCE WARS 1 & 2

    Game Boy Advance era

    Readable units. Turns that feel like decisions. Combat you can watch resolve — not a toast that says you won. That honesty is the opposite of a hidden casino. When Homeworld plays a simulated attack — probe out, exchange of fire, ship lost — that's Advance Wars blood in an OGame body.

    Where it lives now Mission theater for BluVerse Homeworld (next visual layer): watchable tactics, skippable if you just want the math.
  9. FTL: FASTER THAN LIGHT

    2012 →

    I love FTL. I never got the time to really play — life doesn't always hand you the hours — but I got into it a bit, and I love it. Some games make the shelf by the hundreds of hours; some make it because even a taste stays with you. Boarding a ship to take her whole instead of blowing her apart — that was my folded-paper rule twenty years before I ever saw it on a screen.

    Where it lives now FTL's boarding law — seizing pays more than sinking, and it's always a choice — is one branch of BluVerse Homeworld's larger FTL lane: escape the planet, carry an urgent message while being chased, and take roguelite expeditions where some ships do not come home.
  10. INTO THE BREACH

    2018 →

    Same makers, same love, even less time. Into the Breach shows you everything — every enemy move telegraphed before you commit — so when you lose, it was honestly yours. That's the same promise this whole arcade makes: honest math, no hidden casino, no clock holding you hostage.

    Where it lives now The telegraph law: Homeworld's raids warn you a cycle ahead, and the boarding grid shows every defender's intent before you move — perfect information as a form of respect.
  11. MONSTER TRAIN

    The 2020s · last year's heavy rotation

    Monster Train is one of the deck-builders I played a lot last year. It belongs on the shelf because it names a different kind of fun: build a deck, make a run, and let the choices compound through a readable battle space.

    Where it lives now BluDex Battle is the current deck-builder prototype and NORMAL VS is the broader match lane. Monster Train is an influence for a future bounded deck-building game, not a reason to turn Homeworld into a card game by accident.
  12. VAMPIRE SURVIVORS

    The 2020s

    The note on the card, in Matt's own words:

    "Achilles Survivors" — not another zombie survivors.
    Empty save slot

    The full story is coming — Matt hasn't told this one yet.

    Where it lives now The arcade already runs its own take on the genre — play NLP Survivor. It is a prototype and a warning: a future Homeworld Survivors lane stays on hold until it has a distinct feel, visual identity, and a clear campaign consequence rather than repeating the same code loop.
  13. FORTNITE: SAVE THE WORLD

    The OG days

    What made it, straight from the brainstorm list:

    • World building
    • Storm shield
    • Traps
    • Waves like tower defense
    • Open world scenarios
    • Collection book and collection keeper
    • Loot llamas before they were gambling simulators

    And the multiverse thought that came with it: almost like if Fortnite — the battle side that is the multiverse — should have a full WoW-like experience. But that smooth battle royale feel.

    Empty save slot

    The full story is coming — Matt hasn't told this one yet.

    Where it lives now On the influence shelf, with its tower-defense and horde-survival DNA feeding Homeworld's Heart Defense and future planetfall battles.

THE SHELF ISN'T FINISHED

This page grows as the stories get told. Every empty save slot up there is a story waiting for its turn — come back, and there will be more of them filled in.