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one game a month 2021

in 2021 i challenged myself to create at least one game a month, let's see what happened!


january

distanced

genre: puzzle
made for once upon a blue monday game jam

distanced is a short puzzle game where you control two people at once in two separate locations, trying to get each person to their exit.

click here to play

what i learned:


challenges i overcame:
things i would do different:

february

roadtrip

genre: arcade
made for NOKIA 3310 JAM 3

Roadtrip is a endless-obstacle-dodging-driving-game inspired by the minigames I used to love from Warioware. Can you get to 2000km?

click here to play

what i learned:


challenges i overcame:
things i would do different:

Be a lover & a fighter in this Tinder-inspired deck-building rogue-like! Can you swipe your way to level 10 and beat the Vampire Queen?

click here to play

what i learned:


challenges i overcame:
things i would do different:

Learn the history of Earth's most bestest sport!

click here to play

what i learned:


challenges i overcame:
things i would do different:

The most successful game so far! Survive a thrilling 7 days cutting and dying customers hair for only 7 seconds a piece. Can you pay rent?

click here to play

what i learned:
  • - Using sinosidual waves for programming cyclical animations is really fun and easy. Almost every animation in this game used a sin curve with the exception of some UI.
  • - Having a clear and defined goal in a game in good.
  • - A simple game with a few mechanics done right can be very fun!
  • - This isn't something I learned, but this game is the first one I've made that has gotten a review! So cool!

challenges i overcame:
  • - Making the haircut detection lenient enough to be fun, but not too lenient as to make the game pointless. In the end I think there are some problems with it, but it went well.
  • - I created a custom tool in Unity to make customer hair creation very easy, this was the first time I've done something like that.

things i would do different:
  • - Add just a couple more customer variations, some people said it was just a bit repetetive before the game gets harder. Though I would argue this lets the player master the basics first.
  • - Perhaps tweak the hair detection system just a little bit more.

Shoot people. Puppet their corpses by attaching them to your cyborg neural network. Use those corpses to kill more people. Destroy humanity?

click here to play

what i learned:
  • - You really need to schedule for a two day jam! I had a lot of stuff going on with work/school/personal life, so in the end I only had ~14 hours to work on this game.
  • - No pressure, just release! - I felt a lot of pressure after the last game I made did so well. It feels good to release something to relieve that pressure, even if it could have been a bit more polished.
  • - I used LineRenderer in Unity to draw those cool cords connecting you and your puppets. I think they look really cool!

challenges i overcame:
  • - As mentioned above, I had very little time to create this. To help overcome this I had to cut quite a bit of planned content from release. Oh well, it helped me know what was important to the game!
  • - This is the first time I've drawn a top down art style like this. I think it looks pretty cool. It is good to experiment with different styles!

things i would do different:
  • - I would make movement a bit tighter. I now realize that in games like this you want to give the player the most control you can to make it feel fair.
  • - Add a couple obstacles to the level/better AI behaviour for the enemies. Polish the UI and add a bit more "crunch" (screenshake/more SFX on kills/particles)
  • - This mechanic could have been show cased better in more of a puzzle/action game ala Hotline Miami meets Hitman.

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