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HomeTeam GameDevPage 4

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

Build your deck, send troops in to battle and support them to victory in real-time lighthearted strategic battles!
Card Game
Play in browser

Developed Oct 13, 2019 - Jan 12, 2020

Project lead, original prototype, core gameplay programming (battles, units, AI, deck builder, card upgrading, saving/loading game state, fire spreading mechanic), UI and cards layouts, UI animations, card shuffle and reveal animations, level design, game progression and game balancing, spell functionality, mana logic, visual style direction, damage value pop outs, debug functionality, related interaction feedback (juice), assorted integration and bug fixing, character movement animations and effects (death, hit, healing, shock), sound effects (lightning, healing): Kornel

Deck builder UI interaction improvements (including drag and drop), in-game card polish, assorted bug fixes, automatic card draw movements, grass animation, ocean of strength music, melee animation code, base destruction effect, card upgrade animation, world map, world map zoom transition, game transition effects, map scrolling: Bilal A. Cheema

Design and creation of custom unit card editor (internal/dev-only use), battlefield projectile functionality, projectile arrow art: Brian Nielsen

Battle music and world map music: Alan Zaring

Volume slider improvements, deck building music, pause screen interaction fix: Michael Fewkes

Pause menu functionality, assorted sounds (cards, hand, win and loss, UI buttons, weapons, castle damage, fireball): Vaan Hope Khani

Background environment art and related weather/water effects, scene decoration sprites, boot prints, leader titan castle art, hidden "retro effect," castle arrow defense volleys, castle damage states: Christer "McFunkypants" Kaitila

Game speed slider, catapult unit mechanics and art: Barış Köklü

Custom mouse cursors: Klaim (A. Joël Lamotte)

Main menu music: Jaime Rivas

Unit HP bars: Randy Tan Shaoxian

Mana debug cheat: Cole Andress

Credits text: Chris DeLeon

Special thanks to HomeTeam GameDev trainers who helped with this project: Kyle Anderson (art), Kartik Kini (UI and effects) and Chris DeLeon for continuous support and guidance

Use your trusty rocket launcher to defeat the alien robots holding you and make your way back home
Platformer
Play in browser

Developed Jan 10 - Apr 18, 2021

Project lead, core gameplay, primary level designer, player controller, rocket launcher mechanics, level functionality, visual direction, enemy grunt model, camera code, sounds (rocket, mech walking, UI, warper), main UI, layout arrows, rendering pipeline fixes, assorted bug fixes, level flasher functionality, item logic, warper enemy, level backgrounds, checkpoints, shieldmaiden deflection, obstacle logic (crushers, sawblades, warp gates, gravity wells, tractor beams, portals, pop bumpers), win screens, warper eggs: Jeremiah Franczyk

Title menu backgrounds, fire trail effects, player motion trail, particle improvements, lighting tweaks, applied game palette for consistency, volumetric dust, grunt laser effect, pascal's triangle collectible art, tech platform texture, environment decals (ladder, light, bolt, panel), boss fight fires, pug boss, warp gate effect, background tint support, webGL build repair, death beam, final boss intro cinematic, final boss implementation, final boss particles, level 24: Christer "McFunkypants" Kaitila

Flying mech model, warp monster with animations, heart item art, saw blade art, final boss art, dash and walk animations, additional boss attacks, player cat art, animations for flying mech and heart item: Muhammed "EyeForcz" Durmusoglu

Level design (12 and 19), additional design contributions (stages 8, 10, 20), mute functionality, saw script: Luke Piazza

Player rocket launcher, reload powerup model, scifi door model, check point prefab, HUD UI adjustments: Gabriel Cornish

Mech model rig, IK constraints, grunt animation, shield maiden art and rigging: Tyler Funk

Floating bubble effect, glowing shader, alien rocket launcher, additional debug cheats, color material: Marcel van Dijk

Cheat code for unlimited rockets, mech alert animation: Charlene A.

Invulnerability cheat, gravity cheat: Randy Tan Shaoxian

2D art for cat character, storyboard 2D art: Caitlyn Holley

Projectiles collide with player and obstacles, health working: Brandon

Level name shows when moused over in menu, rocket UI image: Chris DeLeon

Pause key: Ryan Gaillard

80s Arcade Action! Dodge dinosaurs, collect duckets and survive meteor showers.
Action
Play in browser

Developed Sept 27 - Nov 22, 2020

Project lead, core gameplay, music integration, placeholder art, canvas scale, font selection, ducket and enemy spawning, game over and replay support, PS4 controller support, coin sound, animation frame timing, coin loss on damage, sounds (hit, deposit, menu, character select), menu art improvement, odds tuning, color palette, screen transitions, surprise box announcement: Gabriel Cornish

Sprite flipping, debug cheats, coin particles, countdown timer sound hookup, pause fix, mute key, intervals error fix, bounds checking, screenshake, in-game instructions, coin spawning improvements, initial character selection, loading screen, additional surprise box outcome, 3-4 player selection from menu: Stebs

DecalFX feature and assorted uses (footsteps, ground cracks), collision bounce, coin overlap avoidance, ducket bucket, triceratops attack and related effects, timer animation touch up, UI flash when in danger, intro sequence, CSS fixes (removed scrollbars, canvas centers, etc), loading fix, gamepad null checks, pixel scale improvement, assorted bug fixes, font improvement: Christer "McFunkypants" Kaitila

Triceratops enemy implementation, brief immunity after damage, display value rounding, surprise box reset, game over screen polish (score counts up, plays sounds), additional sound integration: Carson Sanders

Triceratops enemy art, enemy attack telegraph animation, sound effects (7), sand tile, dino animation speed tuning, coin bucket and UI position tweaks: Jeff "Axphin" Hanlon

Co-op 2 & 4 player support, gamepad bug fix, start sequence polish, surprise box feature: Muhammed "EyeForcz" Durmusoglu

Pterodactyle sprite, timer implementation, enemy randomization, clock bug fix, high score local storage, high score initials: Vince McKeown

Random bucket designs, animation strip support, Triceratops sprite hookup, assorted fixes (gamepad, keyboard control, movement related), screen crack effect, ducket deposit effect, splash screen animation: I-wei Chen

Safe enemy spawn margin, image loading code, UI layout improvement, variable player menu hookup, Triceratops attack recharge delay, bucket protection from flying enemy and boss, dust particle fix: H Trayford

Music (menu, gameplay), audio file format conversion for compatibility, volume mixing: Michael Fewkes

Cactus art, menu code (including high scores readout), exit button, canvas resize, audio button fix: Vaan Hope Khani

Menu key and controller support, key input refactor, escape button, player select to main menu transition: Jose Reque Martinez

Timer sprite (animation and integration), dust particle sprite: Charlene A.

