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HomeTeam GameDevPage 2

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

Play in browser

Developed Mar 12 - June 11, 2023

Project lead, core gameplay, level generation with related authoring, systems (ability, combat, attribute, mana, traps, audio), base enemy AI, sounds (spikes, spider attack, additional bat attack, game over), assorted art (arrows, dungeon tiles, frog animations, frog spawner, bandaid, candy, attack power), speed boots, game over handling, item drops, font integration, treasure rooms: Patrick Moffett

Environmental art (tree trunk, white and green flowers, rocks, post, coffin, crates, barrels, bush, cave walls, web, furniture, bookshelves, bricks with variations, additional tiles), assorted sprites (armor, archer hood, archer character incl. animations), fireflies (including related post processing), tree collisions, sounds (fireball), texture fog, main menu song, death effect, dust: Rodrigo Bonzerr Lopez

Spider (attacks, animations, stun effect, controller), hit flash, treasure chests, sprites (fireball, turret, UI bars, buttons), fireball sound, player stat tracking, health and mana bar functionality, UI buttons, poison status, frog enemy with tongue attack: Michael Monty

Twin stick control, player dodge, bat animation and attack projectile, stats GUI, various stats measurements: Christer "McFunkypants" Kaitila

Mysterious cave music: Cooper Willis

Spike trap functionality, spreadshot: Adam Smith

Sounds (bat attack, spider web): Jared Rigby

Player attack icon: Fahad Muntaz

Platformer

Developed Apr 2-Jul 23, 2023

Project lead and core gameplay, boss fights (including animations and functionality), level design tilemaps and terrain, health and damage system, enemy behaviors (aggressive flying robot, tinypassive robot, fast enemy), implementation of spikes and holes, player animations (idle, walk, damage), menu interfaces (gameplay, victory, game over, level select), countdown, volume control, music (countdown delay, "thanks for playing" menu), sound effects (jump, coins, heart item, aggressive flying enemy and robot laser), debugging and optimization: Sergio Ferrer

Garden theme, gameplay camera system look and feel, stomp bug fix, coin animation and physics change, heart item animation, audio system, tongue attack, state machine refactor, frog interactions with fly, boss background and UI components, raindrop attack, debug features, fixed boss position, AI improvements, forest stalk enemy, points scoring, time slowing on stomp, improved FX for bug interactions, garden level fixes, parallax enhancements, level camera added to garden: Kyle Black

Tiny Timmy Lab song, tiny tank, roomba machine, window tint update, tiny car, red and black ants, large bucket hand fist, bucket hand with water and fight stance, sitting & standing sprites for bucket with fist, mushroom monster, additional versions of Tiny Timmy, tiny bot, firefly (art, buzz audio, and additional functionality): Rodrigo Bonzerr Lopez

Aggressive flying enemy behaviour improvements, ant enemies, game over menu, health restoration heart, powerup spawning, coin mechanics including movement and collection, improved enemy behaviour (ground and flying), addition of a flying enemy, boss interactions (bullet collision and health bar), addition of pause state: Dan Dela Rosa

Ant stomp detector adjustment, backyard garden level collision fixes, high scores system, ranking, high scores screen connection to main menu, score sorting and saving, save/load score functions addition: Fahad Muntaz

Aggressive flying enemy functionality and sprite customization, enemy manager debugging, pause menu and key mapping: MrPhil (Philip Ludington)

Sounds (jump, slingshot, frog croak, robot variations): Jared Rigby

Main menu, menu parallax background effect: Thomas Brandoli

Aggressive wasp spritesheet: Cooper Willis

Battle giant ships in space
Action

Developed Sept 18, 2022-Mar 5, 2023

Project lead, core gameplay, main controls, fueler and midsize ship level designs, level select, shield generator functionality, debugging visualizations, overall game flow: Chris DeLeon

Player guided missile functionality, machine gun functionality and visual effects, big and small ship collision/damage setups, AI ship movement additional integration, control inversion menu hookup: Syed Daniyal Ali

Audio lead, WWISE technical integration, sound effects authoring and implementation (including autocannon, player missile firing, explosions, ship engines, shield generator), music looping, linux support fixes and webGL compatibility experiments, machine gun spark effect improvements, rocket collision fix, support for more explosion audio variations, asteroid explosion randomizations: Paul Naser

Cockpit model with animated buttons, player laser (including overhead UI and functionality), laser related sounds, enemy destroyability functionality, collision fixes, missile improvements, forcefield shield handling: Patrick Moffett

Freighter boss scene (including models, functionality, latch sound, mission hookups), targeting HUD: Neil Urwin

Shield and hull damage functionality with related UI, health pickups, boss completion counter functionality and display, weapon UI, asteroid collision damage: Joshua Yee

Enemy ship movement AI main functionality (formations, chase, avoidance, path tracking with speed controls), decision level and navigation logic, fueler boss physics fixes: Maxim Kulkin

Ominous Gameplay Music: Simon J Hoffiz

Menu music: Abhishek @akhmin_ak

Hard surface ship models (Orion, Spider), damage alert light effect, satellite: Cassidy Noble

Story and in-game writing: FightEXP

Ally ship (model and code), generated asteroid model, nebula shader, sprite billboarding: Rob Kayson

Turret functionality: Cooper Willis

Ship explosions (small and giant), gas clouds, modular ship turret: Gabriel Cornish

Intro cutscene animation, particle explosion bug fix: Ian Cherabier

HUD, ship barometer display: Michael Fewkes

Greeble generator, celestial planets, hull materials: Christer "McFunkypants" Kaitila

Organic ship model: Tyler Funk

Ship dock spawner functionality: Barış Köklü

Turret mode, invert vertical input support: Jonathan Peterson

Asteroid model variant, including integration: Sergio Ferrer

Asteroid model variant: Jared Rigby

Additional sound effects (enemy shot misses, lock acquired): Patrick McKeown

Pitch/roll support for mouse and gamepad: Ryan Gaillard

Turret firing sound: Rodrigo Bonzerr Lopez

Practice commit: Erin Weaver

Pirate visited an abondoned Island,what happened next was unimaginable.
Platformer
Play in browser

