Here I will talk about game projects I have completed and uploaded that are fully playable. Most of these were not solo projects, and I will give specifics about the team for each of those projects. I will also break down each project into it's core pillars relevant to my involvement and explain each one, then give information about what I would like to change about it. Given most of these are game jam entries, the common theme you will see in the "What I would change" section is going to be the desire to add more content.
Table of Contents
You can find itch.io links to the specific games here, or you can scroll below to find more detailed writeups about each game
This game was created during The Thailand Horror Jam. In this game you play as a teenage girl stranded in a grimy dungeon with nothing but your E-pet to help you survive encounters with a monster stalking the halls. The E-pet is your main mode of visibility, meaning you cannot see without it. The pet offers you a filtered version of reality, much more simple and cute than the desolate place you can see out of the corner of your eye. You must keep your pet happy while finding a way to escape!
The theme this time around was "Sign". We decided a fun angle was the E-Pet giving you "signs" to warn you of danger, tell you it is hungry, its sleepy, its bored, etc. Basically you need to take care of the pet to sure you can see the important signs through the noise. This jam had 126 entries, so quite a lot but not the biggest I've entered. We had a 6 man team this time around, Me as Lead Design, Scripting, 3D Modeling, Animation, and Level Design, TJ as Lead Developer, UI, and Monster AI, PixelTitan as Lead Artist, 3D, and 2D Assets, Dayton Tenn as Lead Sound Artist, Sound effects, and Music, Adam as Level Designer as Game Design Assistance, and Combo as a playtester.
Out of 126 entries, this game placed #1 in creativity, #1 in aesthetics, and #2 in gameplay. Which means that we won the game jam with an overall placement of #1. I have not outright won a game jam of this scale before, so this was a big deal for me and was very exciting to see. I think this project came together really well and we had a clean end result with minimal bugs. It is far from perfect though, as it is still a jam entry.
The pet itself, called "Bomo", is a core mechanic to this game. We wanted to have a balance between being cute and annoying, and I feel we did an okay job at that. His primary functions are aiding your impaired vision, and freezing the monster. While he is healthy, he can freeze the monster in place for a set time. This will drain his bars more quickly, though. Additionally your player character has blurry vision by default, and can only really perceive their surroundings through the e-pet screen. This means your ability to see the world around you is dependent on the status of the pet. Bomo's hunger and sleep bars will deteriorate over time, at different rates. When one of these bars drops below a configurable threshold, he will leave the "base" state and enter the "warning" state. While in the warning state, he will block up the screen and disable all actions, including freezing, for a set amount of time. After that time he will return to the base state. If the bar continues to drop past the next threshold, he will enter the "crisis" state, meaning he will begin crying and completely lock down all actions as well as blocking your vision. The only way to escape this state is to address the issue, be it giving Bomo food or letting him sleep. Both of these have their own states, "eating" and "sleeping". When Bomo eats food, there is a short amount of time where he plays his eating animation and locks all actions. After which time his bar is filled and we resume back at the base state. During the sleeping state, the screen is blacked out entirely as Bomo gets his rest. These states are generally intended to be used in safe areas but we also intended to force the player to sometimes risk it and take a quick nap somewhere dangerous and hope for the best. This state machine was designed by me and implemented by TJ.
The monster was conceptualized as an evil version of Bomo, your e-pet. They share similar designs and I think that opens to the door to some fun lore possibilities. The monster, similar to Bomo, operates on a state machine, implemented by TJ and designed by me. His states are a bit more simple though, with the states breaking down to searching, pursuit, frozen, and hiding. In the searching state he patrols the general area around the player. If he sees the player, he enters the pursuit state where he charges straight at the player. He can lose sight of the player and enter back into the searching state. He is faster than the player character slightly, so the player is forced to use the freeze mechanic if they want to get away safely. In the frozen state the monster is simply frozen in place. The hiding state is intended to balance the monster a bit to try and ensure he doesn't disappear and become irrelevant for the rest of the game. Basically he will disappear for a time, then reappear somewhere close to the player but out of sight. We also had a few force spawn points around the map to ensure some guaranteed encounters just in case the player gets especially lucky with the spawns. I think the monster gets the job done as is but could definitely do with some more depth to his AI.