T-Rex player sprite, localization support with Spanish translations (both JS and HTML): Gonzalo Delgado

Selection box smoothing, selectable player colors, transition from game over back to menu: Randy Tan Shaoxian

Special thanks for practice commit (welcome to HomeTeam Apollo!): Joansito Colimon

Inspired by Kung-Fu Master for NES
Action
Play in browser

Developed Aug 18 - Dec 8, 2019

Project lead, core gameplay (main movement, attacking, collision hitboxes, enemies, level structure), enemy AI, localization support, floor/roof parallax effect, foreground fade, assorted integration, game over and belt award screens, menu key support, gamepad support, assist mode options, prop collision, sprite atlas creation, tuning and bug fixes: H Trayford

Main player animations (idle, punch, kick, falling, walk, blocking, crouch, crouch block, sweep kick), gameplay feedback: Marc Silva

Title screen background art, boss sprites (most - adapted from player sprites), menu yin yang cursor, roof tiles, combat sound effects, title bird art, columns, floor boards effect, wall shadow effect, plain wall, zen ink logo rasterization, image loading improvement, level wall scrolls (x5), UI section border, boss animation timing tweaks, knockback sprites, atlas boss states, gameplay feedback: Jeff "Axphin" Hanlon

Japanese letter support, controls remapping functionality, initial menu support, healthbar, sound effects (bone, low pain, steps, menu navigation, low health, 1up, swish), UI background, font system, art (lamp, table, statue, tapestry, carpet, tree, rock, bamboo, background spears, building, painting, broken vase), addl. Japanese localization, gameplay feedback: Vaan Hope Khani

Whoosh air particles and related visual effects, decoration prop art system, keyboard control improvements, help screen, initial French localization, text drop shadow, sound debug toggle, knockouted out body collision and fade, dash blur, dust and smoke particles, knockout stars, hourglass for GUI, zen ink logo, performance optimizations, foosteps visuals, flash from damage, delay after player death, timing experimentation, gameplay feedback: Christer "McFunkypants" Kaitila

Event-based input handler and related UI scripting, music fade transition support, advanced timers implementation, improved debug output, addl. extensive sound engine code: Aaron Ishibashi

Composed boss music: Jaime Rivas

Composed main gameplay music: Alan Zaring

Spritesheets by belt color for player knockback, jump, and helicopter kick: Jeremiah Franczyk

Mute toggle, all health meters, score reset bug fixes: Michelly Oliveira

Boss spin kick implementation, enemy woosh dashes, localization tweaks: Stebs

Camera movement, gamepad movement, gitignore addition: Evan Lindsay

Idle animation hookup, addl. Japanese localization: Tyler Funk

Spanish localization, slide during crouch, credits scroll and related browser interactions: Simon J Hoffiz

Polish localization, extensive gameplay feedback: Kornel

French localization: Klaim (A. Joël Lamotte)

Additional French localization: Valentin Lemière

Waterfall painting (based on in-game animation), player sweep attack bug fix: Brian J. Boucher

Vase image, waterfall animation: Andy King

Russian localization (initial), canvas CSS fixes: Oleksandr Dubrovskyi

Player kick sound effects integration: Stephanie Patterson

Background music integration: Eugene Meidinger

Gameplay feedback: Bilal A. Cheema

Linux case sensitivity fix: Randy Tan Shaoxian

Credits compilation, game development consultation: Chris DeLeon

Educational
Play in browser

Developed Sept 26 - Jan 9, 2022

Project lead, core gameplay, Android support, program design, Georgian and Albanian language support, Voices for English Albanian and Georgian, tutorial video, profile save system, difficulty progression, main game graphics, particle smoke, study minigames, SFX implementation: Stebs

Audio lead including main sound effects and implementation, original soundtrack, related effects and phonics cleanup, mixing: Rob Tunstall

Turkish language support (vocabulary authoring, phonics, integration, spelling practice and meal serving): Barış Köklü

Face animations, menu burger effect, customer variations and outfits, ambient background audio integrated (creative commons recording by Matucha): Christer "McFunkypants" Kaitila

UI design, Language selection screen updates, text readability fx, menu background tweak, back arrow touch up: Tyler Funk

Menu layout improvements, responsive UI fix, dictionary typo correction: Nic Barkdull

Wine icons, UI adjustments: Cassidy Noble

WordObject and StudyImage prefabs: Brian Nielsen

Video support fix for browser/Android: Chris DeLeon

Side scrolling SHMUP
Shooter
Play in browser

Developed Feb 6 -July 17, 2022

Project lead, core gameplay, story writing/illustrations, player control (including robot transformation), scrolling planet background art, player/enemy/boss art, environment art, level designs, music, support drones powerup, assorted sounds, asteroid functionality, level transitions, audio integration, explosion sprites, tuning and bug fixes: Rodrigo Bonzerr Lopez

Parallax background stars, space nebula clouds, player shield, improved boundary checking, enemy shot tweaks, debug cheats: Cooper Willis

Powerup art and implementation (speed boost item, triple shot upgrade), narrator sound added to dialog: Fahad Muntaz

Assorted level fixes (ship damage issue, missing pause menu), pause menu improvements, main menu volume options, audio bug fix, improved mothership collision, score reset issue, alternate spawning time of enemies & bug fixes: Colton Henderson

Sounds (large laser, astroid explosion), red ship scoring, ignimbrite boss healthbar, enemy laser culling: Michael Monty

Bird AI and art (including metallic version), additional asteroid variation: Drew Beardall

Player boundary checking (initial implementation), asteroid explosion effect, asteroid collision, large laser graphic: cookieoverflow

Tank mech art, jungle boss tighter fit collider, jungle sun rays, light text editing: Christer "McFunkypants" Kaitila

Ashleigh M.: Lives icon

Player lives implementation: Patrick Moffett

Playtesting: Klaim (A. Joël Lamotte)

Adventure
Play in browser

Developed Feb 21 - Apr 4, 2021

Project lead, core gameplay, map generation, room layouts, collisions, tree and bush placement, landmark system, audio implementation, assorted asset integration, music system, ambient transitions, pirate sail movement, end scene: Michael Fewkes

Player sprite with animations, buddha landmark and related integration, Fish Ed animation, tilesets (undergrowth, dirt), slim tree art, axonometric template, tree damage states, bush animations, sound loop bug fix: Himar Gil Hernandez