Developed May 7-Aug 15, 2023

Project lead, core gameplay, sea monster, pathfinding, camera, movement and combat, projectiles and explosions, ship sinking, weapon and character animations, enemy bomb throwing, assorted bugs fixed, reward badges, grenade , boat, Dwarf, Weapons, Enemy Art and cloud movement: Syed Daniyal Ali

Weapon aiming improvements, game sprites (sandbags, bamboo, cliffs, barrels, prisoner), base island terrain, player movement fixes,character aiming and movement, weapon enhancements (shell casings, kickback, muzzle flash, player aim), additional playtesting: Christer "McFunkypants" Kaitila

Player character rigging and character art improvements, background scene (sea, clouds, boulders, rain, fog, waves), inverse kinematic hookup with idle and run animations: Bilal A. Cheema

Intro music, sounds (scream variations, water pouring, pistol, rocket firing, thunder, explosion, reward badge pickup, island nature, sea monster roar and attack): Patrick McKeown

Pistol art, sounds (rain, storm, machine gun variations), badge bug fix: Johan Östling

Tuneable inaccuracy, shots self manage in memory: Paul Naser

Sound effects (laugh, boat), additional playtesting: Jason Timms

SeaMonster/barrels sound tunning and attacks adjustments: Jesmine Hegman

Background music, additional playtesting: Klaim (A. Joël Lamotte)

Puzzle, Stealth, Retro
Puzzle
Play in browser

Developed Nov 28-Feb 27, 2022

Project lead, core gameplay, level design, player sprite, decoration tiles, enemy AI, hazards, UI, music (intro / title screen), Flyer and Leaper enemies, collision code, tutorial, cutscenes, asset integration, electric wall fix, pathfinding, level menu, speedrun mode, volume sliders, title screen art, additional sound effects (menus, shots, destruction, pickups, leaper), tuning, transition effects, bug fixes, team internal documentation: Michael Monty

Hunter bot (art and code), Blocker enemy art, blocker bullet, background sound, courtyard music, ending music, turret sound, assorted bug fixing: Rodrigo Bonzerr Lopez

Music (prison, processing, armory), tile destruction effects (window, prototype for wall), editor undo/redo: Cooper Willis

Enemy explosions, gamepad support, additional key controls, test level generation: Christer "McFunkypants" Kaitila

Options menu, credits screen: Raik Gunnar Bradley

Music track, alternate player movement prototype: Brian J. Boucher

Sounds for electronic wall and window break: Ryan Kevin Atienza

Fixed Linux compatibility issue: Kevin Rangel

Action
Play in browser

Developed Mar 26-Jul 2, 2023

Project lead, core gameplay, models (player tank, beetle bomber, wheel stinger, mechoid), enemy behaviors, level design, wave indicators, wave spawn system, projectiles, various improvements (UI, explosions), game over screen, pause, assorted fixes: Chad Linthicum

Health/timer/score UI, energy projectiles, dune mesh, explosion integration, atmospheric dust, muzzle flash, trail effects, logo sprite, title menu: Christer "McFunkypants" Kaitila

Music, missile particle explosion: Patrick McKeown

Smoother start/stop for drones: Johan Östling

Sound effects, compiled credits: Chris DeLeon

Vehicle arena combat

Developed Oct 23, 2022-Mar 25, 2023

Project lead, core gameplay, volcano terrain, main gun and laser code, player control, missile model, homing missile, geothermal station model, radar, boulder destruction, ocean, volcano effect, collectible crate, weapon UI icons, dust devils, air blast, barrel explosion, cannonballs, enemy car item pickup ability, toxic pool, cooldowns, damage system, acid weapon materials, title menu, end screen: Luis Montaña

Enemy AI core, turret code, models (tank boat, turret, barrels, trees, high caliber bullet, health pack), car selection screen, lava texture and particles, health pack hookup, sounds (missiles, vehicle explosions, barrel drop, sonic gun, turret): Armando Navarrete

20 rock models with 3 textures, road rendering, camera adjustments, environment decoration (telephone poles, grass, damaged road, guard rails, skybox), AI directional sense, AI smoothing, AI waypoints support, boost bug fix: Christer "McFunkypants" Kaitila

Armadillo vehicle model, visual effects (magma burst, engine jet, explosions), armadillo implementation: Patrick J Thompson

Boost pads, destroyable crates, smoke particles, sonic blast attack: Neil Urwin

Weapon switch, inventory, laser hookup: Ian Cherabier

Armored car model, camera behavior, gravel shader fix: Tyler Funk

Base menu UI: Barış Köklü

Laser sound: H Trayford

A card game set in a tavern of fantasy
Card Game
Play in browser

Developed May 8 - Sept 4, 2022

Project lead, core gameplay, character models/rigs/animations, card authoring, game rules, spell and monster functionality, card movements, majority of card art, base room layout, opponent AI, assorted bug fixing, player UI and related implementation, Hub Area improvements, tutorial book, card buying process, general UI creation, start of save/load system, debugging/cheats, Hub Area light baking: Cassidy Noble

Assorted bug fixing related to core gameplay (self-attack, retry, null checks, defeated card removal, Spear Shatter functionality, Inverted Tarot functionality, projectile improvement), deck saving and loading, pause menu, audio manager with related settings implemented, better card randomness, general refactoring and optimizations, spell target particle trail: Neil Urwin

3D model integration, Kitten of Mercy card art, Card placement particle effects, volumetric fog/steam, candelabra sprites, main game scene lighting, additional materials (fabric, paper, environment, placemats), mug bubbles, card prefab layout touch up: Christer "McFunkypants" Kaitila

Wood floor material, environment models (mug, barrel, coin purse, coin), rock wall clean up, animated candle flame: Tyler Funk

