The languages of Game Design


If you want to be a game designer you need to be more than that. By more, I mean being a: friend, boss, 2D & 3D artist, composer, coder, level designer, writer, producer and much more… While working on Rhubber Man with a team of three people which grew on the Alt Ctrl Game Jam to FIVE I found myself in different roles. Among them were: art director, developer assistant, project manager, product owner… which are quite different positions from what I’ve seen from the corporate atmosphere of companies I’ve worked in. The work of these people is highly complicated and has evolved over the years into many separate fields which all posses a science of their own. A casual game designer knows game design, but only knows bits and pieces of everything else. Apart from the ability to create a game in your head, you need to have the skills to put that on paper and to explain your idea clearly to everyone in your team. But “clearly explain” can become a big issue here. Communication is vital in an indie game dev. team and in order for the game designer to be listened and understood he needs to speak several languages:

  • Coder Language: Game Designers don’t need to know many programming languages but they should try and learn the basics of the languages or engines which are used in the team. They should also try and recognize which engines could suit their coders better.  For example, before we started using Construct 2 I found about the game engine through LudumDare, got into it a bit and then explained the basics to my dear coder Helion. Today, Helion is light years away from me in Construct 2 but this is how it should be 🙂 Coders want simple and straightforward solutions, they are interested in the functions and features that a game will have. They don’t care about art, story or music. Yet once there’s a complete prototype they give valuable feedback on all the things they don’t care about 🙂


  • Art Language: These are the people who will listen to the game’s story. Artists are interested in transferring the feelings of the game designer in the game. If every thought is turned into suitable art then their mission is complete. They love to draw, make sketches, make errors and can be lazy at times. You can always go into details with them, talk about the smallest things such as a character’s eyebrows, muscle veins, texture details etc… Go really in depth with them, open your creative self and listen to their ideas. Artists care about art, story AND music!


  • Music Language: I consider myself weakest in this language although I have spoken in twice already with my dear sound engineer Bole. Don’t know how other game designers speak this language but I do with an almost finished product. I usually work on a prototype and sometimes show it to the composer, but  nice game-play with some art already implemented is as a far more suitable choice. Having this, the sound guy will fully understand the game and the feel, he will look at the colors, the characters and enemies and the game will speak his language instead of you. Two times have I done this(not to many times to generalize anything) and two times the music and sound effects did not fail.  Music people are also interested in the art and story. It helps them find the best suitable notes and mix them into something wonderful. The best way to talk their language is to know their language (have some musical background), but if you don’t then describe what players should feel in given moments. Should this be scary, should it evoke happiness or sadness? This is the essence of the music language.


  • Player Language: Maybe the last language in this list but a really important one. Presenting the game to your dev. team is one thing, presenting it to the players is completely another. The main difference here is that the other languages in this article thought you how to communicate separate areas of your game. Here you are talking about a complete product. Yes, you can have a development blog, show-off art and music, but If you’re constructing a smaller game you’ll most probably be presenting the complete game. In that case, people regard your game as a….well as a game! They won’t pay special attention to music, art or eyebrow animations (there’s that eyebrow again) but they will feel everything as a part of the experience. So what you should present is the experience itself. It’s the gameplay, the feeling of playing the game. Because this is what will make people try it, buy it, play it, enjoy it. Master this language and the players will be many.

As you can see, the life of a game designer can be hard but becoming a master game design linguist will ease project management, will ensure that all “sectors” of your team work flawlessly and will give birth to a game everyone enjoys playing.

Lore sets the score # 1: The three


Thousands of planets endlessly float in the Zh’eev-Oth sector. Some too young to utter life, many too old to produce new sentient beings… but only three planets in their perfect age to make a difference in the vast cold universe.

Three planets: Bul’hee, Rh’ubba and Oh-vi… this is where our story begins.

Where heroes and villains are born.

Where heroes and villains are born.


The smallest of the three, this green planet surprises by being the most fertile one, continuously bringing life to new intelligent sentient races. Over 20 different people with their separate politics, counties, histories, religions and beliefs, Oh-Vi quickly became a crowded place where too many different opinions clashed into wars that lasted hundreds of years. The inhabitants of Oh-vi quickly abandoned their prosperous nature entangling themselves in the internal conflicts. This made them forsake their adventurous spirits. Thus they never visited other planets. One scientist (going by the name of Whal) however, did leave determined to share his knowledge with new races that were willing to listen. Knowing that his life will soon come to an end, he chose Rh’ubba as his new home because Bul’hee was hidden under a cloak of mystery he was to old to unveil.


