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HomeTeam GameDev

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:
More than four years -
24 quarters: H Trayford
22 quarters: Vince McKeown, Randy Tan Shaoxian
Four years or less -
16 quarters: Ian Cherabier, Tyler Funk
15 quarters: Stebs
13 quarters: Cassidy Noble
Three years or less -
12 quarters: Luis Montaña, Patrick McKeown
11 quarters: Armando Navarrete, Michael Monty, Rodrigo Bonzerr Lopez, Grygoriy Kulesko
9 quarters: Barış Köklü
Two years or less -
8 quarters: Ryan Malm
6 quarters: Syed Daniyal Ali, Neil Urwin
5 quarters: Kyle Knutson, Dan Dela Rosa
One year or less -
4 quarters: Christian Gabbianelli
3 quarters: Jason Timms
2 quarters: Justin Montgomery
1 quarter: Kelly Mark, Alex Joiner, Marvin Chong, Elizabeth McMahill, Jordan Johnson, Trevor Morrisey, Vitor M

Former Game Changers:
16 quarters: Klaim (A. Joël Lamotte)
15 quarters: Michael Fewkes, Tyler Allison, Charlene A., Vaan Hope Khani, Brian J. Boucher
14 quarters: Gabriel Cornish, Jeremy Kenyon
11 quarters: Caspar "SpadXIII" Dunant, Jeff "Axphin" Hanlon, Kornel, Ashleigh M.
10 quarters: Gonzalo Delgado
9 quarters: Bilal A. Cheema
8 quarters: Patrick J Thompson, Terrence McDonnell, Simon J Hoffiz, Fahad Muntaz
7 quarters: Jonathan Peterson, Patrick Moffett, Andy King, Jaime Rivas, Brian Nielsen, Will McKay, Justin Chin
6 quarters: ClayTaeto, Rémy Lapointe, Jeremiah Franczyk, Alan Zaring
5 quarters: Johan Östling, Nicholas Polchies, Kyle Black, Michelly Oliveira, Philip Greene, Liyi Zhang, Muhammed "EyeForcz" Durmusoglu
4 quarters: Chris Lange, Vignesh Ramesh, Roc Lee, Cooper Willis, Jared Rigby, Sergio Ferrer, Rob Tunstall, Allan Regush, Rohit "n4rwal" Kumar
3 quarters: 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: Erik Verlage, Jeremy Jackson, Trenton Pegeas, Rami Bukhari, Andrew Mushel, FightEXP, Chad Linthicum, Evan Sklarski, Drew Beardall, Filipe Dottori, I-wei Chen, Marcel van Dijk, Carl Hughes, Andrew Hind, Ryan Cahela
1 quarter: Dominick Aiudi, MrPhil (Philip Ludington), Joshua Yee, Tor Andreas Johnsen, mike dg, tiago.dev, 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

​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

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

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

Level music: Marvin Chong

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, minor bug fixing: Chris DeLeon

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

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, materail, 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

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)

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

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

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

Action Puzzle
Strategy
Play in browser

Developed Dec 17-Mar 24, 2024

Project lead, core gameplay, projectile towers, grid system, wall and enemy spawning, level selector, tutorial level, scoring, tower numbering, scale adjustments, spawn line guides, tower spawn UI, code animation, dynamic navmesh, additional sound integration, various bug fixes: Barış Köklü

Prototype co-developer, level design, gameplay HUD, interaction design, prep stage UI, win/loss, cursor function feedback, magnets, event manager, blocked placement, difficulty tuning, resource loss feedback, wall destruction, transitions, cowmations, placement limiter, debug manager: Stebs

Basic enemy functionality, turret tracking/firing, projectile falloff, tower abilities, slow power, health system, area of effect, enemy detection, internal script organization, timer, additional early prototyping: Christian Gabbianelli

Bed damage animation, confirmation UI, sounds (block placement, towers, enemy death), enemy removal effect and related animation: Trevor Morrisey

Ring tower model with color variants, main meu background scene, button graphic, font integration: Ian Cherabier

Models (toy block, block enemy), enemy hit sound, background color selection: Gabriel Cornish

Evil teddy model and materials, foam floor texture with normal map: Kelly Mark (tinyzigzag)

Health UI bar, player render bug fix: Neil Urwin

Sine wobble effect: Christer "McFunkypants" Kaitila

Playtesting: Klaim (A. Joël Lamotte)

