Back when I was in sixth grade, I had just failed at my fist attempt at creating a game when I first conceived Star of Doom. I began by planning out the characters and settings, imagining a whole galaxy filled with planers and stars, and nebulae and all kinds of alien life forms with rich histories and backgrounds. It was months later that I naively tried to actually make this a reality. After almost a month of coding using my own custom built DirectDraw game engine, the Cow Moostache 2D game engine, I had accomplished very little. I had a menu, a first cut-scene, and the beginning of a first area. At this point, my artist, Nick Safford, had to leave the project. Stranded, and not making much progress, I decided to abandon it for the time being.