My first platformer game; built using Unity's tilemap system and designed with my love for Super Mario World in mind, specifically when it came to jump/run mechanics. It's not 1:1 with SMW by any means, but it's certainly more nuanced than having constant speeds/jump heights. The goal is to collect 10 soul-orbs per level to activate an ancient pillar and its relic which transports you to the next level.
The character is a mask with crystal 'hair' that when placed on a magical vest, sprouts legs and an amorphous arm that could shape itself into various things. The world is a place where souls are grown and harvested by our protagonist for delivery into their first 'life'...
The first game I ever made, reiterated and more polished compared to the original (not shown)
A simple arcade-style game of skilled timing and hi-scores.
Tap the screen to drop bombs on subs, running out of bombs or hitting too many dolphins/whales ends the round. Every combo of 7 consecutive hits grants you more bombs. Spend your collected treasure on power-ups or even more surplus bombs.
For this game, I wanted to see if I could make an intuitive platformer for Android. I'm not a fan of on-screen buttons in real-time mobile games, they get in the way and are generally untrustworthy.
Platballer relies on your cell phone's accelerometer to move your player around. Another arcade-style game where hi-scores are the only real goal and the game gets more challenging as you ascend higher with smaller stable platforms and more variety of platforms.
Inspired by the travel game of rolling a ball around a self-contained maze; I challenged myself to make a Zelda-Like top-down action RPG for Android that uses that travel game concept to maneuver the player. Tapping the screen to attack, and double tapping to spin attack.