The map went through a lot of iterations and grew alongside the project. The map got its first draft as a simple maze for playtesting. After that our level design guy, Adam, sketched out a rough layout for the map, shown here. This layout came with notes outlining the intentions of certain areas and mechanics we would need to make it work. He also included a video of himself walking through a rough 3d layout of the level and explaining the encounters in more detail, which was hugely helpful. Using that, I took all of that information into Hammer and created a full 3d layout of the level that we could walk through and playtest more directly. After that, I took the textures from our art guy and I implemented them in blender after patching some holes and issues with the mesh. After that I started creating and placing props around the level to make it feel more lived in. Fences, sinks, pipes, signs, etc. Anything to fix the industrial kinda vide we had imagined. Finally we did a pass implementing all the mechaincs, volumes, triggers, spawn points, pickups, etc. After that we playtested and tweaked countless times before finally pressing build and exporing the project.
What I would change
I think this project ended up in a good place, despite the many compromises and cuts. I think in a full version I would love to bring back some of those cut ideas, such as a more complex e-pet, with minigames and more bars to keep up, a more complex monster, with more unpredictable and clever AI design, more monsters, bigger level, etc. One of the big cuts that I did end up missing was the idea of the e-pet being hooked up to your characters heart, meaning when the e-pet dies the player dies too. This was a fun idea that we did not have time for. But this opened the door to some fun ideas, like the monster stealing the pet to kill you, or the player needing to temporarily leave the pet behind starting a ticking timer to their death. Largely though I am happy with this game as a jam project in its current state, I think we got an effective minimal viable product out and the player seems to feel a lot of the pressure and fear that we intended.
This game was created during The Bigmode Game Jam 2025. In this game you play as a lawyer drafting documents and defending your law office. You use your mouse to draw gestures that correspond to different documents, including special "Power Documents" that have various effects. The ultimate goal is to get $1,000,000 within a 10 day period. During this time clients will enter your office and request a specific document. You would then go to your desk and draft that document using a mouse based gesture drawing system. You need to keep up with the increasing client count while managing your stress levels and defending your office from bad clients. The player also purchases various upgrades using the money they earn by helping clients.
The theme this time was "Power", which I personally thought was a really good theme. Our brainstorming session had a lot of suggestions and ideas and it took us a few hours to hone in on one idea, but we eventually settled on "Power of Attorney" being our primary interpretation of the theme. We decided the actual legal definition of the term Power of Attorney doesn't have enough to make a full game out of, so we interpreted it a bit simpler and just went with a game about a lawyer with powers. This jam had over 800 entries, so it was a very large one. This project consisted of a 5 man team. My roles were Lead Design, Scripting, Art Design Lead, 3D Modeling, Environment Design, Sound Design Assistance, Animation, UI, and AI Assistance. TJ handled Scripting, Tech Arts, AI, Menus, and UI. Dayton handled the sound effect and music creation, Idgomez handled Audio Implementation and assisted with scripting, and Combo assisted with menus and playtesting.
This project was chosen to be played on stream, which was already a huge win for us. You can see it played here including some friends and I's reactions. Additionally, this project placed very well, as is thus far my most successful jam project. Out of 850 games submitted by teams of up to 5 people, this game placed #7 in originality, #13 in fun, #69 in presentation, and #134 in theme on itch.io. I am extremely happy with these results, especially compared to the rankings of our previous projects. The final results were determined by a judge panel, where they selected one overall winner as well as 10 games to give certificates to. Of those selections, they awarded us with the "Game Where I Held the Most Power" certificate, which really shocked and excited us. Overall this project was very well received and we are very proud of what we managed to make in the time restraint.
The documents are one of two core central mechanics in this project. If you think of this game as a sort of cooking game, the documents would be the recipes. Clients will enter the shop and request a certain document. You then need to go back to your desk and draw that document using your mouse. Tj managed to get the gesture recognition system working with this video as a guide. Once the gesture recognition system recognizes which document you wanted to create, it will spawn it in your hand. You then staple the document to the client's head and they pay you and leave. You also have Power Documents, which are special one-time use documents. You are given the ability to create one new Power Document for free every night, and each one has a distinct effect. Some are triggered by delivering the document to the client directly and others need to be activated in the mailbox. Getting these documents working took a handful of interaction systems all working together in tandem, and I think it ended up in a good place.
The clients had pretty straightforward goals, but ended up being surprisingly complicated in execution. The majority of the AI work was done by TJ, I handled the damage aspect of the clients. The clients will spawn as either a bad or good clients. Good clients will simply enter the shop with a document they are desiring. There is a timer ticking for each client before they will give up and leave. They will patrol the office and engage with any available distractions, such as sitting in a chair, looking at art, or talking to the assistant. These distractions increase the client's patience. If these good clients are attacked, they will simply leave the shop in a panic. When they are given the correct document, they pay you and leave. Bad clients are either vandals or thieves. The vandals will spray paint on your walls with various tags that will increase your stress level that you must remove, and the thieves will simply steal money from your safe and leave with it. Various upgrades allow the player to interrupt these bad clients and send them packing. When clients are attacked they enter a "wallsplat" state, where they will fly across the room and slam into whatever surface they run into before getting up and leaving the office. We felt this was a good way to really sell the "Power" aspect, as we thought that interactions should try to feel really impactful. This same ethos is what also inspired the stapling the documents to the client's heads.
