Archive for the ‘Plans’ Category

2018 Review and 2019 Goals

Sunday, January 6th, 2019

Right then, it’s that time of year when I review last year’s goals and come up with some new goals for 2019.


It was a strange year because at the start I felt burned out after releasing Shadowhand and took a couple of months off development whilst I recovered.

During this time I applied to the UK Games Fund for Ancient Enemy and went to a few conferences such as Games Forum London, Casual Connect (London), and GDC (where I spent most of the time at the first “IchiroCon”, which was epic.) Those conferences yielded some good contacts and information, and resulted in me publishing some Jewel Match Solitaire games on Steam for a German developer associate I met with at Casual Connect.

Then I did a few updates to Shadowhand and began working on a casual port of the game with no combat (only puzzle levels), a modified story, and a less complex RPG system. I didn’t actually ship the casual version before starting work on Ancient Enemy (more on this in the Mistakes section below).

Helen and I also did some planning for a new game which we’ll announce soon. We hope the news will make a lot of people happy.

I also spoke at a conference in Latvia, where I made a good contact (more in this in a blog post soon!) Then I spoke at Develop in Brighton, and later in the year I got invited to speak in Dublin, Ireland. I also made a bunch of interesting data-filled blog posts this year and a video called “You are spending too long on your game“, which got shared widely.

During the summer I found out that we weren’t successful with getting funding from the UK Games Fund and I tweeted that I needed some money to make my next game and prompty got 5 funding offers! That was pretty amazing and we ended up getting some financial support from Bithell Games, which is great. Around that time I also received a chunk of money from Video Game Tax Relief which I put towards Ancient Enemy development.

So at the start of August I began work on Ancient Enemy (wishlist it!) and worked on that for the remainder of the year. We’ve got an all-star team working on this including Jim Rossignol (writer/designer), Jen Pattison (artist), Dan Emmerson (artist), and we’re just about to bring a well-known indie on board, which I’ll announce soon! We’ve probably got about 3 more months to go if all goes to plan because it’s supposed to be a short project utilising the existing (modified) Shadowhand engine.

In September I flew to Boston for an “Ichirocon” and had a really great time. Hoping there will be one in 2019.

In terms of revenue, this is what 2018 looks like. Basically 2017 was a poor year because we didn’t release anything until December. So 2018 was a definite improvement (+50%), though not as good as some past years. With the release of Ancient Enemy in 2019, and some other projects I’ve got in the works, I hope that 2019 can be a great year.

Currently I’m feeling very positive, despite my Steam revenue dropping due to discovery algorithm changes in October 2018. I’m productive and getting good work done, and I’ve spent the year trying to make optimised decisions by applying the 80/20 rule where possible (look it up). I want to keep improving that way of thinking during 2019.

2018 Work Goals

1) Shadowhand hits $150K gross on Steam. (FAILED: Got pretty close though, so I’ll award half a point. After the launch sales slowed down quicker than I hoped.)
2) I secure some funding for a new game. (SUCCESS! For Ancient Enemy. See the summary above.)
3) I ship a new game. Most likely reusing either Regency or Shadowhand engine. (FAILED: I worked on two, but didn’t ship either yet! Not going to award any points as you can’t half ship a game, well maybe you can.)
4) I stay in business until the end of 2018. (SUCCESS! I’m still here and revenue was up from 2017.)

Success rate = 2.5/4 = 62.5%. Not bad (and better than last year). If I’d got my act together I could have shipped Shadowhand Solitaire and scored 3.5/4 or started work on Ancient Enemy sooner.

Stretch goals:
1) Shadowhand hits $250K gross on Steam and other channels. (FAILED: Sadly not close. We’d hoped to get Shadowhand in a humble bundle/monthly, but got rejected! Also I really needed to release the casual version to help hit this goal, which I didn’t.)
2) I ship a second game. (FAILED: Didn’t even ship a first game, ho hum.)

