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HomeTeam GameDev - Games Released by Member Teams

These games were created by online team members in HomeTeam GameDev. We're a community of around 100 people making games together remotely since October 2015. Each quarter we tally which members participated at least 2/3 of the weeks during those 3 months. We refer to these consistent contributors as "Game Changers."

Click on any name to learn more about that member's progress in learning game development. Anyone can apply to practice game development with HomeTeam GameDev.

Current Game Changers / Consistent Contributors:
27 quarters: H Trayford
25 quarters: Vince McKeown
24 quarters: Randy Tan Shaoxian
19 quarters: Tyler Funk
18 quarters: Vaan Hope Khani
17 quarters: Ian Cherabier
16 quarters: Cassidy Noble
14 quarters: Michael Monty
8 quarters: Dan Dela Rosa
6 quarters: Jason Timms
5 quarters: Christian Gabbianelli, Justin Montgomery, Allan Regush
3 quarter: Chris "BOLT" Bolte
2 quarter: Kelly Mark, Darius "TheOscillatingTortoise" Gourdine
1 quarter: Victor Debone (javascripl), Adrian "zoldar" Gruntkowski

Former Game Changers:
17 quarters: Michael Fewkes
16 quarters: Klaim (A. Joël Lamotte)
15 quarters: Gabriel Cornish, Stebs, Tylor Allison, Charlene A., Brian J. Boucher
14 quarters: Patrick McKeown, Jeremy Kenyon
13 quarters: Rodrigo Bonzerr Lopez
12 quarters: Luis Montaña
11 quarters: Grygoriy Kulesko, Armando Navarrete, Grygoriy Kulesko, Caspar "SpadXIII" Dunant, Jeff "Axphin" Hanlon, Kornel, Ashleigh M.
10 quarters: Gonzalo Delgado
9 quarters: Simon J Hoffiz, Barış Köklü, Bilal A. Cheema
8 quarters: Syed Daniyal Ali, Ryan Malm, Patrick J Thompson, Terrence McDonnell, Fahad Muntaz
7 quarters: Jonathan Peterson, Patrick Moffett, Andy King, Jaime Rivas, Brian Nielsen, Will McKay, Justin Chin
6 quarters, Neil Urwin, ClayTaeto, Rémy Lapointe, Jeremiah Franczyk, Alan Zaring
5 quarters: Kyle Knutson, Johan Östling, Nicholas Polchies, Kyle Black, Michelly Oliveira, Philip Greene, Liyi Zhang, EyeForcz
4 quarters: Chris Lange, Vignesh Ramesh, Roc Lee, Cooper Willis, Jared Rigby, Sergio Ferrer, Rob Tunstall, Rohit "n4rwal" Kumar
3 quarters: Marvin Chong, Brandon Paul, Kise, Dan Lazar, Abhishek @akhmin_ak, Anthony Juarez, Praneil Kamat, Cameron Button, Chris Markle, Simon Donohoe, Bjorn The Fire, Antti L., Colton Henderson
2 quarters: Gwyn Henry, Erik Verlage, Jeremy Jackson, Trenton Pegeas, Rami Bukhari, Andrew Mushel, FightEXP, Alex Joiner, Elizabeth McMahill, Vitor M, Chad Linthicum, Evan Sklarski, Drew Beardall, Filipe Dottori, I-wei Chen, Marcel van Dijk, Carl Hughes, Andrew Hind, Ryan Cahela
1 quarter: Jordan Johnson, Trevor Morrisey, Dominick Aiudi, MrPhil (Philip Ludington), Dylan Peck, AdilShafiq, Cindy Andrade, jakeyouh dogwalker, tiago.dev, Joshua Yee, Tor Andreas Johnsen, mike dg, Luke Piazza, Daniel Xiao, Derek Miranda, Himar Gil Hernandez, Tyler Pelaez, Zac Bogner, Rikard Åkesson, Maimi Boucher, Rutger McKenna, Carson Sanders, Catherine San Luis, Lexi "LexiGameDev" Kunkel, Cyriel De Neve, Thomas Brandoli, Ygor Dimas, Trolzie, Brian Dieffenderfer, Daniel Viruet, NotNaut, Nic Barkdull, Samuel Axon, Ryan Young, Ryan Kevin Atienza, Erin Weaver, Paul Naser

Though we build games in HomeTeam, we are not a studio, so making the best games we can is not our top priority. HomeTeam exists to help members practice and get practical training, as well as hands-on experience on original team projects that release on schedule. The freeware games below are a byproduct of how our members are exploring and developing their potential year-round.

We'd also like to acknowledge our Community Ambassadors: Chris Lange, Vaan Hope Khani, Klaim (A. Joël Lamotte), Michael Fewkes, Simon J Hoffiz, Johan Östling, Patrick Moffett, Gabriel Cornish, Abhishek @akhmin_ak, Ashleigh M., Cassidy Noble, Tylor Allison, Jared Rigby and Michael Monty

Relaxing farming
Simulation
Play in browser

Developed Oct 6-Feb 9, 2025

Project co-lead, main artist of characters (including outfits and hairstyles, player and NPCs) and environment (natural and buildings, exterior and interior with prop decorations), main crops tiles/seeds, edge tiles, inventory items/tools, UI, economy and balancing, museum art, bee, dialog sprites, time of day indicator, help screen, sounds (step variations, tree chop), assorted bug fixes: Cassidy Noble

Project co-lead, main programmer, character creator interface, fishing, animation manager, map system, NPC interaction memories, camera movement, currency systems, furniture support, time of day change, dialog system, gift feature, crop data authoring, quest system, purchase menus, UI paging, event manager, font selection/integration, assorted integration and bug fixes: H Trayford

Wildlife (butterflies, bunnies, bumblebees) art and behaviors, ambient sound (birds, waterfall, seashore, tv static), action and particles (plant, harvest, till, water, door, fishing related), shore environment art, title screen, sun effect, shadow rendering, walking sound, weather effects and related sounds, particle system and related optimization, gamepad support: Christer "McFunkypants" Kaitila
Museum music, mishing music, music integration and crossfade, sowing sound: Alex (Weinbagz) Weinberg

