/* Unity projects I have made in the past. */
Pinfinity is what happens when you cross pinball with doodle-jump. You control paddles that move up with a pinball as you continue to push it up into space. The ball can bounce off of bumpers, balloons, and other obstacles as your height increases, which nets you points that contribute to your score at the end. You can even get combos by bumping off of multiple bumpers while airborne! Once you lose your ball, you lose, and need to start over.
Procedural Generation
Level Designs, how they interact with each-other
Placement of groups of chunks based on height in-game
Game Management:
Implemented score counting system and combo system
Paddle controls & implementation
Bumper & other obstacle implementation
Persistence & Scene Management
Global Leader-board Implementation using Unity Services
Asset Integration
Audio and Sprites/Animations
Bumper audio goes up major scale during combos
Programmed and designed UI elements.
Hellspawner is an action/choose-your-own order boss rush game. The player has a standard 2D platformer control-scheme, and has the ability to fire projectiles at the boss of each level. The player also unlocks a special ability from the enemy they defeat that can help them in future fights. These abilities include an invincible directional dash/dodge, a charge attack, and an AOE that slows bosses.
There are also 3 difficulty options, which impact how hearts are tracked between fights. On Normal, they reset after each fight. On hard, they persist. And on HELLSPAWNER, you have 1 heart.
Concept & Design
2D platforming character with the following features:
Jump Buffering
Variable height jumping
8-directional dash (when unlocked)
Projectile attack that can be charged (when unlocked)
AOE that slows down bosses (when unlocked)
All Gameplay Systems
Difficulty options changing how player health is affected
Tracking Health and progress through game.
Dealing/taking damage and projectile implementation
Areas of Affect that affect player
All Boss AI & Systems
Quick and Dirty system for choosing what to do from a list of actions
Tracking and Displaying Boss Health
UI Implementation and Flow
Asset Integration (Sprites/Animations/Audio)
/* Made in 3 days for GMTK Jam 2023: Role Reversal. */
This was developed for GMTK's 2023 summer game jam, with the theme: role reversal. The idea behind this game is that of a flipped tower defense, where you control the enemies! Lead an armada of goblins as the goblin king on a full-scale goblin assault on the human kingdom to reclaim the land they stole!
Systems/Gameplay Programming
Level Design/Game Design
UI Sprites
/* Made in 3 weeks for VGDC Fall Jam 2022: Fall. */
Haunted Freefall is the game produced by team LICH for the VGDC "Fall" game jam. Trapped in an enchanted and haunted mansion, the main objective is to stay alive and keep falling, dodging ghosts, skeletons, and the horrors of the house! Along the way, the player can replenish health from the magical Golden Dragon soda and find relics in the depths.
Implemented system for a seamless and infinite falling world.
Implemented controls for player and camera.
Level design and implementation.
Integrated art assets provided by our artist.
/* Made in 2 days for Global Game Jam 2023: Roots. */
After an age of peace and prosperity, the former Yggdrasil was defeated by the dragon Nidhogg. However, before its fate was sealed, the former world tree was able to plant a sapling. You are that sapling, and you must grow in power to replace the world tree and become the new center of the universe.
Implemented systems for enemies spawning in, player score/level tracking, player health, enemy health, and scene transitions
Implemented player controls and attacks for each level.
Implemented UI elements such as the kazoo button.
Conceptualized the world, lore, and move sets for the different tiers of the player.
Integrated art assets and animations provided by our artist, as well as music and sound effects provided by our composer.