Candelabra sprite, Figure Skating Worm art, Vicious Might art: Luis Montaña

Background music, battle card sound effect: Rob Tunstall

Main menu functionality (integrated into Hub Area): Simon Donohoe

Hub Area scene creation, creating player deck functionality: Ian Cherabier

Pillow Fight card and art: Grygoriy Kulesko

Programming assistance, 2D hat sprites (unused): Chris DeLeon

Overhead racing
Racing
Play in browser

Developed Nov 20-Mar 12, 2023

Project lead, core gameplay, track design, car physics, handbrake support and gear shifting, AI waypoints system, level select, snow tiles, french press sprite, powerup code, ranking, assorted coffee sounds and base art: Cooper Willis

Menus color scheme, controls menu, font loading, text drop shadow and gradient, flag background animations, menu highlights, pause screen: Michael Monty

Music (snow level, drum rock),portraits (office worker, farmer, hipster, grandmother, metal head, clown), sprites (coffee cups, french press, croissant with variant, 2 open top cars) and coffee sip sound: Rodrigo Bonzerr Lopez

Decal support and various related art (street lights, debris, rocks, grass, barrel, cone, stripes, crack), engine sound, AI steering fix, skid effect, gear and RPM UI, headlights, particle system (with exhaust), rain effect, start countdown, crash sound: Christer "McFunkypants" Kaitila

Track editor functionality (including track export), motorcycle sprite, assorted bug fixes (menu flow bug, synching countdown beep, decal placement issue), dialog box art: Dan Dela Rosa

Mud particle, muffin sprite, gear shift sound: Jared Rigby

Car variations (green, red, sports), track switching, tire marks made conditional: H Trayford

Water tile, wood tile, coffee bean sprite: Sergio Ferrer

Speedometer, countdown timer: Patrick Moffett

Play in browser

Developed Apr 2-Jul 9, 2023

Project lead, core gameplay, opponent AI, implementation and refinement including puck selection priority, obstruction handling, camera angle update, skin variations (Marble, Ocean, Love Candy, Sakura), puck models (roomba, CD spindle), custom tables (classic, beyond classic), round time, assorted fixes, end of round handling, titlescreen music, custom puck system, opponent AI, game UI, music manager, initial titlescreen menu scenes, interior, palm tree: Liyi Zhang

Menu scene, game setup screen, background for menu (vapor wave grid) and gameplay, menu transition effect, how to play screen: Gabriel Cornish

Sounds (puck hit, UI, chime, white noise, start up, countdown): Patrick McKeown

Music ("dx7 dreams"), Godot github settings fix: Kyle Black

Music ("Microwaves"): Klaim (A. Joël Lamotte)

Buger model, CD player puck: Christer "McFunkypants" Kaitila

Puck impact sounds: Johan Östling

Pause menu: James "Jvthewanderer" Vaughn

Compiled credits: Chris DeLeon

Classic click adventure gameplay
Adventure
Play in browser

Developed April 2-June 25, 2023

Project lead, core gameplay, level/puzzle design, UI, art for most rooms and items except those otherwise noted, environment and inventory interaction system, sound effects (creature, transitions), assorted bug fixes: Kyle Knutson

Endless pit room, storage room draft, torch game time feature, magic scroll icon, magnifying glass cursor variation, hand cursor: Vince McKeown

Background music (Solace, Darkness sits in the Corner): Klaim (A. Joël Lamotte)

Hint feature, GUI background, custom cursor support with related art (other than magnifying glass), assorted sounds (denied action, typing sound), sound code, CSS style improvements, credits display: Christer "McFunkypants" Kaitila

Additional development tools (relating to click region debugging), improvements to generalize how rooms are referenced in code: Ryan Malm

Title background image, magnifying glass cursor variation: FightEXP

Pickup sound effect with variations, additional room message authoring: Patrick McKeown

Retro button styling: Jonathan Peterson

Additional inventory management code (item use), additional debug/testing features, conditional obstacle support: Chris DeLeon

Horror mystery in 2D RPG-style
Adventure
Play in browser

Developed Dec 18-Apr 9, 2023

Project lead, core gameplay, character art with animations and facings (player, lich, alchemist, skeleton, spirit), combat, NPC AI with related pathfinding, core tile system, collisions, various tiles (grass, dirt, transitions, roof, garden, mushrooms), pickups, potion, main UI, shadows, inventory, status cards, leaves, camera movement, game over handling: Vince McKeown

Town level, various art and related animations (bomb refill, bomb set, tree, skeleton attack, wagon and crate, lich attack): Kyle Knutson

Thought bubbles, night mode, GUI scroll art, quest UI shading, character glow effect, animated fire lighting, rain effect, logo, rolling fog, step sounds, title background, sounds with integration (door, arrow, sword), voiceovers: Christer "McFunkypants" Kaitila

Animation functionality, assorted art (rock with variations, wall candle, stove, bushes), environment decoration: Tylor Allison

Animated sprites for goblin, blacksmith, and guard with shield: FightEXP

Grave art, graveyard area layout, roof fades on exit, multiple tile layer support, nonsynchronous level access, level draw data split, area change/loading, animation bug fix, thought bubble tuning, leaf movement: H Trayford

Prevention of game blocking non-gameplay inputs, pause functionality, input mapping, internal documentation: Carson Banov

NPC wandering movement, health UI touch up, combat bug fix: Jiho Yoo

Lights culling, pause screen key tips, increased health cap, debug functionality: Jasmine Hegman

Forest ambience: Paul Naser

Hearts, broken wagon wheel: Chad Serrant

Additional sound in the woods: Patrick McKeown

Noclip and invulnerability testing cheats: Tor Andreas Johnsen

Investigate the Vittsjö anomaly in this 2D pixel-art browser game
Action
Play in browser