Getting the balance just right was another very complicated process that took a good degree of mathematics. We are still not sure if we are 100% there, as it may be a bit too difficult, but we think it is overall in a pretty good spot. The starting point was that the final goal is getting $1,000,000, but you also have daily quotas you must meet that increase over time. These daily quotas add up to $800,000, so if you just do the bare minimum that will not be enough. So the starting point as $800,000 divided over 10 days in a way that increases over time. After that we had to add more on top of that to compensate for a budget for upgrades as well as some extra to give some leniency. Then this daily budget was divided up by the amount of clients that would spawn that day. Towards the endgame, there are so many clients that there is no way to help them all, but the extra income you get from upgrades and power documents should boost you enough to make that daily quota. After this starting point we playtested and tweaked, buffing the amount that clients give you and balancing power documents many times. We have received a mix of feedback on the balance, some saying it was too hard for them and others saying they found it a satisfying challenge, so ultimately I think it could be softened a bit, but it was certainly meant to be a challenge.
Initial "Design Document"
What I would change
I am pretty happy with this project and where it ended up, and we did not make as many compromises as I typically have to. This is partly due to starting with a smaller core concept, and partly due to having a partner invest a massive amount of time, the same way I typically do. However concepts did still get cut. We had plans for more mechanics, like more bad clients. We planned for there to be "No-Money Clients", who would simply run away after getting their document and the bodyguard would hard counter them. We also had plans for more brutish clients, who would attack other clients and take several hits before leaving. Thieves also initially stole money from other clients, turning them into No-Money Clients. We also had ideas for more upgrades, like a printer that would passively create documents, a billboard that would pull in more clients, a coffee machine to make coffee for clients and make them stick around for longer, and paper storage bins to store documents, allowing you to create documents in bulk. In a full release we would like to do bigger quality of life stuff, like a save system, optional difficulties, better conveyance, etc. We would also love to create more power documents and more client variety, as well as more complicated documents that consist of multiple documents stapled together. Overall this is one of my more tight and well executed projects, but still far from perfect and I would love to see it expanded into a full project.
This game was created during FarmJam2024. The game is about farming and growing crops to trade for a cure to the blight that is ravaging your farm. You use the cure to clear more plots of land, which in turn allows you to plant more crops, yielding more cures, etc. The ultimate goal is to clear all the blight on your farm. This project consisted of a 3 man team. I handled the 3D modeling, level design, inventory / crop planting system, animation, movement and camera systems, and general scripting. Conor handled the general design, train scheduling, day and night cycle, dialogue systems, menus, and sound effect implementation. Finally BigNic69 handled the music implementation. This was a month long jam and it was overall very casual, we didn't feel the need to push anything too far and just had fun implementing our idea.
The theme was pretty basic, we just needed to make a farming game that implemented either some psychological horror elements or magic elements, and we went with psychological horror. We were also given a list of mechanics we had to include at least two of, and of that list we ended up with a working tool, a working storage system, a working time system, and a basic crafting system. This was a much smaller scale jam, so we only received three reviews. Those three reviews placed us at rank #22 for the "Farming" category, #24 for Theme, #25 for Bug Amount, #28 for enjoyment, #33 for uniqueness, and #33 for UI. This was out of 40 total entries, so nothing too crazy here, we ended up around average to slightly below average. That is understandable, as we did have some oversights and design issues we need to iron out, but I still had fun working on this and took some real lessons from it.
We wanted to go with a Chulip styled camera, a top down camera that switches to set camera positions in certain areas. This was my first time doing a camera system like this, but I ended up very happy with the implementation. My main concern with it was that when you moved between camera transitions and the movement controls changed to be relative to the camera, you could get stuck moving back and forth between camera swap volumes. Other games handle this by maintaining your original movement vector until you change your movement direction, then it updates to be relative to the camera again. Out of concern for time, I decided to instead just try my best to not rotate the camera too drastically, and primarily make the camera moves zooms and angle changes. This worked in this projects scope, but long term I would definitely take notes from games like Devil May Cry or Resident Evil to get that feeling better.
