Here's a list of all the games that I made, or still am in the process of making.

You can also browse my itch.io page if you want to look at everything I've put out so far.

Commercial titles:

Eswahr Eternal

What I did: Design, Graphics, Programming

Status: In Development

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Eswahr Eternal wants you to become a King. You will wander across an eternal Kingdom. You will slay the four Giants of the Land. You will sacrifice your Principles for Power. You will take the Throne. You will rule. For Eternity.

Eswahr Eternal is a Role-playing game with turn-based combat and random encounters. It is a game about how gaining power within established structures always transform those who seek it and how it very often comes down to luck whether or no the person who ends up being in charge actually has good, or bad intentions.

Presskit

Virtue's Heaven

What I did: Design, Graphics, Programming, music

Status: Released (May 20th, 2025)

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It's the final day on earth now and there's nothing left to be done, aside from getting your friends back and making sure that those who would rather destroy the world, than relinquish ownership over it, face justice.

Virtue's Heaven is a Metroidvania with a strong focus on expressive movement and action. Players will break into a place that is the epitome of humanity's greatist failings, free their friends from prison and try what they can to find a future amid an invetibable apocalypse.

Presskit

GB Rober:

What I did: Sprites, programming, design, most of the music

Status: Released (October 13th, 2021)

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GB Rober is an action platforming game in the tradition of the old-school Mega Man titles. It deviates from them mostly in terms of presentation and story, and to some degree in its systems, in that GB Rober does not have item drops and separate ammunition for subweapons. Instead energy from subweapons regenerates over time (it also gets replenished by destroying enemies), which is meant to encourage people to use them, instead of saving them for a bossfight.

Presskit

Splinter Zone:

What I did: Sprites, programming, design

Status: Released (june 1st, 2017)

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Splinter Zone is an arcade spin on the classic Mega Man Formula. It features pre-built levels that are arranged in random patterns. This way, players can still learn the game (an important aspect in Mega Man-style platformers), while still having some degree of uniqueness to each separate run. The game also features a hidden, secret ending, that requires players to have a deep understanding of the game's spaces and movement systems.

Non commercial titles:

Ten Battles to Destiny

What I did: Game Design

Status: Released

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Made for Cookie Cutter RPG Maker 2003 Jam 2026. The Jam's stipulation was that you had to make a game using only the provided environments.

A short JRPG, where you have ten battles to get ready to fight a great Evil. Features different approaches, unique encounters and high strategic flexibility.

Design Notes:

https://mokkograd.net/posts/2026-02-25-Ten-Battles-To-Destiny-Design-Notes

A Wizard with an Agenda

What I did: Everything

Status: Released

A solo Tabletop RPG where you play as a Wizard who has to train a hero. Takes a year to complete.

Food is best prepared in Twilight

What I did: Everything

Status: Released

An RPG about re-creating that video where David Lynch cooks Quinoa.

Backwards Clocktime

What I did: Everything

Status: Released

A small RPG about a group of people being stuck in a boring and awkward situation.

Corvid Capers:

What I did: Design, Writing

Status: Released

Corvid Capers is a short Tabletop RPG in the vein of Grant Howitt’s Honey Heist, or Lasers & Feelings by John Harper. Players roll on dice tables to create various kinds of criminal corvids who will then go on a randomly generated heist, to steal whatever object they decided to steal!

Fäiser:

What I did: Everything

Status: Released

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Fäiser is a single screen, score attack shoot 'em up, where players are tasked to fight Demons from the Past. It’s mostly a vehicle to deliver big, colourful explosions though and like the game that it takes its main Inspiration from (Vlambeer’s LUFTRAUSERS), it does a pretty decent job at it.

BAM! EXPLOSION! FIREWORKS!

What I did: Everything, aside from the birdsong sound effect in the background

Status: Released

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I made this small toy, back on New Years 2018, that I spent alone in my apartment. Little did I know that two years later, having a small digital fireworks program is actually a nice thing to have, when you actually can’t leave the house because of a global pandemic…

Skuiggle:

What I did: Art, programming, Design

Status: Released

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Skuiggle is a small game that is mostly about creating abstract painting via a combination of strange controls, and the collection of colourful boxes. It got accepted into the Leftfield Collection of EGX Rezzed in 2018 and features a very innovative two player one controller local multiplayer mode.

FACE DROP:

What I did: Everything

Status: Released

Face Drop is a small Arcade game that is about building a garden of glowing faces

A Nice Break:

What I did: Graphics, programming

Status: Released

I made this for Screensaver Jam while my Brother had folks over for his Birthday party

Noisekiller:

What I did: Graphics, Programming, Design

Status: Released

Made during Procjam 2015 and it’s the game that gave me the confidence that I can actually make more complex interactions, which in turn gave me the motivation to start working on what ultimately would become Splinter Zone

Mop’s Tower:

What I did: Graphics, Programming, Design

Status: Released

My second game ever and the first one I made in Game Maker. It’s kind of like a metroidvania, but the game resets after you find a new upgrade. It’s a game about determination and loneliness and the importance of friends.

Three Switches and a Washer in Space:

What I did: Everything but Music and Sound effects

Status: Released

I made this way back in early 2013 in Unity after thinking a lot about teleology and teleonomy in game design and since I was very much still in Academia with my head, I tried to build something that kind of demonstrates the concepts of Pseudo-causation. While making it my brain went off the rails a bit and at some point decided to also build a very surrealist space around it, because it just felt right to do so.

Games that might come out maybe at some point:

Leid vom Meeresfall:

What I did: Everything but the music

Status: On Hiatus, looking for funding

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Leid vom Meeresfall is a larger JRPG project, about a group of four travelers who get caught up in the collapse of an old Empire, the resurfacing of an even older Evil and the potential destruction of the known Universe.

The Project is currently on hiatus, since its scope requires funds that I do not possess, but an early version of it can be played here:

https://mokka.itch.io/leid-1