Burping clam animation plus related particles, landmark UI, locations visited HUD, title and in-game pause menus, audio options, improvements to landmark visited logic, pirate ship icon: Kyle Black

Music and ambience (jungle, underwater), tree hit sound: Andrew Hind

Compass feature and related tuning improvements, fixed audio import issue, additional animation integration: MrPhil (Philip Ludington)

Objects become transparent when blocking player, compass rotation fix, sound loop fix, pirate ship landmark art and related animation: Derek Miranda

Pixel snap for flickering reduction, boid-based bird AI, parrot art: Tyler Pelaez

Bubble effect, bush hit and chop sounds: Kornel

Parrot sounds: Fahad Muntaz

Compiled and integrated credits: Chris DeLeon

Metroidvania Labs
Platformer
Play in browser

Developed Jan 5 - Apr 5, 2020

Project lead, main concept, core gameplay, flipspace growth, main level design (incl. hub), minimap, title screen, pixel fonts, additional player animations (EV suit, death, no gun crouch/idle), powerup effects, tiles (dirt), many player sounds, hover tooltips, portrait work, assorted bug fixes, map editor integration, UI design, bullet motion/collision, pooling, achievements, doors, boss concept, flying enemies, flipspace jetpack, parallax, environmental hazards, camera tracking: Ryan Malm

GL renderer and all related fixes/optimizations, level design (Room04, Room06, Room13), flipspace distortion effect, hitbox fixes, health pickups visual, particle system improvements, flip slime, inverted plant tiles, hit flash, flip bird collisions, flip pig integration, flip crawler sprite, game save, level load/unload improvements: H Trayford

Level design (final battle room, mountain bunker, Room10, Room07), robo tank (animation, AI, attack), switch puzzle triggers, tiles (greebles, panels, bolts, lights, tech) text wave effect, audio browser compatibility improvements, warp pads, gamepad support, ladders, glyph tiles, hub signs, additional sound integration, loading progress bar, flip spider, various effects (bolt thrower, landing, muzzle flash, sparks, flamethrower), additional error checking, assorted generated sounds: Christer "McFunkypants" Kaitila

Player design improvements, jump/fall animations, air control fix, crouch, additional pause screen details, art and code for aiming up: Marc Silva

Player top collision, gravity fix, rate of fire control, shot reallocation on death: Andrew Mushel

5+ tilesets, song ("Vanishing"), enemy Slime animations, portraits art: Jeff "Axphin" Hanlon

Music in 4 variations ("Layers of Cool Lasers"): Klaim (A. Joël Lamotte)

Audio implementation (advanced; spatialization, ducking, track swapping, and more), volume controls: Michael Fewkes

Creepy synthwave track: Stebs

Assorted sound effects (environment, enemy, attacks, interface, pickups, and more), main dialog box functionality: Vaan Hope Khani

RoboDrone logic: Michelly Oliveira

Blue pipes tiles, OS compatibility fix: Gonzalo Delgado

Animations (walk, idle, with and without gun), initial EV suit: Jeremiah Franczyk

Pause menu, blocked movement while crouching: Matthew "McCordinator" McCord

Practice commits: Ian Cherabier, Simon J Hoffiz

Action
Play in browser

Developed Aug 30 - Nov 21, 2021

Project lead, core gameplay, main artist and animator, world design, sound effects, custom level editor, UI, enemy AI, marketing posts: Rodrigo Bonzerr Lopez

Rat sprite, animation support, rat movement, cross-platform compatibility fix, initial collision implementation: Ashleigh M.

Bow item, level skip for testing, rocket energy bar functionality, collectibles fix, general enemy collision, map improvement, battery recharge, player class refactoring: H Trayford

Logo, gamepad support, audio pooling, door open and trap hit sounds, jump tuning, player ready screen: Christer "McFunkypants" Kaitila

Rat collision, treasure artwork: Ryan Kevin Atienza

Practice commit: Tayyab Siddiqui

Compiled Credits: Chris DeLeon

Strategy
Play in browser

Developed Feb 21 - Apr 18, 2021

Project lead, core gameplay, input refactor, turns system, piece selection and movement, rosary tile logic, main menu structure, end of game, instructions screen design, music and sound effects toggle buttons: Jonathan Peterson

Tile art (rosary/rosette, house, gate, market, temple, treasury), wood background, tile loading, dice art with variations, piece art, sound loading, dice roll sounds, highlights, sandstone texture, pause background fade, pause menu, background selector, music loop & music pause: Philip Greene

Sound effects (piece selection, piece move), piece knockback when landed on, how to play overlay support, instructions screen implementation: Rami Bukhari

Font selection and integration, menu title, bit of code cleanup: Ryan Cahela

Gameplay music: Alan Zaring

5 background variations, bug fix during how to play menu, credits screen hookup: Filipe Dottori

Removed pause from menu screen: George Carter

Compiled credits: Chris DeLeon

Retro platforming
Platformer
Play in browser

Developed Sept 26 - Jan 16, 2022

Project lead, core gameplay, level design, level editor, snack system, player character, traps, assorted sounds, collisions, moving platform, springboard, flying enemy, bosses, boost camera, game over screen, boost pad, map scrolling, minimap, story integration: Vaan Hope Khani

Patrol enemy (functionality and art), jumper enemy, randomized enemy movement, waterfall animation: Vince McKeown

State machine, credits view, level warp keys, additional music, mute toggle, UI adjustments: Patrick McKeown

Trees art (pine, oak, tall), cloud tiles, pipes and connectors, lifter claw art: Philip Greene

Music, music integration and toggle, minor bug fix, playtesting: Klaim (A. Joël Lamotte)

Teleport function for testing, text shadow effect, debug panel: Farah R

Background story, factory level box art, pick-up sound, pause functionality: Abhishek @akhmin_ak

Particles, landing effects, sound mixing, menu, blink, trail, sky background: Christer "McFunkypants" Kaitila

Door art, player bounces off enemies, air movement tuning, limits on jump height: Filipe Dottori

Jump sound fix, scrollbar css: Vivek S

Editor mode interface tweak: H Trayford

Tunnel bug fix, camera improvements, nature boss face: Chris DeLeon

Simulation
Play in browser

Developed Apr 26 - July 19, 2020

Project lead, core gameplay, boost item, lose physics, main input, level switching, wind push zones, music manager, dogfight AI, pickup mode, webGL video playing support, clown integration, assorted bugfixes and touch ups: Michael Fewkes

Intro animation, models (multiple paper airplanes, lamp, car track, windows, car, animated clown in box, animated desk fan, curvy table, TV, bookshelf, plant), boost icon: Muhammed "EyeForcz" Durmusoglu