The inventory system and crops system pulled heavily from my existing Inventory System that I had started up previously to make future projects easier on myself. It had to be heavily modified not only to be usable on this project, but also to be more human readable for my teammates to be able to use it as well. It still has some ways to go on that front, but I think it did the job fairly well. The biggest modifications to be made were adding the ability to "craft" objects within it. I kept this super basic for the sake of the jam, but dragging two items on top of eachother inside a planterbox would check if those two together made a recipe.
For example, a bamboo stick and a kiwi seed made a kiwi plant, since the kiwi vines needed something to grow on. Another example of this was the blight + cure recipe, which effectively just crafts nothing. This allowed the cure to clear blight out of that inventory slot. We then had a master script checking these inventory boxes every time change in game and growing the crops accordingly. Each scriptable object had parameters such as "GrowsInto", "HarvestsInto", and "CraftsInto" which determined what would happen to those objects in those given scenarios.
Icons
Every item in game had an inventory icon, which were based on the world models for that object. Some of these models were made or modified just for the sake of the icons, but most do appear in game in some capacity. I had a lot of fun with these icons and I think they did their job pretty well.
What I would change
The crop system is certainly functional, but we just barely got it to that point. As per usual with jam projects, there is some major quality of life stuff missing. A cook all button to prevent needing to drag and drop crops over and over, a basic tutorial making sure the player understands what they are even supposed to do and how to do it, and a more consistent way to get new seeds would all go a long way. I also think we needed to add more events that happen as time passes, ie seasons, traveling merchants, blight spreading more, a chance of mutating crops planted near blight, etc. Another issue I had was just how empty the world ended up feeling. There are a lot of areas in this game that are just big and empty with no reason to exist. I think making helpful crops grow in random locations, or having hidden stashes of seeds, or even having people living on the farm roaming around could improve the feel of exploring the world a lot. Overall, this game offered an interesting foundation that I think could grow a lot into something far more interesting.
This game was created during the 2023 Big Mode Jam. The prompt was simply "Mode", and we had about 2 and a half weeks and a 5 man team limit. I reached out to various developers and formed a team of like minded people. Within this team, I was the leader. My responsibilities were general gameplay design, conceptualization, 3D modeling most of the assets, creating the characters, ragdoll systems, animations, 2D facial animations, character movement, camera system, the slingshot system, scripting a majority of the general systems, designing and modeling most levels as well as touching up and decorating other levels to ensure a consistent aesthetic, Modeling and scripting all the traps, assisting with the interaction and AI systems, and a lot of bug fixing and cleanup. Though not nearly enough, as this project did still end up buggy in the version we submitted to the jam. I have since done a post release patch that fixed the most major bugs, so it is in a much better state now.
We decided to go with the theme of "Light Mode / Dark Mode", and so came up with the idea of a character that can switch between these modes at will to blend in with his environment. This game pulled some inspiration from Metal Gear Solid 3: Snake Eater and aimed to be a general third person stealth game that uses traps as a main mechanic. This project was also my first time creating a toggleable camera perspective, and I was shocked at how difficult keeping the rotations consistent between camera swaps really was. The movement aimed to be more strategic rather than platforming focused like my other projects, and my level design had to adapt accordingly.
The team consisted of Conor, who handled The sound design and general scripting assistance, Almost_Friday, who was in charge of the AI systems, color blending systems, and various scripting assistance, Surpy, or snowcactus, who was responsible for the picking up and trap systems, as well as playtesting, and BigNic69 who handled the soundtrack. Within the jam there were 496 entries. Of those entries we placed #275 for the fun category, #144 for originality, #114 for presentation, and #88 for theme. These results are alright, but the fun rating is particularly impactful for me. That ranking is much lower than I would like on what I would argue is the most important category, so I have some big lessons to take from this game going forward.
It seems like this project's strongest point was it's aesthetic, as we have received a lot of positive feedback on that. I had a lot of fun designing the overall look by designing levels, creating and modifying textures, creating art exhibits, and animating characters in the somewhat over the top cartoony style we had envisioned. I pulled some inspiration from games like Snake Eater, Hitman, and Zelda throughout development for systems, but as far as the aesthetic we were looking to stuff like this fight from Samurai Jack, or Bad Apple. Basically just anything with a really high contrast, almost 1 bit aesthetic. We did end up adding more detail and some shades of gray, but I still ended up very proud of the look.
I took a lot of lessons from my previous project, MECHROIDVANIA, and made the movement here a lot more basic and snappy as well as placing less of an emphasis on platforming. The movement pulls from Metal Gear Solid 3: Snake Eater quite heavily, but I added a lot of my own tweaks and adjustments that I feel make it more unique. You have a walk, run, jump, crouch, crouch walk, and roll. You can use these abilities to sneak around and stealth past enemies.
