Development Time: 1 Month
You're not as graceful as you could be but whatever, you're doing the best you can given that you don't have legs and all, should probably find those, eh?
Made in one month as a part of my Patreon monthly game jam; under the theme of the same name; inspired in part by Portal's puzzle and level design, as well as a desire to learn more about physics and ray-casting techniques.
Development time: 1 month
A letter from a long dead king, tarnished steel and crumbling robes lay forgotten in the snow, draped over what could once have been a hero to many, or perhaps only one.
Made in one month as a part of my Patreon monthly game jam; under the theme of the same name, a quiet but haunting exploration of silence and environmental storytelling; you entered these woods somewhat unprepared however..
Development time: 12 days
I wonder where we're going, I wonder where we've been.
A Mystic Western game jam entry, taking a project I had long abandoned and putting it to new use; focused on subtle and atmospheric exploration, telling the player nothing, and letting the discoveries feel natural and as 'your idea' as possible, a design which I am personally very fond, and enjoy playing with in many of my games.
Development time: 1 week
A collaboration with Takorii, a silly gift for a lovely friend.
2D beat-em-up, with art by Takorii; a big collaborative project that we compressed into a single week, making an adorable little game in anticipation of a friends Birthday, absolutely outstanding practice, I had a ton of fun working to the tight deadline, despite myself.
Development time: 4 days
Of all the places we eventually inhabited; this bitter silence is arguably the most valuable.
A game made in dreadful anticipation of CloneJamKitty; a wait which I regret had stolen my inspiration and drove me to participate an entire month early, atmospheric exploration though perhaps less subtle than is characteristic of me, KittyHorrorShow being a good friend, and massive inspiration; I found myself far too excited, and set to work on practising her particular brand of unique horror.
Development time: 2 weeks
A flight so comfortable you'll wish it was longer.
You may as well settle in, you're going to be in this seat a while.
One of my personal favourite projects, sat down to my own little personal jam for 2 weeks, in an effort to fail faster and learn as much as I could manage; a game entirely based around my 'subtle' exploration mechanics, told nothing but very basic controls, a game world that asks the player to infer everything, and play to their hearts content, where discovery and exploration are encouraged despite the players stationary position.
Development time: 1 month
My very first solo jam game; a game for NESJam inspired by a conversation with a friend, and a fantastic learning project <3
While not particularly impressive on any fronts, still worth mentioning, as it gave me a chance to dive into complex dialogue trees, options, and paths; as well as playing within NESJam's strict limitations of design, aesthetic, and sound.
Development time: 2 weeks
A game about anxiety, not a project I'm particularly proud of; but it would be a disservice to simply forget it.
Atmospheric environments and narration, coupled with basic exploration mechanics and a sort of 'choose your own adventure' means of narrative movement; I worked fairly hard on this project, however ultimately felt I could be doing more with the ideas at work.
Development time: 48 hours
A collaboration with Ellian, made in 48 hours for Ludum Dare 33, under the theme 'You are the Monster'.
I was lead audio on this particular project, and had a lot of fun playing around with a unique mix of old school chip sounds and upbeat atmospheric music, Ludum Dare always offers me a chance to experiment in interesting ways.
Development time: 6 hours
'Skipping April 1st', I spent what little was left of the day, making a tiny game to escape the escapades.
Nothing particularly new learned from this project, just more practice of techniques, logic, and art I've been comfortable with, more play than work.
Development time: 4 weeks
Advanced voice controlled AI companion for use in Elite Dangerous, enabling fine control of critical systems through vocal commands alone; accompanied by a charming and rather sharp wit.
Voiced, edited, mastered, and programmed by myself; inspired by my love of machines and a desire to set myself to work on programming something somewhat outside of my usual experience.
Developing Since: May 1st, 2016
Patreon funded RPG, inspired by dungeon crawlers the world over, and Animal Crossing; we'll have to see what the future holds for this labour of love.
A personal project to put myself to the test, and push all of my knowledge into a big project, with hopes to learn yet more, find my weaknesses, and grow as a developer by making one of the games I've always wanted to play. <3
Developing Since: 1 December 1st, 2015
Another RPG, this time about a race of teleporting creatures, learning the joys of stealing from ancient temples and shrines.
Essentially the same as Wrell-OS, however instead focused on 2D, taking away my reliance on 3D design, and forcing me to think differently about my game design, and mechanics all together.