Okay, so today I wanted to mess around with something a bit different. I had this idea: “crime doesn’t pay,” right? So I thought, let’s see if I can build something, like, digitally, to kinda show that. I’m calling it “gzw” – just some random letters, really.

Getting Started
First, I needed a plan. I wasn’t really sure where to start, so I just started jotting down some ideas. I wanted to simulate some kind of “illegal” activity and then show how it always backfires. I’m not a coder or anything, but I can follow tutorials and figure stuff out.
I spent a few hours just brainstorming. What kind of “crime” could I even simulate? Hacking? Nah, way too complicated. Maybe some kind of simple game where you try to cheat, but it always ends badly?
Building the Thing
So, I decided to go with a super simple game idea. I found some basic game-making tutorials online. It’s all just dragging and dropping stuff, really, not real coding.
I started with a basic layout, nothing big and nothing pretty
- The “Crime”: I made it so the player could click a button to “steal” points.
- The “Punishment”: Every time they “steal,” there’s a chance something bad happens. Like, they lose more points than they gained, or maybe the game freezes for a few seconds.
- The “Message”: I added a little text box that updates every time they do something, showing their score and a little message like “Crime doesn’t pay!” or “That wasn’t worth it!”
It took a while to get the “punishment” part working right. I wanted it to be random, but also, like, always end up bad for the player in the long run. So I played around with the numbers, the probabilities, until it felt right.
Testing and Tweaking
This was the fun part! I kept playing the game, trying to “cheat” and “steal” points. And, yeah, it worked! Every time I tried to get ahead by “stealing,” something bad would happen. I’d lose points, the game would slow down, stuff like that. It was actually kind of satisfying to see my little “crime doesn’t pay” simulation working.
I even added a little counter that showed how many times the player had tried to “steal.” It was always a bigger number than their actual score, which, you know, proves the point.

The End Result
It’s not a fancy game, it’s not even really a game. It’s more like a silly little interactive thing. But it does show what I wanted it to show: trying to take shortcuts, trying to cheat, it always ends up worse in the long run. “Crime doesn’t pay,” even in a dumb little browser game.
I spent a good chunk of the day on this, and it was fun! It’s not going to win any awards, but it was a cool way to spend some time and learn a few new things. Maybe I’ll mess around with it more later, add some more features. But for now, I’m calling it a success.