The middle-sized planet that contained all the colors of nature. Pink forests and grasslands, red fertile soil, violet mountains and blue seas, green skies,  greenish glowing crystals and yellow mist. All of this was common on Rh’ubba. The dominant race known as the Rhubbers fully committed themselves in mining the valuable green crystals creating various sorts of food out of them. Consuming only this type of somewhat radioactive food, the Rhubbers mutated and developed more muscular bodies and two more arms evolving into even more efficient miners. Besides work, these people didn’t knew much. Their homes were the mines and they led peaceful lives never striving to explore the stars or create some advanced technology. But their lives are about to change.



For thousands of years Bul’hee was a giant silent planet. What roamed beneath its bluish islands and icy mountains was unknown and no matter if there were predators in the waters or harmless herbivores in the hills, the circle of life went on and on without creating a dominant race that would conquer others. This natural way of coexistence ended however when an ancient race called “Eed” scanned Bul’hee and found that it was suitable for colonization. A highly ritualistic people, the Eed did not bring an armada. Instead they sent a single ship with one male and one female Eed. As their ancient custom, this couple should breed and spread the Eed race slowly. Adapting to the planet’s climate and life conditions they would evolve once again, they would recreate technology with the resources given, they would defend against nature’s disasters or any other races who dwell above or bellow the surface. Only if they survive will the Eed race move on. Only then will it truly change and really evolve. On some planets the couple would have thousands of children eating away all the resources of the planet taking everything by force, while on others science would flourish and endless stream of energy would be created. Every time a new extension of the Eed race is created. They have done this ritual thousands of times before and they have succeeded every single time, becoming stronger, smarter and faster in dominating the galaxy.

Lore sets the Score

Even LORE has its own LORE

Even LORE has its own LORE

Since Dungeons & Dragons first came out in 1974, LORE became a big part of every game. Knowledge about the origin of fictional worlds started to become important. Life stories of heroes and villains made players more connected with characters & if they knew who the owner of a fictional Inn was it was a lot easier to play the “Lets pretend” game. This fashion kinda stopped when

Simple games like flappy bird conquered the market and lore became imprisoned only within MMORPGs, RPGs and Pen & Papper rpgs. I hope to change that.

Since my blog is aimed at helping more people get involved in game design, there are a lot of other areas they need to become good at too like: drawing, writing, singing and acting that will greatly improve their game creation. Why? Because if you can write a song, that can be used as a starting point for a custom race creation. If you try some voice acting (doesn’t have to be extremely good) that can bring your future character closer to you and your players, if you write a mini story about a village you could use it to later to expand your story from there and so on.

The latest game that I have been working on is called “Rhubber Man” and it will be a simple PC & Android game (as far as I know for now). I did the art and game design while my dear friend Helion did the code(as always). And when I played it yesterday (yes, the PC version is 90% complete) I realized something was missing. A story screen which explains why my main character is muscle pumped, why does he have four arms (yup, he has four arms) and why is he so eager to destroy his enemies?? Lots of questions!  But I plan on doing even more than just answering them.

In other words I WILL BE WRITING LORE!

Right here, on this blog. And this includes planet histories, character stories, art and more. The point? As always, teaching you the ways of game design through real examples. After reading through a couple of the upcoming LORE articles I hope you will have a clearer answer to the question:

Why should I create lore for my game?

So “stay awhile and listen”  😉

P.S. While I’m brewing my articles you can listen to the full lore of World of Warcraft

and also enjoy Blizzard’s latest mini story

these are great examples of what LORE truly is.

Home-brewed game jam weekends


As you probably saw in my Pen&Papper article series, making a game nowadays is not as hard as it was back in the The Lost Vikings days. Although on this blog we made a simple board game, nowadays, we all have the hardware and software required to make a PC, mobile or console game. I frankly believe that we all have the ideas too. Something that we may lack is persistence.

