Developed under short deadlines for events.
Personal favs: 9111, DØD SØ FUBAR, What We Had To Do, HEADSHOT TYPECAST
Made for 7dfps 2022.
Made for GMTK Jam 2022.
Created for TriJam, April 2022. I don't like jokey "clutch" jams like "1h game jam", but 3 hours of actual development seemed acceptable to me at the time (no pun intended). The jam's theme, "upgrade your weapons", immediately brought back memories of playing Engineer in TF2, which inspired the scrap-grabbing mechanic of this game.
Frustratingly it took roughly 4 hours to develop AA. Those hours were not used particularly well - I was completely out of shape when it comes to Unity2D and about half that time was spent looking up tutorials for complex systems like "top down movement". I debated whether or not to even submit it as it's rough as all hell, but the trippy vector aesthetic was too hard to resist.
Created for Scream Jam 2021. Developed in 2-3 hour bursts over the workweek with the self-imposed challenge of making a "one room" adventure game. The result is a short thriller... thing, about getting used to doing a horrific task.
Considering how little content there is, the code is an absolute mess and it's all held up with sticks and gum. But overall, I think it's as long as it needs to be and it's effective if you read through everything. You might need to play it twice to get the full experience, though.
Made for Game Maker's Toolkit Jam 2021. On a whim, two friends and I decided to form a team for this jam. During brainstorming, the idea of controlling three cars at the same time immediately sprung up. I was skeptical, but after we came up with the idea of three systems the player must manage (and the ensuing chaos that follows), I was 100% in.
9111 has proven to be a divisive game. As we figured during development, it's not a game you play to win, it's a game you laugh along with. It's absolutely insane and dumb, and if you're going to play it, do keep this in mind.
Also, one final fact: the game files were submitted literally 2 minutes before the deadline.
Created for So Bad It's Good Jam 2021. I missed out on many jams in 2021 due to some very demanding gigs, but the simple concept of this jam in particular meant that I could make """freeform art""" and get away with it.
The simple idea of "what if you only had one button but it does a lot of things" combined with vague memories of FTL culminated in this oddly compelling yet stressful concept that I had a blast figuring out.
Created for Global Game Jam 2020. A dungeon crawler where you must "repair" your body while escaping from an occult monster.
This game wasn't fun to make, and not because I didn't like the idea. I was sick during the event and actually considered quitting halfway through. Plus, the game had to be rebalanced at the last minute due to some core pillars having to be cut for time, as I didn't know enough about Unreal Engine to help my developer friend.
If you have some experience with the genre, it's a tense crawler that takes a good amount of strategy to solve. Good for a couple of minutes if you can stomach the file size.
Created for Bite-Sized Horror Jam 2018. The kinda-sorta spiritual successor to Typing...: a very short IF about launching a space shuttle. Not quite a "horror" game in the traditional sense. Designing the look and feel of the operating system was a challenge I had fun solving.
The game didn't do quite as well as I'd hoped. The biggest pitfall I fell into was assuming the player knows how to play old text-parser adventures - and considering it's such a niche genre, many didn't. While I still like its plot and ending, it was somewhat badly executed.
Created for Game Maker's Toolkit Jam 2017. I'll admit it, it's probably the most unoriginal jam game I ever made. "Health as ammo" is probably the most banal and cliched idea for such a jam, but the "frantic old-school shooter" vibe alongside the minimalist artstyle is actually quite pleasing, if only for a few rounds.
This was the first game I ever took the time to develop a cohesive and extensive difficulty menu for, which, if nothing else, made the game a lot more customizable and replayable.
Created for Global Game Jam 2017. Very much riding off the look of Ultra ADHD, it's an incredibly buggy and artistically in-cohesive stealth-action game where you blow people up with hand waves. And THIS was the game that got somehow covered by Markiplier. Murphy's Law, folks.
But in all seriousness, while I was in denial of WAVIOLENCE for a long while after its release, I can't deny it was hilarious to develop, and I now see it essentially as an irreverent game you play to laugh along with (or laugh AT).
Created for Adventure Jam 2016. My first stab at creating a narrative-heavy game AND a self-serious drama. Inspired by Waltz with Bashir and Wolfenstein The New Order, I tried combining visual novel elements with small FPS arenas and cinematic cuts.
Even at the time I thought it didn't quite stick the landing: I believe this concept has potential, but 8mm's actual plot is a bit exploitative and frankly cringe-inducing. It did prove that "visual novel first person shooters" were an engaging way to tell a story, which paved the way to Ultra ADHD.
It's weirdly... patriotic by the end which was unintentional past me just thought it'd be a powerful ending
Created for Bite-Sized Horror Jam 2015. Interactive Fiction set in an faux-IRC chatroom, which unintentionally became my most popular game to this day. Fun fact! Its surprise ending is actually the result of an old Unity WebGL bug. It wasn't originally intended, but after seeing it I decided against "patching it out" as a way to wrap the experience up. Was it the "X factor" that kept a game jam submission relevant for this long? Maybe.
It's also a bit of a ripoff of annie96 is typing that I'm ashamed of in hindsight but you didn't hear me say that