Main background music: Alan Zaring
Sprites (tree, sunflower, apple tree, lime tree, stumps, dead tree improvement, mini grand piano): Owen "Q-Bit" Good

Stamina fix, tilling tool check correction: ishan

Potato, pumpkin, strawberry, crop dead stage fix: Elizabeth McMahill

Fly waterbombing airplanes and extinguish wildfires
Strategy
Play in browser

Developed Sep 15 - Jan 12, 2025

Project lead, core gameplay, level design, main artist (including most environment and UI art), fire behavior, point of interest system, water/chemical drop, music (failure, success, menu and map), tile animations, menus (including main, help, summary, credits), balancing, reactive UI, animations, destroyable structures, particle system improvements, UI sounds, game feel tweaks and assorted bug fixes, final logo: Victor Debone (javascripl)

S64 helicopter model/spritesheet, physics frame independence, smoke and water particles, wind system, alternate control key support, vehicle picker refactor, map data optimization, graphics fix: Adrian "zoldar" Gruntkowski

GUI dial animations, plane shadows and outlines, sound loops (propeller, helicopter blades, rushing water, extinguish, raging fire, water tank fill, splash, fire damage), dynamic sound pitch shift, sound handling improvements, minor bug fixing: Christer "McFunkypants" Kaitila

ontrol to lower throttle, additional movement tuning, pause feature, debug output cleanup: Patrick McKeown

Plane scaling based on altitude, forest fire ambient loop: Jason Timms

Sounds (big airplane fight, fire ignition, water handling), early logo iteration: Vaan Hope Khani

Initial facing indicator, vehicle map highlight, hide HUD feature: Randy Tan Shaoxian

Sand tiles: Allan Regush

Playtesting: Bryan Le, Klaim, Rodrigo Bonzerr S. Lopez, kesipyc (external)

Currently playtesting
Shooter
Play in browser

Chrome/Edge need Godot games in a new tab, won't run from itch collection.

Developed Jul 7-Jan 26, 2025

Project lead, core gameplay, level design,  item drop system, background models and dynamic spin field grid, enemy spawn and projectile system, main enemy and weapon behaviors, player sprite, hurry up mode, asset integration and assorted tuning: Chris DeLeon

Theme music (gameplay, title screen), sounds (ship destroyed, laser sound, enemy defeated, plasma beam, enemy firing, plasma ball, pause/unpause, button click/hover/error, shield, spread pickup, enemy hit), audio bus implementation: Chris "BOLT" Bolte

Drone functionality and related art, HUD icons (including main stacking "domino" frame, images for rocket, spread, range), story skip option, story animation fix, health label, implemented title animation, additional edge case crash/lock fixes, simplified item pickup: Dan Dela Rosa

Sprite style improvements (unified color scheme, ship detail polish and enemy craft variations), round timer, health UI, UI text styling, player stat tracking (hits taken, shots fired, etc. for round summary, item drop logic), shot upgrade HUD, aim cursor improvements, level select functionality, progress counter, round summary screen, invincibility powerup: Michael Monty

Story sequence music, asteroid graphic and base behaviors: Rodrigo Bonzerr Lopez

CRT shader integration (adapted from GodotShaders.com), critical damage detection/feedback, low time warning, fire range tuning, circling enemy smoothed movement, asteroid feature improvements (all directional support), low health warning, crash fixes: Justin Montgomery

Scene manager/switcher, player damage visual feedback, collision damage, powerup collection feedback, main menu functionality, signal bus, sounds (crash, collect), menu music integration, menu intro, explosion sound integration: Gabriel Cornish

Scene lighting for all level backgrounds, detailed internal testing: Elizabeth McMahill

Animated title logo, hurry up music, sounds (level victory, game ending sound), intro announcer: Vaan Hope Khani

Laser and rocket sprites, rocket pickup icon, round title display: Allan Regush

Centralized tuning variables, powerup implementation made more extensible, early powerup icon concept: Sergio Ferrer

Enemy spawn/despawn improvements: Anthony Hernandez

Circling enemy base behavior: Neil Urwin

Main story: Jonathan Peterson

Intro story implementation: Luke Bertram

Additional writing: Oriphiel Blanco

Thrust particles, menu backgrounds: Christer "McFunkypants" Kaitila

Win screen next level / menu buttons: Ryan Davidson

Bullet collision fix: Vitor M

Pause menu: Karen McMullan

Exit button setup (not used in web build): Cindy Andrade

Title screen layout, earlier logo concept: Jakeyouh Dogwalker

Playtesting: Klaim (A. Joël Lamotte), Jason Timms

On-rails game where you type phrases to destroy enemies.
Action
Play in browser

Chrome/Edge need Godot games in a new tab, won't run from itch collection.

Developed Sep 22-Feb 2, 2025

Project lead, core gameplay, spawn system, stage 1 and 2 level design, scoring, glitch shader, track motion, wpm calculation, enemy behaviors, bacteriophage and dragonfly models, typing system, HUD sprites, UV scroll effect, win screen, inappropriate name detection, menus, audio system, UI font setup, steam leaderboards integration: Tyler Funk

Neon ambience music, stage 3 (tech/cyber light) level design, glow effects, player rotation fix, sky glitch fix, additional words sourcing (CC0) and related filtering/cleanup: Christer "McFunkypants" Kaitila

Health system, dragonfly physics, damage sound, game over screen, backspace handling, keyboard handler improvement, enemy removal crash addressed, player out of bounds fix: Randy Tan Shaoxian

~250 additional words for game dictionary: Justin Montgomery

Playtesting: Alex Joiner, Klaim (A. Joël Lamotte), and Bryan Le

Fantasy light RTS
Strategy
Play in browser

Developed Aug 25-Jan 19, 2025

Project lead, core gameplay, main UI art, character animations and profile icons, fog of war, main enemy AI, resource seeking behaviors, pathfinding, graphics and collision optimizations, building art and implementation, voices, sound code, archer tower, walls, hill art, title and win/lose images, tuning, help text, main menu: Vince McKeown