What I would change
What this game needs is more polish, bug fixing, and content. I think in general the ideas hold up, I would just like to polish and implement more features. Enemy variants, more traps, better levels, more mechanics, etc. Mainly I just wish we could have pushed the AI a bit further, That is a very important part of the stealth game back and forth.
This game was created during the 2023 Metroidvania Monthly 21 Jam. The prompt was simple, make a metroidvania game in a month. I formed a team of mostly new faces, people I met through the discord, plus one familiar face, and started brainstorming. Within this team, my responsibilities as lead were designing the core game, assigning roles in the team, scripting a majority of the systems, character movement, 3D Modeling the entirety of the game, designing, building, and decorating all 3 levels, designing and helping implement the UI, and assisting the team whenever they needed help. We also had a person handling creating and implementing all sound effects (Patrick Pierce), a person assisting with UI and various scripting (George Marshall Jr.), Another person assisting with scripting (Bushra Ashraf), a lore person (Oldkingcrowe), and a soundtrack person (Bignic69). We settled on making a robot-themed, 3D metroidvania about exploring an abandoned space ship. The jam had a total of 91 entries, and of those, we placed 16th. The judging was based on 4 criteria, those being enjoyment, execution, sensory, and metroidvania. For enjoyment, we placed 3rd. Execution, we placed 14th, Sensory, we placed, 24th, and Metroidvania we placed 18th. Overall I am very proud of this project and am happy with the rankings, but I still made some mistakes and learned a ton.
This project taught me a lot about scope and leading a team. Even as a 6 man team with a full month, we ended up with far too large of a scope and had to cut major content. Still, I had a ton of fun, got to meet some cool people, and made something I am very proud of. One of the people who played the game for the ratings portion of the jam recorded their first experience with the game, which I found very enlightening to watch. You can see the recordings here. I took a ton of notes from these recordings, and while I found some portions painful to watch as I realized I had accidentally lead them barking up the wrong tree in some sections with my level design, I still found it overall very fun to watch. This was just an indication of the bigger problem that we did not have enough time to playtest this project properly, so some aspects of the level design are still unintuitive.
As this game is a Metroidvania, a large focus was the upgrades. We had a toal of 10 upgrades. These included a shield upgrade, a health upgrade, and a battery upgrade, each split into 3 pieces and hidden throughout the levels. We also had a dash upgrade, a sword upgrade, a missile upgrade, an electric prong upgrade, a long distance electric prong upgrade, a homing missile upgrade, and a vertical boost upgrade. All of these upgrades were fully implemented, with puzzles and scenarios designed to test your understanding of them. These upgrades all also physically changed the way your character looks, with the robot looking more and more bulky over time.
What I would change
I think that given more time, I would have liked to polish these upgrades more, and create more exciting uses for them. Some were underutilized, such as the missile upgrade that essentially is only used to shoot targets and turrets, or the sword that just breaks wooden barricades and turrets. I think if we had more time to implement enemy types we could have created some really cool combat scenarios. I also think that more upgrades and weapons could be fun, although that is far from necessary in its current form.
The character movement in this project was something I was overall happy with, but also could use some improvements. I went with a more chunky, heavy style of jumping for the character. The movement was based on the general movement script I outlined here. On top of various tweaks to get it working well with a third person character as well as cleaning it up to work within this new project, I made the character have lower air acceleration, and I made two different styles of jump. If you jumped while moving, you had a more horizontal focused, forwards jump. This was good for clearing small gaps. If you jumped while stationary, you had a more vertical focused jump, which was good for scaling tall obstacles. I did all this to made the robot feel more weighty and to made every jump feel deliberate and technical. The character's movement also changes throughout the game via upgrades the player collects. In particular the dash upgrade, which also unlocks the ability to do a dash jump. The dash jump was received very well, and was a highlight during playtesting for me as well.
What I would change
The jump ended up a bit controversial, with some reviews finding it tedious. In my opinion, what actually lead to the complaints about this system was the level design. Sure, the values could be tweaked quite a lot to make the jump overall feel better, I think the slight delay for jumps was a mistake, but I still like the design concepts behind it. I think the levels were simply not designed with such a character in mind. There are points where you are expected to do many, many vertical jumps in a row and those are simply not very fun to use in succession like that. If the levels were designed in a way where you occasionally used a vertical jump here and there while exploring using the more satisfying and versatile horizontal jump, I think it would be a better paced experience.
