🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles

Gamkedo Club

These projects have all been created by members of Gamkedo Club practicing team game development together online.

Steal mechs, infiltrate the enemy base, and obliterate opposition. Inspired by Metal Warriors.
Play in browser

Developed Jan 7 - Apr 8, 2018

Project lead, Robo Warrior model, pilot sprite, win state, goal UI, mech collision code, weapon slot icons, health code, mech stealing feature, scene transitions, pause menu, addl. code for drones and mines, story text, level select, mission details, progress saving, assorted bug fixing, addl. level design: Jeremy Jackson

Mech animation state integrations and related programming (Robo Warrior, Cassowary, Ostrich, and Kiwi), minimap, gameplay cursor, mech turning code, enemy vision code, slope navigation, jetpack player movement, various refactoring and project organizational cleanup for readability, detecting/stopping friendly fire: Randy Tan Shaoxian

Weapons code (both overall system as well as authoring lasers, turret, homing missiles, canisters), in-game user interface icons and implementation, weapons graphics and related visual effects, shell ejections, dust particles, mine explosion, assorted physics error debugging, support for starting weapons, player uniform, sprite shattering code: Kornel

Animations and related activities (ex. weight painting, rigging fixes) for Robo Warrior, Cassowary, Ostrich, and Kiwi: Charlene A.

Winged Spawn mech's modeling, rigging, animation, and implementation: Sergio Solorzano

Models for 3 Mechs (Kiwi, Cassowary III, Ostrich IV): Nick Fewkes

Music for credits and city level: Lou Herard

Enemy Base level, drones implementation, elevator and door code, early refactoring and bug fixing: Rémy Lapointe

Enemy AI, space station level, selection of space backgrounds (public domain, courtesy of NASA), city foreground decoration greeble and lighting art, boundary checks, enemy removal effects, story text, voice over, experiments (unreleased) with gamepad local multiplayer: Christer "McFunkypants" Kaitila

Menu scene, platform models, mech colliders, addl. tuning, city background mech model (Robo Knight), mine model (updated): Daniel Viruet

Mines code (and original model, not shown), camera zoom code improvements: Miles Robson

Action sound effects, controls guide, several background songs: Vignesh Ramesh

Intro text sequence (writing, code, and display of wireframe): Christopher McLaughlin

Kiwi integration, addl. texturing for Cassowary: Andy King

Robo Warrior rigging, menu buttons, sound and music sliders : Nicholas Polchies

Ostrich integration fixes, shield tweaks: Caspar "SpadXIII" Dunant

Initial physics-based movement, shield ability implementation: Gerard Belenguer Prous

Ambient loop, shot sound: Drew Disher

Addl. mech design (Golden Goose): Dan Lazar

Initial jetpack and mech enter/exit prototype, background city model (level 1), tutorial area, minor last minute bug fixing or late integrations: Chris DeLeon

Testing (non-member): Tyler Crouch

Race against time to save humanity.
Play in browser

Developed Jan 7 to Mar 11, 2018

Project lead, Programming, Game art, Music and sounds, Game logo, Level Design: Vignesh Ramesh

Particle effects, Smokescreen powerup, Screenshake, Pool-ball car collisions, Music(draft monk), Level Design(Level 8), Screen display optimization, Menu screen, Random level generator: Christer "McFunkypants" Kaitila

Play testing, Code Refactoring, Overhead Spaceships code, Drop bombs: Tyler Pederson

Fade in story, Mine shoot functionality, Timer Powerup, Game-over Screen, Firebase Integration: Jenna Johnson

Initial code, Dead car art, Laser turrets, Mines, Best-time mode, Enemy car AI smoothen: Chris DeLeon

Invincible powerup, Pause screen and Skip story functionality, Frame rate optimization: Caspar "SpadXIII" Dunant

Initial enemy AI, Bullet-car collisions, Line of sight for enemy AI: Jeremy Kenyon

Perspective Building art, Timer and Health display: BazZy

Play testing, Particle effects (collectibles): Ezovex Dickson Goh

Background music(Escape to the core), Uniform random numbers: A. Joël Lamotte "Klaim"

