A basic platformer game. Explore the depths of the rocky caves and reach the bottom.
Shoot the blue crystals to unlock the path downwards and go deeper. Watch out for those bats and spikes along your way.
Destroy the approaching space invaders, and upgrade your ship between waves, by trading your undamaged hull parts (HP) for upgrades.
Remember though, you need the hull parts to take damage, but you also need the upgrades to survive the increasingly difficult invaders.
How long can you hold out?
Build wireless towers by clicking on the highlighted green tiles. Each tower you build extends your reach.
Try to block your opponent from expanding by building a wall of towers between them. If you run out of space to build, you lose.
The concept was simple, but not very well executed. The initial idea sounded good, but was not thought out in detail at first.
This became evident later while programming, and by then it was a bit too late to try and refine or change it.
This time I attempted to do the graphics myself due to the usual artist member of the team being unavailable.
Control the ship and fire bullets at the base of the blocks to move them around the puzzle.
The goal is to get every puzzle block onto one of the colored tiles to make them stop shooting at you and complete the (very few) levels.
These bullets are puzzling indeed, as is the code for this game here.
We ran out of time to finish the game, so it's very incomplete and there's a lot missing from it.
For example, the bullets do not do anything, there's no menus, no win or lose screen, and the level designs are also incomplete.
The world is Running out of Power. Build new power plants, save the world from the energy crisis, or something like that... or, you know, pollute the atmosphere, destroy the world, it's up to you.
That's right, it's a game this time. It's playable! You still can't win or lose, but it was another improvement over last time.
A "game" about the "game" we made for Ludum Dare 37.
This was my first time participating in a game jam. We had a decent idea for a game, but failed to implement much of it before the deadline.
I quickly tried to turn it into at least "something", but it's certainly not worthy of being called a game, and is nowhere close to the original idea.
It was pretty clear that I needed to put quite a bit more work into my base code as most of the time was spent trying to get basic things to work.
Built as an experiment with making games in C# using SFML.Net and custom library code.
The source code is now outdated and out of sync with my library code, however I plan to revisit it at some point.
Galactixar is an HTML5 side scrolling space shooter game using CreateJS and TypeScript.
Built during a College programming course as a final project. We were allowed to use openly licensed graphics and other assets,
so I used many assets from OpenGameArt.org which are noted in one of the source code files.
Although there is certainly more I could have done with it, I consider this to be a complete game.
I plan to revisit it at some point, however it likely won't be built on the same technology.
Built For: High School Project Date: November, 2012
The details of this project have been lost to the flow of time. It no longer runs as it depends on Java Applet support which has been removed from Java for a long time. I may revisit it at some point.