Terrain, resources brought back to HQ, pathfinding optimization/debugging, logo, camera movement, game over detection, sounds (win, lose, arrow), tower arrows, foot trails, defeated unit decals, wildflowers/grass/trees, mining behavior, campfire, GUI styling, pixel snap, page style: Christer "McFunkypants" Kaitila

Music: Brandon Paul

Minimap, food collection, 2 enemy behaviors (skip chance, variation in near target selection): Barış Köklü

Sounds (deliver gold/wood, knight recruit, button click): Alex (Weinbagz) Weinberg

Orc barracks: Luis Montaña

Linux support fix, couple of crash fixes: Randy Tan Shaoxian

Couple small fixes: Chris DeLeon

Pause mode: Zbigniew Zelga

Paper football meets golf. Play it where it lies!
Sports

Developed July 21-Nov 24, 2024

Project lead, core gameplay, multiplayer programming (Steam and LAN support), level design, paper football physics, computer AI player (functionality, behavior, tuning), environment intro cinematics, round mechanics, camera, spectator mode, controls, fan functionality, lighting, UI, menus, configuration options, visual effects, optimization, visual debug features, assorted fixes and asset integration: Justin Montgomery

Audio lead, cozy main music, school song, bedroom theme, additional chill song, lobby music, football sounds (flick, bounce and landing surface variations), appliance loops (dishwasher, fridge, washing machine, TV sound, radio, oscillating fan), science lab bubbling, win claps sound, RC car audio, score sound, window birds, bathroom sound, water drop, button sounds (click, hover, cancel, error): Chris "BOLT" Bolte

Kitchen table with chairs, chandelier, lava lamp, couch, fridge, TV for school cart, living room furniture, related collision and materials setup, Linux build adjustments: Gwyn Henry

Kitchen cabinets (modules modeling, collision setup, placement), also for sink, bed, dresser, locker, robot toy: Ian Cherabier

TV model, TV screen effects/content, mug jazz pattern: Tyler Funk

UI shot meter dynamic sounds, metasounds integration: Darius "TheOscillatingTortoise" Gourdine

Books, cardboard box, wall socket, light swtich, 90s stereo, baseboard trim, environment textures (stucco, wall variants, paper, wood, marble), (integrated) public domain cat paintings: Christer "McFunkypants" Kaitila

Spline obstacle movement (including support for looping and speed changes): Christian Gabbianelli

Landline and cordless phone: Alex Joiner

Minor Mac support project fix: Dan Dela Rosa

Sandbox experimentation (internal use only): Karen McMullan

Fan cage model/texture: Chris DeLeon

Playtesting: Neil Urwin, Jason Timms

Non-HomeTeam/External Playtesters: Henry Palmer, Sebin Suresh, Francesco Fanizza, Matt Mariutto

Play in browser

Developed Apr 14-July 7, 2024

Project lead, core gameplay, player controls, boss AI, boss and player sprites including programmatic animation, boss and player weapons, camera behavior, main background, level design, UI art, gun sounds, tracer and muzzle flash, destroyable objects, health system, title/ending modeling, backpack pickup, tutorial area, endings: Alex Joiner

Particles (bullet impact, embers), platform art, concrete tiles, night sky, sound effects (mech move, player damage, landing), additional environment pieces (crates, steel blocks, antenna, steel girder, gate sprites, clouds), mision text styling, drone art: Christer "McFunkypants" Kaitila

Set decorations (car, bus, bench, bin, lamp), title/ending image paint over: Elizabeth McMahill

Main battle music: Lucas Ciarlante

Pause screen, walk sound and step implementation: Fernanda Robles

Player dash, dash trail effect: Neil Urwin

Healthbar: Luis Montaña

Barrel: Barış Köklü

Wwise experimentation (unused): Dannyellis Meléndez

Playtesting: Cassidy Noble, Klaim (A. Joël Lamotte), and Elizabeth McMahill

Shooter

Developed Jul 23-Nov 19, 2023

Project lead, core gameplay (player movement, weapons, splash damage, resource pickups, inventory system, added pickup items), environment development (spawners, game world design, additional level design), core gameplay UI, audio (gameplay music composer, integration, music manager, additional sounds), enemy AI (enemy types, enemy behavior, created encounter triggers and listeners, scatter shot and piercing damage), main menu, pause menu, performance optimization, save/load of player preferences: Brandon Paul

Brutal fortress level, vfx (scattershot, ice blast, steam, fire barrier, shot impacts), pickup material improvements, lighting, environment pieces (animated lava, pipes, railings, arches, ramps, small stairs, walls, doors, concrete barrier, keys, light trim, walkways, rocks, ceiling lights, rocky walls, sharp corner, reusable ceiling modules, gear, curved stairs), textures (pressure-plate, amber light, amber trim, concrete, dark steps, tech greeble, stone tiles, grate walkway, warning strip, several concrete texture variations), skybox, crosshair: Christer "McFunkypants" Kaitila

Quadruped model and materials, bonefrog enemy: Patrick J Thompson

Models and materials (item spawner, enemy tower, fireball, tower enemies, 3 health pickup variants): Armando Navarrete

Models (animated hands, key, ammo/potions, beacon): Cassidy Noble

Barrier demon animated model, audio bark for barrier enemy: Tyler Funk

Sounds (pickups, attacks, doors, speed pickup, portal), menu music, ammo UI, grace jumps and enemy drops: Zach Rouhana

Sounds (enemy explosion, hitscan damage), audio bug fix, collider trigger fixes: Stebs

Shield and health models: Gabriel Cornish

Enemy initial projectile support: Neil Urwin

Gameplay music performance (guitar and bass), used with permission: Loren White (non-member)

A cute little platformer with simple controls!
Platformer
Play in browser

Chrome/Edge need Godot games in a new tab, won't run from itch collection.