Inverted steering, Turn rate bug: Drew Disher

Frame rate Optimization: Jeremy Jackson

Background music (Clash Legends): Asix Jin

Ack-Ack / Paratrooper-like classic made by Gamkedo Club Nov 2017-Feb 2018
Play in browser

Developed Nov 5, 2017 - Feb 25, 2018

Lead/pitch, core gameplay code, parallax support, split fire modes, upgrades between stages: Chris DeLeon

Wave beam, laser attack, missiles, level code, two player mode, organized refactoring, ice sliding, progress bar, carnage mode, laser ship code and art, logo and title menu animation, sound code, end sequence code and ending story writing, crystalline coast and computer background art: Terrence McDonnell

Winged alien art, shooting trooper, planes falling, debug mode, music code, help screen, score bug fix, spaceship art (non-gunner), splash screen, tank body art, 3 songs (lv 1, lv 2, and splash): Vignesh Ramesh

Bomb flash, game over tint, pause code, game over songs, scene skipping, health hearts: Herleen Dualan

Optimizations, readability and reuse recfactoring, title menu background art, audio sliders, menu mouse support, recovery frames: Nicholas Polchies

Item support, shield item, health item, firemode item, space debris code, spawn bug fixes: Jeremy Jackson

Sparkle and black hole art, taco art and code, images for shield/firepower/black-heart, testing: Mary Brady

Bug fixing (many!), inertia, round summary with stats, tuning refactoring, debug features: Ash Simmonds

Collision code, vector math code, bomb attack code: Lou Herard

Game over animation sequence code, cannon-style-per-stage code: DynoKhan

Laser ship bug fixes, browser shortcut key support: Gerard Moledo

Particle code, time of day sky code, crosshairs, art outlines: Christer "McFunkypants" Kaitila

Custom turret art, additional bug fixes: H Trayford

Gunner plane code: Caspar "SpadXIII" Dunant

Gunner ship art: Kyle Thomas

Planets background: Jose Contreras

Layout redesign for round stats screen: Renaud Marshall

Particle effects art, image flip code: Cameron Button

A relaxing first-person puzzle/exploration game set on a small world

Developed Nov 20, 2016 - Apr 23, 2017

Project lead, design, programming (game play, tools), 3D modelling (plants, props, structures), environmental design: Tim Waskett

Narrative: Chris Markle

3D modelling (planet), environmental design: Nick Baker

3D modelling (props, pyramid, scarecrow), sound effects: Micky Turner

3D modelling (props, buildings), play testing: Caspar Dunant

3D modelling (clouds, flowers, statues), play testing: Christer Kaitila

3D modelling (character), play testing: Chris DeLeon

3D modelling (rocks, snowman): Oasis Rim

Play testing: Jeremy Kenyon, Diego Souza, Marcus Silva, JL Evans, Sergio Solorzano, Matthew Ko

Planet editing tools: Reid Alford

A racing game with sensors
Play in browser

Developed Dec 3 2017 - Feb 11 2018

Team lead, initial prototype, level editor, code, Sil's Track, track layout for Dirtopolis and Speed City: Caspar "SpadXIII" Dunant

Car art, sounds, song: Mystery and menu, track Purple Stretch, randomize background sounds: Vignesh Ramesh

Track art for Dirtopolis and Speed City, overlay track image mechanism, tire tracks, car driving tweaks, lap timing, particles, track surface code, logo, sound effects, sounds/music implementation: Christer "McFunkypants" Kaitila

Lap timing: Marc Silva

Mega Track X: Dan Lazar

Neon Raceway: Gerard Moledo

Bronze Corridor Track: Chris DeLeon

Upbeat Song: Michael "Misha" Fewkes

Menu2 Song: Asix Jin

Sharks, crabs, eldritch beings, the horror!