Models (lawn mower, rugs, assorted furniture, dogfight shot), blackout level, factory level, various camera improvements, victory sound effect: Tyler Funk

Win confetti effect, controller support for plane and camera, end screen improvements, crash smoke, volume control: Kornel

Gradient material tones (wood, metal, sky, skin), mesh and block prefabs, models (dresser, countertop, cabinets, kid blocks, bed, bunk bed, cat castle), wingtip trail effect, title music integration, recycle bin improvements, factory level, dogfight target leading: Christer "McFunkypants" Kaitila

Title music, recycle bin music, dogfight music: Alan Zaring

Pause menu, controller support for menus, additional title menu work: Brian Nielsen

Main menu UI buttons, connection to options menu, menu background concepts: Lexi "LexiGameDev" Kunkel

Level design for "Down": Bilal A. Cheema

Original level music: Simon J Hoffiz

Vertical space shooter.
Shooter
Play in browser

Developed May 3 - July 5, 2020

Project lead, core gameplay, enemy waypoint system, input handling, player ship art, enemy ship art, boss art, speed powerup, level authoring, assorted bug fixes, UI design and related art, damage flash: Simon J Hoffiz

Collision, player weapon, player shield, cheats, lootsystem, laser and atomic weapon. Improved background scrolling. Game optimazation. Various bug fixes. Art for weapons, shields and loots: Muhammed "EyeForcz" Durmusoglu

Sounds (player shots, boss shots, enemy destruction, item pickup, laser, player death), title menu and game over screens, compatibility fixes, shield bug fix, mute and pause features: Martina Natale

Full screen and responsive support, edge detection, gamepad support, assorted bug fixes, parallax background art, optimizations, boss sprite tweaks, text shadows, thrust trails, space debris, layered boss explosion effects, explosion particles: Christer "McFunkypants" Kaitila

Main gameplay music composition: Alan Zaring

Audio functionality, music integration and additional composition: Michael Fewkes

Asteroid art, including variations: Alanna Linayre

High score UI and implementation: Vaan Hope Khani

Ammo limit, player state fix on stage start, collision improvement, enemy track bug fix: Bilal A. Cheema

Triple shot mid weapon functionality, powerup loot drop implementation: Michelly Oliveira

Explosion effect authoring and integration: Randy Tan Shaoxian

Human satellite, alien satellite: Ian Cherabier

Enemy alien ship sprite: Gonzalo Delgado

Play in browser

Developed Feb 6 - May 8, 2022

Project lead, core gameplay, main writing, level design, NPC dialog trigger, base wall art, text wrapping, advancing dialog, animation support, item/character drifting, inventory toggle, player depth effect, character art (Tripa, Despond, Satah updates), music switching based on room, mouse inventory selection, vine walls, door open sound, variable room size support, heart item, UI cleanup, particle tuning, assorted bug fixes, dialog editor copy/paste support": Abhishek @akhmin_ak

Dialog box style based on character, marble tile floor design, boxing glove item, inventory UI main functionality, Gemini character, dialog freeze bug fix, additional character dialog hookup, mute toggle, editor cursor fix: Farah R

Dialog choice system, music (sad room), dialog typing effect, dynamic chat box height, WASD support, camera panning, internal map editor: Bilal A. Cheema

Teardrop sprite, floor and wall tile art, inventory item descriptions, room backtracking, songs (happy room, angry room, heavy drums track), Satah character, interaction particle spawning, pause button, audio compression, initial sound code, test dialog: Patrick McKeown

Inventory tooltip system, sound manager code, title screen core functionality, room transition fix, dialog editing, font size fix, file reference refactor, additional sound integration, testing cheat, Linux compatibility fix: Evan Sklarski

Title screen effects, particle clouds, room lighting, assorted sound effects, book page sprite, dialog choice fix, sound integration, canvas stretch: Christer "McFunkypants" Kaitila

Dialog editor and related custom format (originally developed for Warped Radar), dialog editor additional bug fix, dialog mouse interaction Ryan Malm: Smoother camera movement fix tile seams: H Trayford

Sad vase of dead flowers: Johan Östling

Dialog background animation code, choices word wrap, small bug fix: Chris DeLeon

Practice commit: Syed Daniyal Ali

Play in browser

Developed Jan 26 - Mar 8, 2020

Project lead, core gameplay, initial terrain randomization, tank physics, majority of weapon types (jetpack, big shot, teleport shot, rolling shot, crazy bomb...), tank destruction desaturation, skin sprite sheet support, sound integration and related randomization, AI, button graphics, support for variable player count, song randomization, crosshair, terrain variation options, assorted bug fixes: Michael Fewkes

Initial infrastructure work of all game screens, majority of code for main menu, turn/damage/other in-game indicators, game clock, day-night cycle, cloud movement, weapons ("meteor clash", "grenade", "rain shot"), night star and rain particles, some art implementation, campaign design and coding, weather system and UI modifications: Simon J Hoffiz

Unified button functionality, start screen setup, logo animation, UI layout improvements, pause bug fix, slider widget, toggle button support, volume controls, scrolling menu background effect, graphic bug fixes: I-wei Chen

Title screen support, metal and screw tile decorations for edges, logo, sound effects (20), 6 tank skins, button styling, game over screen: Jeff "Axphin" Hanlon

Mouse-only and Reflex-Click controls, Control Menu, winscreen background trophy model, credits screen background memorial model and support: Muhammed "EyeForcz" Durmusoglu

Speech recognition, terrain decorations (grass, pebbles, cracks, sandy specks, etc.), terrain randomization improvements, muzzleflash, mouse hover detection, UI steel cutouts, health bars, base enemy AI, text shadow support, stats tracking and display, campaign map, win screen animations: Christer "McFunkypants" Kaitila

Gameplay music: Alan Zaring

Image loading, clouds, input fixes, burst-fire support, 3-shot cannon: Gonzalo Delgado

Optimization, pause on loss of focus, mouse aiming: Randy Tan Shaoxian

Tank skins, arrow and crosshair art: Vaan Hope Khani

Headline color changes based on time of day: Zak Ali

Particle effects (initial functionality): Ryan Malm

Gameplay background music, music selection system: Klaim (Joël Lamotte)

Basic mouse code, compiled credits: Chris DeLeon

Play in browser

Developed Mar 27-May 15, 2022

Project lead, core gameplay, track design, initial van model, enemy driver AI, arcadey collision physics, checkpoints, control tuning, road sign, main guard rail, assorted bug fixing, crash particles, responsive UI layout: Ashleigh M.

