Transmission From Planet X is my third team GameJam project where I slept very little in order to work with everything I had on a single game for two days. Much like last year, my team was already formed with coworkers and friends, and things went pretty smoothly. Even if tensions rose a little at the end of the project, it was an extremely positive experience and I'm still floored by how much a game can take shape just because you have two great artists working on it alongside programmers
Game Design And Other Things is a GameJam game that I created for GiftJam 2017, a gamewhere where you need to make a game specifically for someone to give them as a gift. I decided to make a game for one of my coworkers, and it's a parody of sorts of what their daily job could look like. Although it's a bit silly, the core message of the game is that they're a good person and chatting with them gives me motivation to go through my work days.
Boardungeon is a GameJam that I created for PROCJAM 2017, a gamejam where you need to create some kind of procedural 'thing'. Two years ago, I had created Area 15:51:51, a platformer exploration game where you would go floors of a building, the inspiration taken from the free art pack I had decided to use. This time, I went with @devilsgarage's art pack that reminded me of a board game of some sort. I wanted to make a board game RPG where you would explore a procedurally generated dungeon.
Layer Lady is a GameJam game that I made for the 'A Game By Its Cover' 2017 jam where you had to use a fake cart image from Famicase 2017 and make a game base on that. It didn't take me long before I decided on this one for a fake game called 'Loop Lady'. Inspiring me to create a layered platformer where you would control multiple characters at the same time.
My goal with The Proton Orders was to make a game I have wanted to play since a while back now; Something like Earth Defense Force mixed with Borderlands, a third person shooter where you defeat tons of enemies, collect loot, upgrade your character to unlock skills and abilities to rinse and repeat over and over. I wanted to make a product that could be commercially viable, something that became an issue later on.
Home Frequency is my second 'real' GameJam project where I went somewhere to physically work on a game for two days straight. This time, our team was already pre-made, composed mainly of coworkers from my day job. The feeling of not having to generate assets myself was as amazing as it was on my first game jam, since artists can truly bring the best out of a project really quickly, and we were pretty lucky with the direction we took as well.
100RTBD is a game I've started so long ago that I can't really remember what my goal was at the time, it was related to including a story in one of my games, and making a metroidvania. The core idea was that you would explore 10 grids of 10x10 rooms in order to level up, fight enemies, get items, solve puzzles and figure out the story behind the game through text terminals, hidden messages in enemy descriptions and cutscenes.
GEAR LINK is a GameJam game that I did for the 'A Game By It's Cover' jam, where you had to use the fake cart image from Famicade 2016 and make a game based on that. I've looked at the different images, and decided on this one.
Tarot Trials is a GameJam game where the core theme is the Tarot. My idea was a roguelike where you draw tarot cards to select your class and the map you're fighting in. You can also use spells and equip gear, but that all draws from the same card pool as well. As you went forward, you could unlock more cards and level-up the ones you already have. First runs might be tough and luck is a big part of Tarot Trials, but if you keep at it you'll finally get all the tarot cards, defeat the Tarot bosses and figure out the game.
3010 : An Office Space Odyssey is my first 'real' GameJam project where I went somewhere physically to only work on a game for two days straight. Furthermore, it was my first personal project where I worked with multiple people on a game, and it shows in the feature set and the scope we were able to attain in such a short time. I also had the chance to work with a 3D artist for the first time, leaving to them the task of producing art assets.
Legend of Loadaia is a 'GameJam' game based around the theme of interactive loading screens, mostly because of the old Namco patent expiring. I had the idea to make a game where you'd wish to stay in interactive loading screens as long as possible because after that you get to fight an impossibly though boss. You unlock minigames by spending crystals in a shop and you upgrade them - and your character, in various ways - up until the point where you can defeat that incredibly dangerous enemy.
Area 15:51:51 is a 'GameJam' project focused around procedural generation of content. It uses this mechanic to generate rooms, music and text. The inspiration came to me from looking at the ProcJam 2015 art pack that was gracefully provided to help designers with finding assets to make their game with. I had fun writing the algorithms to create the music - even though it might not sound like much more than bleeps and bloops - and the way the text is spat out from computer is pretty neat. I think I've done a few neat things with this game.
Magic Darts is a 'GameJam' project where the goal of this particular jam was to find a box for a NES game that we don't know about, and make a game based only on that single picture! I've chosen the Darts game 'Magic Darts' and decided to create a turn-based RPG where you fought enemies by throwing darts on a board filled with runes, using them to cast various spells. I think the idea works well and with my one-week deadline, I'm pretty happy with what I've done.
PoutineTime is another 'GameJam' project, because - as you might have read in one of my recent blog entries - I have issues with quickly making stuff that works and GameJams are the best way to make smaller games and also to get my name out there in a small way! I've decided to make a two player competitive BurgerTime ripoff where you make poutines instead of burgers, and while it was a pain to have everything work, I feel that it's a cool ripoff!
VIRTUAL PET was a palate cleanser, it was a smaller game done for a GameJam based around virtual pets. I've decided to make my virtual pet be like a normal program, accessing files in your computer, writing and reading data, looking at your running processes, etc. Although the deadline for the jam itself was pushed back multiples times, I still decided to stop where I did even if many other features could've been crammed into VIRTUAL PET. It's still a neat thing that shows the kind of games I make!
My goal with this Friday the 13th remake was first of all to remake the infamous NES game by fixing some of the worst elements of its design while retaining a bit of old-school nostalgia that would come by playing such a game. Secondly, I wanted to add online multiplayer to it, although in a basic form - only for multiple people to play in the same universe and have the same progress and not being able to interact between each other in meaningful ways.
My goal with Gun Runner was to create a First Person Shooter that was on-rails and also featured some of the specific tropes of the Endless Runner Genre (replaying levels over and over, improving attributes each time so you make it further along, difficulty ramping up as you progress). I've decided to make it so you spent money to be allowed to 'run' for one of four factions and you have a different loyalty level with each faction, allowing you to buy different levels of boosts.
My goal with Brooman Potionmeister was to continue in the vein of procedurally generated maps and add some roguelike elements to it. I also wanted to create a crafting system which worked a bit like a puzzle. There was also an inventory and an actionbar where you could place potions and items to use them.
My goal with Jesterquest 3D was to remake an old game from a dead system called 'Videoway' using 3D graphics. The controls are still 2D, but the maps are more or less made out of 3D elements and primitives. I wanted to remake the game while adding some power-ups that weren't present in the original.
My goal with GridDrill was to learn how to use basic Unity functions such as drawing things on-screen, using UI elements such as Buttons and ScrollViews and things like that. Everything in this game is very simple, there are no complex animations and the music was taken from existing games.