I think the puzzles generally ended up very effective. Since I had a lot of tools to work with thanks to the wide variety of upgrades we had, I had a lot of choices for how to test the player. I think that a lot of the secret areas tested the player's memory, as many of them required you to come back with the proper upgrade later. Some of them also tested the player's ability to combine these upgrades and use them simultaneously, such as dash jumping around a corner to shoot a target with a missile. Overall, I seemed to get good reception with the puzzles. The only place I feel they got a bit too confusing was in the ship level with the gravity swapping segments. I also feel that some of the puzzles are far too simple and end up being more just platforming challenges than anything else.
What I would change
I think the biggest, most glaring issue with the puzzles in their current form is conveyance. It's really unclear if what you did solved the puzzle, what solving the puzzle did, and if you have a time limit to capitalize on it. I think this is a combination of some poor level design, audio design, and puzzle design. The player should solve the puzzle, then be able to readily see what solving that puzzle did, ie a cutscene or a well placed landmark, then hear a queue to solidify that they in fact did the right thing, and know what to do next. There are times in this project you will solve a puzle without even realizing it, such as the gravity flipped homing missiles puzzle. I also think the complexity of these puzzles doesn't follow a natural difficulty curve, some are barely even considered puzzles whereas others are made to be way more complex than inteded due to the conveyance issues mentioned before. Overall, the puzzle design is a good start, but it needs to be overhauled in a few large way for me to be totally confident in it.
This game was created during the 2022 Gamemaker's Toolkit Game Jam, following the theme "Roll of the dice". This jam took place over a 2 day period. The entire process was livestreamed, and as you can imagine that is a long recording. Its broken up in three parts, here, here and here. My friend Conor and I were the only ones working on this project, so we both had to carry a lot of weight and I learned a lot about the importance of taking breaks. The last stretch of this game was very hard for me as I hadn't slept the entire time and I was making mistakes and often times doing more harm than good, so I have taken the lesson from this that I need to designate times to allow myself to rest, even when under time restraints. The game we ended up making was a sort of Persona or Pokémon styled dungeon crawler, with two separate gameplay types. One half was the dungeon exploring, and the other half was the battling sequence.
This section of the game was centered around moving throughout the map using a grid based, simple movement system, avoiding enemies, collecting extra dice pickups, and opening up routes to the ending of the game. The grid based movement was partially a time restriction compromise, and partially an excuse to experiment with alternate movement systems outside the first person controller we had used for the previous two projects. I think it actually worked quite well, and if I revisited this project I feel I would leave the movement system in-dungeon conceptually intact, just upgrade and iterate on it. We also developed a dynamic camera system that allowed each grid to have the option to have its own camera angle, allowing us to make the introduction of enemy encounters more interesting while also leading the player to important areas. The goal of the player throughout this section is to explore and reach the ending of the game, which requires the player to have a minimum of 250 dice to pass. This goal is presented somewhat soon to the player to encourage motivation.
What I would change
I would have liked to add some content to the overworld. Something beyond the simple doors and enemy encounters. I feel that some overworld puzzles where you need to use your simple navigation in some clever ways, perhaps some simple box pushing puzzles or sections where you needed to dodge or avoid threats in the overworld. I think some changes like that would have really helped this section feel more necessary. I also do regret not getting the movement to adapt relative to the dynamic camera, there are some sections where that gets very frustrating.
This section is meant to be similar to a JRPG like Pokémon or Persona battle system, but the battle is instead about rolling a better hand of dice than your opponent. At the start of the battle, there is a prompt given to both the player and the monster, for example, "Roll 3 evens". The monster and the player will then race to roll that hand. If the monster rolls it first, the player loses HP as well as one of their dice, vice versa if the player rolls the required hand. Once the required hand is rolled and the penalties / rewards are given out, another prompt is given. This repeats until the player runs out of dice or hp, which sends them back to the beginning of the map with less dice, or the monster's hp or die count is reduced to zero, which then defeats the monster and gives the player all of the monster's dice. The goal of the player throughout their battles is to amass a large amount of dice, which will make their odds of completing the prompt much higher. As they progress though, the prompts get more and more demanding. The amount of dice that enemies start with also increases as you progress, so the challenge stays somewhat consistant.
What I would change
This section desperately needs some player interaction. The original intention was to allow the player to lock some dice, similar to Yahtzee, but time restraints forced us to make some compromises and this was the toughest one one this project for me. So to compensate for this lack of player input we instead relied on the spectacle of having a large amount of dice, but that can only carry you so far. Aside from the obvious technical issues that are inevitable given the time restraints I'd also like to add special dice into the mix. Maybe some dice with better odds, maybe some dice you can steer and control your odds, maybe dice with debuffs you can send you your opponent, maybe even dice that act more like spells that damage your enemy based on the roll, maybe team battles, there is a lot of untapped potential with this system. I think ideally the quantity of dice would come way down and the player interaction would go way up, making for a more tactical experience.