Scene decoration, finish line, end game screen, initial speedometer, road lines, signs, grass, car update, additional level design: Raik Gunnar Bradley

Sedan, pine tree, water barrel, additional guard rail: Patrick Moffett

Player van model (final), speedometer graphic (final): Rohit "n4rwal" Kumar

Camera zoom based on speed, pause feature: Michael Monty

Traffic cone and cardboard box models: Rodrigo Bonzerr Lopez

Main menu functionality: Christer "McFunkypants" Kaitila

Reverse, fog, menu decoration: Chris DeLeon

Gradius/R-Type inspired shmup
Play in browser

Developed Aug 26 to Dec 9, 2018

Project lead, core functionality, scoring and score pop ups, powerup objects, enemy, projectile, and collision code, level 2 and 3 design, screenshake, menu base code, checkpoint and continues, enemy pathing, cut scene animations, ground enemy integration, main UI integration, missile, ghost, and clear powerups, boss behavior improvements, boss explosions, all flying and two ground enemy art, volcano, bug fixes: H Trayford

Logo, tile editor integration, level 1 design, ground enemy rotation support, flickering after respawn, capsule pickup effects, test level, editor tutorial (internal use), warp challenge functionality, main menu improvements, shot contrast tweaks, made parallax editable per stage: Ryan Malm

HQ boss and eye boss art, boss 2 and 3 implementation, level 3 parallax art, high scores save, load, and display, mini-mini-bosses, turret platforms art (x5), fire brick and fire stone art, ground enemy spritesheet, pause and options screen improvements, additional text cleanup: Vaan Hope Khani

Ship thruster particles, background gradient/ sky/greeble, foreground parallax effect, parallax asteroids and truss, additional player collision tuning, capsule spawning, endgame functionality, caves test level, tilt sprite implemented, thruster animation hookup: Christer "McFunkypants" Kaitila

Main story writing, player ship sprite (including turns), mini boss sprite, game font, thruster sprites, original player art, main menu selector, planet sprite, QA testing: Jeff "Axphin" Hanlon

Explosion animation, shot flash effect, powerup refactoring, clear screen powerup, laser shot artwork: Jaime Rivas

Player fire sound, small and large explosion sounds, shield sound, mini boss music, item pickup sound, menu interaction sounds: Chris Markle

Text scroll support, cutscene code, level skip cheat (disabled), WASD input code, improved keyboard support, pause screen layout, credits layout: Randy Tan Shaoxian

Credits pause/play with space, extra life sound integration, powerups cheat (disabled), ghost ship explosion hookups, music loop support, auto-fire on options screen, demo scene movement: Michelly Oliveira

Cargo boss art and behavior, cargo boss projectiles art and code: Marc Silva

Animated lives icons, UI design, border art, and UI sprites, force, speed, ghost powerup icons, QA testing: Kirvee

Powerups spawn code, powerup increment feature, powerup buttons hookup (disabled): K. Anthony

Locking powerups once used, testing/debug cheats support: Ian Ross

Audio and code for laser sound, audio and code for powerup activation, extra life sound effect, music composition (warp speed), audio for clear screen powerup: Andrew Mushel

Starfield improvements, space debris: Caspar "SpadXIII" Dunant

Boss music composition, organized user testing: Stebs

Options menu improvements, additional rock art: T.

Bubble explosion (art and code), ghost ship art: Zak Ali

Particle editor, critical bug fix (was on player death): Remy Lapointe

HQ invasion eyeboss behavior: Praneil Kamat

Code for force shield: Lou "Mass KonFuzion" Herard

Ground enemy sprite: Vince McKeown

Boss laser sfx, enemy damaged sfx: Shaun Lindsley

Rock sprites: Tomanski

Shields cheat (disabled), pause screen improvements: Kevin Pavlish

3 songs (Dil se, Energize, In the End Bosca): Vignesh Ramesh

Planetary descent music and boss music: Coy Compositions

Song (prepare to strike): Joe C.S.

Code for damage sound: Loren Pierce

Data persistence support: Dan Dela Rosa

Player explosion sound: pseudoLudo

Credits compilation, development support: Chris DeLeon

A relaxing first-person puzzle/exploration game set on a small world
Puzzle

Developed Nov 20, 2016 - Apr 23, 2017

Project lead, design, programming (game play, tools), 3D modelling (plants, props, structures), environmental design: Tim Waskett

Narrative: Chris Markle

3D modelling (planet), environmental design: Nick Baker

3D modelling (props, pyramid, scarecrow), sound effects: Micky Turner

3D modelling (props, buildings), play testing: Caspar Dunant

3D modelling (clouds, flowers, statues), play testing: Christer Kaitila

3D modelling (character), play testing: Chris DeLeon

3D modelling (rocks, snowman): Oasis Rim

Play testing: Jeremy Kenyon, Diego Souza, Marcus Silva, JL Evans, Sergio Solorzano, Matthew Ko

Planet editing tools: Reid Alford

Fantasy Turn Based Strategy Game
Play in browser

Developed Jan 24-Apr 4, 2021

Project lead, core gameplay, 3D terrain, map editor, combat systems, tile type support, enemy team AI, main UI, save and load, unit data tuning, grass/forest/hill tile models and textures, level design, assorted bug fixes, pathfinding, dialog system, optimizations, minimap, spells, tooltips, AoE attacks, character models, camera movement: Will McKay

Experience points and level up implementation, archer and dwarf improvements, level buff, sounds (hit, death, debuff, magic, attack sounds, UI), audio implementation, input bug fix, music hookup, sound mixing, mute support: Roc Lee

Story outline, plot details and characters, dialog writing and implementation: Jonathan Peterson

Archer unit, title text, armor color script, UI buttons polish: Philip Greene

Unit menu bug fix: MrPhil (Philip Ludington)

Fort model and textures: Agustín Martínez

Battle music: Alan Zaring

Sand tile model: Tylor Allison

Mute feature: George Carter

Compiled credits: Chris DeLeon

Strategy
Play in browser

Developed Mar 24 to June 2, 2019

Project lead, core gameplay systems, progression system, models (castle, archer tower, cannon tower models, cannonball, core, castle extension, arrows), dynamic time of day, base enemy types, pathfinding and related AI, main menu, HP bars, enemy waves and dynamic aggression/pacing feature and related bar, difficulty slider and balancing, building costs, assorted bug fixing, water shader, in-game menus, additional art integration, volume control, credits scroll, building repair, arrow model, building placement range enforcement, creative mode/cheat mode, damage/resistance system, test RC tank, Object Placement Tool (editor tool), VFX (explosions, dust, smoke, particles, decals, hit effects, lighting), game optimizations: Kornel

