Elfie’s Day Off is my entry for this year’s “A Game By Its Cover” jam where you take a fake cart from an exposition called Famicase and make a game with it. I really wanted to make a very small game that I could do alongside my day job with a small scope and not a lot of technical hurdles, but I also wanted to try to make a wario-ware like microgame collection, and I think it works! Here’s the cart that inspired me the game;

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AuthorJérémie Tessier

Progress-Ions is one of my answers to the “idle/incremental” genre, inspired by a lot of other games I’ve played of that genre. It’s also a very timid push into having actually people try my game and give their opinion, but I think there’s something fun here and I love the ideas that I try to explore. My initial plan was to sell this, but I’m not 100% convinced yet.

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AuthorJérémie Tessier
CategoriesIdle

Food Truck Country is my entry for this year’s “A Game By Its Cover” jam where you take a fake cart from an exposition called Famicase and make a game with it. I immediately had an idea to make a game about running a food truck, driving around and cooking without any stress or lose condition, so this cart really grabbed me immediately.

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AuthorJérémie Tessier
CategoriesSimulation

Sweet Home On The Hill had two goals in my mind. First, I wanted to create a turn-based role playing game that could be akin to Etrian Odyssey or Shin Megami Tensei: Strange journey. Second, I wanted to make a game with atmosphere, where every battle is a bit stressful and you needed to figure out the nature of your enemies before being able to defeat them.

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AuthorJérémie Tessier
CategoriesRPG

Crablocks is my entry for this year ‘A Game By its Cover’ jam where you take a cart from the Famicase 2020 exposition and make a game with it. I went with this cart because of the cute design and the gameplay ideas it gave me. I was going to make a multiplayer puzzle game (that can also be played alone) where you control a girl and her crab pal, both with different mechanics.

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AuthorJérémie Tessier
CategoriesGameJam, Puzzle

ParaIdle is my attempt at working with ECS, Unity’s new game development paradigm (?) and also the occasion for me to make a small idle game as well. You build a small city by creating houses that get filled with people and you try to buy furniture that matches their tastes in order to make more money to buy upgrades and eventually more houses and furniture. The whole thing went okay, but I spent so little time on this project everyday that things took way too long.

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AuthorJérémie Tessier
CategoriesIdle

Casle Of Illvision is in parts my attempt at a text-parser adventure game, but again, with a twist. While you will be spending a fair time in text-parser mode, the game has actually four different gameplays and they all intertwine in the same maps and the same puzzles. Indeed, you will need to go through a roguelike, platformer and first person mode of the map as well in order to finish the game.

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AuthorJérémie Tessier
CategoriesAdventure

Enemy Database is a GameJam game that I made for the ‘A Game By It’s Cover 2019’ jam where you had to use a cart from Famicase 2019 as your inspiration. I decided quickly on Enemy Database, a cart that gave me plenty of ideas to make a sci-fi themed first person shooter where you would recover enemies to a big database while taking part in a small story of sorts.

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AuthorJérémie Tessier

Hammed Robbery is my fifth team GameJam project where I slept about 9 hours in 2 days in order to program and design levels for a stealth game centered around Ludum Dare’s 44th theme: Your Life Is Currency.

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AuthorJérémie Tessier

Spiraling Out is my fourth team GameJame project where I slept about 8 hours in 2 days and worked all of the time on one single game. This year instead of working with the usual people we switched it up and ended up working with different artists. I really didn’t feel like working on a game of that type - and I wasn’t really enthusiastic about working on basic gameplay mechanics as I usually do - but I stuck with it and my contributions helped the final product be what it is.

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AuthorJérémie Tessier

Talk || Take is my attempt at a Zelda (NES) clone with a twist; Instead of you being able to get all the items you need from the NPCs, you have to do some work and interact with them before they’ll give you what you want. If you don’t want to do that, you can always just steal the items as well and who knows where that might lead you? For instance, the blacksmith has a powerful-looking sword, but he needs it to protect himself, he’ll lend you his pickaxe so you can go and mine some ore around the world. You could do that, or you could just take the sword and have a fairly good weapon early in the game!

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AuthorJérémie Tessier
CategoriesAdventure

Gear Link Episode 3 is a GameJam game I’ve made for ‘PROCJAM’ 2018 where you had to do -something- that uses procedural generation. I had the idea for a long time to make a procedural deck building game where you would evolve your cards and they would get different abilities and you would fight monsters that evolved as well. My ideas were unfocused and spent a bunch of time designing mechanics that I ultimately scrapped.

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AuthorJérémie Tessier

The CYMK conspiracy is a GameJam game that I made for the 'A Game By Its Cover' 2018 jam where you had to use a cart image from Famicase 2018 and make a game based on that. Since I'm currently working on multiple other projects, I've decided to take one called CYMK: The Game, which sounded like it was a color-based puzzler. This inspired me to make a puzzle game where you would disarm bombs by picking the right color.

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AuthorJérémie Tessier

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

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AuthorJérémie Tessier

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.

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AuthorJérémie Tessier

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.

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AuthorJérémie Tessier

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.

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AuthorJérémie Tessier

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.

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AuthorJérémie Tessier

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.

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AuthorJérémie Tessier
CategoriesAdventure