Developed May 8 - July 10, 2022

Project lead, core gameplay, level design, player sprite animation, boss fight music, weapons, environment art, boss, saving settings, UI, lighting and goo/muzzle vfx, enemies, voiceover, in-game instructions, aim cursor, elevator, intro scene, asset integration, tuning and bug fixes: Johan Östling

Advanced tentacle IK, tentacle eye animation, radio message reveal text based on audio length, player and enemy health systems, baby tentacle monster sprite sheet, player stats, additional player collision debugging, Linux support fix: Evan Sklarski

Mission briefing, rifle sprite, rifle sound, IAT logo, palette, play testing & feedback: Patrick McKeown

Game music: Alan Zaring

Title logo and related animation, player particles, paperclip sprite, enemy hit sound effect: Christer "McFunkypants" Kaitila

Music script, pause menu, input fix: Syed Daniyal Ali

Footstep sounds: Abhishek @akhmin_ak

Play a sentient computer "glitch" that must escape the computer before being erased! (classic roguelike)
Role Playing
Play in browser

Developed May 17 - Oct 11, 2020

(Updated Dec 2021!)

Project lead, core gameplay functionality, level generation, turn system, animation code, agents/actors system, FSM v2, actions framework, in-game editor, input handling, UI, optimizations, asset integration, menus, original placeholder art, event debug display, NPCs behavior (LifeForms, Virus, Anti-Virus, Programs, etc.), game end, spawn code, actions (jump, pull, swap, void, take item, repair, copy, others), fog of war, field of view, shadows, camera logic, main palette, many crash fixes and tuning tweaks, inventory, crypto key authoring, loading screen, help text: Klaim (A. Joël Lamotte)

Particle systems (glitch, trace, scan, portal, spawn, missile, color, spark, repair, wait, hex spin, lightning jump, fade, explosion swirl, blip edge pathing), procedural tile selection and wall generation, FX randomization, wall tiles art, decrypt/triangle animations, mock ups (tile bg, walls, void, experimentation with negative space/holes, perspective, color tests), color adjustments, moving wall v2, level design concepts art, floor art, NPC wait animation, warm and cool level themes, lots of asset and code cleanup, additional tile type rules, seam fix, take/drop animations, move animations, highlights art v2, laser walls, tile overlay, title screen background: Tylor Allison

Soundtrack (in-game, levels, victory, game over, transitions), all sound effects (jump, gameplay, UI, movement, explosions, decrypt, editor), audio normalization, assorted sound integration: Roc Lee

Description animation and related background, level transitions, character art mock ups and final (virus sprite, slime, life-forms, glitches, program, microcode, anti-virus, virus, additional animations), detailed playtesting, palette tweaks, font selection, texts: Ashleigh M.

Crypto key and crypto file art, items art, Assorted docs images, action and item icons, additional UI and menu art, color corrections, highlight art v1, moving wall art v1: Cassidy Noble

Vector/math code improvements, audio system, one shot audio integration, music stream support, poositional audio, volume controls, mute toggle: Andrew Mushel

Cursor art, including variants and hand icons: Andy King

State machine v1: Allan Regush

Pause menu options: Jonathan Peterson

Patrick McKeown: Item sprites (Memory Trasher, Zip, Thread-Pool, Computer Cluster, Cloner), tool to check items sprites against levels contrasts

Special thanks (practice commit - welcome!), playtesting: Antonio Malafronte

Retro glitch action adventure
Action
Play in browser

Developed March 21-May 22, 2022

Project lead, core gameplay, tile art, map system, collisions, items, bridge feature, level design, inventory, key barriers, minimap fast travel, base enemy mechanics, enemy behavior (bat, bug, enforcer, scrapper polish), camera movement, treasure tile glitch effect, explode sounds, particle system, sounds (player hurt, footstep), custom vector draw code, win state: Ryan Malm

Armor rings, player sabre weapon, enemy functionality (tile eater, scrapper, checkpoint), sprites (bat, bug, spawner, tile eater), various bullet improvements, assorted gameplay tuning, game over: Tylor Allison

Enforcer AI improvements, better mouse targeting, Firefox compatiblity fix, audio bug patched, key carry effect, bridge glitch tweaks, collision debug draw: Evan Sklarski

Sounds (explosions, enforcer), reverb support, sound voice limiting, bit crush: Michael Fewkes

Exploration music, title screen music, action/combat music: Klaim (A. Joel Lamotte)

Bats stealing keys, slow motion effect, gamepad support, minimap optimization, analog input, additional sounds (scrapper), pixel sharp fix: Christer "McFunkypants" Kaitila

Sounds (tile pickup, hurt, pause/unpause, player captured), initial sound test code: Patrick McKeown

Collision precision fix, dpad movement, animation loading improvements: H Trayford

Practice commit: Syed Daniyal Ali

Mine Planets for Resources
Action
Play in browser

Developed Feb 27-May 1, 2022

Project lead, core gameplay, level design, planet earth, shield ring, laser textures, glow and shake effects, background art, health UI, pointer animation, reward particles, countdown timer, assorted bug fixes, ship explosion sprite, tutorial: Gabriel Cornish

Dialog avatar, speech bubbles, dialog animation, dialog system, player score reset, main menu, pause menu, start of level screen, game over arrow input, level transition: Simon Donohoe

Art (red planet, frozen planet, ship, blue ship, green ship), animation (fog, thrust, intro): Luis Montaña

Music (main menu, win, loss, stage), sounds (player shoot, reward collect): Rob Tunstall

Player portrait with animated: Gonzalo Delgado

Level reload functionality: Ian Cherabier

Dynamic planet clouds, red cloudy planet: Tyler Funk

Shield orbs (particle, beam, orb), explosion (sound, particles), healthpack pickups: Christer "McFunkypants" Kaitila