Developed Mar 17-June 16, 2024

Project lead, core gameplay, physics mechanics, player movement, spikes, checkpoints, core tilesets, level design, hazards (falling platforms, quicksand, crumbling blocks, arrow traps), quicksand art, robot enemy (art and functionality), particle effects, title screen, transitions, coins, camera, tuning, surface-based step sound, backgrounds, settings screen: Vitor M

Assorted environment art (cactus, brick tiles, rocks, crystals, castle tiles, columns, jungle sun rays, grass), title screen, bounce sounds with variations and integration: Christer "McFunkypants" Kaitila

Stage select screen, desert theme, moving platform, slime sprite, audio manager, obstacle placement (quicksand, arrow trap), assorted sound hookups, arrow art, font selection, various bug fixes: AdilShafiq

Upbeat songs (intro and credits), fox/player respawn sound: Jason Timms

Forest theme music loops, desert theme drafts: jakeyouh dogwalker

Slime surfaces, gravity gem, spawners, purple gem collectible: Tomas Alvarez

Quicksand splash sound: Vaan Hope Khani

Landing sound: Gabriel Cornish

Falling platform: Randy Tan Shaoxian

Action

Developed Dec 10-May 26, 2024

Project lead, core gameplay (tank movement, ability upgrade system and related authoring, weapons, camera, health/armor, collision handling, controls, EMP, turbo), enemy AI, level design and decoration layout (including roads, fences, trees, props), adaptive enemy spawning, explosions (all variations, including EMP and nuclear blast), destroyable environment pieces, tuning and balance, scene lighting, pickups, physics values, in-game UI,  grass wind effect, menus, main asset integration (audio, models, textures), optimization and performance settings, title background, bug fixes: Justin Montgomery

Audio lead (music for city/country/menu, ambience background loops, sound effects for firing, miss, missiles, damage, building destruction, rocks breaking, engines, EMP, shield, button sounds, pickups notifications, nuke, homing sound, turbo, volume balancing): Chris "BOLT" Bolte

Reticle UI, aiming mode, tank missile and related collision, rocket trail effect, tank tread animation, dust particles, nuke model: Patrick Moffett

Opening story, 7 rock models, linux build testing: Gwyn Henry

Assorted city decoration models and textures (buildings, houses, trees, planes): Cassidy Noble

Barn, fence, baarrel, hay block, plane, hay particles, additional buildings, country test song (draft, not in final): Rodrigo Bonzerr Lopez

Metal decorations, grass, tank engine sound, ground textures, wood/concrete materials, additional rocks, scorch decal: Christer "McFunkypants" Kaitila

Initial city music (draft, not in final): Cooper Willis

Chaos destruction for barn, tanks hell collision fix: Craig F

Pause menu, camera shake: Christian Gabbianelli

Small farmhouse: Jason Timms

Models for traffic light, lamp post: Agustín Martínez

Playtesting: Elizabeth McMahill (two testing rounds), Klaim (A. Joël Lamotte)

Traverse New Lincoln City as a superhero saving the world in this action adventure sandbox!
Action

Developed Mar 3-Jul 28, 2024

Project Lead, core gameplay, environment design, building models (all), player control, Captain Stardust model and animations, enemies, vehicle models and traffic behavior, combat, missions, item carrying, tuning, World Event systems (fire/water, food delivery, cops/robbers), main menu iteration, assorted bug fixing, cheats menu, audio integration: Cassidy Noble

City AI navigation, robber flee behavior, ragdoll fix: Dylan Peck

Song ("Growing Up"), models (roads, subway entrance, burger), crowd sounds: Christer "McFunkypants" Kaitila

Minimap functionality, newsstand item: Neil Urwin

Narrative UI styling: Elizabeth McMahill

Sewer grate, fountain: Luis Montaña

Pause menu: Ryan Gaillard

Main menu: Stebs

Ian Cherabier: Low poly tree

Playtesting: Klaim (A. Joël Lamotte), Elizabeth McMahill, Neil Urwin

A cozy, explorative game featuring climbing, gliding, and flying.
Adventure

Developed Mar 24-Aug 25, 2024

Project co-lead, main mechanics, lead level design, tower model and environment, flying and glide implementation, floating island, elevator, platforms, telekinesis, tuning, levitation highlight, splash screen fix: Simon J Hoffiz

Project co-lead, core gameplay, player character, cloth sim, models (handholds, handcrafted mountains, tunnel, shard), climbing with hand IK, water, mantling, puzzle system, save system, triplaner environment material, rope bridge, grass with dynamic displacement and dither distance fade, post-processing settings: Tyler Funk

Detail scatter tool, spline mesh tool, procedural mesh tool and related sample, cave region, lightweight test map, landscape updates: Christian Gabbianelli

Environment textures (variety of plants) and model chunks (cliffs, rocks, sand, rock arch, slate block, pebbles), mesh generators (boulders, mountains), slippery ice, music integration, environment performance improvements: Christer "McFunkypants" Kaitila

Stamina bar and related functionality (including drain), gliding unlock, shard collection UI updates, flapping noise integration: Luis Montaña

Main level music: Alan Zaring

Footsteps linked to ground material, spline mesh actor rendering, shard pickup visual effect, grab input, main menu button hookups (continue, restart) and improvements (hover and confirmation), main menu music integrated: Dylan Peck

Level unlock system: Andy Sen

Camera adjusts during glide: Barış Köklü

Escape the Tower!
Adventure
Play in browser

Developed Jan 21-Apr 28, 2024

Project lead, core gameplay, environment art, level design, main pickups and inventory, animated character sprites (player, zombie, turrets), enemy AI, map editor, keys and ammo functionality, hazard tiles: Kyle Knutson

Level music, various feature programming (shop, freeze scroll, spike walls, turret), level editor quick loading: Marvin Chong

Item icons with integration (spell scroll, speed potion, shield potion, invisibility potion), title input fix: John Fortune

Wall hugger, music integration, gamepad support, additional songs (menu, game over), player death: Christer "McFunkypants" Kaitila

Game event messaging (system, display, colors, hookups): Randy Tan Shaoxian

Player projectiles, additional level design, spiked walls: Vince McKeown

Ghost sprite: Hamza 'Hums' Sehavdic

Input handler improvement, collision fixes: Victor Debone (javascripl)