Developed Jul 30 - Dec 17, 2017

Lead developer, concept design, main programmer: Jeremy Kenyon

Radio model, airlock door, ambient sound, glowing glyphs, seabase models and textures, voice acting: Andy King

Goblin shark and spider crab models, procedural creature animation, airlock door animations: Tim Waskett

Flashlight coding, lighting, character controller polish, lighting design, main menu, sealab design, sonar scan effect: Nick Polchies

Inventory programming and art, underwater carrier background, arm chair model, diving propellor model: Sergio Solorzano

Audio programming, sound effects, music: Michael "Misha" Fewkes

World design, seabed terrain, lab spaces and models: Simon J Hoffiz

Greebles, pipes, wires, control panels, tubular habitat meshes, crashed airplane mesh, schools of fish, particle systems: Christer "McFunkypants" Kaitila

Flask, beaker, and bunsen burner models, voice acting: Vignesh Ramesh

Enemy swarning A.I., creature spawning code, swarming logic and gameplay: Cameron Button

Diving helmet HUD design: Marcus Silva

Notebook model, beaker model, picture frame model: Nicholas Fewkes

Additional character design: Dana Alcala

Voice acting: Eugene Meidinger

Flashlight improvements, UI polish: brk_zp

Mug and plate models: Cindy Rel Lee

Tube worm model: dtderosa

Compass icons, portal particles: Chris DeLeon

Gamkedo club bullet hell shoot-em-up
Play in browser

Developed Nov 19, 2017 - Feb 4, 2018

Project lead, main code, wheel, background: Cameron Button

Art and code for slimes, wizard: Marc Silva

Player-enemy collision, enemy spawns code: Jose Contreras

Optimizations, mute on focus loss: Nicholas Polchies

Sword functionality: Dan Dela Rosa

Shadows, audio manager, vampire mode: Jeremy Jackson

Player character sprites: Jerry McClellan Jr.

Slug enemy: Rémy Lapointe

Main rock music: Herleen Dualan

Boss music: Michael "Misha" Fewkes

Main menu, health bar functionality, game over: Barış Köklü

Crates and stone walls: Kyle Thomas

Monocle Monarch sprite: Asix Jin

Hearts, wheel art, knockback, gamepad, lighting: Christer Kaitila

Shot collision code: Eugene Meidinger

Menu music, shooting sounds, hit sounds: Vignesh Ramesh

Player sprite integration: SirKawaine

Good lil dungeon crawler
Play in browser

Developed Aug 27 - Nov 5, 2017

Project Lead, Character Design, AI, Some Animations: Marc Silva

Collision, Item Physics, Tile Behavior, Debug Interface: Christopher McLaughlin

Room Design, World Navigation, Level Editor: Terrence McDonnell

Sound Effects, Attacks, Player Death & Animation: Christer "McFunkypants" Kaitila

Environment Art, Enemy Attack Class, Fire Spell: Hadi Y.Q.

Menu and Background Music: Simon J Hoffiz

Boss Fight Music: Thomas Kresge

Slug Roll Art, Slime Munch Art, Poison Cloud Art: Rémy Lapointe

Pit Tiles, Attack Collision Balance Balance, Range Attack: Ezovex Dickson Goh

Fireball Key Update, Box Sound: Barış Köklü

Tiled Setup and Configuration, Tiled Spreadsheet: Sigrath

Change Anim on Walk Direction Code, Web Sound Code: Semih Yıldız

Key Input Bug Fix, Room Debug-Nav, Collision Bug Fix: Chris DeLeon

Fix Automatic Sizing of Canvas using CSS: Renaud Marshall

Swap Anchor Sprite with the Proper Bone Sprite: Orels1

Stop the robot invasion in fully-destroyable Earth ruins

Developed May 5 - July 31, 2016

Lead, Gameplay Code, Destroyable Buildings: Chris DeLeon

Art Lead, Robot 3D Models+Textures, Terrain, Research Buildings: Angelo Gazzia

Models for Wrecking Hovercraft, Fusion Core, and Fusion Collector Tank, also Sound Effects: Micky Turner

Tractor Beam, Giant AI, Explosion Effects, Collection Mode, Rocket Model: Jeremy Kenyon

Original Music: c:games

Addl. Story: Steve Palley

Addl. Fire and Sky VFX: Tim Waskett

Stylish isometric Sokoban with original block types
Play in browser

Developed Oct 1 - Nov 19, 2017

Project Lead, Original Prototype, Tile Editor and Exporter, Bedspread Puzzle, Quantum Tunnel Puzzle, Magnet Block Logic & Art: Christopher McLaughlin

Background Animations, Random Puzzle Generator, Particle Effects, "Rooftops" Song, Game Logo: Christer "McFunkypants" Kaitila (download/like/share the song via his SoundCloud)

Ghost Block Logic & Art: Zak Ali 

Main Menu, Level Selector, Transition Effects, Icy Maneuvers Puzzle, Just Pick One Puzzle, Strong Strong Magnets Puzzle: Rémy Lapointe

Goal Tile Logic, Wireframes, Menu Work, Quantum Hard / Ghostbusters Puzzles: Eugene Meidinger

Gameplay Programming, Various Block Logic & Art, Magnet Puzzles: Marc Silva

3 Introductory Puzzles: Chris Deleon

The journey of Little 2-bit; a shmup made at Gamkedo.club
Play in browser

Developed Jul 20 - Oct 23, 2016

Project Lead, Coding, Life/Health Art: Caspar Dunant

Rocket Art: Jeremy Kenyon

Story, Energy Ball, Rocket, and Space Ship Art: Chris Markle

Player Shields: Chris Karpyszyn

Tile Map Code, Stars Parallax: Chris DeLeon

Turrets Art: Mykola Mykhailytskyi

All Sounds: Micky Turner

Cave Level: C: Games

Level Design: Eric Andrade

Menu Music: Thomas Kresge

Bosses Art, Enemy Art, Playtesting: Oasis Rim

Page Styling, Weapons Art, Power-Ups, Turret Projectiles Art: Ashleigh Morris

Canvas Scaling, Playtesting: Nicholas Polchies

New missions and features for Critical Alpha

Developed Oct 30 2016 - Jan 15, 2017

Reboot (Afterburner) team lead, ground obstacles and vehicle AI: Nicholas Polchies

Original (Critical Alpha) team lead, gameplay, menus, 1992 3D models, 1910 trees/blimp, and mars base: Tim Waskett

AI collision avoidance: Reid Alford

WW1 plane models (SpadXIII and Fokker Dr.I): Caspar Dunant

HUD design and programming, camera shake: Patrick Nugent

Spaceship models, X-29 cockpit, tank models, missiles: Chris DeLeon

Crystal aliens and alien projectile effects: Jeremy Kenyon

Sound design and music: James C. Hoffman

Space ambience: Micky Turner

Special Thanks for procgen terrain tutorial: Sebastian Lague (not a club member)

Sci-fi themed optics-inspired puzzle game
Play in browser

Developed Mar 3 - Apr 12, 2016

Project Lead, Programming (Game Mechanics): Erik Verlage

Programming (Level Editor): Andreas Lathe

Programming (Menus, Audio): Marcus Silva

Artwork (Sprites): Dionell Macabugao

Programming (Cutscenes, Animation Code): Chris DeLeon

Sound Effects and Tracks: Thomas Kresge

Story: JL Evans

Level Design: Tim Waskett (10, Internal Reflection; 10, Mixed Mechanics), Erik Verlage (8, Tutorial), Marcus Silva (1, Curves), Dan Lazar (1, Reflection Brings Two Together)

A heist game. With ketchup.

Developed Aug 20 - Oct 15, 2017

Project lead, Programmer, 3D Models: Oasis Rim

Programmer, Door models
Ketchup Packet model and animation: @brk_zp

Inventory programming and UI: Sergio Solorzano

Dinosaur exhibit, Exhibit sign models, Floor light models: Christer Kaitila

Background music: Thomas Krege

Ketchup Guard model, Velociraptor model: Cindy Rel Lee

Thinking Shark model, Sunbeam paintings: Tim Waskett

Palm tree painting: Dana Alcala

Ketchup bottle earring and Cave paintings: Sigrath

Blue and Green abstract paintings: Chris DeLeon

Role Playing
Play in browser

Developed July 16 - Sept 17, 2017

Project lead: Rémy Lapointe

Spell autocomplete programming, collision detection: Michael Noronha

Collision detection, "Life Drain" and "Toxic Cloud" spells: Terrence McDonnell

Particle and sound systems, castle library and dojo backgrounds: Christer "McFunkypants" Kaitila

Overworld and main music themes: Dedrick Sarzaba

Jellyfish and chicken monsters: Cindy Rel Lee

Eyeball monster: Christopher McLaughlin

Poison mechanics: Barış Köklü

Lizard monster: Sergio Solorzano

Zombie monster, monster sounds: Dana Alcala

Forest background: Mary Brady

3D turn based artillery shooter with funny voices

Developed Jan 2 - May 21, 2017

Project lead, sound code, main menu, models (artillery shell, sharktooth bomb, pillar shot), clusterbomb code, unicorn hat, one-liner writing: Jeremy Kenyon

Network code, lobby UI and code, items pickups, chat, turns and ammo UI, voronoi terrain and procedural spawn locations, player customization menu: Tylor Allison

Voice overs, VO code, models and code for shots (MushBoom and Beet Missiles), arena sand texture, one-liner writing: JL Evans

Voice overs, arena model, banners and flags, tank models, logo, clouds, hats, one-liner writing: Christer 'McFunkyPants' Kaitila

Acorn model, heated air trail effect: Caspar Dunant

Pillar shot concept and terrain deform template: Trenton Pegeas

Menu and tank shot sounds: Micky Turner

Sounds (UI tank selection, tank turn/aim sounds, projectile explosion, and tank hit): Dedrick Sarzaba

UI health bar and power bar fixes, UI ammo model display fixes: Nicholas Polchies

Gameplay Music: Michael "Misha" Fewkes

Lobby Music: Mark Brown

Terrain deformation (as coded for Divine Disaster): Tim Waskett

Radius damage callculation and tank knock back: Lou Herard

Retro ant platformer with powers and puzzles
Play in browser

Developed Jan 7 - Feb 11, 2016

Project Co-Lead, Lead Level Designer: Henry Shotwell

Project Co-Lead, Art / Animation: Jonathon McClendon

Level Editor Design and Programming: Charlie Volpe

First Tile/Jump Code, Support, Brown Rooms: Chris DeLeon

Purple Rooms Level Design: Erik Verlage

Music Composer: Charlie Shotwell

Rescue lost astronauts from space caves
Play in browser

Developed May 28 - Aug 6, 2017

Game concept, design, programming and team lead: Zak Ali

Cavern artwork, animation: Cameron Button

Title, intro, alien art, programming: JL Evans

Game Story and code, alien art, Sound FX: Dana Alcala

Game animation FX, Programming: Ezovex Dickson Goh

Alien art, ship art, cavern sound FX: Andy King

Level Editor (original): Artur Slomowski

Alien AI, sound, particles, juicing code: Christer Kaitila

Original core code, team mentor and coach: Chris DeLeon

Fuel badge: Mary Brady

Jetpack programming: Remy Lapointe

Game soundtrack: Noah Lema

tower defense in space

Developed Mar 7 - Jul 9, 2017

Team lead, programming, AP Tower model, Simple/Faster enemy models, Cube model: Caspar Dunant

Double barrel tower, programming: Rémy Lapointe

Projectiles, explosion effects, music: Christer "McFunkypants" Kaitila

Tower selection, UI setup: Renaud Marshall

UI art, story: Mary Brady

Tower build effect: Nicholas Polchies

Tower build drone model: Andy King

Shooting enemy models, cube models: Cameron Button

Waves timer, UI: Marcus Silva

Level design, programming, gameplay programming: Kornel

Sounds, music: Michael "Misha" Fewkes

Sounds: Dedrick Sarzaba

Black hole: Sergio Solorzano

Discover the secrets of this haunted house's puzzles
Play in browser

Developed Sept 25 - Dec 11, 2016

Lead, Programmer, Level Design, Art: Oasis Rim

Environment Art, TitleScreen Art, Animated Character Art (Bat, Blob, Grey Skull): Matthew Ko

Programmer, Level Design, Art: Chris DeLeon

Writer: Chris Markle

Music: Jessica Fichot

Sound Effects: Micky Turner

Programmer (Sound, Attic Puzzle), Attic Level Art and Design: Caspar Dunant

Programmer (Keys/Doors): Paul Diaz

Environment Art (Study): Federico Leites

Animated Character Art (Pumpkin), Item Art (Flashlight): April Blair

Programmer (Ghost, Kitchen Puzzle Alpha), Kitchen/Bedroom Level Design: Ashleigh Morris

Animated Environment Art (Clock, Sconces, Plants) : Nick Baker

Character Art (Ghost): c: Games

Semi-3D squash in-browser against an AI opponent
Play in browser

Developed Mar 19 - May 7, 2017

Lead game developer (see detailed credits in-game): Sergio Solorzano

Players serve art/code, full screen code, AI: JL Evans

Scoring, AI, title banner: Marcus Silva

Menu programming: Matthew Ko

Credits and Ball hit sound integration: Adam Croft

Menu Music: Nikki Sapp

Sprint and sound mute programming: Ashleigh Morris

Ball bounce trail: Christopher Kocan

Sprint sweat particles: Andreas Lathe

Game scale to full screen, debug support: Caspar Dunant

Sourced sounds, Howler integration, gamepad support: Christer (McFunkypants) Kaitila

Computer AI and game debugging support: Chris DeLeon

Game Testing: Jeremy Kenyon, Trenton Pegeas

Sci-fi hover vehicle destruction derby

Developed Mar 12 - Jun 11, 2017

Project Co-Lead, player motion, main programmer: Chris DeLeon

Project Co-Lead, Concept, Ship models, Moon Track Co-Designer, Ax Hazard, Game Music: Micky Turner

AI for Avoidance, Recovery, and Hazard: Anthony Juarez

Moon Track Co-Designer, Smoke particles, Title Menu, Bridge and Ramp Models, Volumetric Lighting, Bowl Level, Faceted Building Models: Christer "McFunkypants" Kaitila

Sound (WWise Integration): Adam Croft

Smooth Architecture: Nick Baker

Screw and Hammer Hazards: Mark Brown

Lava Stage: Sergio Solorzano

Title Logo: Jerry McClellan Jr.

Menu Music: Nikki Sapp

Health Powerup Icon: Cameron Button

Shield Powerup Icon: baamosk

Menu Sound Effects: Ignacio Aguirre

A Mahjong Connect game
Play in browser

Developed Oct 23 - Nov 27, 2016

Project Lead, Coding, Classic Tilesets: Caspar Dunant

Tileset Hiragana: Jeremy Kenyon

Tileset Crosspoint: Chris DeLeon and Erik Verlage

Sounds: Micky Turner

Music: Nick Baker

Roll your egg of choice safely to each basket.

Developed Sept 24 - Dec 3, 2017

Team Lead: Erik Verlage

Programming: Kornel, Christer "McFunkypants" Kaitila, Naro, Tim Waskett, Hadi Y.Q., Chris DeLeon

Music and Sound Effects: Jeff Penny

Level Design: Cameron Button, Daniel Viruet, Chris DeLeon, Erik Verlage

Egg Design: Mary Brady, Tim Waskett, Naro, Remy Lapointe, Terrence McDonnell, Oasis Rim, Levi Miner, Kornel, Christer "McFunkypants" Kaitila, Chris DeLeon

Trading game to wreck the elven economy
Play in browser

Developed Jun 25 - Aug 13, 2017

Concept, team lead, balance, shop UI, city system, trading system, save/load, few item icons: Marc Silva

Economic algorithms, scale icon, camera pan limit: Sergio Solorzano

Icons for spice and wine: Dionell Macabugao

City consumptions and number formatting: Christer "McFunkypants" Kaitila

Icons for fabric, wheat, steel, iron, meat, and cities on map: Ezovex Dickson Goh

Ambient music, desert, forest, mountain, lava: Dedrick Sarzaba

Map art: Nick Baker

Opening and ending music: Michael "Misha" Fewkes

Navigation music: Simon J Hoffiz

Dialog UI, cheese bar: Chris DeLeon

Overhead co-op medieval battle
Play in browser

Developed Mar 24 - May 12, 2016

Design, Team Led, Menu Code, UI, Abilities (healing, horn, throwing attacks): Henry Shotwell

Player Character AI (Melee and Ranged), Collision and Enemy AI Bugfixing: Andreas Lathe

Waves Code, Weapons Code Refactor, Most Enemy AI, Polish/Fixes: Nicholas Polchies

3D Enemy Art, Arena, Columns: Angelo Gazzia

Animated Player Characters: Sasha Reneau

Original Soundtrack for Title and Action Music: Charlie Shotwell

Fire Spell Effects, Sound Code Hookups: Marcus Silva

Writing (Intro Story Text): Steve Palley

First Weapons (Sword, Shield, Arrow, Grapple Hook), Animation Code, Logo: Chris DeLeon

Twin-stick arcade space shooter
Play in browser

Developed May 28 - July 23, 2017

Original project lead, base programming, player movement and input, concept art: Renaud Marshall

Score display, score UI, refactoring, various powerup and laser art, music code, menus and pause, fleet enemy type: Michael Noronha

Switched strafing direction, powerup flashing, shield powerup art, health bar update, pause menu: Sahil Haridas

Timeout before spawning waves, code optimization, shield powerup: Ezovex Dickson Goh

Tracking powerup and fine tuning, level authoring, boss AI, boss art: dtderosa

Background and player ship art, projectiles art, player attack input, sfx: Andy King

Music: Simon J Hoffiz

Strafing movement, collision tuning: Dana Alcala

Healthbar art, ship direction art, shield art: Mary Brady

Particle system, gamepad support, screenshake, shockwave particle, powerups: Christer "McFunkypants" Kaitila

Dynamic display size, enemy wave structure, wave name display: Chris DeLeon

3D space combat, lone interceptor facing huge ships.

Developed Oct 1 - Nov 6, 2015

Project Lead, Gameplay, Levels: Chris DeLeon

Models for Serpent, Interceptor, & Turret: Dan Lazar

Ship & Serpent Textures, Game Logo: Sasha Reneau

UI Design and Implementation: Marcus Silva

Sound Effects and Original Music: Nate Chambers

Narrative Design: Leiah Fournier

Creative Commons Music Selection: Joe Spradley

Music: Kevin MacLeod (Creative Commons, not a club member)

Solve puzzles by visually applying linear algebra concepts
Play in browser

Developed Jun 19 - Aug 28, 2017

Project Lead, Programming, UX/UI: Erik Verlage

Sound and Music: Micky Turner, Lily Pixie

Color Consultant: Sasha Reneau

Puzzle Design: Erik Verlage, Tim Waskett, Chris DeLeon, Jeremy Kenyon, Chris Markle, Micky Turner, and Paul Diaz

Level Card Icon Generator: Chris DeLeon

Level Testers: Alex Verlage, Sunita Darbe, Midori Shibuya, Sarah Haney, and Kelsey Murphy

Asteroids-like with procedural glitch effects
Play in browser

Developed Mar 19 - May 14, 2017

Project lead, programming, game design, writing: Ashleigh Morris

Particle system implementation: Sergio Solorzano

Title screen imagery: c: Games

Sound system creation: Christopher Kocan

Debugging assisting, coaching: Chris DeLeon

SFX creation, implementation: Dedrick Sarzaba

Gamepad support, retro overlay fx, sfx, asteroid wrapping mechanic: Christer "McFunkypants" Kaitila

Performance enhancements, wave effect, glitching: Nicholas Polchies

Writing, shot wrapping, project compilation, performance enhancements, cutscene implementation: Marcus Silva

Procedurally drawn asteroids, collision detection, vector ship: Caspar Dunant

Background music track: Nikki Sapp

Pause menu, quit button: Zak Ali

Loading more games...