For Interstellar Game Jam 8, I designed and programmed a short puzzle platformer about turning clocks to guide a mouse fairy around obstacles for the theme 'Revolution'. Our game came 2nd place overall and was voted 1st for Theme.
We used Milanote to refine our ideas and keep track of tasks as this was a fairly short project
I was working with a team I had no prior experience with, but we were able to communicate effectively to produce a well-scoped and polished game with enough time to sort out build issues before submission. This was also my first project since graduating, so it felt really great to utilise all the skills I'd learned while continuing to expand upon them.
You can see how the mechanics evolved from this basic prototype
I took charge of creating the initial prototype of the game and coding most of the mechanics, as well as implementing art assets and animations as needed. I had hoped to create at least one more level for the game but as the deadline closed in, I decided it would be better to address playtester feedback about the difficulty and implement 2D lighting to further polish the game.
For Global Game Jam 2024, I helped make a simple prototype for a comedic rhythm game to fit the theme "Make Me Laugh".
Since the team was comprised solely of designers, we had to split roles based on our other skills, so I was tasked with creating all the 2D sprite assets.
Most of these were fairly simple to draw and export, considering the loose, cartoony artstyle. So the main challenge was creating smooth animation sprites for the player character (below), as well as designing a functional state machine to give the player visual feedback on their performance.
For Global Game Jam 2023, I helped programme the combat system in a turn-based RPG themed around the Norse World Tree, Yggdrasil, to fit the prompt "Roots".
This involved learning about how to use co-routines in C#, as well as how to plan efficiently and effectively speedrun the development process from ideation to publishing in only 48 hours. As my first ever game jam and my first time working with this group, I think this was a successful project despite the many gameplay flaws and lack of polish.
The Battle System script sets up all necessary states and variables
Another snippet of the Battle System script, showing how after the player heals it switches to the enemy's turn, where it randomly chooses to heal or attack
When the enemy attacks, it has chance to miss, otherwise doing a variable amount of damage, after which it checks whether the player is dead before moving on