Sounds (doorlock, enemy hit, hinge sounds, scroll): Patrick McKeown

Treasure chest opening sound: Jason Timms

Grass cutting, win message, WASD support, minor bug fixing: Chris DeLeon

Play in browser

Developed May 26-Oct 27, 2024

Project lead, raycasting engine, core gameplay, custom level editor / format / related features, stage design, possession ability and effect, door support, wall textures, NPC system, shadows, input handling, projectile support, HUD, trigger zones, turret functionality, explosion area of effect, win and lose screens: Michael Fewkes

Bot pathfinding with related data structures and support/debugging functions, bit bunny and pyro drone behaviors, portal support, mute toggle, assorted bug fixing: Jason Timms

Smooth collision slide, fish eye correction, possession view fix, edge case crash prevention: Stephen "Arkia" Hollibaugh

Cube robot sprite, blocky turret sprite, blaster projectile with color variants: Jonathan Peterson

Sky and floor rendering, cube robot integration, custom spritesheet support, particle system, sound effect integration: Christer "McFunkypants" Kaitila

Animated opening title sequence and logo with related integration, flamethrower robot art: Cindy Andrade

Intro and outro story writing, explosion sounds: Vaan Hope Khani

Background music: jakeyouh dogwalker

Fighting
Play in browser

Developed May 19-Oct 13, 2024

Project lead, core gameplay, combat code, animation system, player and robot sprites / animations, hit functionality, movement abilities, sky, robot laser and jetpack features, two-player control support, charge bars, game resizing, assorted asset integration and bug fixes: Syed Daniyal Ali

Robot AI, environment city/street/parallax, fog, debris, UI styling, health, gamepad support, sound hookups, damage tuning, menu particles, laser sprite, screenshake, dark music, fireball voice/sprite: Christer "McFunkypants" Kaitila

Sounds (walk, jump, land, jump kick, jetpack, hurt, launch, finish, robot variant), round reset with delay: Vaan Hope Khani

Intro music, title art: Cindy Andrade

Dash, round start timer, window resize mouse coordinate fix, menu and character code refactoring, tweaks for Linux support: Randy Tan Shaoxian

Character collision, preventing crossing of sides: Jason Timms

Sprite animation fix, variable frame height support, jump glitch solved: Chris DeLeon

​A Hometeam Game lead by Ryan Malm, based on his 2018 JS13K Entry of the same name
Shooter

Developed Jan 14-May 5, 2024

Project lead, core gameplay, beacon weapon upgrades, level design, player controls, enemy AI, enemy spawners, tile world, camera, energy drops, main particles, pixel font, assorted bug fixes: Ryan Malm

Synth music, sounds (firing, ricochet, electronic, robotic), wall panel art (9 variations, shadows, dark gray sci fi, 3d effects): Christer "McFunkypants" Kaitila

Enemy state machine, projectile movement correction: Vitor M

Title screen, button font tweak, distortion ambient loop: jakeyouh dogwalker

Enemy spawner gate crumble with dust particles: Randy Tan Shaoxian

Enemy projectile firing, health bar component: Chris Lange

Beacon sound effect: Patrick McKeown

Role Playing

Developed Dec 31-Apr 21, 2024

Project lead, core gameplay, character models (sheep, wolf) with related animations, character AI (pathing, idle, chase, flee, pack fixes, attack, dog protective behavior), main level design and environment decoration (including trees, grass, terrain), player rock throw aimer, controls, blocked camera dithering effect, game over screen, ghost (prototype only): Kelly Mark

Dog model with animations, health UI, models/textures (barn, sword, lantern, volcano, crater), armageddon effects: Cassidy Noble

Dog state changes, cat movement fixes, scene transition fade, AI error logging: Fernanda Robles

Gameplay music: Michael Fewkes

Level design improvements, sheep collision fix, loading manager, pause method: Stebs

Player cat model and related animations: Elizabeth McMahill

Dragon model/texture/animations: Tyler Funk

Dragon flamethrower (texture, material, particle system): Andy Sen

Dragon fire sound, fire effect hookup: Dannyellis Meléndez

Mountain and rock model/texture, butterflies, skyboxes, sheep sounds: Christer "McFunkypants" Kaitila

Rock lock-on, wolf star particles hit effect, rock throw fix: Neil Urwin

Settings panel, null crash fix: Alex Joiner

Wolf pack behavior (basic), outside sound recording, camera position fix, debugging visualization improvements (internal use): Chris DeLeon

Tactics-style adventure
Adventure
Play in browser

Developed Apr 7-Jul 28, 2024

Project lead, core gameplay, isometric view and turn-based movement system, main environment art, potions, spells, world design, projectile functionality, player animated sprites (Warrior, Archer, Wizard), Kobald and Koa Toa enemies, sound integration, assorted bug fixing: Vince McKeown

Key sprites with variations, UI text box functionality, inventory menu, title layout, UI image selection support, title screen font selection, pause menu, pause toggle: Michael Monty

Movement system refactor, core UI system, health bars, potion and spell menus, stamina tuning, bug fixes (turn change, fire bolt casting), mute toggle: Dan Dela Rosa

Main music, sounds (footsteps, water and cave ambience, health pickup, arrow shooting, player and enemy hurt sounds, healing and buff spells, sword strike): Chris "BOLT" Bolte

Win screen, game over screen, tile cursors, UI background, textbox wrap, additional keyboard controls, healthbar improvement, UI layout touch up, additional sound effects integration, header drop shadow: Christer "McFunkypants" Kaitila

Sprites (archer animation, 2 spellbooks, arrow), additional sounds (water effect): Rodrigo Bonzerr Lopez

Narrative and related internal artifacts: Gwyn Henry

Isometric tile spritesheet functionality, player stamina, UI fix: Marvin Chong

A civilisation-building wargame, defeat your enemies and keep your queen alive!
Strategy
Play in browser

Developed Jun 2 - Aug 18, 2024

Project lead, core gameplay, main systems (battle, farms, energy, capital, society table, audio, messages, events, pathfinding), enemy and wave logic, input and UI button handling, page styling, assorted asset integration, additional sounds (building, action denied), sprites (modes, dynamite, under construction), help messages, test runner (internal development program): Marvin Chong

