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.
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.
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.
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 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.