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2020 → now

sweetleaf
island

A Roblox café I ran at twelve, rebuilt as a tiny browser world—and a question about what tech loses when girls are given fewer reasons to play.

Sweetleaf Island at sunset while two seagulls fly past enter the island ↗

the actual question

where are the RPGs for girls—and what does their absence mean for the future of tech?

Games are where many future programmers first discover that computers are places they can make things. What happens when girls are given fewer reasons to stay?

At the peak of the pandemic, I suffered from a severe condition that plagued youth more than anyone could have anticipated: a Roblox addiction.

To be fair, twelve-year-old me was not only playing games. I made one. SweetLeaf Cafe was pastel pink and green, and had around 600 community members at its peak. We served donuts and grapefruit milkshakes (??), hosted events, and ran training sessions for future café workers. This was a legitimate thing back then.

01

the first sweetleaf

The game was barely about serving food. It was about showing up. Someone took orders, someone trained the new hires, someone decorated, and the regulars knew each other.

SWEETLEAF CAFE

1 × pink uniform

1 × training shift

3 × regulars online

1 × absurd milkshake


total: a place to be

found in my camera roll

sweetleaf before
the island

The café kept changing because I kept thinking of another room it obviously needed.

The first SweetLeaf Café standing on a small Roblox island at sunset
V1the little island build
A SweetLeaf Café garden map with an avatar, trees, water, and a ferris wheel
the garden erawater paths, trees, and a ferris wheel
SweetLeaf Café V2 open in Roblox Studio, showing its four themed ordering counters
V2four counters and an irresponsible amount of candy
The SweetLeaf Café training center open in Roblox Studio
the training centerbecause this somehow required one
02

okay, but where did everyone go?

Even before 2020, I had friends who played nothing but Adopt Me and Royale High for hours. Once they grew out of those games, they did not move on to other RPGs. They mostly stopped playing.

thendress upcollecthosthang out
the missing next game?
laterexploremasterchoosechange things

A lot of computer science students say some version of “I liked video games and wanted to know how they worked.” Mine was not a tidy pipeline. Scratch from MIT gave me a genuinely great community of people sharing things they had made. Roblox gave me another place to play and build, and I worked through Harvard’s CS50 alongside it. Enjoying games grew into a much broader love of technology; computer science became part of that web, not simply the last box in a flowchart.

less of a pipeline, more of this
love of
technology
Scratchand its community Robloxplaying + building my own games Harvard CS50 computer science

If games can be an entrance to the field, I keep wondering who never gets that entrance. The lack of girls in computer science obviously cannot be pinned on video games, but the shortage of games that keep girls interested as they grow up probably does not help. When the games disappear, so does one very common reason to start tinkering with code in the first place.

Designing an RPG for a younger female audience does not mean reducing it to princesses, pastels, or neon flying pandas. I want the depth of a proper RPG, but with friendship, collecting, self-expression, caretaking, and hosting treated as real parts of play—not side content before the fighting starts again.

03

so I brought the café back

The new Sweetleaf is a walkable Three.js island. There is water, changing light, birds, sound, a visitor board, and a donut that rolls around on its edge. It is not a perfect remake. It is the version I remember, with several years of extra imagination piled on top.

walk + jumpthe donut rolls, obviously
water + birdsthe island never sits still
sweetleafisland café
notes + visitorsother people leave a trace
day + nightstay until the lamps turn on
04

I put a rhythm game
in the waterfall

Tide Beats is probably my favourite part of the island. Walk into the conch waterfall and the camera carries you out over the inlet, where four note lanes appear on the water. Pick a song and difficulty, then play with A S D F, the arrow keys, or touch.

I did not want it to feel like a minigame opened from a menu. The lanes actually sit in the water, the waterfall lights react to the beat, and finishing a song leaves you standing in the shallows again.

The songs and hit sounds are synthesized in the browser. The chart follows the audio clock rather than the frame rate, so a busy 3D scene cannot quietly pull the notes away from the music. There are three difficulties, full combos, personal bests, and a small leaderboard because I cannot resist giving people a reason to try one more run.

05

a day can be enough

An adventure does not always need a boss. Sometimes it just needs three good reasons not to log off.

  1. morningcollect sea glass after the tidekeep the nicest piece
  2. afternoonlearn a regular’s impossible orderget it right next time
  3. eveningleave a note under the lanternssomeone finds it tomorrow
06

the island is the small version

I am also working on my own RPG designed for a younger female audience. Sweetleaf is where I can mess with the smaller pieces first: how it feels to move, what makes a place worth revisiting, and how players can matter to a world without having to save it every five minutes.

I do not have the whole answer yet. That is the point. For now, there is an island, a café, and a rolling donut.

open nowcome visit Sweetleafwalk, jump, look around, leave a note↗