Unit role selection and tile reassignment system, assorted UI (soldier count, food display, initial selection, layout, role picking, enforce destination selection): Dan Dela Rosa

Background music: Luke Bertram

Tile art (farm, capital, grass, mountain, food), sounds (ambient loop, moue click), tile stats display, tile highlight effect, logo, plash screen, UI improvements: Christer "McFunkypants" Kaitila

Pause screen, minor code refactor, frame counter fix: Anthony Hernandez

Sounds (building destruction, path draw, button): Chris "BOLT" Bolte

Enemy camp destroyed when last unit defeated, related fix for all role types: Justin Montgomery

Enemy camp tile: Michael Monty

Playtesting: Klaim (A. Joël Lamotte)

Gauntlet-like
Action
Play in browser

Developed Dec 10-Apr 28, 2024

Project lead, core gameplay, level 1 and 2 design, tilemap implementation, main world tiles, player character sprites (archer/warrior/magi/cleric & elf/human/dwarf), enemy sprites (skeleton/ogre/demon), loot functionality, UI, collision, pathfinding, camera, animation hookup, font loading, enemy behavior, destroyable walls, map exits, item placement, drawbridges, scene handling, item collection, menus, store, core attribute authoring, asset integration, optimizations, various bug fixes and internal debugging features: H Trayford

Character injury flash, arrow loot, doors/keys hookup, attack system, bow and melee attacks, AI state machine, projectile shadows, UI update, camera zoom fix, scene switch improvement, scene changes persist, spawner destruction, UI refactor, spawn limiter: Vitor M

Weapon icons (magic hammer, magic warhammer, mace, longbow, shortsword, longsword, axe, battleaxe, shortbow), pause sound, level 1 design pass, play testing/feedback, level 2 & 3 design concepts, enemy differentiation concepts: Elizabeth McMahill

Spawner art (ogre pit, skeleton spawner, demon portal), movement speed tuning, level 1 design, healing item placement, cooldown animation adjustment, dead enemy collision improved, bridge crossing: Stebs

Voiceover announcer, elven archer sprite, map tint, sword attack animation, character spin and fade exit sequence, sounds (pickup coin and key, exit, important event, eating and drinking variations, enemy spawn/attack/die/magic, sword/arrow and additional battle sounds), player sound integration, visible character weapons, low health flash: Christer "McFunkypants" Kaitila

Loot sprites (hammer, warhammer, helmet, potion, shield, base armor, platemail, full plate armor), water animation, moveable wall: Luis Montaña

Music (DR 01), staff weapon, attributes fix, scene fade, weapon animation error resolved: Neil Urwin

Tiles (acid, lava, broken bridge), animated bridge raise/lower: speck

Music (welcome, explorers): Brandon Paul

Music (game over): Kelly Mark (tinyzigzag)

Key sprite: Ian Cherabier

Linux support fix: Jonathan Peterson

Action
Play in browser

Developed Apr 2-July 2, 2023

Project lead, core gameplay, player movement, controls, diggerang, map generation, tile art, particle effects, inventory system, sound code (including compressor), sprite system, collectibles, enemy code (including crawler, tentacle, patroller, bat), debug minimap, damage tuning, screen transition effect, unbreakable bricks, auto-tiles art, ore lifetime, large font, health drops, lighting effects, shield upgrades, treasure details, scoring, upgrades, depth awards, credits display, inventory screen, in-game music, additional player sounds, title screen: Ryan Malm

Player stats (steps, jumps, helicopters), inventory stats (playtime, enemies killed), stats display, gamepad controls, assorted room prefabs (t-intersection, platform, longhallway, stairs left, stairs right, hut, hallway, well, plus, checkerboard, pipe), tentacle monster eyelids, irregular tentacle length, stalagmites, player damage display, sound priority adjustments, randomized collectible and footstep sounds, minimap with arrow icon and depth indicator: Christer "McFunkypants" Kaitila

Player damage screen shake, falling rocks damage other rocks, map replay, reusable player collider, ore costs for diggerang & helicopter, rock & dense rock tile code, explosive tile cascade, ore bar expansion to 2600 ore, partial tile damage shake, 4-hit conversion for dense ore, tile damage tracking in tilemap: H Trayford

Sound variation randomizer, sounds (player damage, crumbling rock variations, explosions, boomerang flying loop, pickups, shovel to metal): Johan Ostling

Title music: Klaim (A. Joel Lamotte)

Player sprite, unobtanium ore, gems, 90s treasures: Kyle Knutson

Sounds (dirt dig, jump variations, soft landing, health pickup, depth goal): Patrick McKeown

Bones collectible inventory tab, ore display, hjkl movement: Jonathan Peterson

Sprite moving directions, prevented helicopter mode while diggerang is out: Jacob LeCoq

Bone sprite: Chad Serrant

Playtesting: Joel Lamotte (Klaim) and Michael Primo

A procedurally-generated rogue-like turn-based RPG
Role Playing
Play in browser

Developed July 10-Dec 4, 2022

Project lead, core gameplay, ap turn system, level procedural generation, story, combat, environment titles, enemies (art and AI) and boss, talents, charms, door functionality, pillar interactions, player sprites, inventory, fuel system, asset integration, title screen, UI, vfx, assorted bug fixes, help screens, vendor, menu cogs layout: Tylor Allison

Fuel cells, treasure chest art, keys, funguy sprite with animations, rock clutter, door animations, scarab, gem colors, digger bot, bonk weapon, mace and club, crystals, mine props: Vince McKeown

Player armor sprite variations (including reactor green), gem sprite, sounds (gem break, item pickup, player step, motor whir, household devices, boss footstep, currency pickup, failed action, cog use, trap, open ches, door open, vendor transaction, beetle, thump bot, shock, menu action, poke, swing), darker bot variations: Patrick McKeown

Bio floor, giant rat, Rou\'s sprite update, uthoring additional weapon names: Roxcon

Playtesting organizer, translated test responses into action items, organized live testing: Ashleigh M.

