The tenth game in my GDS212 game a week series. This is a hoverboarding game based on the Open World prompt, and made in partnership with Mattias Moller. It was originally intended to have trick scoring as well as race time scoring, but that idea fell through. As it stands, its a playground to mess around in, with a time attack race you can tackle in any order (though there is an optimum route).
The ninth game in my GDS212 game a week series. This is a game in the theme of Simulation. The game is a necromantic farming simulator, where you take corpses, bury them, tend to them, raise them, then send them out into the world to cause havoc, death and destruction, earning you gold and corpses to continue your work.
The eighth game in my GDS212 game a week series. This is a level design Blockmesh in the theme of Something Punk, Something Core, with this example being "Magecore". The level is an example of a tutorial scene in a post-apocalyptic post society world.
The seventh game in my GDS212 game a week series. This is a stealth assassination game based on the Sound prompt. The sound aspect I implemented was the noise generated by the character alerting the guards throughout the level, causing them to shine their lights where they heard the noise, the lights in turn damaging the player's health.
The sixth game in GDS212 game a week series. This is envisioned as an action/adventure game based on the Companion prompt. I initially got lost in my ideas for a much larger experience, my own take on the Ratchet & Clank style, and had to reign myself back in significantly when confronted by my lack of experience and understanding of Unreal. Still, I learned a lot, and as a proof of concept makes me want to develop the idea further, once I have the technical capability to do so.
The fifth game in my GDS212 game a week series. This is a puzzle solving game based on the Educational prompt, and made in partnership with Alen Dugalic. Essentially a glass maze meant to teach players to pay attention to changes and patterns, be patient, and be observant. It was plagued by issues from inception, and even now the .exe won't run, so I've disabled the download.
The fourth game in my GDS212 game a week series. This is a run and grab game based on the prompt Unreal. This was my first attempt at Unreal Engine 5. The game loop is sound, but there are a few bugs, and it would benefit from some procedural generation to randomize spawns.
The third game in my GDS212 game a week series. It is a wave defense game (very) loosely based on Plants vs Zombies, and spawned from the Mobile prompt. This is my first attempt at a mobile game. It doesn't have the full functionality I wanted, and still has a couple of bugs, but I think with some more features and polish it could see an actual release.
The second game in my DGS212 game a week series. It is survival game based on the Point & Click prompt. As such it uses only the mouse to control. Kill heroes with your sword and collect their blood to recover health, or boost your damage.
The first game in my GDS212 game a week series. It is a timed arcade survival game with a simple control mechanic based on the Adjective-Noun prompt of "Statistical Silk". Click the mouse to shoot a grapple of web, and swing around to collect flies and dodge the falling rocks.