Shoopy Games still makes prototypes and I know a lot of people in my country that do the same. Building prototypes is not a wrong thing but in time it could take productivity away. Many young game designers can’t keep working on one idea because they feel the next one that popped in their mind is a lot better. But jumping from one idea to the next actually makes you work less and less( I’ve experienced this multiple times on my team), so my advice would be to start with one really simple game and actually finish it in two weekends(yea…THAT SIMPLE). Then, add more features to the same game. This way you will never have an unfinished game.

Learn how to split your work and plan ahead.

Type the short game design document before the first weekend (during work on Friday :D).

Let’s say you want to make a simple game in which a ball needs to fall into a bucket. The bucket moves left and right and the ball stays in a static position on top. When the player taps the screen/pushes a button/clicks the mouse…the ball starts falling down. This is fun enough because the player will need to calculate both the speed of the moving bucket and the speed of gravity and actually tap the ball earlier so that it falls exactly inside a bucket that has just arrived (you get the picture).

Now, once you have the basic idea, split the work during weekends. If you’re unemployed doing this is really easy and you can try working on your game every day. Always work with a friend that keeps you motivated.

So let’s see how this would go in Shoopy Games (the way me and my coding pal Helion do it):

  • First your whole team needs to decide to WORK for 12 hours on Friday (after work if you can), Saturday & Sunday.
  • Saturday: The game designer(in our case also doing art) explains the whole game in detail to the coder. Then gives him instructions on how to make a prototype with props (the bucket will be a 2D square and the ball will be a 2D circle) and a losing condition(ball falls outside of bucket). Then game design guy starts working himself on important art such as in-game background, the bucket and the ball. If the team consists of beginners, this is enough work for one day, if they’re more experienced all of this can be done with the speed of light!
  • Sunday: The development team implements the art to the finished prototype and commits a lot of time playing the newly born game. 🙂 With the art added, even at this point the first prototype represents a simple finished game. So if you’ve come this far you’re awesome. Sunday is usually art day, and the art guy/girl does some animations for the bucket movement, the ball movement, background animations and does the splash screen, loose screen, button states etc (as much as possible). Making the splash screen and its buttons work is simple for coders SO THEY NEED TO DO MORE! A score counter might be great. Nothing too fancy. If the ball falls in the bucket, 1 point is awarded and that is visible on the screen ( I NEED ART FOR A SCORE COUNTER ASAP! – yell so the art guy drawing next to you can actually hear you).

After this weekend you will realize that you’ve actually made a game!

Art looks great (usually pixel art with us), the game rewards players and tells them when they’ve lost. Next weekend should be reserved for background music and sound effects. We have another friend in our team known as Bole which usually does the music after we have a complete game so that he could wrap his head around the whole experience. Your music engineer may want to work differently so go ahead and ask him what suits him best. Once you have the music & sound effects, your coder will easily implement them(it’s easy but it takes time) to your game and you’re good to go.

Many of you know all of this and could feel weird when reading this sentence. But for those of you who never made a game before I hope that now you realize that it’s all about the desire to make a game. If this is present and is followed by persistence your first prototype is not far away.

I hope I’ve inspired those who still hesitate on whether to make their first game or not. Use this article as a guide and believe me you’ll have the time of your life!

Pen & Paper – Cards add Flavor


Welcome to the third blog post in my “Pen & Paper” series in which I do a little “freestyle game design” (as I like to call it). I have not written this week because I tested the game with my friend Number One to see how the game performs. Today we have not done many changes except adding some numbers on the board, art and some colors for the players.

Player one is  VIOLET                 Player two is  ORANGE

Mmmm...coloooor! Plus player Towers :)

Mmmm…coloooor! Plus player Towers 🙂













In the previous posts I started making a simple board game for 2 players. As the design evolved I ended up with these new rules:

  1. Players toss a coin to see who goes first.
  2. The one who goes first chooses whether to move one field forward or not.
  3. The same player rolls 1d6 to place a color card face down on a corresponding number from his side of the board.
  5. Second player chooses whether to move one field forward or not.
  6. The same player rolls 1d6 to place a color card face down on a corresponding number from his side of the board..

This goes on until one of the players reach his/hers goal (which is still the same as before 🙂 )

Extra rules:

  1. If players collide on any field they switch fields.


  1. Cards are revealed & played when opponent steps on the field on which they’re residing.
  2. There can be only one face down card on a field per player. (One player can’t put two green cards face down on his green field for example.)
  3. Once a card is revealed & played it goes back to the bottom of its corresponding color deck.(red card goes on bottom of red deck)

These rules made rolling a 1d6 connected only to card placement and nothing else.