For Mac use the itch app to download
Simulation
Play in browser

NOTE: For Mac play use the itch app to download the native build

Developed Nov 13, 2022-Mar 19, 2023

Project co-lead, map design, tiles, game manager, merchant and card flavor text, resource asset authoring (including wheat, marble, salt, diamond, tea, lumber, silver), cities and most related functionality, card deck handling, win/loss detection, winning and losing cutscenes, resource spawning, card count display, camera control, resource icons, objective unlock, animation for objective display, audio integration, sounds (pickup, dropoff, celebration), assorted bug fixes (city name display, duplication glitch, collider issue): Cassidy Noble

Project co-lead, inventory functionality, merchant purchase, pathfinding, main UI layout and scaling, UI theme, objective display, resource delivery to castle, animated title screen, merchant mouse over, various fixes (including last action point, selling related issues, incorrect merchant names, resource pickup, castle drop off, moving during other player's turn, turn structure): Gabriel Cornish

Town resource event cards, action point move cost and related functionality, difficulty settings, game settings management, menu toggle sound, movement bug fix, settings on pause menu, music off for end scene, move caching: Chris Lange

Tile mouse selection, action point requirement, tile mouse over feedback, prevention of mouse event propagation, UI alignment touch ups, text wrap on cards, pause button: Randy Tan Shaoxian

Main music, support for actions without undo, map fix, action point update, inventory updates from undo: Neil Urwin

Feedback sound for blocked move, viewport stretch improvement, additional sound integration, debugging cleanup: Kyle Black

Ambient lighting settings, GUI font setup, hooks for action sounds, sound effects (various resource pickups), tile highlight, moveable tiles highlight: Christer "McFunkypants" Kaitila

Sound effects (coffee, diamond, various coin rustling): Patrick J Thompson

Testing and feedback: Klaim (Joël Lamotte), Rodrigo Bonzerr S. Lopez, Grygoriy Kulesko, Simon Hoffiz

Play this narrative driven puzzle adventure RPG as Amánü to decide human's and Eden's fate.
Role Playing

Developed Jan 16 - June 5, 2022

Project lead, core gameplay, player gliding,  models (keys, tower), puzzle levels design and related functionality, block pushing, writing, tablet story system, tower elevator controls and related cinematic system, rings platforms, camera behavior, debug functionality, completed inventory screen, monolith, progress save, tutorial area, controls screen, ending, assorted bug fixing: Simon J Hoffiz

Deer model/texture, player model and animations (plus related walk/run/glide movement integration), wings, clouds, tree sapling, water shaders, rock colliders, river, waterfall, day and night sky effects, ground detection fix: Tyler Funk

Models (ruin pillars x3, obelisk console, mirror, chalice, hammer, level 3 parts), key system, level tower selection, mirror laser functionality, mirror controls, level 3 exit platform animation, level 3 environment: Armando Navarrete

Models (crystals, obelisk stand, rune stone, rocks, hills, rune pillars, coffee cup, wrench, book), skyboxes, grass, rune textures, rune tablets, glow materials and related particles, sandstone materials, brick mesh, grass rendering issue fix, title screen effects, additional puzzle scene 1 decoration: Christer "McFunkypants" Kaitila

Player run, models (rock, spoon, flute, pencil), bush placement: Ian Cherabier

Stone lantern, flowers, bush, puzzle and ring 2 environment decoration: Luis Montaña

Collectibles inventory tracker and related UI, inventory animation, game pause, in-world dialog box: Will McKay

Path shader, nebula skybox materials: Andy King

Platform smooth movement, player recovery after fall: Barış Köklü

Music manager: Michael Fewkes

Collision fix for pushable boxes, puzzle 4 bug fixes: Grygoriy Kulesko

Looping ambient sounds: Rob Tunstall

Smooth fall recovery experiments (not in release): Brandon Hillig

Player returns to last portal pillar used, minor camera bug fix: Chris DeLeon

A multiplayer adventure from HomeTeam GameDev
Adventure

Developed Dec 5 - Apr 24, 2022

Project lead, core gameplay, network code, player models (including materials and animations for both turtle and hippo), spider enemy, follow AI, stone and brick wall materials, level layouts, torch model, pickup orbs, lighting (baking and volumetric), health/mana functionality, trees, avatar switching, animation blending, water shader, UI, spellcasting, sword, rocks, grass, assorted bug fixing: Tyler Funk

Crate with texture, player control fix, goblin enemy, in-game menus, options menu, menu color adjustments, pause menu: Patrick J Thompson

Portal jet effects (with variations), torch flames, shockwave effect with distortion: Andy King

Dungeon pillars and stone walls, spiderwebs, menu and logo improvements, chains, stair fix, crystals, candles with related flame effects, footstep integration: Christer "McFunkypants" Kaitila

Barrel (model, materials, and two broken variations): Luis Montaña

Heal sound, magic attack sound, melee attack sound: Rob Tunstall

Dungeon music: Michael Fewkes

Mute toggle, stone step sound: Stebs

Use parkour and guns to fight back against the Martian Robot Uprising in this FPS. Free Mars!!!
Shooter

Developed Nov 7-Mar 13, 2022

Core gameplay, weapon system, market level design, player movement (including wall running, dash, grapple), main enemy AI code (pathfinding, use of cover points, attacks), civilian crowd waypoint, enemy grenades w/ indicator, health, UI, basic walls/doors, weapon switching, sonic gun functionality and effect, audio manager, sound integration, powerup float effect, gravity flipping, artillery mech jump turn, scene transitions, end menu, sci fi door integrated, assorted bug fixes: Jeremiah Franczyk

Models (sonic gun, grenade, grenade launcher, hover robot enemy, rocket artillery enemy, rocket, laser gun, ammo pickups, grenade box, health item, pickup pad, sci-fi display), laser gun effect and related implementation, laser sound, artillery mech initial AI, enemy muzzle flash: Armando Navarrete

Dark alley level, environment textures, assorted decorative decals (rivets, pipes, office windows), gauss cannon model, alien plant, bullet tracer, fire escape stairs model, bush models, grass texture, air conditioner, street light, greebles, tiling roads and sidewalks: Christer "McFunkypants" Kaitila

Wall run bug fix, player muzzleflash, light and color grading, gravity warp grapple effect, grapple beam, models (animated civilian astronaut, trees, sci-fi crate), market level decoration, light baking, triplanar shader: Tyler Funk

Main menu warp drive effect, tutorial level design, tutorial scene buildings and decoration pass, Mars skybox, shipping container model, main gun model: Gabriel Cornish

Market chase scene music: Simon J Hoffiz

Rock model and texture: Ashleigh M.