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

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

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)

Adventure
Play in browser

Developed Oct 29-Mar 3, 2024

Project lead, core gameplay, game soundtrack, story, animated player sprite, tile collision, level design, cutscene illustrations, music, collision handling, enemies and obstacles (bat, killer bee, boss worm, bombs, rockets), hoverboard, clouds, environment art (van, additional buildings, drums, light posts, subway scene, bridge), parallax support and related layer authoring, chase camera, sounds (laser, explosion variations), powerups: Rodrigo Bonzerr Lopez

Better input handling, in-game UI (art and code), spike collision, pause functionality, scene debug switch, title screen, game over handling, boss selection scene, crisper image loading, framing css: Michael Monty

Moving platform (art and related code), level loading fix, score/health UI update, debug hitboxes, music switching, solved a few crashes: Dan Dela Rosa

Player facing sprite flip, jump updated, falling animation improvement, Linux support fix: Randy Tan Shaoxian

Particle effects for jetpack, keyboard input fix, scrolling background cloud effect: Christer "McFunkypants" Kaitila

Broken building art: Cooper Willis

Jump sound, initial sound manager: Jared Rigby

Rocket and spike sprites: Sergio Ferrer

Pause screen background: Michael Boal

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

3 Powerful Hover Mechs with an objective to obliterate hostile entities on Mars.
Action
Play in browser

Developed July 18 - Oct 10, 2021

Project lead, core gameplay, main mech development (models and functionality), level design, portal weapon, building models, enemy mech AI, night mode, minimap, Mars textures, muzzle flash, emissions effects, lighting, in-game cursor, camera functionality, projectile pooling, orthographic setup, shield bar, additional weapon sounds, assorted bug fixes, culling optimization, low shield warning, quality settings: Bilal A. Cheema

Gameplay music, menu music, forcefields shader, explosion effect, aim improvements, laser shaders, editor script bug fix, explosion pooling, hitpoints system, crater models, fire and smoke effects, additional building, music manager: Will McKay

Boost feature functionality, UI, AI waypoints support, sound manager, initial sound integration, start menu, assorted code/warnings cleanup, menu fade, menu colors: tiago.dev

Laser fence, grid wall, additional rock model, shield pickup, power pickup, pick up rotation, building repair, Calamity homing rockets, sound and music toggles, controller settings menu: Filipe Dottori

Initial prototype functionality, original design co-lead for weapons and mechs, trigger and camera design, spaceship model, aim functionality: Nouman Waheed

Sounds (shield pickup, low shield warning, ion cannon, EMP, power pickup, rifle, rocket, bomb, portal, building destruction, enemy cannon), several rock models: Patrick McKeown

Calamity rockets sound: Abhishek @akhmin_ak

Selection sound: Philip Greene

Topdown 3D action shooter ala Vampire Survivors. Fight against swarms of rogue AI machines and survive!
Action

HomeTeamGameDev's first released Unreal 5 game

Developed Apr 16-Jul 30, 2023

Project lead, core gameplay, enemy and boss AI, player movement, main gameplay UI elements, main menu, health system, sounds (abilities cooldown and laser), particle effect for plasma rifle, turrets, main enemy spawner, enemy damage, trash robot animations and integration, experience pickup model and emissive shader, player level and skill selection, concept art, styled menus, night map, visual effects and sound effects for abilities and environment, gameplay balancing, additional sound cues, level design (including lighting and environment decoration), assorted bug fixes: Tyler Funk

Player level up system, timer/cooldown component, internal test map area, bomb ability, bombs explode, pooling optimization, enemy physics improvements, base projectile, disc destroyer ability, simple napalm trail ability, gravity vortex ability, ability screen appears on level up, experience bar setup, loot drop: Christian Gabbianelli

Satellite robot enemy and projectile models, Destroyer Disk ability model, Napalm boots material and flame trail, napalm damages enemies, auto fire toggle for primary ability, time freezes for boss battle, boss countdown, visual effects (pickup for experience and health, firework, level up, ring around player, floating cross), health booster functionality and model, visual indicator for the enemy range, enemy red light pulse to indicate seeking or angry mode, post-match summary screen, pause menu functionality, kill counter: Chris Lange

Mail robot (sounds for voice and voice attack, projectile), view zoom control, volume settings, audio channel mixes, health pickup improvements (drop chance adjustment, bounces when spawned), player character firing aim, health drop tuning: Patrick Moffett

