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
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
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
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
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
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
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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!