Nature level: Luis Montaña

Start menu and original menu background effect: Samuel Axon

Pause menu, tutorial prompts, player reset after fall: Stebs

Click and mouse hover UI sounds: Rob Tunstall

Texture compression to optimize build size: Andy King

Gun rendered on separate camera layer: Batu Aytemiz

Dome cage model: Chris DeLeon

Survival
Play in browser

Developed June 12-Oct 23, 2022

Project lead, core gameplay, level design, custard flood tide mechanics, player main movements (including ledge climb), inhalation, shake during uprooting, tutorial area, mechanics tuning, UI layout, performance improvements, assorted bug fixes: Grygoriy Kulesko

Player run with cool down, night/day lighting cycle, outline when player is blocked from camera, cone tree models, main inventory UI, air inhale particle effect, inventory slots, player respawn, models (custard volcano and molton candy ball) with related materials, inventory icons, environmental prop colliders: Armando Navarrete

Music (dawn, dusk, day, night, under custard variations, danger), music manager, day/night music transition, audio mixing, webGL audio optimizations, damage music trigger: Michael Fewkes

Collectibles, UI messages for inhalation, collectible main particles, campfire, initial grappling setup, time control, equipped item box, waffle UI icon update: Neil Urwin

Title scene with controls for storyline, controls window, cookies cereal box, UI glow effect, custard fill transition, waffle wall: Stebs

Aiming cone, test environment, custard collision, car tire and tire stack, C and L brick walls, custard consumption particle, tutorial popups: Christer "McFunkypants" Kaitila

Item pickup particles, health bar with food icons, health debug functionality: Simon J Hoffiz

Gamepad movement controls, custard drowning feature, item interaction message: Barış Köklü

Crafting tab in inventory: Ryan Gaillard

Main menu background, controls menu: Cassidy Noble

Date change, time of day improvements: Randy Tan Shaoxian

Grapple hook implementation: Patrick J Thompson

Eyeballs watching from custard with optional time of day sync: Rob Kayson

Inhale sound and related hookup: Rob Tunstall

Custard shader: Andy King

Pause menu toggle, volume slider: Ian Cherabier

Main menu font integration: Gabriel Cornish

Inventory panel count fix: Chris DeLeon

Wild Guns-inspired action
Action
Play in browser

Developed June 12-Oct 16, 2022

Project lead, core gameplay, custom level editor and related UI/format, level design, hitbox collision system, enemy behaviors, assorted bug fixes, general asset integration, title screen, level timer, level names setup: Gonzalo Delgado

Sprite art (donut variants with animations, printer enemy, graves, bushes, rocks, lantern, expresso gangster, toaster bat), visual effects, game over and game win scenes, destroyable props, pickups, item drop, scoring, animation system, boss fight, gun types: Vince McKeown

Player 1 sprite animation (move and shoot), level backgrounds (moon, mountain graveyard), art concepts (character, shot, run, llama side view): FightEXP

Sounds (gunfire and bomb variations, enemy defeated, explosions, printer shots, toaster bat, coffee cup, unicorn brain, player defeated, witch boss), player shot sprites: Patrick McKeown

Player dodge, parallax background, logo, player mode GUI, shot trails, shot alignment: Christer "McFunkypants" Kaitila

Player sprite walking animation, pause toggle: Chad Serrant

Player 2 sprite (front and side, cape removed): Liyi Zhang

Enemy shot sound effect: Abhishek @akhmin_ak

Credits wrap and scroll: H Trayford

Cats, Asteroids, and Orbital Mechanics
Action
Play in browser

Developed Feb 20-Apr 24, 2022

Project lead, core gameplay and mission flow, dialog and menu system, lead writer, AI system and related behaviors, player controls, game management scripting, kitty tug and orbital purrtrol models, multiplayer camera handling, scene lighting, title and credit scenes, game UI, save data system, pause functionality, tutorial, mission initialization, gameplay tuning, asset integration, play testing, and bug fixing: Evan Sklarski

Realistic orbital mechanics, asteroid ring particle duality system, barge interaction and UI, barge model and textures (mafia, and commercial), character portraits (tug captain, dispatcher), cuborg ship, ambient, pursuit, mission success loops  and credits song AI state machine, delivery window, ship thrusters, siren light, dust ring shader, minimap, smooth fade for audio, star tuning, asteroid normal map, gamepad controls, many bug fixes: Johan Östling

Fridge debris model and materials, bump sound, thruster audio with variations, sound integration: Grygoriy Kulesko

Satellite model, asteroid debris models, pirate frigate model and material, HUD ship indicators: Liyi Zhang

Starfield and nebulas, sun, collision dust effects, code review: Christer "McFunkypants" Kaitila

Voice meow sounds: Justin Chin

Floating icons implementation: Farah R

Writing for some voice barks, script proofing: Abhishek @akhmin_ak

Typo fixes: Patrick McKeown

Playtesting: Patrick McKeown, Klaim (A. Joël Lamotte), Michael Monty, Rodrigo Bonzerr S. Lopez

A first-person raycast adventure game
Adventure
Play in browser

Developed Apr 17 - Aug 7, 2022

Project lead, core gameplay, ray casting engine, custom level editor, level design layouts, majority of wall textures, spinning sprite support, collectable pickups, item models (including flashlight, map, table, fire extinguisher, key, TNT, artifact), mouse control, locked doors, spawn position, map names, title font selection, computer texture and objective display, assorted bug fixes, ending story: Brian J. Boucher

Texture seam fix, skybox loop, wind fix, strafing speed normalized, inventory UI and related interactions, sprint input, minimap fix, additional editor input, audio manager, music integration: Patrick Moffett

Scrolling skybox and cloud support, 16 wall designs, variable sky/floor, floor reflection effect, gamepad movement, radar, title background, keyboard tooltip, background fade transition, sounds (click, lock, unlock, open, activate, pickup): Christer "McFunkypants" Kaitila

Input key remapping system, controls screen, pause screen, custom font: Drew Beardall

Menu music, cave music: Ashleigh M.