Main Character Model and materials, UI icons (napalm boots, attack speed, bomb, attack damage, attack speed, tornado, crit damange and chance, weapon piercing, multi-shot, updates for vortex and plasma rifle), napalm boots duration tuning, 7 laser sound variations, ability balancing: Patrick J Thompson

Audio implementation, sound effects and related integration (player level-up, napalm boots, menu sounds, robot sounds), looping sound fix, health pickup functionality, mailbox bot movement: Megan Frazier

Downtown level, drone enemy with randomized movements and tracking, fade feature, zip line feature: Armando Navarrete

Player damage, enemy spawning improvements, sounds (health pickup, metal impact, plasma gun, build turret, robot malfunction): Brandon Paul

Environment models (office divider, hydrant, mailbox, picket fence), ten gradient textures: Christer "McFunkypants" Kaitila

Temporary player invulnerability after damage, recolor signal from recent damage: Justin Chin

Mailbox robot with animations, officer sentry unit: Cassidy Noble

Ice hockey like you've never seen before!
Sports
Play in browser

Developed June 5-Aug 21, 2022

Project lead, gameplay mechanics, 3D models [characters, hockey net, hockey puck], animation rigging, animation (authored and procedural/physics/IK), AI, net, local multiplayer, goalie mechanics, keyboard and gamepad support, scoring and possession rules, camera behavior,  sounds (crowd, hit post, boards bounce, goalie check, possession, puck catch), audio implementation, rag dolls, assorted bug fixing, animation compatibility with instant replay, usability improvements, overtime, controller support: Patrick J Thompson

Slo-mo / instant replay system, scene models (bleachers, rocks, snow banks, grass, side boards, bush, tree, horizon tree line), scene lighting improved goal tender appearance: Christer "McFunkypants" Kaitila

Computer controller opponent AI: Neil Urwin

Body check and related input, rink scratches: Tyler Funk

Crowd effect, start menu: Gabriel Cornish

Puck model with variations, crowd reactions: Stebs

Sounds for skating, puck hit, and puck bouncing off boards: Rob Tunstall

Ice tracks shader: Andy King

Puck trail effect: Chris DeLeon

Platformer
Play in browser

Developed Sep 17-Dec 10, 2023

Project lead, core gameplay. player and boss sprites, melee, dialogue manager, main level design, boss fight,  turret, UI, assorted environment art, knockback, detective elements (murder scene, weapon, related implementation), chains, boss sound, projectiles: Luis Montaña

Docks secret area design, draw bridge, checkpoint system, health pack, toxic water animation, camera zoom on trigger, drawn respawn, fall respawns with delay: Ian Cherabier

Movement tuning, player death, turret bullet collision, dialog box polish (fade, blip), police chatter, Buzztown theme integration, debug cheats, player reset, sounds (jump, hit, death, turret shot, steam whistle): Stebs

Steamdog sprite, steam particles, parallax, environmental decoration (skyline, background pipes, spinning gears, whistle, streetlight): Christer "McFunkypants" Kaitila

Buzztown theme music: Zach Rouhana

Camera look ahead, ground tile fill, floor tile variation, player melee sound: Gabriel Cornish

Main menu, robot dog sound, healthpack full feedback, credits screen setup: Neil Urwin

Steamborg sprite with animations, Steamborg functionality (based on Steamdog): Chris Lange

Playtesting: Stebs, Ian Cherabier, Klaim (A. Joël Lamotte)

Save the Universe
Action
Play in browser

Developed Oct 8-Feb 11, 2024

Project lead, core gameplay, character models and all animations, player control and navigation, enemy behavior, in-game UI, underlying state machine functionality, camera, health system, additional level design, assorted bug fixes, writing, prisoner system: Syed Daniyal Ali

Castle structure (layout including parts - ground, columns, stairs, roof, windows, crates), castle materials (dark/light masonry for walls and floors, wood planks, banners), background skybox, waving banner shader, enemy stairs fix: Christer "McFunkypants" Kaitila

Music (lute, soulful background), sound effects (punch, kick, step, armor fall, climbing, weapon swings and strikes, wind blowing and birds chirping): Patrick McKeown

Player movement fix, enemy and player footsteps integrated, responsive menu layout, pause toggle, experimental audio code (not in release): Hamza Saleem (Scapegoat)

