Game Design

BALAM: Bounce Hell

A Non Shooting Bullet Hell. In BALAM you will bat the enemy bullets in order to deflect them to destroy the enemies. The objective of the Design process was to create a pleasant core mechanics and then creating systems around them to enhance the main experience of the game.

In this project I worked as a Game Designer: prototyping, testing mechanics, writting and constantly communicating with the other departments in order to polish the experience as much as possible.

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For the bat mechanics, we wanted to help the player as much as possible to make them feel that the game is fair with them. That's why since the day 1 we started working on an auto aim. This system detects enemies inside a triangle in front of the direction the player is aiming, and targets them to make sure the bullets hit the targets the player is trying to defeat.

Having the bat mechanics, we implemented a combo system that allows you to use special abilities that can save you from difficult situations. The player can dash through the enemies that can be used to keep you safe and overcome the gaps in the map.


This is a very small PvP game where two players battle each other in outer space with a retro-style spaceship combat.

The spaceships can shoot, dash and launch a tracker missile. With these three abilities the main goal was to create a balanced core loop during the couple weeks I developed the prototype in 2019. In this release three ships were available to pick with different stats but with the same abilities.

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A few weeks ago I started a remake of the game with everything I learned during the past years. I started polishing the experience with a heat system for the guns, a clear dash that doesn't depend on fuel and a different abilities for each ship (one of them keeping the tracking missiles). Also map obstacles are being added to the game that will be used to unlock new maps and pilots. By now is in a very early stage of development but I'll keep on it in my spare time.

Winner of the Jam Cultura Abierta in 2020, this is a rhythm runner platformer where you'll have to run through levels to find the fragments of important tabs and music sheets from each period of time. Face dangers and enemies following the rhythm of the more characteristic songs through history.

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Once you picked every fragment, you'll be able to play an arrangement of the original piece in the level selection screen.

This project was developed for the DiscRoom Game Jam in 2020. CD Room is a vertical slice of a Roguelike Bullet Hell where your System CD's are your ammo and if you run out of them you'll die.

In this project I worked as a Game Designer and 2D pixel animator, trying to balance every system in the game. The map was generated randomly from a pool of rooms with a difficulty level assigned to ensure the difficulty curve can be slightly controlled each level.

The CDs you shoot stayed a while in the floor so you could pick them back and when you run out of them your system starts getting corrupted for a while to make sure you can recover one of them in a period of time to keep on the run. Also, the enemies dropped CD's being aware of the CD's that the player have and the ones that were in the map.

This small experience also had a final boss with turrets and bullet patterns that changed by stages depending on the life of the boss.

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Winner of the Game Jam-On in 2020, in this asymmetrical PvP hide and seek, one player will take the role of a delivery guy in 2099 when all contact with the exterior has been banned for everybody due to a pandemic. The other player will play as the police that, while being helped by an army of detector drones, will have to catch the delivery guy. Each delivery will give some points to the delivery guy and the players will play two rounds swapping roles. If the police catches the delivery guy the round ends instantly.

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Experimental Experiences

This experiment features a two thruster ship being each one controlled separately, where you have to find broken satellites and fix them. Mainly focusing on a sloppy experience for one or two players.

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Quite similar to TT, one or two players will control the engines of a zeppelin, having to complete a course in the shortest time possible, sloppy for two players but easy and slow for one, Twin Thrusters tried to make the same experience a bit deeper but in my opinion the lack of a 3D point of reference made it very headaching.

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