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:
What I did: Design, Graphics, Programming
Status: In Development
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The Age of Reason has brought the world to the brink of destruction, those responsible for it all have imprisoned your friends and sequestered themselves in what they think to be an impenetrable fortress. Anyone they deem to be irrational, or in some other way insufficiently human is locked out, left to pay the price for crimes they have not committed.
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
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
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:
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!
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.
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…
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.
What I did: Everything
Status: Released
Face Drop is a small Arcade game that is about building a garden of glowing faces
What I did: Graphics, programming
Status: Released
I made this for Screensaver Jam while my Brother had folks over for his Birthday party
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
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:
Catena Chronicles:
What I did: Everything but the music
Status: On Hiatus
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About a year ago, I suddenly had the urge to maybe build a Zelda-like game and started working on what I now call Catena Chronicles. Though I stopped working on it in December 2020, it helped me a lot, not only in figuring out a visual style (it was the first game where I used the Super Gameboy palette), but also in terms of building out interconnected spaces and a flexible camera system. Both things that are currently being used in G.B. Rober and that I intend to use for all my future projects.
Astroid
What I did: Everything
Status: On Hiatus
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This started out as a kind of updated version of Noisekiller and it’s actually kind of finished, I just never really got around to tie everything together.
Dust Keeper
What I did: Everything
Status: On Hiatus
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Another project that is basically done, but is still missing some of the busy work that would make it actually interesting for other people to play. The main inspiration for it is “Star Guard” by Loren Schmitt.