Stair picture, crash fix on using unusable item, new gizmo sprite, menu button art: Jonathan Peterson

Sound effects (pokes, hacks, bonks, ice/dark/flame weapons, doors closing, assorted retro fantasy sounds), vine obstacle art: Christer "McFunkypants" Kaitila

Title art, game over prompt concept: FightEXP

Menu background cogs: Gonzalo Delgado

In-game options menu toggle, quick slot key hookups: Tor Andreas Johnsen

Brass cog sprite: Johan Östling

Credits scene setup: H Trayford

Early song draft (adapted to a different game): Abhishek @akhmin_ak

Practice commit: Jiho Yoo

Developed Jul 23-Dec 10, 2023

Project lead, core gameplay, Project lead, core gameplay, road spline system, overall track and landscape, main rewind functionality, controls, replay spectator, vehicle select, result screen, models (hypercar, road segments, town building, deciduous/PCG tree), UI gauges, paint color support, base map functionality, controller rumble, sound (menu navigation, muscle car tires, gear change, additional engine audio, tired skidding, shifting), Blues tune, flares, audio menu functionality, various bug fixes and asset integration, loading screen: Patrick Moffett

Racer AI (navigation, avoidance, crash correction, hit response), difficulty tuning, assorted bug fixing (esp. related to freeze bugs, rewind feature), in-game menu custom button styling, addressed subtle exploits, rewind feature improvements, UI features (finish line indicators, race position), voice acting (radio station intros, AI racer barks), advanced visual logging, variable resolution support, map and minimap improvements, build configuration: Justin Montgomery

Music (orchestral, chiptune, rock, country), sports car model, guard rails, many rock models with textures, rain (particles and sound), pine trees with variations, square flag: Rodrigo Bonzerr Lopez

Dynamic engine sound, base commuter AI: Fahad Muntaz

UI color pallete, Options menu setup, button styles, font integration (PassionOne): Michael Monty

Clock tower, main menu, button bindings fix: Tyler Funk

Village area track, mountain terrain features: Brian J. Boucher

Skidmarks: Neil Urwin

Alpine Hotel model: Cooper Willis

Diamond road sign model, road signs (public domain): Christer "McFunkypants" Kaitila

Pause menu: Tom Schultz

Playtesting: Klaim (A. Joël Lamotte)

A peaceful town puzzle game with a bit of animal crossing vibe. A HomeTeam GameDev project.
Puzzle
Play in browser

Developed July 4 - Nov 21, 2021

Core gameplay, project lead, AI behaviors, main artist, primary writer, tutorial, UI framework and primitives, performance optimizations, environment design, building/furniture art, NPC and object interactions, pathfinding, fairy/gnome sprites, custom editor, particles, input handling, asset management, hints system: Tylor Allison

Bar assets (including game cards), floor rune relay, rock relay integration, runes, vendor house flower pot update, spark flower animations, mute refactor, stairs, assorted beach shells, electric zap sound, plants (fern, wild flowers, large leaf plant, shrubs), door open/close sounds, rocks: Vince McKeown

Tree, flower pot (including animation), sounds (fairy wings, wind chimes, silver and gold bells, gnome grumbling variations, cheers, sparks), additional sprite integration, gnome chatter, gloom and enlightened walk states, various scenery decoration improvements (vendor, plant variations, seashells, palm tree): Patrick McKeown

Music: Alan Zaring

Initial main menu functionality, options state, button sounds, music and sound volume sliders, door opening sound, additional level editing: Vaan Hope Khani

Pillar activation sound, vendor sounds, gnome sweeping animation, action UI icons: Chris DeLeon

Title screen decoration, minor tutorial editing, lamp post sound hookup: Christer "McFunkypants" Kaitila

Story and dialog work (incl. Ciara, the barkeeper), updates to map areas for vendor and tower: Abhishek @akhmin_ak

NPC morale and like/dislike indicators, indicators sprite sheet: Philip Greene

Tinkerer shop sprites: Gonzalo Delgado

Survive the Waves of 'Rude Machines' on a tiny platform.
Action
Play in browser

Developed May 8 - July 17, 2022

Project lead, core gameplay, player weapons, power bar, lighting, main AI states, float bot, plasma attack, destruction particles, player hand models, enemy spawn manager, medium bot improvements, damage sphere, pickup indicators, health regeneration, various enemy tweaks, damage sounds, wave display, decorative effects, game over UI, blue drone, slow motion pickup, asset integration and bug fixes, improved audio system: Bilal A. Cheema

Medium floating bot, rudetech logo, caution decal, small melee/explosion bot model and texture, cylinder bot art, debug spawner: Liyi Zhang

Laser eye with trail, drone guard model and textures, proximity AI, muzzle flash particles, directional damage indicator sprite, assorted sounds (including variations for slow mo, shots, robot sound, explosions, hit impacts, jumps, engines, self destruct): Christer "McFunkypants" Kaitila

Self destruct enemy behavior, additional work on melee enemy: Syed Daniyal Ali

Score based on survival time, score save/restore, game timer, fall death: Farah R

Drone music: Klaim (A. Joël Lamotte)

Sounds (waller attack, idle, and small destruction): Patrick McKeown

Flapping sounds: Abhishek @akhmin_ak

Playtesting: Gonzalo Delgado, Christer "McFunkypants" Kaitila, Rohit Narwal Kumar, Liyi Zhang, Rodrigo Bonzerr Lopez, Tyler Funk, Patrick McKeown

Play in browser

Developed Mar 26-Jul 2, 2023

Project lead, core gameplay, teleportation shader creation, bug fixes, environment design including related props and puzzles (warehouse, recreational, computer, electricity), sci-fi chair and table, click functionality, door model, air control, dash jump tuning, electric floor particles, movement tutorial, button state visual, document/email UI, fade transition: Ian Cherabier

Holo-bridge energy crate placement/movement, power station, elevator fixes, holo platforms in electricity room, electrified floor, power crate interaction, power station and recreational area, storage shelves, holo goggles text, warehouse area dialogue, energy cubes, interactive door switch, warehouse spawn point, pause menu restart option, movable block interaction, additional holo goggles sounds, scan line for holo-goggles, warehouse wall texture, pause menu toggle: Stebs

