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The Newsletter About Cool Coding Stuff 😎

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March 11, 2026

Newsletter #14 - New Things



¡Hola, amigos! First things first… sorry there was no newsletter in February. But well, that’s life sometimes. The beginning of the year was a bit chaotic on my side, and some things simply had to take priority.

The good news is that the waters are slowly getting calm again and everything is starting to fall back into place. And don’t worry — we will probably catch up with all the content anyway in the upcoming issues.

So let’s jump straight into this month’s edition.

Things I Found Interesting

  • Visualizing Algorithms. A really cool project to see algorithms in action. Come here, bubble sort!
  • Accessibility Checks for Components. Hidde de Vries shares five practical checks you can run when reviewing the accessibility of UI components.
  • Two good reads recommended by my boss Nico Bruenjes: Token Anxiety and A Random Walk. These are two thoughtful articles about the current obsession with “vibe coding” tools and the importance of doing things that are not necessarily productive. Sometimes creativity grows when you step away from shipping features and simply explore.

New Article on the Blog

As I move forward with my game development journey, I’ve been reading and thinking a lot about game design and level design. Writing about it helps me clarify my own ideas.

Systems Thinking in Game Design

Tools I Built (Privacy First)

Have you ever needed to convert audio, video, or image files and ended up uploading them to random websites, hoping nothing weird happens to your data?

I had the same frustration. So I vibecoded my own set of converters where everything runs locally and supports bulk processing.

  • Audio Converter
  • Image Converter & Compressor
  • Video Converter & Compressor

You can find more small utilities here: https://manuelsanchezdev.com/tools/

Game Dev Update

Most of my energy lately has gone into my game. I’m currently exploring funding options and continuing development.

One of the latest features I implemented is QTE (Quick Time Events) in the battle system. Players can trigger quick actions at specific moments to enhance attacks. If timed correctly during enemy attacks, they can dodge or even counterattack.

It adds a bit of tension and rhythm to combat, which I’m really enjoying so far.

Showcase of a timelined quick time event where you have to press the button in the right moment to enhance the attack action

Coming Next

A colleague recently gave a talk about YubiKey and practical security setups. He promised to turn that into a blog post, so hopefully we’ll share that in the next newsletter.


If you learned something from this month's edition, share it with your friends and family! It would help me a lot!


Hope you liked this month's issue! Stay tuned for more!

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