2018 Personal Goals

1) Get my fitness and health back to previous levels. (SUCCESS! I did a lot of walking in the first half of the year and managed to lose 6kg (which I mostly put back on in the run up to Christmas) and my SI joint gradually got better and now I rarely get any trouble from it. Really pleased about this because the pain was dragging me down for over 18 months!)
2) Have a “staycation” with my wife. (SUCCESS! We needed this because Christmas 2017 wasn’t very relaxing due to the usual family stuff and because we’d just shipped a game. We had planned to tidy up the attic during our staycation but we didn’t even get round to that, which is fine.)
3) Go on a vacation with my wife and kids. Maybe to Austria as we have friends there with a flat we can stay in. (SUCCESS! We totally did this and stayed in our friends’ fancy apartment in the middle of Graz and also in a cabin by a lake in the mountains.)
4) Get back into playing guitar. (FAILED: I played a bit here and there but never re-developed my finger calluses properly.)
5) Make at least 6 pieces of art. (SUCCESS! I only made 2 digital paintings, but I did some pixel art and some mockup art for Ancient Enemy which I’m including in these 6 pieces. You can see some of them here.)
6) Do a gamejam. (SUCCESS! Right at the end of the year I used Pico-8 for the first time to make a game called CyberJam. It’s not really finished but it’s pretty cool and I’m pleased with it. I’d like to spend a bit more time on it so I can release it to the public.)

Success rate = 5/6 = 83%. This is a great score, much better than last year. I think these were reasonable goals and I made sure I did them.

Stretch Goals:
1) Pay our joint account back some of the money we have loaned my company in recent years. I’ll put a figure of £5000 on this. (FAILED: Sadly Shadowhand didn’t make enough money for this to happen and as I didn’t release any other games, this wasn’t possible. In fact we ended up lending the company some more money.)
2) Make another mortgage lump sum overpayment at some point in the year. Minimum £1000. (SUCCESS! Yes we did exactly that ha. It’s not much but it’s something.)

Bonus Points

– Early in the year Cliff Harris said I should blog more often. And so I wrote a bunch of informative blog posts that got widely shared and were a factor in me doing talks and getting funding for Ancient Enemy. I even turned down two international talks because I was too busy with work and didn’t want to travel. People even mentioned my blog posts in their GDC talks and articles. So I think I got a good visiblity boost within the industry this year and I also had a fun year networking.
– I wasn’t expecting to turn into a “publisher” but it’s worked out pretty well. So far I’ve published three Jewel Match Soltaire games on Steam and there are more coming in 2019. It’s bonus money and helps with my branding as a card game developer.
– I got contacted by a developer rep from a well-known console manufacturer and now plans are afoot for something interesting…(more on this soon)
– I went to a couple of great Aikido courses. My Aikido has been changing in the last few years as I gain more understanding of different principles from different teachers.
– I had nice a Christmas break at home and I played tons of games.
– I lost some weight, which wasn’t a goal I’d set, but I just did it anyway. I’ve also been using my standing desk a lot and my legs and back feel stronger.

– I didn’t get going fast enough with new projects after shipping Shadowhand. To be fair this was because of burnout and it happens to me pretty much every time I ship something but it was quite powerful this time.
– I didn’t ship Shadowhand Solitaire in the summer. I only needed a few more weeks to finish it and if I had shipped it then by now I would be receiving income from it, which would have been REALLY useful. This is because I didn’t want to delay working on Ancient Enemy after I got the funding and the team together. I’ll probably go back to this after Ancient Enemy ships, but the casual markets have declined further in 2018 and it is really starting to look like a non-viable earner.
– Early in the year I had a meeting with a large mobile game dev company and I had the possibility of making a deal with them about a certain IP we own. However, I just couldn’t work out a deal that I was happy with. This was during my burnout period and thinking back on it, maybe I should have persisted more and tried diferent approaches. However, the rest of the year has worked out anyway and I’m happy with what I’m doing now.
– I put the weight I lost back on in the run up to Christmas. To be honest I was just enjoying myself eating food and feeling that “hibernation” vibe. But it’s OK as my BMI is still in the normal range.
– I wish I’d done more art and music and spent more time with my youngest son who is 15 now (though we did get into watching Brooklyn 99 together, which is great).

2019 Work Goals

1) Grey Alien Games’ revenue is over $100K. This is reasonable based on past years but a lot depends on the timing and success of my upcoming projects.
2) I ship Ancient Enemy before June 2019.
3) I ship secret project 1 in Q2.
4) I ship secret project 2 in 2019 and it is at least part-funded by Kickstarter/an investor/grant.
5) I stay in business until the end of 2019.

I’m breaking my usual rule of only working on one project at time in 2019 but I’m aiming to work with other reliable people to get stuff done so that I’m no longer the bottleneck in my business. That should also free me up to do more biz dev, which has been succesful this year, in order to create more opportunities.