H.E.L.L area puzzles, checkpoint system additions, forcefields, falling blocks destruction, safe blocks particles, lift animation fix, restricted area sign, holo toggle, basic bot, mute, carryable objects, short beat loop, generic interactions support: Neil Urwin

Music (main menu, warehouse), player jump time grace, sounds (holo-goggles, foot steps), main menu implementation, implemented sounds for movement and landing, sound normalization: Brandon Paul

Corridor scene including lighting and object placement, tablet and document corrections, textures for pause and items, menu font integration, hammer model, functionality for reading computers/tablets and dialogue display: Luis Montaña

Effects for screens and camera, upgraded lab lighting and environment details, title screen decoration, assorted wire and cable models, laboratory wall material, stairs, environment building blocks: Christer "McFunkypants" Kaitila

Writing, security cameras, models (doors, phone, office supplies, furniture, door with frame, paper, laptop): Cassidy Noble

Checkpoint functionality and related art, respawn support: Simon J Hoffiz

Door camera transition, holo goggle, additional camera behavior: Patrick J Thompson

Robot vacuum pathing (including door support), shiny crate, scene load fix: Chris Lange

Moving platform, UI crosshair, models (fuel tank, button, shelf): Armando Navarrete

Horizontal lift support, neon pulse, jump speed fix: Barış Köklü

Emission lighting, floor grid: Gabriel Cornish

Playtesting: Stebs, Michael Monty, Rodrigo Bonzerr Lopez, Cassidy Noble

Stealth boat gathers intel while avoiding obstacles on river.
Survival
Play in browser

Developed Feb 10-Apr 7, 2024

Project lead, core gameplay, level design, key/touch control, sensor on/off timing, spotlight, UI, scores, fuel, sounds(sensor on/off, river recording, searchlight warnings), bugfixes and gameplay tuning: Patrick McKeown

Art (log, rock, boom unit, sensor-cone), animation (driftwood), dynamic beam tracking searchlight, closable boom & tuning adjustments, chain crank sound & integration, rock collision box, menu button improvement, sensor-cone alpha pulse, return-to-station on touch: Jason Timms

Wake particles vfx, WASD support, motor sound with pitch modulation, ambient stream sound: Christer "McFunkypants" Kaitila

Water background tile scroll: Ryan Malm

Boat art: Kyle Knutson

Pause scene fix: Marvin Chong

Testing: Klaim (A. Joël Lamotte), Stebs, Alex Joiner, Rodrigo Bonzerr Lopez, Elizabeth McMahill

Anime Boxing Simulation
Fighting
Play in browser

For Mac use the itch app to download the native build

Developed Dec 4 - Apr 16, 2023

Project lead, core gameplay, 3D character modeling / textures / animations, enemy AI, fight system, IK support, input handling, boxer movement, music, camera behavior, toon shader experimentation and tweaks, audio system, health and stamina, asset integration, menus, flame effects, match logic, scoreboard, font selection: Patrick J Thompson

Hit collision improvements, background crowd visual, sounds (ring bell, crowd ambient noise, boos, punches, hit oofs, footsteps, menu audio), keyboard control, airburst shockwave, facial expressions (with blinking): Christer "McFunkypants" Kaitila

Updated anime/outline shader, rendering pipeline adjustments: Tyler Funk

Boxing ring, crowd state management, punch trail shader: Neil Urwin

Block mechanic (initial functionality): Barış Köklü

Developed Jun 26-Oct 9, 2022

Project lead, core gameplay, character animations, toon shader, level design, boss fight, checkpoints, fire hazards, player movement and combat, enemy AI, camera code, door trigger system, dynamic wire color, moving platforms, robot model, conveyor belt, environment models (crane, dumpster, street light, window, street sign, rubble), tutorial UI, audio integration, assorted sounds (crane, battery, jump, flamethrower, footsteps, enemy hit sound), pressure switches, battery model and material with damage variation, song crossfade, destroyable barrels: Patrick Moffett

Final boss music, barrel model with wood textures, cement mixer, boss fight sound, tree model, robot hover sound, shovel model, hardhat, hammer: Rodrigo Bonzerr Lopez

Fall damage, hip fire when target locked, slingshot trail effect, shot arc: Cooper Willis

Player healthbar, UI ammo indicator, game over buttons, menu text improvements, updates to loading screen and general UI: Michael Monty

UI scaling, stair collider fix, menu skybox improvement, end game explosion effects, debug cheats functionality, gamepad pause support, better targeting behavior: Mike DiGiovanni

Factory music: Ashleigh M.

Sounds (ammo pickup, slingshot firing and hit), slingshot pebble model, machine whirring loop, material variations for buildings: Chris DeLeon

Health pickup item with related sound: Fahad Muntaz

Health pickup heals player, pause/unpause: Colton Henderson

Grass shader: Rohit Narwal Kumar

Water dripping sound effect: Jared Rigby

Playtesting: mike dg, Michael Monty, and Klaim (A. Joël Lamotte)

Isometric adventure
Role Playing
Play in browser

Developed Oct 20, 2023-Mar 3, 2024

Project lead, core gameplay, isometric world, art (player, most environment art - bookshelves, boxes, weapon racks, barrels, sacks, pots, beds, walls, etc), level design, speed potion, coin, enemies (blob, cyclops, skeletons), animation code, wall levers, in-game UI, inventory screen, projectile support, boss, start and death screens, various asset integration: Vince McKeown

Enemy pathfinding and related AI, melee combat, projectile improvements, player movement bug fix, mute and pause toggle, image loading fix, better wall collision handling, improved Linux support: Jason Timms

Music, sounds (sword hit/miss, door opening, monster taking damage and menu sound with variations): Patrick McKeown

Characters made visible through walls, player collision, blocking feature, player sword attack, minimap optimization, door color variations, out of bounds tile pattern, vignette border, debug path draw: Christer "McFunkypants" Kaitila

Sprites (rogue, ranged monster, wall painting): Gabriel "Adamastor" Da Mota

Item/character shadow support, minimap improvements (player and colored door locations): Randy Tan Shaoxian

Sprite Z sorting: Michael Fewkes

Warrior attack animation: Kyle Knutson

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