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sleepy screens
Genre: 2D Platformer, Precision platformer, IWBTG Fangame, Needle game
Engine: Game Maker 8.2 (Verve engine)
Description: My second needle game, this time focusing on a variety of movement gimmicks across 30 screens. This time around, I spent less effort trying to create visually appealing backgrounds and instead put my focus in coding gimmicks and creating interesting level design.
Role: I did the level design, gimmick coding, and tiles.
Tala's Pocket Adventure
Genre: 2D Platformer, Precision platformer, Metroidvania
Engine: Pocket Platformer
Description: Fairly difficult precision game with more difficult optional challenges, including a 15-screen optional extra stage. Main game is Metroidvania-esque with 21 screens, while the extra stage is linear. Moves include wall jump, dash, and double jump, which are unlocked gradually over time.
Role: I did backgrounds, most of the sprites, design, music, sound effects. Minor code edits were made to the engine.
Cavedude EX
Genre: 2D Platformer, Precision platformer
Type: Downloadable game/Web game
Description: Pseudo-sequel/standalone level pack for Cavedude. It features 20 new main screens and 1 new (awful) bonus screen. The difficulty starts where the main game for Cavedude ended, making this much harder than the original game. It's directly based on Cavedude, using the same project as a base and featuring almost identical gameplay. It also included new quality of life features, which were then later ported back into Cavedude.
Role: I did sprites, backgrounds, music, level design, and coding most of the new features (with help from Monday). The rest was recycled from Cavedude; see credits for that game.
I wanna go on a trip
Genre: 2D Platformer, Precision platformer, IWBTG Fangame, Needle game
Engine: Game Maker 8.2 (renex² engine)
Description: My first attempt at creating a needle game. Features fairly standard needle platforming with some stock gimmicks, across 16 screens. A big focus during development was trying to create a cool atmosphere with the backgrounds, to the point where it negatively impacted other aspects of the game. For example, the game originally launched with lengthy intermission stages, which featured extremely banal and unengaging platforming challenges meant to bridge the gap and serve as a moment of relaxation before the next stage. However, I later removed these stages in an update, as I found them boring, and the little they contributed to the atmosphere was not worth the time wasted on them.
Role: I did the level design, tiles, and backgrounds. Very little coding was involved.
Cavedude
Genre: 2D Platformer, Precision platformer
Type: Downloadable game/Web game
Description: Made in 72 hours for Ludum Dare 57, my first time entering a game jam and my first time releasing a video game period. It was made by a two person team which included myself and Monday (@mondaydev). It features 10 main screens and 5 bonus screens. The game features a central gimmick where touching surfaces (including walls and ceilings) will restore your double jump, allowing for fairly complex platforming sequences with a simple-to-understand moveset.
Role: I did level design, most of the player code, music, and sounds. Monday handled the rest, which included sprites, backgrounds, and most of the non-player coding.