Main menu buttons, menu highlight outline, scene loading setup: Tyler Funk

Jump input hookup, state normalized time bug fix: Randy Tan Shaoxian

Minor camera bug fix, map seam adjustment, minor enemy particle effect tweak: Chris DeLeon

Probuilder integration and hotspot texturing: Bilal A. Cheema

Amnesiac and l lost in the dark woods you finally reach a disturbing house. Not for people afraid of the dark.
Adventure
Play in browser

For Mac use the itch app to download the native build

Developed Aug 7, 2022-Mar 19, 2023

Project lead, core gameplay design and implementation, level design and interior layouts, puzzle design and implementation, UI and screens, story, player movement, item manipulation and examination, lock and key system, sky made more scary, door behavior, ugly wallpapers, slope handling, camera behavior, ladder system, music (background, intro, music box), various game objects mechanics, house collision adjustments, scale improvements, light tweaks, title screen, instructions text, many bug fixes: Klaim (A. Joël Lamotte)

Grass shader, models with materials (treasure chest, toilet, sink, chair with comfy variation, clay flower pot, bed, music box) with related integration, sounds (foostep), environment scale reference: Liyi Zhang

Models with materials (lighter, plate, frying plan, mushrooms, torch, candle), flame behavior, lighting experiments, uneven fog/dust, mushroom generator, camera adjustment, lighter and pan integration (with sounds), skitter and dripping audio variations, additional sound integration, held item physics fix: Johan Östling

Models with materials (wood dresser, keys, gold bar, iron cauldron, landern, door, window frame, cardboard boxes, stoven and assorted kitchen appliances), player animated body shadow, house materials (multiple wall types, roof, kitchen surfaces, carpet), sounds (creaking floor, doors, chests, gates), decorative interior model placement: Christer "McFunkypants" Kaitila

Spooky music, sounds (unlock door, collision reverb with material variations, nearby steps, crystal ball toggle, light switch, creepy eye watching, mumbling, eye pain flame): Patrick McKeown

Animated models (pine tree, leafless tree, shrubbery) with related materials, tree placement, landscape texturing, shaders (sky gradient, moon to night sky, pixelated screen): Tyler Funk

Glow and fog, interactable highlight shader, scene flow, window and mirror: Kyle Black

Night ambient sound recordings, credits info: Chris DeLeon

Control time! Stop an invasion!
Puzzle
Play in browser

Play in-browser now, or download for Quest VR (free, side loaded apk)

Developed July 19 - Dec 20, 2020

Project lead, core gameplay, railgun and chain reaction functionality, Quest VR support, time reversibility and related locomotion, assorted bug fixes, additional level design, menu score tally/reset, ship wake effect, water and ground based movement variants, additional voxel buildings: Chris DeLeon

Title logo, menu animations, explosion effects, damage/score text pop outs, post-processing variants per stage, UI scaling, score display, laser effect tuning, particles fixes, skyscraper window lights experiment, optimizations, support for variable ammo limit per zone, high score save/load: Kornel 

Ocean level design, improved waypoint aircraft support, initialization bug fixes, Ocean story text: Ian Cherabier

Audio programming for time dilation distortion (including reversal), target alignment editor extension for level design, city ambient background noise, audio integration: Michael Fewkes

Chaos Dimension and City level design, piñata model, elephant shading: Jeremiah Franczyk

Modern skyscraper model, non-Quest VR support, VR cannon scope, trench landscape, blimp model, tree model (original and optimized): Tyler Funk

Cartoonish UFO model, WW1 plane models (Spad and Fokker), time-adjustable propellor script, damaged countryside building: Marcel van Dijk

Cinematic text intro feature, chaos dimension concept and foundation (including original temporal variations), rainbow worms, voxel model material optimization, horizon textures (city skyline, hills), trails on certain plane designs, Countryside level main layout, main menu particles cyclone, all story text authoring: Christer "McFunkypants" Kaitila

Menu, Ocean and Countryside music: Alan Zaring

Desert/City and Chaos music: Simon J Hoffiz

Models (frigate, F-16, aircraft carrier), textured main cannon: I-wei Chen

Menu to level fade transitions, time rate adjustment tuning, cannon exhaust smoke: Rikard Åkesson

Submarine model, building models for modern city, assorted spacecraft models: Gabriel Cornish

Modular spaceship and texture, standalone skyscraper model, British tank and texture: H Trayford

