Creator journal
A Website Developed by an Elon Musk Fan
Last updated

Why I started
I am an Elon Musk fan and have long been interested in electric cars, reusable rockets, and the way ambitious engineering projects are explained to the public. The scale of a fortune approaching one trillion dollars is difficult for an ordinary person to picture. Reading the number is easy; developing an intuition for it is not.
That gap became the idea for Spendtrillionairemoney. Instead of publishing another chart, I wanted to build a small browser game where a player could spend an estimated, fictionalized fortune one item at a time and immediately see what remained.
The first version was only a calculator
The earliest useful version had a balance, a list of products, and Buy and Sell controls. It proved the main interaction, but it did not yet feel like a game. The receipt, progress summary, timer, money-change animation, sound feedback, saved cart, and shareable result were added because players needed a sense of progress and an ending to each run.
I kept the calculations in whole dollars and made the cart the source of truth. That technical choice is invisible during play, but it prevents the receipt and balance from disagreeing after many purchases.
Original presentation matters
The site does not use official company logos or a celebrity photograph. Product visuals use original 3D-style artwork, and the portrait is a fan-made illustration. The interface was designed around the site's own dark space setting, paper receipt, sticky financial summary, and compact mobile store.
The game is parody and entertainment. It does not claim to be an official Elon Musk, Tesla, or SpaceX product, and the displayed fortune is not real cash or live financial reporting.
What I learned from publishing it
A public browser game exposes problems that are easy to miss locally. Large PNG files delayed the first mobile visit. Audio that felt instant on desktop sometimes arrived late on a phone. Long translations changed card heights. A route that seemed convenient created confusing search-engine duplicates.
Those issues led to practical changes: WebP product images, an R2 asset host, pooled audio effects, stronger responsive constraints, canonical URLs, a real contact address, visible privacy choices, and clearer source and editorial pages.
The project now includes two games
The second playable page is an original rocket recovery game. It lets the player launch, separate stages, follow the active vehicle, and attempt a controlled booster landing. Building it required a very different set of decisions from the spending simulator: a frame-based physics loop, camera tracking, touch controls, scoring, and readable failure reports.
This blog records those decisions in detail. The purpose is to show what was actually built, what failed during testing, and why the next version changed. When a factual statement depends on an external source, the site links or identifies that source instead of presenting speculation as news.