Stretch Goals:
1) Ancient Enemy breaks even. Whilst I’ll do everything I can to make this happen, it’s mostly out of my control due to market forces, so I won’t make it an official goal.
2) I start work on a new game (preferably our own IP.) Self-funded if I have enough $, otherwise externally funded.

2019 Personal Goals

1) Get my weight down to 65Kg (its 67kg right now, so this isn’t too hard) and maintain that to the end of the year.
2) Go on 10 nice walks/daytrips/long weekends with my wife.
3) Help my eldest son to pass his Aikido black belt.
4) Have a week long staycation, probably after Ancient Enemy ships and the dust settles, but maybe before if I need it.
5) Go on a week long vacation with my wife to Wales or Scotland, or maybe Ireland, and look at castles and standing stones.
6) Spend more time with my youngest son (playing games, watching TV, cinema etc). This should probably more specific, but I’m going to go with gut feel on this by the end of the year.
7) Finish my Cyberjam game in pico-8.

That’s more goals than last year and I’ve missed off things like make art and music, but I’ll probably do some of that as well anyway and I don’t want to make the goals list too long.

Stretch Goals (these are almost the same as last year):
1) Pay our joint account back some of the money we have loaned my company in recent years. I’ll put a figure of £10000 on this.
2) Make another mortgage lump sum overpayment at some point in the year. Minimum £2000.

2017 Review and 2018 Goals

Thursday, January 4th, 2018

I make a habit of defining some annual goals and reviewing my progress. This year we also shipped a game in December and so it was a really good time to take stock and plan ahead for 2018.

I’ve been musing what game to make next over the Christmas period and this week I’ve been talking to other developers of casual games to see what I can find out about the current state of the market. Next week I’ll be talking to publishers and investors to see if I can get some part-funding for my next game (or the one after that), as well as chatting to trusted friends to get feedback on my plans.

Anyway here are last year’s goals and I’ve reviewed them below as well as stating my 2018 goals.


Basically I just worked on Shadowhand for the whole year. It got done, but it meant a lot of other goals fell to the wayside. Also we paid a good salary for 8 months, but then ran out of money for the last 4 months, which isn’t great. Though now the game has launched we are at least getting a bit more money in. I should probably do a proper postmortem of Shadowhand at some point to go into more detail.

Also my company had the lowest earnings since 2012. But this is to be expected because we haven’t released any new games since 2015 and have been coasting off past revenue, which has gone very low now.

The big positive for the year is the fact that Shadowhand got released (later than planned in the less than ideal month of December), but it had a pretty good launch in the current climate for indie games, and people like it a lot. I think it’ll do reasonably well in the long term, we’ll see!

2017 Work Goals

1) Ship Shadowhand (SUCCESS! We shipped on Dec 7th)
2) Shadowhand makes a $100,000 profit on top of the investment. (FAILED. It hasn’t had long enough to generate that kind of revenue. Hopefully it will achieve this goal in 2018, but it’s not certain.)
3) Ship some Shadowhand DLC or start work on a related game (FAILED. There’s been no time to do this yet.)
4) Get the second part of the Video Game Tax Relief for Shadowhand. (SUCCESS! This was an easy win tbh, I just had to do some accounting. The VGTR is *really* useful and has helped keep us afloat whilst we finished the game.)
5) Make $150,000 net revenue from all my games/tax relief/investment. (FAILED. Nowhere near. As I said above this has been our worst year for revenue since 2012. It shouldn’t be hard to do better in 2018 though.)

Success rate = 2/5 = 40%. Yeah not great. If we’d shipped earlier in the year then maybe some/all of those goals could have been met. Maybe they’ll happen in 2018 though.

Stretch Goals:
1) Make $250,000 net revenue. (FAILED. Pahahaha!)

