Made for the Secret Santa Gamejam, Vinekid is a short pixel platformer where you play as a potted plant who can swing from a vine. I did all the code, art and design within a month long window - which, admittably was pretty bad timing since I had finals at the same time. This was also one of my first games I really focused on audio with, spending a lot of time designing the SFX and writing custom helper scripts to randomize pitch and play multiple audio clips simultaneously. I consider it one of my better game projects!
2018 - 2020, Cancelled
Tussle Punks is a local multiplayer platform fighter based on a bunch of characters I made. Each character has a completely unique moveset, with the goal of having each character feel almost like they came from a totally different platformer game, but for them to still work together as a cohesive whole. It was my most ambitious project to date, but sadly I’ve put it to rest after 2 years of development due to personal reasons. You can still download the most recent build and play with it, though!
MassDIGI Summer Innovation Program
Raccoon Revenge is a game I made during the 2020 MassDIGI Summer Innovation Program. You play as Snatcher, a raccoon theif, trying to steal back your garbage in a top-down stealth environment. I was responsible for most of the core mechanics programming, some UI work, and some graphics here and there.
January 2020 - August 2020
For 2020, I decided I was going to make at least one drawing every day. Not the best year I could have picked, but I stuck to it - until I got a repetitive stress injury sometime in August. Whoops. I managed to get 205/366 drawings done, isn’t too bad. You can check out every drawing in reverse order here.
Just Dig Down
Gamemaker Studio 1.4
Just Dig Down is a remake of an old unfinished project, creatively titled ‘Dig.gmx’. In both games, you dig down endlessly, harvesting rare gems and minerals to rack up a highscore while avoiding subterranean hazards. The newer version has mobile support, much nicer graphics, sounds, and a nice layer of polish. For my first mobile game, it came out pretty well.
ANYKEY started as a Unity test project, that eventually ended up being my first game published on Steam. Designed as a sort of party game version of a simple mobile game mechanic, you control a small spinning circle, holding down your respective key to spin, and releasing to continue straight. The goal is to avoid running into the border, and complete as many loops as possible. By far my most successful game.