Which is GREAT!

As promised, in this blog article we’ll make CARDS, so let’s START!


Making Cards

We’ve made our prototype board using one A4 sheet of paper and we’ll continue working with this size for now. In the end when we have a full game, we can change details like size, art etc. So we’ll use a card size that fits the board and that can be placed on both sides of the board. Once we have this we can use a design program to print out some cards, but I highly recommend not to do that for now because it takes away the love out of the process 🙂

So let’s fold some sheets!


Folded Card Backs


Colored Card Backs

Colored Card Backs








As you can see, I’ve started with the card backs because it’s the easier to design. I’ve made 5 cards of each color. That’s more than enough for now. See how the love remains when you’re folding and coloring? 🙂

Now that we have card backs, we need some effects written on the front side. Nothing too fancy, just using pencil so we know what our fresh cards do.



      1. Frozen 1 – player doesn’t do anything on his turn.
      2. Backtrack 2 – player moves 2 fields backwards.
      3. Backtrack 1 -player moves 1 field backwards.
      4. Middlethon -player goes to the middle field.
      5. HomeTown – player returns to starting field.








  1. Frozen 1 – player doesn’t do anything on his turn.
  2. Green Yard – player moves to green field.
  3. Blue Port -player moves to blue field.
  4. Middlethon -player goes to the middle field.
  5. HomeTown – player returns to starting field.








  1. Frozen 1 – player doesn’t do anything on his turn.
  2. Red Square – player moves to red field.
  3. Yellow Hills -player moves to yellow field.
  4. Middlethon -player goes to the middle field.
  5. HomeTown – player returns to starting field.








  1. Frozen Spirit 1 – player doesn’t do anything on his turn and can’t collide with opponent.
  2. Backtrack 1 -player moves 1 field backwards.
  3. Spirit 1 -player can’t collide with opponent for 1 turn.
  4. Middlethon -player goes to the middle field.
  5. HomeTown Spirit 2– player returns to starting field and can’t collide with opponent for 2 turns.




We hope that we helped our readers in understanding that making cards isn’t that difficult, the hard part comes after when you need to test out to see if you made some cards too overpowered or too silly.


Share what you’ve learned here and bring all who enjoy game design to come and read about the basics of board games here. Leave your comments & ideas bellow, they WILL affect how this game evolves in the future.

Pen & Paper…and lots of labor!


In our previous article we ended with a nice little prototype game and a mini rule-book which made our game playable.

Gameplay Rules:

  1. One six sided die (or 1d6 in D&D language) decided who goes first.
  2. The first player always moves one field forward then throws a 1d6
  3. Then, the second player always moves one field forward than throws a 1d6
  4. If players collide they throw a 1d6 to determine who moves forward one field and who doesn’t.

1d6 rules:

  • If player rolled (1-2), player moves one field backward
  • If player rolled (3-4), player doesn’t move
  • If player rolled (5-6), player moves one field forward

We had some more rules, but for now these are the ones we need to focus on because they drive our game.

Firstly when I look at these rules the thing that bothers me is that we roll a 1d6 for too many things. We should associate rolling with one thing. That way players know that they only roll after they move one field forward. So instead rolling to see who goes first we could change the first rule into an even more classic one also known as “coin toss“.

Now we have one roll less in the game!

Another roll we could change is when players collide. Something more complex should happen there…Complex yet simple…something familiar to players, something fun and engaging, something that produces an outcome which always surprises players. Something called “COMBAT!”

Now let’s think about burning knights that ride on their mighty winged steeds carrying…


Ignore your creativity once again and bare with me. We have a combat system on our hands that needs to be done.  So where did we stop before? Aaaahh yes…removing extra die rolls. Yes we need to remove that. How to do it? Lots of things come in mind, but lets work with what we have instead of adding new things to the game. What we have are fields and in our basic notes that I took in the previous article we wrote about having effects!

Now is the time to combine these effects with our combat system! 

To distinguish different effects I added symbols to our fields on the board and painted them with different colors. I don’t know what these symbols mean nor what effects they represent but whatever they are, both players should have a hard time with them or benefit from them equally. That’s why, I horizontally split the board in two and got this:


Now when I look at it I see that the different colors vertically spread along the whole board. These areas are great places to put extra things on the board. Such as cards? Maybe? The upper part of the board holds player’s one cards and the lower part holds player’s two cards.