2017 Personal Goals

1) Make another mortgage lump sum overpayment (FAILED: I could have done this but it would have been irresponsible and left us further up the creek without a paddle :-))
2) Do a gamejam (FAILED: Nope, just solidly working on Shadowhand. I could have done this during the Christmas holiday period, but I was just too tired/burned out from shipping Shadowhand in December.)
3) Go on holiday in Scotland with my wife (SUCCESS! We went to Scotland and Orkney for 6 days and it was really awesome.)
4) Host a successful Aikido summer school in my town. (SUCCESS! The summer school went well. It was also the 20th anniversary of the Aikido club that I run.)
5) Make 6 pieces of art from scratch. (FAILED: I didn’t make any unique pieces of art but I edited a TON of art for Shadowhand and made promotional artwork etc. so I certainly got plenty of photoshop practice. There are 1650 graphic files for Shadowhand!)
6) Get back into playing the guitar. (FAILED: I played a bit here and there but nothing significant, just too busy with Shadowhand)

Success rate = 2/6 = 33%. Not great but at least the two goals I achieved were big and important. I basically spent a whole year in service of finishing Shadowhand but in 2018 I want to get back to a more balanced lifestyle.

Stretch Goals:
1) Pay off my mortgage (FAILED: Nope, nowhere near)

Bonus Points

– Generally I’ve had a positive year and enjoyed working on Shadowhand. I’ve learned a TON about game design which I can put to use in future games. After a busy summer I managed to lock down multiple months in which I didn’t go anywhere or do anything except for work on the game, and that increased period of focus was very good for getting the game done to a high standard.
– Shadowhand got nominated for FIVE TIGA awards, which was pretty cool, though sadly we didn’t win in any of those categories. Oh well.
– I launched Spring Bonus on Steam and also sold some keys to GreenManGaming. Now I have a bundle of 4 games on Steam.
– Holiday Bonus gold hit $100K lifetime net revenue. Not bad for a 11 year old game that I made in 3 months.
– Went to a great Aikido course in the summer in the Lake District.
– Had a decent Christmas break with my family and played some great games.
– I’m still in business! 13 years now.


– I said last year that Shadowhand was overscoped and thus has taken too long to finish and that continued into this year. We ended up making a pretty long game which is great value for money but tbh it could probably have been HALF as long and still people would have loved it and it may well have made the same amount of money but taken less time to develop (maybe not half the time, but still, quicker).
– Didn’t go on a family holiday. At least I had a holiday with my wife. Our kids are 16 and 14 now and they are at the age where they are permanently plugged into electronics and talking to their friends so they don’t even seem too bothered about going on holiday, plus family holidays are stressful in my experience. However, it would probably still be a good idea to go on one in 2018 if we can afford it because time is running out in terms of them leaving home soonish.
– Entering the IGF. We entered Regency Solitaire in 2015, then Shadowhand two years running and didn’t get any kind of mention. Tbh, they are just the wrong types of games for the IGF’s categories. So one could view it as a waste of time and money, but many influential people (IGF judges) played Shadowhand and that may have helped spread the word via Twitter at launch.
– I hurt my sacroiliac joint in January 2017 by crawling under my desk to switch on some plug sockets. It was AGONY for days but I hoped it would clear up soon as other injuries have done in the past. Unfortunately it was very painful for months and affected how much I could work (contributing to Shadowhand’s delay) and isn’t great for my mental wellbeing. It’s not as bad now but it is still lingering a full year later. It’s literally a huge pain in the ass. You might think this is not a “mistake”, it’s just something that happened, but I feel it was because I spent too much time sitting at my desk in the weeks running up to the injury and if I’d taken better care of myself, it may not have happened. I realy hope it clears up in 2018 as it is becoming tiresome.

2018 Work Goals

1) Shadowhand hits $150K gross on Steam. This should be totally doable.
2) I secure some funding for a new game (just for assets, I can self-fund the coding, probably)
3) I ship a new game. Most likely reusing either Regency or Shadowhand engine.
4) I stay in business until the end of 2018.

That’s it. Keeping it simple. I want to make stuff fast using existing tech in order to consolidate my finances after a long stretch of self-indulgent overscoped game making with Shadowhand.

Stretch goals:
1) Shadowhand hits $250K gross on Steam and other channels (e.g. casual sites, bundles, retail, whatever). This isn’t a giant leap, it’s definitely doable.
2) I ship a second game. Again reusing existing engine (either solitaire or match 3) or possible a small “indie” game for fun. Again, this is also definitely doable if I control scope and stay focused.

2018 Personal Goals

1) Get my fitness and health back to previous levels. I need to do lots of stretches, walking, standing desk and more to help my get my SI joint functional without pain again.
2) Have a “staycation” with my wife. A week at home just chilling, preferably when the kids are on a school trip.
3) Go on a vacation with my wife and kids. Maybe to Austria as we have friends there with a flat we can stay in.
4) Get back into playing guitar.
5) Make at least 6 pieces of art.
6) Do a gamejam

Stretch Goals:
1) Pay our joint account back some of the money we have loaned my company in recent years. I’ll put a figure of £5000 on this.
2) Make another mortgage lump sum overpayment at some point in the year. Minimum £1000.

