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Gamkedo ClubPage 2

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

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

Point and click 3d adventure. Viva la cube!

Developed Nov 6, 2016 - Jan 29, 2017

Project lead, player motion programming, puzzle and level design, writing: Chris Markle

Dialog and choice system programming: Reid Alford

Models (trash can, lamp, rug, frosted windows): Caspar Dunant

Models (toys, doors, salt & pepper shakers, food tray cart, table, stool, chairs), main menu UI programming, QA, audio integration: Oasis Rim

Models (signs), QA: Jeremy Kenyon

Sound effects and music: Micky Turner

Sound effects, funky guitar licks, QA: Christer Kaitila

Models (Security camera, keypad, kitchen cabinets and sink, tissue box), inventory system and item use programming, scene lighting: Chris DeLeon


Developed Nov 12 - Dec 15, 2017

Team Lead, Programmer, People: Chris DeLeon

Dialog Design, Hats Cabinet, Game Design and Pixel Art for 6 games: Henry Shotwell

3D Cabinet Model: Eric Andrade

Cabinet Textures for 3 Games: Sasha Reneau

Prizes art (Dice, Eyes): Charlie Volpe

Toy Gun Prize: Dan Lazer

Reagan Runner Concept, Boot Art: David Yoon

Music: Nate Chambers

Atmosphere SFX: Andy Hofle (found, non-member)

Music Producer: Mario Bueno (Creative Commons)

Co-op puzzle solving adventure rats

Developed Jan 21 - Feb 25, 2016

Project Lead, Gameplay, Story, Character Model, Layouts, Environment Models, Puzzle Models, Logo: Leiah Fournier

Core Programming, Network Co-Op, Camera Movement, Player Controls, Audio: Jeremy Kenyon

Puzzle Animations, Environment and Puzzle Models: Tim Waskett

Player Ability Code, Puzzle Mechanics, Debugging: Nicholas Polchies

Textures, Shaders, Lighting, Environment Models: Dan Lazar

Addl. Models: Sponge, Closed Book, Dishsoap, Can: Charlie Volpe

Cooking Pot Model: JL Evans

Puzzle Mechanics, Debugging, Spoon & Spool Models: Chris DeLeon

Original Composition of Theme and Level Music: Thomas Kresge

Delivering pizza in the wasteland of society
Play in browser

Developed Apr 21 - June 9, 2016

Project Lead, Programmer, Game Designer: Jeremy Kenyon

Two neighborhoods, rifle and ammo code, enemy hit animations and health, menu mouseover, main menu colors, hud improvement, character model adjustments, enemy attacks, armor, addl. game design: Chris Karpyszyn

Created sound effects and music for game, created different building types: c: Games

Created model for main character, start screen image, ending level, oven: Angelo Gazzia

Developed the level editor (originally made for ANTventure, adapted for this game): Charlie Volpe

An arcade combat flight-sim with procedurally generated terrain and missions.

Developed May 19 - Jul 17, 2016

Lead Design, Gameplay Programming: Tim Waskett

HUD Design and Programming: Patrick Nugent

3D Modeling: Tim Waskett, Caspar Dunant, Chris DeLeon, Jeremy Kenyon

Sound Design: James C. Hoffman

Special Thanks: Sebastian Lague

Match 3 game with anti big-brother themes
Play in browser

Developed Oct 8 - Nov 6, 2015

Project Lead, Main Programming: Jeremy Kenyon

Art: Sasha Reneau

Game Programming: Marcus Silva, Sam Tobia

Music: Calix Reneau

God game tech demo for the Vive

Developed Aug 14 - Dec 4, 2016

Project Lead, Level Design, Game Design, Main Programming: Jeremy Kenyon

Tree Models: Christer "McFunkypants" Kaitila

Music and Sound Effects: Micky Turner

Huts, Totem, and Meteor Models: Retrophil

Fire System, Hand Models/Animation: Reid Alford

Real-Time Terrain Deformation: Tim Waskett

Level Design, Little People Image: Chris DeLeon

Shoot bubbles with a bouncing cannon and color mixing!
Play in browser

Developed Jun 2 - Jul 17, 2017

Lead, Core Game Code, Grid Logic: Nicholas Polchies

Particle Effects, Cannon Powerup, Sound/BG Code, Code Cleanup: Caspar Dunant

Bubble, BG Art, Music, Color Mix Concept: c:games

Dashed Aimer: Chris Markle

Menu Code: Jeremy Kenyon

Be the best at packing picnics

Developed Dec 15, 2015 - Feb 4, 2016

Co-Lead, Concept, Models, Design, Writing, UI Design: Sasha Reneau

Co-Lead, Production, Concept, Design, Level Design: Steve Palley

Music: Thomas Kresge

Models, Code, Lighting, Audio/VO: Chris DeLeon

Writing: Jeremy Kenyon

Furniture, Addl. Models: Dan Lazar

Help Dr. Wendy B. Loon deliver the zombie cure in her hot air balloon
Play in browser