This game was made as a part of my "Software Engineering" course. The prompt was broad, simply form a team and make a piece of software before the end of the semester. We had assignments and goals to hit, but the choice was ours as to what type of software to make. I, of course, chose to make a video game. I formed a team of people that agreed that making a game seemed fun and we got to work. I formed a discord for us to communicate and check in with each other on and we had our first brainstorming session where I pitched an idea I had for a game a few years ago, "Swallowed Holl". A majority of the course was dedicated to learning software engineering concepts and creating charts, reports and progress updates following these guidelines. This was all very helpful but in hindsight I do wish more time was dedicated to actually developing the project. Towards the end of the class we did have an allocated time where our only assignment was to work on the project and that was easily the peak of the class for me. That was where we really made the most progress as a team and I learned a lot about simultaneously working on a project using a version control software, in our case Github.
The idea of the game is that you would be playing as a test subject who is testing whether or not a new, experimental "virtual food" would actually sustain someone. As a result of eating this virtual food you would discover the existence of a parallel world, called "Holl". You also gain the ability to physically move between Holl and the real world instantaneously, but it costs hunger. So the core concept of this game is solving puzzles and conquering platforming challenges using this world swap mechanic while balancing your hunger meter. Holl and the real world are very similar structurally, but have differences in the details. There is also a drastic difference aesthetically between the two. I explain the world shift more mechanically here. This project used the first person controller outlined here.
The puzzles in this game were quite interesting, as the world shift mechanic is very open ended. It lends itself well to a wide variety of uses, and I feel like we just barely scratched the surface here. Nevertheless I am quite proud of the ideas we came up with and implemented in the 2 levels we created, you can read more about them here and here. Here's an example of how the world shift can be used for puzzles. If there is a solid wall in the real world you want to get on the other side of, but an opening in Holl, you could simply shift to Holl, walk through the opening, the shift back to the real world to get on the other side of that solid wall. This idea is pushed further in practice. The key here was getting other objects to interact with the world shift in interesting ways. Making platforms that are only visible in one realm, objects that can or cannot be carried with you into the other world, doors that only open in one world and not the other, getting these systems to all work together was key in designing puzzles.
This game also had a good mix of platforming, although at times it was harder than I intended it to be. On the platforming side there were a lot of ways to make the world shift interesting, like arranging platforms in a way where you have to world shift back and forth between each platform to make it across, or falling down a pit where you have to world shift to avoid certain obstacles along the way. The character controller had to be modified a bit to make it work with this system well, as well as adding a new mechanic entirely, "The Hunger Dive". This dive allowed me to extend platforming challenges even further. Often times though, the puzzles and the platforming were happening simultaneously.
What I would change
I would have liked to have explained the world shift mechanic in game a lot more elegantly. I felt like having the NPC's just explain everything was a bit of a compromise. I also had about 4 levels sketched out and designed but could only really implement one of them, So I do wish I had more time to make the levels I had designed. I think the tutorial level also needs a complete overhaul, I think it is weirdly difficult without intending to be and focuses on too many other mechanics which doesn't give you enough time to familiarize yourself with the basics of the world shift. I also think the levels could have been decorated a lot more, most of the areas decorations are just mechanical.
This game was made as part of the Spooky Scoopy Scorpy Jam. This jam was a 10 day long experience where we were given a .zip file of various 3D models, images, and sound effects that we were required to use, as well as being given the direction to make it spooky. As a result there are some aspects of this game that are very out of place, obscure, or are inside jokes the average player would not understand. In my opinion the best way to experience this game is to watch Scorpy, the host of the game jam, play it, since he was really the target audience here. He catches all the inside jokes and notices which assets are required from the jam and which are original. You can watch that here. You can also see a livestream of some of our process here and here.
Our idea for the jam was to have a game where you get chased around by a crazy cowboy while you have to manage and trade various currencies to try and afford the endgame item, a gun. The loop is the player runs through the neighborhood, gains some currency by trick or treating, and then enters the ghost market. They then trade those currencies into whatever currency they currently want, whether its to store in the bank or purchase an upgrade, then they pay the remaining amount of currency they have on them to re-enter the neighborhood. They can then do that over again until they have saved up enough for whatever goal they are working towards. Within these loops the cowboy changes and gets more angry the more houses you trick or treat at, which progresses him through his phases. Each phase increases his accuracy and aggression. The cowboy resets to his default phase each time you re-enter the neighborhood, though. This project involved many complex systems, including an AI for the cowboy with multiple phases, trading posts you could trade your coins with, people you receive currency from, a bank to store currency in, and a shop to purchase items in. Some of these systems are explained more in depth here. This project used the first person controller outlined here.