Models and integration for towers, spawn and scene bug fixes, cursor improvements, selection box support, building edit UI buttons, physics experiments, enemy AI spacing, resource stats UI support, font selection and integration: Bilal A. Cheema

Mech enemy model (animation based on "Frog" by Andy), environment cliffs and rocks, muzzle flash effets, enemy knockback force, tilt shift lighting tests, physical structure experiments: Christer "McFunkypants" Kaitila

"Frog" and "Scuttler" alien model/animations and related animation code, tilt shift improvements, destroyable shield prototype, scorpion enemy model/texture/animation (unused): Andy King

Grass model/shader/texture and related optimizations: Tyler Funk

Pause screen, minimap feature, FPS counter: Dogu Banoglu

Music: Simon J Hoffiz

Camera movement improvements, resource mining visualization: Dominick Aiudi

Sound effects (alarm, cannon, explosion, attacks from towers, building placement, UI) and FMOD implementation: Dominic Bolduc

Resource mining functionality, enemy corpse support, elite enemies: Caspar "SpadXIII" Dunant

Sounds and integration (mech and scuttler footsteps): Stebs

Camera zoom lock: Terrence McDonnell

Credits text: Chris DeLeon

Special thanks to Gamkedo Club trainers who helped with this project: Karen McMullan (level and balancing), Kartik Kini (UI), Kyle Anderson (art and effects) and Chris DeLeon for continuous support and guidance

Tower defense with toys and drawings!
Play in browser

Developed Nov 15 - Jan 24, 2021

Project lead, core gameplay, example maps, enemy wave functionality, custom level and map editor, slowdown tower / gun tower and flame tower code, enemy health bars, map fixes, turtle / car / blob enemy art, mirror image support, gum stealing, tower selection UI, tower upgrade menu, sound implementation, cheat code function, main menu and level selection code, credits screen support, pencil / retro trip / happy green map and level, car track level, collision radius display on hover, game story and tutorial text, logo, enemy stats tuning, additional content integration and assorted bug fixes, optimizations: Muhammed "EyeForcz" Durmusoglu

Pause, pause menu, lose screen, volume setting, restart functionality, gun tower sprite, lasers art, sound effects (electro tower, enemy death, explosion, flame tower, gun tower, hover, laser, missile tower, slowdown tower), high scores display, alternative logo, galaxy level: Vaan Hope Khani

Camera pan, toy car level, bold font support, missile tower and turret sprites, missile trails, laser tower (including upgrades), flicker effect for flame tower fire, highs score save and load: Christer "McFunkypants" Kaitila

Demon level art and design, enemy spawn fix: Bjorn The Fire

Any enemy type code and art, enemy explosion effect, board game level: Charlene A.

Children's music: Alan Zaring

Blocks map and related level blocks: Tyler Funk

Animation system, support for rotated animations, ant animation integration: I-wei Chen

Flametower art, sound, and related integration: Ryan Gaillard

Gum altar return functionality: Barış Köklü

Animated tower hover indicator, game over screen refactor: Randy Tan Shaoxian

Player coins, coin drop, coin counter, audio code, off screen shot culling: Vince McKeown

Tower placement, electric tower images and related animation: H Trayford

Rhythm game. Just vibes!
Rhythm
Play in browser

Developed Feb 14 - Apr 18, 2021

Project lead, frog images, core functionality, animation loading system, scene diagrams, color palette, fly and bee logic, score panel: ClayTaeto

2 looping songs, joke bug boot animation, frog design update, graphic item separation (art pipeline), font selection and related integration, fly sprite animation, continue button art: Jeff "Axphin" Hanlon

Mute toggle, frog tongue tuning, fly eating and miss sounds, tongue changes based on collision, additional minor bug fixes: Randy Tan Shaoxian

Tadpole scene (plus related art, functionality), victory voice sound: Christer "McFunkypants" Kaitila

Bee animation sprite, case sensitive compatibility fix: Charlene A.

Pause menu and related art/functionality: Ian Cherabier

Practice commit: Clemens Reil

Compiled credits, assorted final fixes: Chris DeLeon

Local multiplayer scooter delivery
Racing
Play in browser

Developed Dec 6 - Mar 28, 2021

Project co-lead (main/design), initial gameplay prototypes, main map layout for city, reference photos, order randomization, sounds (bike, dropoff, trash collision, phone sounds), driving tuning, collision fixing, buildings (pub, apartments, beach hotel), destroyable bins, brake lights, text tips, street signs, majority of building placement, fences, additional input work, NPC car and pedestrian spawning, delivery item models (long pole, fridge, signs, speaker, bag, TV, microwave, washing machine, beer boxes), assorted environment art props, signs, multiplayer phone-style menu support, scene cleanup, traffic system prototype, screen mode transition controls, phone orders navigation, pedestrian masks and hats, more scooter variations, title song vocals and guitar: Stebs

Project co-lead (technical), delivery mechanics, NPC vehicles, camera code, nav mesh setup, order mechanics, countdown, initial light baking, UI & phone bug fixing, scoring, competing delivery NPC AI, pedestrian system, additional co-op multiplayer functionality, additional sound hookups, UI resizing, destructible object particles, physical delivery display, many bug fixes and tweaks, title screen touch up, scene song transition, solved multiplayer timing bug: Cassidy Noble

Project co-lead (art), title logo, vehicles (scooter with riders, bahn bao guy, expat bike rider, taxi, car, motorcycle, delivery truck, van, pickup truck), buildings (shop A, Chip's Apartment), props (street sign, tables, chairs, trees, rat), ground (road and sidewalk variations, crosswalks, grass), GPS arrow, screen UI phases, filler building material, static mesh optimizations: Jeff "Axphin" Hanlon

Project co-lead (audio), main songs (3) with variations, music manager, audio integration, music bug repairs, audio zones, vocal adjustment, intro beat boxing sketch: Michael Fewkes

GPS feature, minimap, pathfinding, AI optimizations, pathing node placement: Brian Nielsen

Gamepad input, text message order changes for accepted orders, exposed scooter tuning, keyboard input refactor to new system, local co-op support, input improvements, player selection menu: Barış Köklü

Parked car placement, litter system, LODs (signs, trees, vehicles), baked occlusion optimization placement, filler buildings, hotel restaurant, major performance improvements, sky/fog/lighting, road work props, texture material reuse: Christer "McFunkypants" Kaitila

Customer ratings screen app for phone, phone scroll view, review messages based on ratings: Tyler Funk

