An arcade game produced by me in one week for VimJam 3. The jam focus was "Multi-Use," which was announced a bit before the jam began. Once the jam started, it kicked off by revealing the core theme requirement: "Turn Up the Heat." This game married the concepts well, and won 3rd place overall!
Putting polish on the ship's movement and the game's particle effects was critical to its final level of quality. The arrows pointing to enemies and energy-dispensing asteroids which orbit around the player character are a subtle but important addition to give the player maximum agency.
From the Trijam Account: Trijam is a game jam where you have to make something playable (and fun!) in only 3 hours!
All of these games were made in 3 hours or less, with the exception of Witch With a Shotgun, which was made in 3 seperate 3 hour blocks as a submission to the Triple Trijam.
An arcade game produced by me in 3 hours for the theme "My weakness is also my strength." Placed #1 overall!
My greatest strength in development is my speed. I specialize in putting out polished work in a quick timeframe, so the Trijams were a perfect fit for me!
An arcade game produced by me in 9 hours for the theme "Sixth Sense." Placed #2 in the gameplay category and #4 overall!
I am still very proud of this project. The gameplay is tight and polished, and many people enjoyed it! I find the end product to be quite ingenious, especially with the implementation of the theme in concert with the other aspects of gameplay.
A "reverse shoot-em-up" game produced by me in 3 hours for the theme "You are the enemy." Placed #2 overall, and #1 in visuals.
I wanted to add two more enemy types to the game, but as you can expect with a 3 hour time limit, I had to cut a few things for scope's sake. It turned out great anyways!
An arcade game produced by me in 2.75 hours for the theme "Floating islands." This was my first entry to the Trijam, and it placed #1 overall!
My first entry solidified my love for these "arcade-style" tutorial frames, which I would continue to use in many of my future Trijam games.
A game made within a month for the Ludum Dare 50 "Extra" category. The theme was "delay the inevitable." I was responsible for the character art, design, animations, programming, and music.
Having a month to make a game, as opposed to shorter game jam time periods, allowed me to hone in on the narrative in a way I hadn't been able to do before. The result is my favorite amongst the various games which I have made.
The gameplay is simple, elegant, and unforgiving. Combat is very deliberate and focused, due to both the player and enemies being stunned upon taking damage. If you aren't careful, and don't manage your aggression, you will get overwhelmed and perish.
A game made with Unity in a week for the Brackeys Game Jam 2023.2. I was responsible for the art and level design. It placed in the 96th percentile among 910 entries.
Diagram I made of the game's map, for the programming team to implement on their end.