Models (Brandenburgertor, flying cow): Muhammed "EyeForcz" Durmusoglu

Teleport points feature, scene reset, round summary screen: Barış Köklü

Time cannon weapon model: Trenton Pegeas

World War 2 plane model: Ygor Dimas

Cannon and explosion sounds: Jeff "Axphin" Hanlon

Ammo cubes blink when turning off: Brian Nielsen

Additional story Input: Bjorn The Fire, Carson Sanders

An exploratory game where you can collect exotic plants, build art pieces, and relax. Beginner expedition into UE5
Adventure

Developed Oct 1, 2023 - Jan 28, 2024

Project lead, core gameplay, quest goals system, main design for scene, interface, end/pause screens, plant harvesting UI, scene cleanup, snow biome, fauna placement, preview mode, inventory tracking for build materials, plant growth and interaction focusing on maturity indicators, harvesting requirements, planter box upgrades, visual maturity cues, earlier building and inventory design, interface widgets and focus system, normals fix, planter box, LFS testing: Chris Lange

(Changes mostly implemented in C++ and working locally, however due to integration issues are not in the final release) Seed and plant implementation, UI for plant description, UMG build integration, plant needs and destruction, stats code, folder organization, additional map touch up: Christian Gabbianelli

Footstep sound integration, shell actor/material, configured project to compile automatically at startup, build script and git hook, bug fix for interaction target change: Tyler Funk

Exotic 3D plants and related glow effect, snow weather, alien grass, item pickup and drop system: Armando Navarrete

Music, sound effects (footstep, harvesting plant and seed variations): Christer "McFunkypants" Kaitila

Trellis and gnome models: Neil Urwin

Wind and drone sounds: ND Jia

Action
Play in browser

Developed Sept 4-Dec 11, 2022

Project lead, core gameplay, level design, enemy AI, player movement, camera system, controller support, title screen, modeling (small enemy ship, player ship, apartment, gunship, pickups), UI, hit sound, lasers, shield animation, explosions, texturing, post processing, level transitions, help screen: Jared Rigby

Base enemy, player health system, attack functionality, enemy shot collision, pause menu: Colton Henderson

Main gameplay music, ground turret model, skyline generation, tunnel, concrete, additional obstacle placement: Christer "McFunkypants" Kaitila

Final boss music, trees models with variations: Rodrigo Bonzerr Lopez

Main menu music, boost sound effect: Fahad Muntaz

Settings Menu, code tag comparison optimization: mike dg

Pickup sound effects, scorekeeper system: Chris DeLeon

Mouse aim: Tyler Funk

Playtesting: Patrick Moffett

A small strategy game playable in the browser.
Strategy
Play in browser

Developed Jul 2-Nov 12, 2023

Project lead, core gameplay, level editor, central UI code (including buttons, sliders, city panel, workers control), movement and pathfinding, main AI behaviors, level design, base gameplay mechanics, original unit art and environment sprites, options, tuning, music integration, assorted bug fixes: Jonathan Peterson

Battle mode and army creation screen enhancements, city/army UI features, battle map environment details, spawn logic, world view refactor and terrain improvement, unity battle behaviors, audio system, assorted sound integration, pause functionality: Jason Timms

Pathfinding improvements, game logo, movement sprites, sidebar/top bar visual touch up, terrain sprites (mud with grass, mountain tiles, additional foliage), additional UI (create army background, army/city info fixes, help window/button), interaction fixes (menu click accuracy, tile hover warning, sound autoplay bug, better map panning): Christer "McFunkypants" Kaitila

Camera unit follow, world entity sidebar and related fixes, button interactions, turn end button, unit selection improvements, unit counter, debug mode URL toggle: Randy Tan Shaoxian

Turn taking code, tile art (forests, town, farm, flags, water), peasant sprite (both team variations, world and battle mode), end turn functionality: Vince McKeown

Music (background, battle, map view), additional map design, battle sounds: Patrick McKeown

Camera pan smoothing, UI layout adjustments, sounds (button hover, click): Gabriel Cornish

Spearman unit variant art: John Fortune

Debug toggle and tile grid visual test: Arnaud Morisset

Playtesting: Luis Montana, Ian Cherabier, Stebs

Use the power of your furious feet to kick evil comets into puffs of dust!
Action
Play in browser