2016 Review and 2017 Goals

Friday, December 30th, 2016

Blimey, it really doesn’t feel like a year since I posted my 2015 review but somehow that time has passed in a flash!


Er, I have mostly failed at achieving my goals this year because the primary focus has been working on Shadowhand and it’s taken a lot longer than planned. I know why it’s taken longer (overscoping, complex art requirements, and some slow patches) and that has resulted in me putting a lot of my other goals on hold. Thus I pretty much need to copy paste my 2016 goals as my 2017 goals! 😀

That makes my year sound like a failure, but it’s not because Shadowhand is going very well and it’s enjoyable to work on. I really think it’ll be our best game to date. Our finances are definitely stretched a bit thin as we finish off the game, but we have managed to pay ourselves (Helen and I) a good monthly salary for the 3rd year in a row!

Also despite launching no new titles in 2016, Grey Alien Games turned over in excess of $100,000 from back catalogue titles, investment, tax relief etc. Furthermore, because of Brexit, each of those $USDs are actually worth more £GBP now!

To be honest, the very fact we are still in business a year later and are about to launch a new game is a success in the current climate of indie game development…

2016 Work Goals

1) Ship Shadowhand (sub goals of continue to enjoy working on it, and make it really damn good) (FAILED: It has not shipped but it’s pretty close now. I have enjoyed working on it and I believe it’s my best work, so the sub goals were a success.)

2) Shadowhand makes a healthy profit on top of the investment. Let’s put a number of $100,000 on that. (FAILED: It’s not out yet!)

3) Ship some Shadowhand DLC or start work on a related game (sequel/prequel/game using same engine) (FAILED: Although we have actually done some preliminary planning for a couple of different games using the Regency/Shadowhand engine.)

4) Regency Solitaire gets some kind of IGF and/or BAFTA mention (I have entered into both) (FAILED: Sadly this was not to be, though I have higher hopes for Shadowhand.)

5) Get the British game cultural tax credit thing for Shadowhand. Could be about £10000. (SUCCESS! Phew, one success, even if it was only an accounting success. But business cash flow is important and this helps a lot.)

Success rate = 1/5 = 20%. I guess setting multiple goals based on shipping a game on time isn’t a good idea 😀 Also I shouldn’t set goals based on external bodies giving us an award as that is largely out of our control.

Stretch Goals:
1) Make $200,000 net revenue from all my games. (FAILED: Though as I’ve mentioned above, we made over $100,000. If we’d shipped Shadowhand I think this goal would have been in the bag.)

2016 Personal Goals

1) Get my mortgage under £100,000 before I’m 41 in the summer. This should be pretty easy tbh with a small overpayment, but it’ll be a nice milestone. (SUCCESS: Yep, done. Having a five figure mortgage feels like the 1980s except interest rates are *way* lower. For me it’s a nice psychological thing to have a five figure mortgage as it somehow seems more managable to me.)

2) Do a gamejam (can be an online one or an in-person one) (FAILED: Well there’s about 24 hours left in 2016, so I could try, but I think I’ll roll this goal on to 2017 instead. I love gamejams, but I just couldn’t justify spending the time on one this year whilst still working on Shadowhand.)

3) Go on holiday in Scotland with my wife (maybe with the kids but maybe not) (FAILED: This didn’t happen. In fact we didn’t even go on any holidays due to working on the game. I will need to fix this big time in 2017 or I’ll be in deep trouble.)

4) Continue to improve my art skills and make 6 pieces of art from scratch. (SUCCESS: One thing I’ve done this year is a lot of art direction including making mockups, and also a *ton* of art editing, by which I mean getting assets from the artists and tweaking them until I’m happy to plug them into the game. I’ve also made 4 pieces of art from scratch which are in my Flash mini adventure game called Star Seer. I know that’s not 6 as per my goal, but it’s pretty close and the sheer volume of other art-related stuff I’ve done more than makes up for it.)

5) I can’t announce this goal yet, but it’s quite exciting! (SUCCESS: This goal was actually “Do a really great speech at GDC which loads of people tell me was awesome”. Well, I knocked that one out of the park. My talk (originally titled “The No Hit Wonder”) went really well at GDC, and then later in the year was put on youtube where it has amassed an incredible 118,000 views so far. It seems like most days I get a message from someone who found my talk inspiring, which is pretty cool.)