Models (lamp model, blue chair), cave wall texture, wrench render sheet: Cooper Willis

Synthesized snow walk sound, footstep improvements, debug panel: Jared Rigby

Lopez: Wrench art, exterior ambient sound, interior lab sound: Rodrigo Bonzerr

Icy cave wall texture: Cody Crawford

Minimap optimization: H Trayford

Ambient wind: Bastiaan "borsjt" Schaar

Practice commit: Nick O'Connell

Credits panel hookup, menu click refactor: Chris DeLeon

Playtesting: Cassidy Noble, Rodrigo Bonzerr Lopez, Klaim (A. Joël Lamotte), Michael Monty

A more browser compatible version of Final Entropy (Potentially at the cost of performance)
Play in browser

Developed Jan 16-Jun 19, 2022

Project lead, core gameplay, main level and enemy design (including orb phaser, tanker bot), collision system, boss, enemy AI, portals, dash, asset integration, Menu BGM, Combat BGM, music cycling, assorted sounds (enemy, mechanical), rocket gun, tuning, bug fixes: Kyle Black

Multiple models (technomancer, tanker bot, Roll-E Poll-E,  liquid tank, terminal), UI theme, world tiles, terminal, explosion effect, dashboard UI, health/shield bar, powerup models (heal, speed, rate of fire), pause menu improvement: Rohit "n4rwal" Kumar

Save system, debug overlay (including level selector, adjustable game speed), mute toggle, room loading fix, pause indicator: Randy Tan Shaoxian

Bullet pattern shooter (with multiple pattern definitions and angle randomization), player targeting, new bullet and enemy type, player and enemy health, movement controls made more responsive, pause toggle: Bilal A. Cheema

Level generation (including branching and boss room placement): Michael Fewkes

Shot size powerup with related model, Sounds (background whoosh, mechanical ambience), additional room design: Patrick McKeown

Healthbar animation, sounds and related integration (player hit, bullet firing), UI layout touch up, additional main menu decoration: Gabriel Cornish

Flying enemy model and texture: Ashleigh M.

Ambient sounds, flying enemy model, boss death sounds: Rodrigo Bonzerr Lopez

Player collision fix, rocket weapon and projectile: Patrick Moffett

Ambient music: Abhishek @akhmin_ak

Boss music: Jeremy Kesten

Cheat codes panel UI: MrPhil (Philip Ludington)

Power-up selector debug tool: Nick O'Connell

Arena Shooter with weapon modifications. A collaborative project for HomeTeam GameDev.
Shooter
Play in browser

Developed May 2 - July 18, 2021

Project lead, core gameplay, main controls, weapon bob, step sounds, low health heartbeat feedback, teleport sound, main weapon features (scattershot, ricochet, rapid fire), store UI, outline shader effect, hub scene, occlusion culling, player death, settings persistence, menu font selection, gamepad support, custom sliders, assorted integration, html5/webGL related support fixes, minor optimizations: Tyler Funk

Charger enemy AI, navmesh integration, AI wander behavior, AI line of sight and facing limitation, enemy, destruction effect, ranged enemy support, enemy spawn fix, explosion and laser sound, player hurt sound, damage feedback effect: Ian Cherabier

In-game health and other stylized HUD, healthpack functionality, player health system, mousewheel weapon change, different reticle per weapon, dash recharge, UI-related bug fix, healthbar animation: Anna Rossetti

Skullboom arena level, baked lighting, material palette, low poly environment primitives, floorboards/trim/beams, player speed tuning, jump pad zones, input refactor, coin/click/tick sounds, shot trails, main menu polish, screenshake: Christer "McFunkypants" Kaitila

Small enemy models (charger and second ranged), robot skull decoration, ice elemental gun, portal model: Gabriel Cornish

Facing Portals level, fire element sound, jump tuning, jump sound hookup: Jeremiah Franczyk

Soundtrack (Arena and Dubstep): Simon J Hoffiz

Ice projectiles with trail, fire gun, fire bullet: Charlene A.

Player gun model, large enemy robot model: Cassidy Noble

Player jump, currency system, save/load functionality: Barış Köklü

Main menu UI, camera alignment improvement: Ben Stone

Portal (including ripple effect and teleport functionality): Audrey Margolis

Health pick up model: Jeff "Axphin" Hanlon

Basic projectile sounds, audio manager, gunshot integration: Michael Fewkes

Pause menu with immortal mode and fire delay options: Luis Montaña

Escape the castle through the caves
Adventure
Play in browser

Developed Jan 16 - May 15, 2022

Project lead, core gameplay, warrior animations, ghost and skeleton sprite facings, level design (shared), assorted environment art (yellow), statue, spider webs, collision handling, projectiles art/code, lock and key, pathfinding, art integration, tuning: Vince McKeown

Tile atlas, level design (shared), dungeon music, whisp particle fix, room optimization (enemies/particles), hit flash, sword swish animation and damage, spike trap functionality, game over handling, ghost enemy refactor, pixel scaling css, room bug fix: Ryan Malm

Art (wall sword, wall shield, skeleton portrait, zombie with pearl earring, torch sprite, plaques, cave floors/walls), floor tile variations, spikes, tile randomization functionality, wall shadows, stair down tweak, level system: Tylor Allison

