Hi, I’m Tijn!
Tech consultant · Coffee lover · Indie game dev from Amsterdam
I’ve been making digital confectionaries ever since I got my hands on a laptop with PowerPoint, and discovered it could be bent into running “games” rather than just boring slide decks. Over the years, my tools have become more gamedev-appropriate, but my love for experimentation and misusing tech stuck around.
Currently I’m tinkering a lot with retro tech, enjoying the challenge of its constraints, and embracing limitations to create something fun and playful.
Find me on Bluesky, Mastodon, GitHub and itch.io.
Games
Thornfell Manor: 1984
A spooky text adventure written in PunyInform. Available on IFDB and itch.io.
Voidblazers
A story-driven shoot ‘em up for Playdate. Available on Catalog and itch.io.
Soko
A teensy Sokoban for Playdate. Available on Catalog and itch.io.
FortBoy
A procedurally generated text adventure for Game Boy, originally written during 7DRL.
Tech Talks
Writing a Game Boy compiler in Forth
Conference talk about gbforth at GambiConf, Lisbon.
Finding the Corner of the Internet You Love
Podcast episode about Amsterdam Hackers for Fork Pull Merge Push.
GBForth: Using Forth to understand the Game Boy
Conference talk at FOSDEM, Brussels.
Codemods: Refactoring JavaScript with JavaScript
Meetup talk about code transformations at AmsterdamJS.
Blog Posts
Beyond Catalog: Why you should check out itch.io and start sideloading on your Playdate
A bit of a different post than usual, but I wanted to take some time to highlight itch.io as a source for Playdate games. I feel that man...
Why Play Games When You Can Write a Game Boy Compiler Instead?
Originally appeared on the Reaktor blog
When was the last time you had to worry about how much memory your code could
use? Have you ...
Creating a game with gbforth
It’s been a while since I last worked on
gbforth, but I felt like the project
was left a little unfinished due to lack of information on ...