Success rate = 3/5 = 60%. Not stellar, but I’m happy with it.

Stretch Goals:
1) Pay off my mortgage (or be in a position where I could do that, but for tax purposes it may be sensible not to do that in one go…)
2) Go on another holiday with my wife (probably better take the kids on this one too!)
3) Make more art, let’s say 6 more for a total of 12 pieces. The equivalent of one a month.
4) Get back into playing guitar and play at least one song at a public gig.


Bonus Points
– We exhibited Shadowhand at the PC Gamer Weekender in London, and also at Rezzed in London, plus I showed it to some journalists at GDC. This resulted in some coverage from PC Gamer, RPS, The Guardian and Eurogamer! All good stuff.
– Helen and I spoke at Rezzed and Develop about working together on Regency Solitaire and Shadowhand. Helen also did a speech at Wordplay London.
– Regency Solitaire was in a Humble Indie Bundle, which was pretty cool. It brought in some cash at a much needed time and many more people got to check out the game which will hopefully mean they might buy Shadowhand when it launches.
– Through a weird fluke I was able to launch Holiday Bonus GOLD on Steam without having to go through Greenlight. It launched on the 27th of December as it was all a bit last minute. This game is technically 10 years old (though the GOLD update was made in 2012), so it really is the gift that keeps on giving!
– I managed to enjoy the sun this summer, went to some great Aikido courses, listened to lots of music, read lots of books, played lots of games, spent time with my family. It’s been a good year!

– Well the major one is overscoping the design for Shadowhand and spending way too long editing/fixing the art. However, this may not prove to be a mistake if the extra work pays off in terms of people recognising and enjoying the effort we have put into it. But generally, if you take too long on a game, you probably won’t see a return on the investment. It’s a common indie mistake. Even with the overscoped design, I think I should have hired some kind of art “fixer” to handle all the art assets so that I could focus on the coding, although I have learned a lot in the process and enjoyed quite a lot of it.
– Not going on holiday with my family. Because we have a publisher for Shadowhand and because it’s late, I feel under constant pressure to get the game done and not do anything else that might delay the launch. At one point we thought we might launch in the autumn so we didn’t go on a summer holiday, but the reality is we probably could have gone because the game has been delayed further anyway.
– I’ve come to the conclusion that events like exhibiting at shows or going to GDC ruin my productivity for a while afterwards. Far from being a “break” from development, they basically interupt development and I find it hard to get going again afterwards. Post GDC jetlag sucks, but even for UK events I feel really knackered afterwards for days. Of course there are plenty of benefits from attending these events, and I still believe they are importantant but I need to factor in recovery to my schedule accordingly.
– Probably we should have done some MORE marketing for Shadowhand in the second half of the year such as go to PAX, or arrange a US press tour for early 2017. However the publisher has a fixed budget and we have already done several shows, so unless we are willing to spend our own cash on more events (which we can’t afford to do), it’s not going to happen. At least we’ve made several developer vlogs and will be making a bunch more in the run up to launch, which is something we can do for no cost and without being exhausted afterwards 🙂

2017 Work Goals

1) Ship Shadowhand (sub goals of continue to enjoy working on it, and make it really damn good)
2) Shadowhand makes a $100,000 profit on top of the investment.
3) Ship some Shadowhand DLC or start work on a related game (sequel/prequel/new game using same engine)
4) Get the second part of the Video Game Tax Relief for Shadowhand. This should be quite a lot, more than last year, and will be very helpful for cash flow.
5) Make $150,000 net revenue from all my games/tax relief/investment. I’ve been very close to this before, so I believe it’s achievable if we ship Shadowhand plus one more game.

Stretch Goals:
1) Make $250,000 net revenue.

2017 Personal Goals

1) Make another mortgage lump sum overpayment at some point in the year.
2) Do a gamejam (can be an online one or an in-person one or just an ad-hoc one I do on my own)
3) Go on holiday in Scotland with my wife (maybe with the kids but maybe not)
4) Host a successful Aikido summer school in my town.
5) Make 6 pieces of art from scratch.
6) Get back into playing the guitar.

Stretch Goals:
1) Pay off my mortgage (or be in a position where I could do that)