Generic apartment models, early scene lighting, initial post-processing effects: Gabriel Cornish

2D driving prototype track: Vince McKeown

Raycaster JS game inspired by Doom.
Action
Play in browser

Developed Mar 8 - June 28, 2020

Project lead, core gameplay, rendering engine, custom editor functionality, entity system, fireskull art, wall decal support, health box, item support, weapon bob, spritesheet support, UI, engine optimizations, minimap, rifle gun/ammo art, pickup flash, weapon transition, spikes, save/load, gravestones, fires, pearl, ladder, treasure: Bilal A. Cheema

Audio manager code, 3D spatial sounds upport, music events feature, sound occlusion, dynamic reverb, propogation, additional sound integration: Michael Fewkes

Enemy AI, art autoscaling, editor tooltips, editor save improvement, wall textures (tech, concrete, warning, carbon, marble, tan, obsidian, rock, sandstone), garbage collection optimizations, exploding barrels, crosshair, floor and ceiling support, assorted code cleanup, waterdrops, evil dwarf art, menu particles, menu decoration, level design: Christer "McFunkypants" Kaitila

Background music, death sound: Alan Zaring

Messy stone wall texture, sounds (evil dwarf, fireball, spell attack, drip), revolver animation, huge door: Jeff "Axphin" Hanlon

Red brick wall art, cracked red wall, subtitle manager, audio reload debug support: Ian Cherabier

Sounds (skull, wall, danger, hurt, fire, flash, full, steps, pick up, danger, shriek, dash, menu tones, revolver, ammo, rifle, doors): Vaan Hope Khani

Portal sound, key/lock system: Ryan Gaillard

Art for speed injection: Ygor Dimas

Compiled credits: Chris DeLeon

Action RPG
Action
Play in browser

Developed Nov 1 - Jan 24, 2021

Project lead, core gameplay, art integration, quest item pickups, collectibles, win and game over screen functionality, plant collisions, minimap, debug cheats, player walk animation, attack animation, knockback, scale adjustments, credits screen, weapon to hand binding, scene reorganization, title background image, instructions, UI reskin, patrol routes: Brian J. Boucher

Sword model, model optimizations, over a dozen rock variations, tree models, map layout, nav mesh updates, chest and trunk models, bush (with and without berries), starting point tweaks, club and axe weapons, ivy character, map edits, grimsnap model, health pass, flowers, player death screen, start screen, menu button, environment art placement: Maimi Boucher

Enemy tracking AI, wandering support, weapon randomization, item dropping, inventory system (including selection, rearrangement, equip limits), item stats summary tool tips, character armor stat, player xp and leveling system, projectile functionality, fireball explosion, skill unlock, level up notification, weapon hookups, inventory sprites: Will McKay

Background music, battle music, audio implementation, music manager, dynamic song transition functionality, game sounds (including player attack, enemy damage, roll), additional audio adjustments, attack rate controls, attack trigger hookups, song change stingers: Roc Lee

Troll and goblin model/animations (including damage and death animations), related animation controllers: Cassidy Noble

ProBuilder integration, building and hut models, rocks, water fountain, sword platform, house, attack sounds (high and low, player and enemy), campfire: Justin Chin

Player control adjustments, targeting improvements, player health system, additional vector helper functions, melee touch up: Jonathan "jay513" Treglia

Grass texture, ground details, UI health orb animation, enemy health UI, stone border for minimap, health system refactor, sliced fill art (incl. xp bar), font integration, git reminder compatibility improvements: Philip Greene

Run feature, life counter and related reset, lives display, game over screen improvement, generalized UI panels, UI code refactor: Grygoriy Kulesko

Dissolve/dither shader with vertex painting, terrain paths test, repo pull: Andy King

Model and texture for chest and fence: Agustín Martínez

Attack indicators, additional player mouse control work, start of enemy patrol script, goblin animation integration (idle, walk, patrol, attack): Bilal A. Cheema

Enemy physics issue detection and workaround: Philip ‘MrPhil’ Ludington

Cyberpunk crime mystery
Play in browser

Developed Nov 18, 2018 to Feb 17, 2019

Main concept and project co-lead, base functionality for prototype, John character, dialog system code and original format, inventory code, pixel doubling, panning camera, room loading, dialog mouth animations, animation code, level editor, store front art, multiple choice dialog feature, cutscene code, John and Rose dialog portraits, fade effect, Julie's store song: Kise

Project co-lead, city tile and building art, decorative detail tiles art, overworld and interiors level design, depth layer layout, doorway arch effect, story revision, bloom implementation, Tiled integration, drawing optimization code, assorted bugfixes, integrated end game art: Ryan Malm

Dialog editor (development authoring tool), tile and object culling render optimizations, character-to-character collisions, depth sorting implementation, enter/exit room functionality, Tiled integration, character integration (Rose, Julie, Uncle Dave, Agent Jen, Fusion, Cat Man, Cop, Detective Dan), event manager, bug fixes, conversation tweaks, obtainable and interactive item implementation, character motion fixes, NPC movement implementation, obtainable items improvements, accusation code, integration of Fusion alley dealer and Jen story gameplay events, additional NPC placement, dialog bug fix, Alex integration, mouth setup for Fusion/Alex/Jen, game end text: H Trayford

City background song, inventory items including motherboard and memory chip (early design), web audio implementation, code reorganization, car horns and other ambient city noise, volume mixing, song integration, additional bug fixes, inventory sounds, item pickup sound: Stebs

Character designer template, John directional animations, Rose directional animations, speed tuning, welcome sign, Dave sprite, cat portrait sprite, fusion character portrait, opening story, Alex portrait and sprite animations, cop portrait badge, touch ups to match sprites and portraits of Dan and Cop: Jeff "Axphin" Hanlon

Debug mode, pause, vehicle art, menu code, custom font selection, furniture art, mute functionality: Vaan Hope Khani

WASD and gamepad input, weather effects, agent portrait, animation bugfix, dust particles, diagonal wall sliding, collision optimizations, car movement, intro and endgame text scroller, talking text fade, tile gap fix: Christer "McFunkypants" Kaitila

Responsive CSS, level editor improvements, input code improvements, additional refactoring and cutscene code organization, cutscene timing tuning: Randy Tan Shaoxian

Wall collision code, cat character sprite, additional voxel drafts: Jaime Rivas

Agent sprite animations, Cop sprite animations, Cop portrait: Marc Silva

Dialog starts when near character, pause when clicked away, in-game labels implementation, help screen, debug text: Michelly Oliveira

End Scene/Credits roll song, Main Menu song, song played on winning the game, mechanical grinding sounds: Chris Markle

Julie portrait with emotion frames, Julie sprite animations: Charlene A.