This section of the game was host to the Cowboy AI and the trick or treating mechanics. There was some light platforming and puzzling for you to navigate through, but the core of this area was avoiding the cowboy AI that constantly hunts you down. Each house has some sort of decoration, inside joke, or gimmick. They also always had an inhabitant, who you could talk to once per cycle to gain a random amount of a random currency.
What I would change
I think this area needed more depth for sure. More platforming and puzzling would help, as well as some better rewards for exploration. I think finding hidden caches of coins, shortcuts to different areas, methods to slow down the cowboy, secret houses or places to trick or treat, more variety to the houses, and actual 3D models and animations for the inhabitants would go a long way to make this stand on its own more. I also think that each cycle should be somewhat randomly generated, maybe the houses shift around or certain houses are inaccessible on some loops, maybe there are special houses that rarely show up that have a large amount of some currency, stuff like that.
This area was host to the currency trading part of the game. Here there are various vendors that all give you one type of coin in exchange for another. There are also some NPCs to talk to, as well as the bank and the shop. This area is pretty purely mechanical, the meat of the game is here is just thinking through your trades and knowing your goal. For example, if you want 10 Polar coins to unlock the double jump, you would find the vendor that sells you Polar coin and see what he asks for. If you already have some of that coin, you would just straight up trade him and receive your Polar coin.
If not, you would look for the vendor who trades the coin you need to trade with the Polar coin trader and trade for that, then go back and trade for Polar coin, so on and so on until you have traded all your coins into that one type of coin, then hopefully by that point you have enough. If not, you can store your coins in the bank, but the bank only takes one type of coin and that coin changes each cycle. So once again you will need to do some trades to be able to store your coins away so you don't lose them all when you re-enter the neighborhood.
What I would change
I think that for what this area is trying to be it is actually quite effective. This section does not really need to have more fun and interesting mechanics as it is meant to be the boring currency trading part of the game that makes you excited to go trick or treating again, so really most of the fun should be in the neighborhood. That being said I do think there could have been some exploration aspects thrown in to mix stuff up. I also think we could have gone further on the crypto comparison and have the values of coins fluctuate over time. I do think some degree of quality of life improvements could be made here with the trading and the UI, but again I would not want to go too far with that as the tedium of trading and the annoyance of keeping track of what currency you need is meant to be a motivator toward you hating the cowboy for making you do that and fuel your desire to escape it.
This was our first time doing a complete project. This was done for a local game jam, which this entry managed to take first prize in. The jam took place over a 2 day period and had the prompt "I'll Be Back". People took this prompt a lot of different ways and there were about 8 different interpretations of it at the end of the jam. Our idea was a game in which you play as a zombie who had been exploded into multiple pieces trying to pull yourself back together. So throughout the game you would play as each limb, that being the two legs, the two arms, the head and the torso. Once you collect all the parts together you can play as the completed zombie, but you will often need to split apart again to solve certain puzzles or complete platforming challenges.
Each limb had its own special abilities, for example the arms could open doors, the head could fit through small places and get a high up vantage point with its bubble gum floating ability, and the legs could move at high speeds and jump high. So you may need to detach your head to squeeze through a vent and press a button on the other side of a door, detach your arm to open a door, or detach a leg to run and grab something very quickly. The core of the game was using these abilities to reach the ending of the level while collecting coins and bones scattered throughout the level. These currencies did not serve much of a purpose outside of the completionist aspect of it. I did have a lot of fun hiding these collectables though, and I still think some of the exploration puzzles hiding them were pretty good. I was also particularly proud of the way the head moves around, being a physics based bouncy object you steer around by exerting forces on it. If used correctly, you can manage to gain some high speeds.
What I would change
This being our first completed jam, there is a ton of stuff we could have done better as far as optimization, polish and efficiency go. That all aside though one of the big misses for me on this project were the fact that the legs and the arms were the same as each other. We intended the left arm to be quick and agile, opening doors and what not while the right arm would be heavy and weighed down by jewelry, allowing it to press down buttons and push over heavy objects. Same idea with the legs, we wanted to have one wearing roller skates and one hopping around, one for speed and one for jumps. Due to time restraints we compromised to what is in the game. We also put zero effort into explaining the mechanics or anything about the game at all, it just flies right into the game and expects you to figure it out. There is even a mechanic the head has that is never explained in the game and is required to solve the first puzzle, definitely a big misstep. So any sort of tutorial would have been hugely helpful. I also think we have come a long way as far as 3D modeling and animations go, especially me since I knew absolutely nothing about it on this project and focused on the scripting side of things.