Octo golem enemy (with behavior), carpet tiles, move diagonal input support, particles (torch, red, sparkle, sword, dust), splash screen with logo, double door functionality, painting eyes follow layer, assorted sound effects (including sword swings), audio integration, scrollbars fix: Christer "McFunkypants" Kaitila

Table art, room decoration placement (furniture, pottery, desk) pottery room, pause feature, readability improvements, font size fix, debug counter: Patrick McKeown

Wood box, rug art, minimap, health UI, main menu functionality: Vaan Hope Khani

Ghost animation, ghost death, ghost bobbing, table sprite, barred dungeon window, player idle animation: Gonzalo Delgado

Floor and ceiling tile layer support, two additional rooms, tile system refactor, shadow fix: H Trayford

Desk, chain wall, enemy ram: Abhishek @akhmin_ak

Mute toggle, health and related properties: Evan Sklarski

Broken prison wall variations: Philip Greene

Broken brick tile integration, enemy dialog test: Justin Chin

Sword animation fix: Johan Östling

Twin-Engine Danger Racing
Racing
Play in browser

Developed July 4 to Sept 12, 2021 

Project lead, core gameplay, AI, checkpoint system, track design, minimap, audio integration, hover movement, models (cockpit, cactus, additional rocks), skybox, menus, lap counter UI, fir and spark effects, rock and ground textures, drifting, results screen: Brian J. Boucher

Engine model, collision improvements, environment structures, engine break sound, checkpoint system fixes, boost feature, engine rotation, race music: Fahad Muntaz

Victory and loss music: Ashleigh M.

Chase cameras, UI layout, speedometer, damage meter, scene change refactor: Kyle Black

Title music, checkpoint reset functionality: MrPhil (Philip Ludington)

Rocks modeling and integration: Justin Davis

Engine loop and acceleration sound: Andrew Hind

Compiled credits: Chris DeLeon

2D Space RPG where a dangerous fleet of vampires have begun imposing on your mining operations!
Simulation
Play in browser

Developed Apr 4 - Jul 25, 2021

Project lead, core gameplay, controls, particles, main HUD functionality, menu system, enemy AI, boss battle, title effect, win mission animation, asset integration, internal docs, animated ship lights, debug menu, save/load, minimap, game zone generation (asteroid fields, points of interest, encounters), item database, inventory system, round summary, mineral drops, mission summaries, background parallax, planet texture, normal maps, missiles, mining barge, dynamic music integration, mission type authoring, escape pod: Kyle Black

Thruster effect with trails, UI animation (HUD initialization, hp/shield hit, home panel, minimap, popup/options from menu, transitions, character panel), label fixes, runway lights, weapon muzzle flash, asteroid damage support, home beacon theme, damage floating text, custom cursors (not used): Kornel

Impaler easy enemy ship (art, hardpoint design, implementation), Stoker destroyer enemy, Vampire destroyer class: Himar Gil Hernandez

Space exploration music, song loops (base theme, impending threat, active combat), sounds (projectile firing, energy weapon, shield charge, metal to rock, rock to rock): Andrew Hind

Medium asteroid obstacle (sprite texture, light occluder, collision), art for mining materials, vanadinite art, item collection, asteroid item spawner, diamond loot, mining laser improvements (flash, continuous damage): Derek Miranda

Muddigger missile, Mantis ship, RCS tweak, player energy and health stats, energy bar hookups, loading inventory fix, character sheet retouch, character menu animation fix, merchant screen UI mockup and functionality, pricing data: Tyler Pelaez

Difficulty options, rare rich asteroid spawn area, pirate attraction to mining, enemy spawn position tuning, support: NotNaut

Healing droid system for hull and shield, mining lasers, laser beam animations: Sergio Ferrer

Compass functionality, compass graphic, player and home navigation beacon connection: MrPhil (Philip Ludington)

Projectile bomb weapon (art and integration): Fahad Muntaz

Currency UI, save file deletion dialog: Brian J. Boucher

Initial ship and explosion sprites with normals, shaders (for emission boost, animated normals, unlit): Andy King

Platformer
Play in browser

Developed Aug 30 - Nov 29, 2020

Project lead, core gameplay, main Rovey animations (idle, walk, jump, fall), camera control, conveyor belt, lava launcher, waypoint system, moving platform support, spring pad, bounds detection, player health UI, alien egg, caledera scene and related model, title to options transitions, persistent menu options, jetpack bar, ship animation scene, story skip, checkpoint placement, pause screen: Tyler Funk

Models (rock, volcanos, dead tree, dead grass variations, reeds, lollypop plant, trees, tentacle enemy, spiked vine, big leaf), initial jungle environment, tutorial scene, skybox, wind effect (tree, grass), jungle lighting: Marcel van Dijk

Jungle/swamp level design, jetpack particles, story screen, space background, flip platform feature: Jeremiah Franczyk

Additional player animations and related integration (landing, knockback stagger), jetpack control improvements for series of jumps:  Bjorn The Fire

Bouncy castle (level, related models and materials, rainbow, pickups placement), bubble blower, beacon beam, additional conveyor work, navigation arrows, lava (texture, splash particles, lavafalls), projected platforming shadow, initial player particle systems, typewriter script: Christer "McFunkypants" Kaitila

Music (lava, swamp/jungle, forest): Simon J Hoffiz

Spaceship textures, swamp stump, lava platform, poison flower pod, bouncy castle lighting: Ulises Zamora Montes

Player sound design, lava monster, advanced music system, sound integration: Michael Fewkes

Metal platforms, grass and dirt platforms, temple model, collectible model: I-wei Chen

Collectibles, pickups in tutorial, collectible counter: Carson Sanders

Mine (model and implementation), roller enemy patrol bot: Trenton Pegeas

Title screen layout, menu mouse control, opening menu sequence: Brian Nielsen

Additional jungle stage decoration: Cassidy Noble

Jet pack tutorial area: Lexi "LexiGameDev" Kunkel

Bounciness system: Kornel

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