About
For a while, I actually considered studying game design. Even though I have no regrets focusing my full attention on lower-level programming, I think my abilities as a designer and artist set me apart from most other programmers.
Cubecade is by far my favorite title, but my Ludum Dare game jam submissions were always very competitive entries in their respective competitions. Even though I have made other games within the ArtFX curriculum, I document here only games that I was 100% responsible for. From design to implementation, art, and sometimes even music.
In this minimalist fighting game, everyone shares one singular attack. Only high reflexes and skill will win you the round.
This is the first game I ever made. It is also the second game I ever made. Not this specific version mind you, but when I first learned programming at school with Processing this is the game that I made. I remember seeing friends play it for the first time on school computers and starting tournaments with it. It was such a simple idea and yet quite effective, and the simple controls are what help it. By having only one attack (a dash) not only is it easy to understand and pick up, it also let's competitors share one keyboard comfortably.
Once I discovered Godot for the first time then, I knew which game I would remake. Although the initial design grew from my limitations as a programmer, years later, I felt adding any extra complexity would ruin it. So I focused on the Juice, the art, the levels. We could now play with 4 characters out of a roster of 8.
"Roster? Do we have abilities?" Absolutely not, but I do find funny to present such distinct, striking character designs, only for the fight screen to reveal only the color remains. It gets a chuckle out of unsuspecting players.
Relaxing puzzler in which players make it as far as they can managing a delivery company. Pack as many packages into the trek to make back your costs while rain drips outside.
Game done in 3 days for Ludum Dare 53. The theme for the game jam was "Delivery" and I got inspired by the satisfying effort of packing luggage at the back of a car. Wanting a relaxing experience, the game is very forgiving and let's you choose the size of boxes you'll pack. The larger the boxes, the more points they yield. Fuller trucks mean higher multipliers, which means more satisfaction. With extra time I would've added more modifiered beyond the current "cannot rotate" restriction we have here.
The game was very well received by the community, friends of mine would send me screenshots 2 days after release of them trying to beat their previous scores. I myself also lose myself playing a round of this game every once in a while.
It ranked #73 overall and #48 in fun out of 1720 Jam submissions. Which I am very happy with
Short grid-based puzzle in which you play a tree dreaming of crushing a sleeping lumberjack.
Done in 2 days in the context of the GMTK Game Jam 23 under the theme "roles reversed".
I unfortunately had little time for this project. My initial plan was to use this opportunity to learn Unity and make my first 3D game. Doing both proved too much and I had to cut back midway through and open Godot, still making a 3D game out of it.
The game features 10 puzzles where you maneuver as a tree, inspired by classics like Stephen's Sausage Roll where the lack of maneuverability is key. I put a lot of emphasis into the level design and some of the puzzles are (in my biased opinion) genuinely very good (most reviews tend to agree).
I also dusted off an old tune of mine on the guitar for the background, trying to get something dreamy out of it to accompagny the absurd premise.
It ranked #577 overall and #506 in enjoyment out of 6799 entries.