@'S DIE

Semi-deterministic casual roguelike. Sieze your chance...

First time making a roguelike using Unity. I thought of merging deterministic and traditional roguelikes together, by using dice to convey "luck". Themes and enemy modifiers for each dungeon are procedurally generated. Enemy modifiers change things from speed to chances to roll a number, resulting in interesting switch of pace every dungeon.

7 Day Roguelike Challenge 2017

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NOGUE

Bullet hellish dodge-em-all. Bullet patterns are procedurally generated.

My first venture into Unity resulted in this game. I've been prototyping a few more like it, optimized and with less hacky code.

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A text-less clicker strategy hybrid.

This project was an experiment into wordless tutorials, and giving another try to using GL Lines to programmatically draw the game scene. I also used it as a warm-up session for the upcoming Ludum Dare.

These mechanics proved to be difficult to flesh out. While the game might be aesthetically pleasing (especially the transitions), it is simply not fun to play.

1 Bit Clicker Jam

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Balance

I'm not actually quite sure on what this is... it's like a self-playing relaxing Agar.io.

You can drag to plop more cells into it.

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Cyclopi

Like Tamagotchi, but with crawling one-eyed things.

The creatures have a unique set of simple behaviours. Their movements and eyes are my favourite part of the game-thing.

Ludum Dare Compo 34

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NAVIGATOR

In the mists of the Sea, ship captains perform their ritual of offering to you.

Guide them safely through the mist and traffic! You are their only hope...

Global Game Jam 2016

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