Screen transition effects, main menu and game start music integration, cursor fixes: Trolzie

Inventory text wrap, inventory audio fix, browser sound compatibility improvements: Praneil Kamat

John's room/intro song, and Dave's House song: Klaim (A. Joël Lamotte)

City song played after the crime scene is visited: Cecilia Borges

Synthwave song, busy street sounds: Shaun Lindsley

Walking speed adjustments, text editing, help with internal QA testing: Kirvee

Collision debugging visualization, police portrait import: Terrence McDonnell

Item pickup notification: Jeremy Jackson

Street lamp, fixed dialog/collision related bug: Brian J. Boucher

Additional word wrap fixes: Rémy Lapointe

Title and ending voxel renders, compiled credits: Chris DeLeon

2D souls-like action game with nothing but boss battles
Action
Play in browser

NOTE: Runs best in Chrome. Has known issues in Firefox.

Developed Mar 31 to Jun 23, 2019

Project lead, main gameplay code, base enemy and attack functionality, shielding, map layout, push attacks, camera shake toggle, final boss variant of player sprite, healthbar hookups, healthy recovery, additional art integration, many bug fixes, shadow boss and final boss behavior, player harmed sounds, Safari sound fixes, end sequence: Praneil Kamat

Floor tile implementation (based on Ygor art), webGL dynamic colored lighting, camera clamping, collision, improvements, improved depth sorting support, platform support, shadow boss sprites, gamepad improvements, menu key support: H Trayford

Art direction, platform sprite, environment tiles, healing statue, typewriter, typewriter room and platform, ruins, cage, moth lamp, skeleton, tree: Ygor Dimas

All music (ambient, final boss, beast boss, shadow boss, title screen) and ambient tension: Alan Zaring

Player sprite and all animations, attack sound, vignette effect, player shield graphics: Bilal A. Cheema

Canvas resizing, gamepad support, motion blur dash trail, tile sorting optimization, light glow effects, early player shadows, wall torch sprite, debris adaptation (based on Ygor art) and debris placement, webGL lighting adjustments, game logo: Christer "McFunkypants" Kaitila

Font integration, main menu code, beast boss behavior code: Vaan Hope Khani

Save and load functionality, save menu (not in final game), boss death text, last boss death check, typewriter sound: Lukas

Screen shake functionality, player UI for lives: Simon J Hoffiz

Help screen plus transitions, death text, respawn: Bryan Pope

Additional menu code setup, music loop support, dash and trail tuning: Terrence McDonnell

Help screen improvements, game pauses if not in focus: Vince McKeown

Collision velocity resolution code: Ryan Malm

Footstep sounds and integration: Stebs

Beast Boss procedural hair: Chris DeLeon

Play timer functionality: Ryan Gaillard

Pause functionality: Matt Piwowarczyk

Special thanks: Randy Tan Shaoxian, Brian Nielsen, and Anthony Free

Space Schmup
Shooter
Play in browser

Developed May 10 - Sept 13, 2020

Project lead and core gameplay, enemy waypoints logic, ship colors, projectiles logic, autofire, level design, health bar, enemy waves, healing zone, background building placement: Justin Chin

Shield deflection shader, tutorial, explosion vfx and related particles (smoke, animations, model chunks), framerate control, shot/explosion sounds and related integration, background music hookup, boss background audio, audio mixer set up, song transition, background UI splash screen, font selection and integration, start menu, UI hover effects, shader instancing support, options menu, icon, canvas dynamic embed resize, menu background blur, model orientation fixes: Andy King

Boss design (all modes) and related code, including boss homing missile / bombs / shield / special, boss model, boss intro sequence, color-coded player shots support, enemy grid spawn tool for editor, preview fix, ship selection toggle, sound integration, AI fix: Will McKay

Variations on asteroids and projectiles, enemy and player ship models, boss and planet models, space elements, several additional Tokyo background building clusters: Cassidy Noble

Tokyo tower building model, docomo building, Tokyo skybox: Brian J. Boucher

Player stats tracking, kill counting, deaths and HP tally, AI bug fix, summary fade, interface toggle, player rating: Philip Greene

Pause key, screen boundary enforced, editor waypoint visualization, path selection: Andrew Mushel

Two additional background voxel building clusters: Gabriel Cornish (Apollo group)

Additional background voxel buildings, compiled credits: Chris DeLeon

Geometry Puzzle Game
Puzzle
Play in browser

Developed Mar 11 - Jun 10, 2018

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

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

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

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

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

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

Sound effects: Michael Fewkes

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

Music: "Sweet Geo": Asix Jin

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

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

Playtesters: Christer "McFunkypants" Kaitila, Kirvee, Andy King, Trenton Pegeas

RPG, expanding on Falldale
Play in browser

Developed Feb 16 to May 3, 2020

Project lead (also for the original Falldale), core gameplay, cliff tiles, player animation updates, bush tiles, blacksmith shop, new goblin animations, assorted map updates, tree update, town redesign, Orc and Arya updates, optimizations, character creation screen graphics, music integration, garden tiles, mausoleum art, GUI buttons, skeleton animations, Rowan animations, asset cleanup, pahtfinding refinement, cloth and stick items, destroyable boxes, quest art, intro illustration, particles, wizard's map: Vince McKeown

Art (tables, bar stools, wooden walls, flagstones, bar joints, top wall updates, window, pine tree, cliffs, caves, bonfire animation, castle walls), level design (castle, east woods), Tiled integration (with Andrew), map data conversion, assorted bug fixes, collision system updates, new quest code features, AI zone support, orc boss AI improvements, hammer weapon, wizard area colliders, transitions, enemy placement & tuning: Tylor Allison

Control improvements, Tiled integration (with Tylor), code refactoring (lock and key, item, treasure, weapon, minimap), additional rooftops: Andrew Mushel

Help screen, bartender voice, alchemy shop, stats data (incl. for enemies and quests), leveling up, healer name: Allan Regush

NE Woods and East Woods, assorted map fixes, image loading bug fix: Catherine San Luis

Druid addition to Old Graveyard, Old Graveyard tile improvements, Old Graveyard design, bridge, layer collision fix: Ashleigh M.

Updated inventory display: Powerproust

Initial character class code, minimap diagonal movement: Yong Wei

Goblin AI update to support variable chase speeds: John Eversole

Achievements list: Joshua Rigley

Note: see "Falldale" elsewhere in our HomeTeam collection (or view the in-game credits after the title screen) for original/pre-EE contributions!

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