Created Dec 18, 2016 - Feb 19, 2017

Lead, Tilt Effect, 3 Levels, Cutscene Anims: Chris DeLeon

Zombies, Twister, Sound Hooks, London: Sergio Solorzano

Temperature Spoil Code, Cooling Building: Eric Andrade

2 Monuments (NYC, Pisa), Menu Code: Matthew Ko

2 Monuments (Eiffel Tower, Temple of Heaven): c:games

Particle Effects for Wind, Fire, and Twister: Andreas Lathe

Sound Effects: Micky Turner

Gameplay Music: Thomas Kresge

Tutorial Level, Golden Gate Bridge Art: Ashleigh Morris

Warning Airplane Model & Flyover Code: Caspar Dunant

Mute Feature: William DiFruscio

Building Art (Main/Background in NYC, Pisa): Tyler Hays

VO, Level Select, Sound Code, 4 Levels: Christer Kaitila

Canvas Scale (As Coded for APC5): Nicholas Polchies

Ranged tag online with toys in an office.

Developed Feb 18 - May 19, 2017

Project Lead, Concept, Networking, Gameplay Programming, Combo Plays, Scoring, Player UI, Lighting, Level Dressing, 3rd Person, Dart Gun Code: Dan Lazar

Water Cooler Station Art, Cubicles Art, Addl. Combo Plays Design: JL Evans

Event System, Level Design, Telepresence Robots and Terminal, Photocopiers, Ceiling Lights: Tim Waskett

Tripwire Weapon Code: Andreas Lathe

Combo System, Water Cooler Station Code: Nicholas Polchies

Tripwire Weapon Art: Sasha Reneau

Posters, Addl. Combo Plays Design: Jeremy Kenyon

Art for Player, Dart Gun, Soda, Vending, Filing Cabinet, Cubicle Decor, Trees, Carpet, Ceiling: Angelo Gazzia

Tooltips, Camera Tuning, Water Cooler Effects, Dart Nuke, Ammo Stations, Misc. Polish: Chris DeLeon

Find the pizza and drag it home. Don't get squashed!

Developer Oct 29 - Dec 3, 2015

Lead, Concept, Design, Coding, Music: Steve Palley

Models (All Except Boot), Addl. AI Script: Dan Lazar

Boot Model, Sounds: David Yoon

Addl. Design & Code, Wall & Floor Art: Chris DeLeon

Blast flying viruses with your face laser!

Developed Jan 14 - Feb 18, 2016

Design, Pitch, VFX, Concept by: Calix Reneau

Writing: Leiah Fournier

Code, Art, Sound, VO: Chris DeLeon

Music: Nate Chambers

Use foam darts to defeat hidden office zombies. Online co-op.

Developed Oct 19 - Dec 3, 2015

Lead, Main Programming, Concept, Character and Environ Models, Networking, Lighting, Game Modes, AI: Dan Lazar

Git Setup, Cursorlock, Tuning: Marcus Silva

Speed and Health Powerups: Jeremy Kenyon

Music: Nate Chambers

Prop Placement, Watergun Art, Title Screen: Chris DeLeon

Addl. Concepts: Calix Reneau

Testers: Allen Wan, Patrick Nugent

Jump between clouds! Discover fantastic treasures!

Developed Aug 7 - Sept 18, 2016

Pitch, Concept, Main Code: Chris DeLeon

Monster Model, Sound: Micky Turner

Original Music, FMOD: Thomas Kresge

Writing, Menu UI: Chris Markle

Game Title: Lou Herard

Trail Shaders, Sky/Ground Fade: Nicholas Polchies

Addl. Early Story Input: Chris Karpyszyn

Cabinet Model from Arcade 88: Eric Andrade

Castle Model from Pirate Moon: Jeremy Kenyon

Cloud Spawn and Terrain Code from Critical Alpha: Tim Waskett

Special Thanks: Sebastian Lague (not a club member)

Cat adoption game show

Developed Dec 10 - Mar 17, 2017

Project Lead: Jeremy Kenyon

Cat Modeling and Animation: Dan Lazar

Environmental Modeling: JL Evans, Leiah Fournier

Game Show Music: Thomas Kresge

Programming: Patrick Nugent, JL Evans, Jeremy Kenyon

Crowd Chant/Cheer: Leiah Fournier, Erik Verlage, Steve Palley, Sasha Reneau, Charlie Volpe, Henry Shotwell, Chris DeLeon

Main Menu Music: Kevin MacLeod ("Hep Cats" - non-member, Creative Commons, incompetech.com)

Overhead pick-up soccer on the moon
Play in browser

Developed Nov 23 - Jan 7, 2016

Concept, Pitched by: Joe Spradley

Player+Score Code: Charlie Volpe

AI Code: Marcus Silva

Art, Ball Code: Chris DeLeon

Sound Effects: Patrick Nugent

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