But we don’t know if we’re going with cards or not? YOU DECIDE!

Cards tend to complicate board games a lot and after we make them, we need a lot of balancing afterwards in order to give players different strategy options yet equal powers. But even before deciding on what cards would do, we need to implement them somehow in our game. So when do we play them?

Strategy in games is usually deeply connected with the player’s ability to make a choice (I choose to bring these armies here so that I surround my enemy and then wait in the forest with my archers.…you get the picture). If you can make multiple choices then your strategy will have your name on it. On the other hand games which are exclusively based on luck become boring quickly. But adding a little bit of luck in a game could make the difference between a fun game and an extremely fun game!

So, big note to self:

Don’t exclude LUCK in this board game

Before going deeper and deeper in the field of strategy and luck let’s go back a bit.

We wanted to resolve the rolling issue when players collide. We’ll do that by saying that both players will play cards instead of rolling. That’s settled! Still something missing?

CHOICE! Well, the best moment to give players the ability to choose is when they feel like they must do something and then you say: “Heeeey! You don’t need to do that, try this!”

What did our players HAD TO DO?  Lots of things really, but what was the thing that looked sort of FORCED? Take another quick glance at our video and try to guess.

I presume the keyword MUST gave it away ha?! That’s right, they both had to move each turn one field forward before rolling 1d6. Now we’ll let them choose:

  • Either move one field forward,
  • Or stay on the current field and put a corresponding symbol card face down(yellow card if player is on a yellow field, blue if on blue and so on).

Why face down? To surprise the opponent. But let’s make it even better! Nobody sees the card. Not until both players collide on a same field (feeling the luck?). Then if both players have cards on either side, they both reveal them. If not, only the player who has one does so.

As you can see, today we’ve improved our board a bit, added &removed some rules, and invented effects through these things called “CARDS” (beings enduring between fingers) without even inventing a single one.

We have a lot of time to do that now when we know WHEN and HOW we play them.

So, stay tuned readers. In our next article WE MAKE CARDS!

…..ooor we don’t, it really depends on you. 🙂 

Pen & Paper. All else LATER!


A finished game is a unity of combined activities (game design, art, programming, management, prototyping, testing, publishing, promotion…) done by lots of people who all know exactly what they’re doing. Before being able to distinguish between all of these elements let’s start from the drawing board (it’s better than getting back to it).

You only know what your game looks like when it’s done.

You’ve probably heard this saying before and while it’s mostly true, there are a few place where you can see your game before you actually SEE it. The first place is your head. It’s the place where all ideas are born and it is imperative to transfer your game from your head to the real world as effectively as possible.

To do this grab the most trustworthy tools of the HUMANS – pen and paper!

It all starts here

It all starts here

Board games, card games, miniature games(even Pen & Paper RPGs) – you can make them all just by investing time. These are the games you should start with. And today we’ll start a series of articles and youtube videos in which we’ll make a simple board game together.

Before we start, I’ll just make some notes here in this article that will guide me:

    • Our game is going to have two players
    • They will play against each other
    • Both move on a same path formed of fields
    • Fields have effects when players step on them
    • Effects could be determined by a six sided die or cards
    • Each player has to reach the opponent’s starting field

Through these six notes I’ve made the basis for our game. At this point it’s really important to continue with actual work rather than letting your creativity get the best of you (don’t think about the story of the game, don’t think about the characters, the theme, the name or anything else that will help you lose your focus).

So let’s start! Two players, two starting points, each player has to reach the starting point of the opponent. Good enough. Time to draw a board (as SIMPLE as we can). Thought about using Gimp or Photoshop right now? Bad move(takes more time, and design is our least priority now).

Sticking with pen & paper I got this:


Having this done we have A LOT! We now know where players start (or where they are summoned if they’re demons from other worlds and now they’re here in the arena of gods to prove who is….NO NO don’t go there! Stay here!) and how many fields they need to walk to reach their goals. Every game has some rules or boundaries in which players play. Board games, card games and pen and paper games usually have turns too. Instinctively we have already made the first rules:

  1. Players start here and here
  2. Players can walk
  3. Players walk only on fields

Let’s focus a bit on the second rule and ask ourselves? How do they walk? Well we could make them walk only in opposite directions, but if we do that and say “Each player can move 1 field on his turn” then they’ll both collide in the middle and then what happens? Are we stuck? No, in game design you’re never stuck, you just need to explore all possible options with the rules you’ve created this far. So let’s write this question down:

What happens when both players are on a same field?