Developed Aug 7-Oct 30, 2022

Project lead, core gameplay, player control, main sprites and related animations (platform, player, enemy, shots), title and intro music, Spanish and French translations, powerups, invulnerability frames, score tracking, parallax backgrounds, UI, intro sequence including images, audio and animation code, sounds (explosion, shot), menu system, tuning, color trails, logo, control remapping: Michael Monty

New jump physics, wall sticking, drop through platform (firing up), save/restore of input and sound settings, assorted fixes (sound menu, high refresh rate input, audio during pause or game over, missiles bug), game over to reset, low pass filter, util functions: Patrick Moffett

Color selection, various fixes (high score freeze, device detection, high refresh rate physics, spawn timers, collectible duration, move consistency, spawn frequency): mike dg

Future music, missile art, collection sound, lose hp sound, rotating shield sprites: Rodrigo Bonzerr Lopez

Gamepad, screenshake, particles (dust, smoke, fire, sparkle, glow, explosion), title screen decoration, score initialization bug correction, collision fix, blurry font fix: Christer "McFunkypants" Kaitila

Chinese translation, shield hit noise, pause system: Jared Rigby

Playtesters: Klaim (A. Joël Lamotte), Cassidy Noble, Patrick J Thompson, mike dg, Patrick McKeown, Rodrigo Bonzerr Lopez, Rohit Narwal Kumar, Tor Andreas Johnsen

Adventure
Play in browser

Developed Jun 18-Oct 1, 2023

Project lead, core gameplay programming/design, character animations & models (playable characters [Dani, Raven, Sophie primary model, Tristan, Theo, Phoebe, Erebus], monsters [Cherufe, Miniwashitu and generic monster], all clothing), initial iteration of battle system (attack system, damage system, resurrection code, guard functionality, turn-based mechanics, UI, world & level design, scene transitions, inventory [items, clothing, wands, hats, consumables]), cheats, currency and store system, tuning, intro and ending cutscene, assorted integrations and bug fixes: Cassidy Noble

Full second iteration of battle system - Auto battle system, Targeting system, AoE attacks, battle logic, turns system, abilities enhancements, dynamic AI component, event-driven mechanisms, attack animation hookups, character state management, buffs/debuffs, ability usability from UI, dynamic magic point updates, player targeting fixes, health system refinement, miscellaneous optimizations and fixes: Christian Gabbianelli

Character models with rigging - Sophie 2.0 variation, generic/base woman, animated weapon connection, character details (glasses, cloth sim, hair): Patrick J Thompson

Music (combat, exploration) and related integration, sequencer setup, procedural dungeon generator, key pickup and door unlock functionality and UI, door animation hookup: Michael Fewkes

Battle stats (health, magic, agility, finesse) including related UI and framework, auto battle spell support, state machine conflict fix, status effect improvement, combat targeting, experience system: Chris Lange

Night skybox, moon with moonbeam effect, raven particles, lava falls, title screen decoration, additional main menu functionality: Christer "McFunkypants" Kaitila

Pause menu – UI, animations, volume controls: Ian Cherabier

Various main menu functionality (UI hover, button functionality, help screen): Stebs

Lava improvements (lighting, particles, waterfall layout): Gabriel Cornish

Sounds (rumble, shatter, and swoosh), main menu mute button: Brandon Paul

Player party duplicate entry fix: Neil Urwin

Shooter

Developed Apr 9-July 2, 2023

Project lead, core gameplay, settings, accessibility options, player attribute system, combat system, weapon data, spawn system, scoring system, level data management, item collection system, player money management, sound management, dialog system, text system, shop system, sprite management, player interaction system, VFX/UI feedback, player animations, ammo effects, bonus point sound, volume controls: Michael Monty

Music (pause, intro, outro, game over, cliff, graveyard), sounds (hiss, pick up, game over voice), dialog and related UI, solved input error, pause menu, fog effects and URP package, fog texture, zigzag patterns, torch, tilemap patterns, mode option: Rodrigo Bonzerr Lopez

Music integration and improvements (main menu, game over, gameplay), gameover screen sprites, gameover screen particles and labels, cobweb and stalagmite sprites, tombstone sprite: Christer "McFunkypants" Kaitila

Game over music, textbox design, sounds for bonus points and max combo: Jared Rigby

Combat music: Cooper Willis

Save data manager: Patrick Moffett

Weapon switch sound: Fahad Muntaz

Compiled credits: Chris DeLeon

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