Castaways is a game that I designed and developed over the course of 23 days. It features an island full of character that you must manage and keep happy as the god that they worship. The game's features include: a simple drag-and-drop system, building placement mechanics, and a role-assignment system for your characters.Â
My design goal for this project was to create a cosy game that invoked the feeling of playing "town" as a child, whilst also providing a small strategic challenge with building placement and resource management.
This game was developed solo, and all assets other than fonts were created by me in the Godot game engine
Annoying seagull simulator is a game I created as a part of a group project for college. I was responsible for the design and programming, as well as creating the trailer.
My main goal for this project was to create a fun and unique movement system that was suitable for a high-action game. I did this through a series of visual and sound effects that helped to sell the idea of fast, action-packed movement as well as a homing dash that allowed players to easily cause chaos and attack the humans. The various elements in the level also compliment this mechanic such as the rubbish bins which explode open upon contact with the player, and the humans which dramatically fall over when contacted. This comes together to create a fast and chaotic experience overall.
This game was made as a part of a team in the Godot game engine, no visual or audio elements were created by me.
UnDeck was a proof-of-concept prototype for a turn-based card battler where enemies attack with short Wario-Ware style minigames. My design goal for this game was to create a minimum viable product for this unique battle system.
The game featured 3 unique fights, an overworld map, and a system for adding cards to the player's options.
This game was developed solo, and all assets were created by me in the Godot game engine.