  •  They could both die and re-spawn at their start positions
  •  They could both bounce one field in the opposite direction
  •  The second player that reaches the same field kills the first player on that field (ludo board game)
  •  They both roll a six sided die. The one who rolls less doesn’t move, the other moves one field forward – we’ll use this for now
  •  Nothing happens they both stay on the same field together
  •  Or even something better that you can imagine

So, now we know that players move in opposite sides only(for now) and we have a question about their collision. We’ve chosen one answer for now in order to go on.

Writing everything down Is really important don’t forget that!


Next Stop – Field Effects

The simplest form of making effects for fields is making one effect for all of them. This is good enough to start with. Let’s create a simple rule where a player rolls a die once each turn after he/she moved. Now we have another question? What happens when the dice rolls. Let’s give some options here:

  • From 1-2: Player moves one field backwards
  • From 3-4: Player doesn’t move
  • From 5-6: Player moves one field forward

With what we’ve done by now we are ready to show our prototype game. Yes! It was that fast.

Let’s look at our notes and form a quick rule book out of them polishing our prototype a bit:

What happens in our game:

  1. Both players roll a six sided die to determine who goes first. (this is a classical board or card game rule)
  2. The one who rolled the highest number moves one field forward and rolls.
  3. The player who goes second moves one field forward and rolls the die.
  4. If they happen to be on a same field they both roll a die. The one who rolls the highest number moves one field forward, the other doesn’t move.
  5. The player who reaches the opposite starting position WINS the game.

I hope that through our article and video I gave you some insight into beginner level game design in action! I will continue with these types of articles and with your help we’ll have a basic game in our hands. This is OUR game and we can shape it any way we want. If you have any ideas on how to improve this simple idea, please share your thoughts with me in the comments bellow.


Ok let’s write this…LEEEERRROOOOOYYYY JJJEEEENnnnkiiiiinnsss!!

The picture for my first post

Click picture for more info

Sharing the same enthusiasm as this famous character, I plunge myself into the world of blogging. Already did this some time ago really (got killed by whelps), but this is my one and only blog made purely out of fun. Hope to post a lot about games, game design, more games and some game reviews. That’s why the legendary battle cry!

So here’s just a quick “I AM” part so that you know who to blame after reading tons of gibberish. Besides being a Troll Hunter, in my spare time I studied Business English and then moved to Marketing ending up as a content writer and a content curator who makes games during weekends with a friend.


Weird combo right?

For me creating a fantasy realms is the most fun thing ever! Drawing up some mountains, bringing them to life with ancient spirits adding a lava river to spice things up and writing some big history events about that fictional world…Those kinds of things come natural when being a Dungeon Master is your thrill during weekends. I always imagined doing the same thing at work. Imbuing life into a product, creating a back story for the company, writing endless streams of articles or truly add meaning to a marketing campaign through some short compelling copy. And I really do this at the office which makes the bigger part of my day GREAT…the other part…yeeeaaa weeeelll…Blizzard could make those legendary cards drop more often…. 😀

Why games? Well, I guess my dad is the one to blame being an electronic engineer and hooking me on computers since the first day I opened my eyes in 1989…or maybe it was the third day I don’t really remember.

Then once I could use a keyboard it was The Lost Vikings, Lion King, Wolfenstein and after that…well you know how that goes… I still can’t understand though why I started doing game design 4 years ago and not earlier. I guess I was more focused on making stories for games than the actual game design. But after playing games for more than 20 years, game prototypes kept coming…first on paper, then started doing some art in Gimp, then some board games and now, my own team Shoopy Games doing games on weekends…still can’t believe it! Two, extremely short games that you can check out here (and a lot more prototypes that I’ll just skip sharing with you guys).

That’s all from my HELLO WORLD article.

Hope you liked it and hope you got a basic idea of who will be doing the writing around here.

Hope there’s no one out there who actually missed this video:

Lots of hope!

Now, I think it’s time to get to know my readers. Write something about you in the comments.

Or, just read more about Leeroy here: 😀

Sound effect Credits