Burger shack simulator. Craft custom burgers while managing the water cost of ingredients and enjoying burger tunes. Winner of EarthGames 2018.
Original submission here.
A text adventure for the Fantasy-themed Puzzleday. I initially tried Twine but found it too rigid, and I stumbled across Undum,
which I think is better for those more familiar with coding.
Uses two buttons (and eight joysticks) to provide the premiere octopus sushi chef simulation experience.
This one was pleasant to develop since the game was mechanically finished in the first night.
Shoutouts to the Seattle Indies group for awarding me the grand prize for the weekend! Top 20 in Humor and top 50 in Innovation in the LD results as well.
Playable with keyboard and up to 4 XBox360 controllers. Best with all 4 controllers.
The second game I made with the VGDC, Mage the Architect is one of my own design, inspired by a game someone made for a Ludum Dare. This was my first time in
a lead position for a game, albeit for a team of only four, but I still gained a lot of insight from the experience. There are likely still some balancing issues, but that should be expected in a game with so many possible combinations of abilities.
Also, Mage is actually pretty fun, which is definitely nice. I hope you like it!
My first "fully-developed" game. Based off of the
original jam version.
Your RUNR robot must safely deliver its battery pack to an underground generator. But, your input takes longer to reach
it the deeper it goes!
Randomly generated floors at multiple difficulty levels ensure a unique challenge every time. Try for a high score!
Twin joysticks for shooters: Works great. Twin joysticks plus a button: Not so good. Oops.
The idea of a twin-stick shooter in which your bullets can deflect back at you seemed worth exploring.
The music is decent, at least.
Finally did a game in Unity! That said, this didn't turn out quite as well as I'd like, since I got hung up on learning some things. Still pretty fun, though.
This is like a top-down shooter except without and shooting. It was the first game I tried (and failed horribly) to make, and I figured I'd revisit the concept.
Original game jam version.
I was surprised that I got 103rd in Audio and 220th in Fun (out of ~1500), so I guess I must be getting better, especially since the music was all done in the last 3 hours or so.
A bit buggy, mostly due to my insistence on the continued use of my messy engine (really, not going to use it next time), but it's pretty good.
An endless runner with a twist, although it seemed that most people lost before reaching the twist. I'll have to make my next game a bit easier, perhaps.
Admittedly not really within the theme for the jam, $(SRCROOT)\dungeon was my second attempt at making a dungeon generator in a day,
and it worked well this time. Collect freed bytes for your cyber-attacks, and defeat the bugs that plague the system.
For my fourth Ludum Dare submission, I made a puzzle-platformer in which the player respawns every 10 seconds. It's
not the most novel use of the theme, but the design is completely centered around that 10-second timer; for instance,
moving a key closer to a door in one life makes it easier to get the key to the door in the next. Hope you like it!
I'm told it's pretty hard, so if it's too tricky, there's an easier version
here.
83rd out of 1006 in Theme, and markedly better than my previous submission in most other categories (namely Fun and Overall).
I wasn't that satisfied with Explore, Evolve, Escape when I finished it, but it grew on me a bit as I watched some friends play
it and get hooked on the grinding. Perhaps I was also displeased with using the same HTML5/Javascript libraries for three games
in a row; I've begun working in some other libraries for breadth and more comprehensive feature sets.
This was my second time participating in Ludum Dare, and I was much more pleased with the outcome than I was the first time. I had to cut my work time
short by a few hours because of school work, so the game is a bit buggy, but I placed in the top 15% in audio and humor (out of 1072 entries).
I'm glad that the game is actually kind of fun, but there are definitely some UI choices I should have made differently (e.g., controls in-game instead
of on the title screen, more prominent display of game progress).
Some games that I made for 3-hour jams: