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Gamkedo Club

These games were created by members of Gamkedo Club practicing team game development online. We're proud to have had more than 100 people around the world building these together since October 2015.

We recognize the following members as 2018's Game Changers, for their contributions to team projects 8 or more weeks per quarter:

Game Changers in 2018 Quarter 2 (April-June)
Caspar "SpadXIII" Dunant, Jeremy Kenyon, Tylor Allison, Charlene A., Dan Lazar, Jaime Rivas, Michael "Misha" Fewkes, Terrence McDonnell, Dan Dela Rosa, Erik Verlage, Randy Tan Shaoxian, Rémy Lapointe, Vignesh Ramesh, H Trayford

Game Changers in 2018 Quarter 1 (January-March)
Randy Tan Shaoxian, Rémy Lapointe, Daniel Viruet, Marc Silva, Nicholas Polchies, Kornel, Kise, Caspar "SpadXIII" Dunant, Vignesh Ramesh, Jeremy Jackson, Terrence McDonnell

Fast-paced 2D action platforming
Play in browser

Developed May 27-Aug 26, 2018

Lead, concept, main gameplay code, most animations, environment, score, pickups, scrolling, boss song and menu music, menu code, AI: Vignesh Ramesh

Venom dog AI, tuning adjustments, flying enemy, particles, collision fix, level design (6): Christer "McFunkypants" Kaitila

Hearts health meter, countdown timer, crouch fix, limited double jump: Brian Boucher

Alien vine, spike tile, punch sound, initial sound integration: Zak Ali

Venom dog, kick animation, landing sound: Kise

Level editor, eerie song, jump sound, bug fixing for audio and animation: Brandon Trumpold

Collision improvements, moving platforms: Caspar "SpadXIII" Dunant

Slime drip, additional sprite sheet code: Terrence McDonnell

Volcano background, slime brick, fight song and miniboss song, music randomizer, level design (1): Stebs

Credits entry, mouse menu code, minor bug fixing, win screen, level sequence code: Chris DeLeon

Game over music: Asix Jin

Ogre walk and attack animation (win screen): Oasis Rim

Jump and kick sounds, battle mage boss animations (win screen): Jaime Rivas

Game Over sound: Chris Markle

Pause functionality: pseudoLudo

Damage from slime: Eugene Meidinger

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

Classic 1-on-1 basketball shooting competition
Play in browser

Developed July 1 to Aug 19, 2018

Game Lead, Core Gameplay, AI Drivers, Time Limit, Successful Shot Detection, Art Integration, Player Art and Animation, Scoreboard Art and Implementation, Dunking Art and Coding, Local Multiplayer, Game Over Screen, Credits Data Entry, Polishes and Bug Fixes: Barış Köklü

Menu Functionality, Demo Gameplay, Around The World Game Mode, Street Court Art and Implementation, Practice Mode, Game Over Screen Menu, Credits Functionality, Difficulty Settings, Player 2 Animations, Polishes and Bug Fixes: H Trayford

Particle Effects, Gamepad Support, Shoe Sfx, Ball Dribbling, Spotlight, Ball Sprite and Shadow: Christer "McFunkypants" Kaitila

Zones and Zone Detections, Background Musics For All Courts, Commentator, Ball Splash, Crowd Cheer and Horn SFX: Stebs

Game Logo, Player 2 Art, Beach Court Art, Core Main Menu: Oasis Rim

Tuning Shooting Mechanics, Sudden Death Overtime Implementation, UI Polish: Brandon Trumpold

Ball Coming Off the Rim Mechanics, Base Version Of The Court, Crowd Art: Ashlee Muscroft

Indoor Court Art, Crowd Cheering Art, Main Menu Polish: Marc Silva

Pause Functionality, Court Visibility Polish: Renaud Marshall

Ball Bouncing and Ball Coming Off The Rim: Jaime Rivas

In the far future a robot must farm and gather resources to save the human race.
Play in browser

Developed Apr 22 - Aug 5, 2018

Project lead, concept, core gameplay code, initial HUD and resource pickup, camera movement, tree chopping, recharge station functionality, time of day implementation, programmatic harvest animation, player energy limitation, plant harvesting, silo progress bar, endings: Jeremy Kenyon

Crops blowing in wind effect, tooltip improvements, wind mechanics that affect plants, gather limits, inventory hotkeys, hoe functionality, mouseover sound, context sensitive click handling, energy bar dynamic coloration, extensive refactoring and general code readability improvements, assorted bug fixes: Randy Tan Shaoxian 

Custom sound system code, music integration, environmental and weather sounds, mute functionality, effect volume mixing, time of day and movement fixes, UI sounds: Michael "Misha" Fewkes

Weather simulation system code and related art, soil drying, bird and butterfly animations and AI code, GUI clock improvements, goal progress report, interaction highlight, GUI polish, text wrap and font integration, showing selected item in player hands, liquid layout, particle system system and related effects art, mouse bug fixes: Christer "McFunkypants" Kaitila

Persistent data storage save and load of all gameplay data: Dan Dela Rosa

Main menu, in-game UI (pane, button, and tab code), cliff tiles, original help text: Harrison Leadlay

Planting, art (wood, twig, multiple flowers, water tiles, lily, corn, potato, eggplant, tomato, apple tree, chili, wheat): Charlene A.

Farm and related tile integration, object depth sorting, land tilling, implemented plant requirements, back hoe, watered plant persistence, mineral art improvements: Terrence McDonnell

Main inventory code, animation support, hotbar improvements, mouse code, movement fixes, input refactoring: Nicholas Polchies

Walking code, audio for walking, idle, watering, resource gathering and depositing: Jaime Rivas

Resource limits and removal when depleted, hotkeys for hotbar menu, ambient song, time reset code clean up: Brandon Trumpold

Level layout design, farm fence code and art, radiation mechanic prototype (unused): Simon J Hoffiz

Rock art, art for several trees (large, dead, surviving): Rémy Lapointe

3 songs (Bright Future, good+bad end), GUI polish, liquid layout, mouse fixes, credits display: Klaim (A. Joël Lamotte)

3 plant sprites, movement and gathering interaction improvements: H Trayford

Peace song, player character sprite: Vignesh Ramesh

Morning song, main menu logo, grass ground tile art: Kise

Farmhouse art and menu song: Stebs

Tilled and watered soil art, dirt ground art, rock transparency fix: Dana Alcala

Barn art: Kyle Thomas

MP Marimba song: Coy Compositions

Mouse highlight for nearby mouseover: Brian Boucher

Station art, global building inventory and related save/load: Sigrath

Pause screen when window deselected, hotbar visibility fix: Caspar "SpadXIII" Dunant

Retro arcade racing
Play in browser

Developed May 13 to Jul 29, 2018

Game Lead, Core Gameplay, Level Editor, AI Drivers, Background Parallax, Nitro Boost, Time Limit, Street Light Art, Animated Radio Tower, Collision Detection, Art Integration, Billboards (Over 10 Designs): H Trayford

Signs (Over 28 Designs), Checkpoint Code, Crashing Animation Code, Menu Improvements, Finish Line Animation, Stage Ground Colors, Track Design (Skyline, Mountain, Forest), Main Menu Animation: Terrence McDonnell

Screen State Machine, City Skyline, Data Storage, End of Round Report, Level Select, Game Over Screen, Font Improvements, Dashboard Radio, Automatic Transmission: Artem Smirnov

Truck Model and Sprites, Semi Model and Sprites, Bus Model and Sprites: Adam A. Lohnes

Particle Effects, Car Spritesheet Code, Dashboard HUD Code, Cloudy Sky Backgrounds, Sharp Pixel Scaling, Gamepad Support, Kangaroo Sign, Title Parallax, Random Track Generator (Unreleased WIP): Christer "McFunkypants" Kaitila

Custom Audio Engine Code, Sounds (Engine, Off Road, Brakes, Crash), Sound Mixing, Starting Countdown: Michael "Misha" Fewkes

Music (Snow Level, Night Theme), Player Car Model, Sound (Cheering), Billboard (Slick Punch): Vignesh Ramesh

Steering Feel Tweaks, Tuning (speeds, crash time), RPM Needle Fix: Brandon Trumpold

Billboard (East Coast Throwback), Billboard (Presidential), Billboard (Attractions), Additional Tree Art: Stebs

Music (Main Menu, Game Over), Sound (Checkpoint), Billboard (Globuton): Chris Markle

Snowy Mountain Background, Props (Tires), Props (Trees), Main Menu Sprites: Tomanski

Billboard (Sandwich), Billboard (Coffee), Billboard (Fast Food): Todd Enyeart

Gear Shifting, Game Over Screen Improvement: Barıs Koklu

Countdown Sounds, Music (Dr Juno): Joseph Spedale

Billboard (Arcaninjadroid), Billboard (Spell Spiel): Remy Lapointe

Dashboard UI Art: Mary Brady

Rear Car Bump Collision: Dynokhan

Save State Improvements: Dan Dela Rosa

Billboard (We Must Prepare): Jeremy Kenyon

Billboard (Aether): Trenton Pegeas

Playtesting, Music Bug Fix: Brian Boucher

Additional Road Tiles: Brian Dieffenderfer

Particle Camera Drift, Perspective Sprite Tweaks, Credits Data Entry: Chris DeLeon

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.

Modelled and textured Winged Spawn (incl. its sword and wings), created the fire particle effects for this mech, as well as rigged, skinned and animated Winged Spawn, also rigged and skinned Cassowary and RoboWarrior: 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

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

Geometry Puzzle Game
Play in browser

Developed Mar 11 - Jun 10, 2018

Team lead, programming (main code), level design: Erik Verlage

Music: "Ambient Geo", programming (editor warning dialog), level design: "Bunker", "Crab": Vignesh Ramesh

Music: "Beautiful Sunday Inside": Klaim (A. Joël Lamotte)

Level design: "Merit Badge", "The Wanderer", "Waterfalls": Phil Nicholson

Menu visual effects, level design: "Big G", "Bonbon", "House", "Smile", "Tilt", "Tinker Toy", "Wildflowers": Christer "McFunkypants" Kaitila

Sound effects, level design: "Bursting Candy", "Caverns", "Cubs", "Wobble": Jaime Rivas

Sound effects: Michael "Misha" Fewkes

Programming (score tracker, fonts), level design: "Vertebrae": Luth Haroon

Music: "Sweet Geo": Asix Jin

UI buttons, level design: "Sea Dragon": Chris DeLeon

Level selector implementation and programming (bug fix on shape selector, level info), UI animation level name, level track, level instructions and score count transitions: Ashlee Muscroft

Playtesters: Christer "McFunkypants" Kaitila, Mary Brady, Andy King, Trenton Pegeas

RC robot arena destruction!
Play in browser

Developed Feb 25 - May 27, 2018

Project management and co-lead, wheel and track mechanics, destruction/breakable physics, spike and spinner functionality, health functionality, parts system for bot design, arena hazards, round setup menus, match timer, player select, enemy AI, scoreboard, sound integration: Tylor Allison

Flamethrower weapon (functionality, visual effects, sounds), textures (arena, saw blade, bug), sparks particles, detail objects, shadow and shader tuning: Andy King

Crowd simulation, announcer voiceover and integration, crowd member, reverse control, volumetric light cone, 1 song (heavy metal): Christer "McFunkypants" Kaitila

Models (Carbide, Bug, wheel, spinner): Caspar "SpadXIII" Dunant

Project concept pitch and original lead, initial main menu code, saw prototype, house bot, wheel model, hammer model: Cameron Button

Logo, arena truss and light gear cookies, volumetric smoke cone (prototype): Dan Lazar

Saw blade, models (gears, tires, spikes, chains, scoops), tire material, crowd member: Nick Fewkes

Metal impact sounds, crowd member: Michael "Misha" Fewkes

3 songs (Rebuild, Step, and Hop): Stebs

Initial player GUI during the match: Mykaelos

Nut and bolt particles, writing for additional win/lose messages, motor sound: Chris DeLeon

Addl. crowd members: Phil Nicholson, Tim Waskett

Testing: Klaim (A. Joël Lamotte), Rémy Lapointe

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

Rocket League meets putt-putt
Play in browser

Developed March 25 - May 6 in Gamkedo Club

(Update coming soon!)

Project Lead, Prototype, Ball/Club/Collison Physics, Level 1, Club Scripting, Gameplay UI, Gameplay Scripting, Addt'l Course Kit Tiles (High Corner, Hole, Ramps), Addt'l Buggy Physics, Boost Particles, Difficulty Scripting, Cameras & Scripting, Lighting & Post FX, Skyboxes: Dan Lazar

Main Menu Scripting and design, Menu Music, Level Music: Vignesh Ramesh

Level 2, Tiling Course Kit (Bump, Corners, Halfpipes, Narrow, Obstacle, Plinko, Straights, Slope, Tunnel, Windmill), Course Kit Materials: Christer "McFunkypants" Kaitila

Ball sound effects: Michael "Misha" Fewkes

Shark Buggy model, Speedometer art & scripting: Chris DeLeon

Sound Manager Scripting, Buggy SFX, Keyboard Controls: Miles Robinson

Leaderboard System Scripting (WIP): Randy Tan Shaoxian

Buggy Handling & physics (update coming soon): Gerard Belenguer Prous

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

Help the karaage stand!
Play in browser

Developed Feb 11 to Apr 22, 2018

Project Lead, prototype, bosses, logo, world loading, art (ghast - toast - plant), player portrait, room change code, large map optimization, Kirt integration, grampa ghost: Marc Silva

Advanced camera code, fixes (player animation, collisions), buttons, enemy/object differentiation, door locks, boss code tweaks: H Trayford

Wall jump code, boss portraits (3), Baron portrait, Grampaghost portrait, Avocado Ghost portrait, tile art (concrete - brick - rad - AC), dialog writing, music (Grampaghost & Baron's theme), beam sprites, addl. signs (3): Herleen Dualan

NPC dialog code, rain effects, logo kanji, font integration, initial chase camera, neon signs: Christer "McFunkypants" Kaitila

Inventory menu and item data integration, avocado drops, karaage sprite, background fix: Dan Dela Rosa

Health bar, sounds (ghost laugh - sword), save file: Terrence McDonnell

Sound system concept and audio code, music transition crossfade: Michael "Misha" Fewkes

Gamkedo splash screen, menu screen, level 2, level selector, gating, hitbox fixes: Keenan Cole

Music (witch - boss), Sound (hit - jump), ghost voices, addl. sound integration, refactoring: Klaim (A. Joël Lamotte)

Tenghost sprite sheet, alley background, street background variations: Rémy Lapointe

Initial jump controls: Gerard Moledo

Music (ghosts - new age - dialog), three signs: Vignesh Ramesh

Bus stop sign and potted shrub for city background, music (grandpa 2): Ryan Lewis

Sushi and misc. item sprites: Ezovex Dickson Goh

Skyscrapers backgrounds: Eric Lamarca

Kirt art: Nick Fewkes

Visagrab sprite: Asix Jin

Minor code cleanup: Fernando L. Canizo

1-on-1 dodgeball, made in JS by members of Gamkedo Club
Play in browser

Developed Mar 11 to Apr 22, 2018

Project Lead, initial functionality, hit counter, drop timeout, sounds (jump, menu, countdown), winner declaration, player 1 run animation: Jose Contreras

Jump control, player animations (jump, catching, throwing), sounds (ball hits, catching): Herleen Dualan

Title art and game logo, pause functionality, screenshake, menu decorative programming (overlay, scrolling background, faded characters): Dana Alcala

Round end and transition, AI walks to ball, sprite flip: Terrence McDonnell

Scoring bug fix, UI refactor and additional scoreboard code, pause dim, canvas scaling: Randy Tan Shaoxian

Player sprite, music (background, 2 for menu), backgrounds (outdoor sky and mountains): Vignesh Ramesh

Scoring, ducking feature, background switching, round timer, volume control, sound balancing: Phil Nicholson

Ball trail and shadow, mouse aim cursor, ball impact animation, AI tuning, classroom background animation: Christer "McFunkypants" Kaitila

Classroom background (concept and art), pause-screen UI blackboard, scoreboard code: Charlene A.

Gravity and throw power tuning, AI follows ball in-air, ball collision fix: Naro

AI throws ball, round reset, additional player color: Abdulaziz

Main menu functionality, sprite animation code, player 2 run sprite: Marcelo P. Sequeira

In-game music, trail and UI polish, audio bug fixing: Brandon Trumpold

Time out bug fix, alternate controls: Luth Haroon

Dodge mechanic, AI tactic randomization: Barış Köklü

Catch by click functionality: Christopher McLaughlin

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

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

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

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
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

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)

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)

A touch-typing, spellcasting RPG game!
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

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

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

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