Collapse Relapse (2022, 2021, 2019) -

Originally made in 48 hours for the GMTK 2019 game jam, where it finished in the top 20% of all games. The theme was "Only One", so I made a Metroidvania where you only have one minute to complete it. The graphics ended up being really simplistic in the end and the original version didn't have any sound at all, so I went back throughout the rest of 2019 and added clay graphics, then came back in 2021 and finished it up by adding a new mode to help the pacing of the game, as well as a host of tweaks, sounds, and animations.


Now available on Steam! The new version features new modes like the randomizer, lots of tweaks and plenty of other secrets too -- the number of lines of code has nearly quadrupled since the 2021 version (which already more than doubled the 2019 version). This is my first commercial game so please buy it if you'd like to support me!


Rock Adventures in Rock World (2023) -

Made in 48 hours for the 2023 GMTK Game Jam, where the theme was "Roles Reversed", (rated in top 25% of all games, top 12% in both creativity and enjoyment). You're a rock, and rocks don't move. So actually you're not the rock, you're the world.


The Dogshank ReDICEtion (2022) -

Made in 48 hours for the 2022 GMTK Game Jam, where the theme was "Roll of the Dice", (rated in top 54% of all games, which I find massively disappointing because I was really proud of this one yet it somehow ranked lower than my dumb 2018 arena combat game), your goal is to escape doggy prison in a large map that you need to explore, find keys, and avoid guards. The problem is you can only move by rolling a die, after which then your enemies move, and can catch you. Conceptualized as Mario Party mixed with stealth, I made it because I liked the idea a lot more than the Russian Roulette idea our team came up with, and so I made two games for one jam.


Don't Get Fired (2022) -

Made in 48 hours for the 2022 GMTK Game Jam, where the theme was "Roll of the Dice", (rated in top 39% of all games), it's a short experience game made in Unity divided up into an office scene and a Russian Roulette scene. Magnus Coles made the 3D models while I did the programming -- we were also supposed to have another programmer that would've handle the office scene, but they never did their job so in the last 4 hours I scrambled to make something.


Magnum Calamity (2022) -

My first game in Unity and also my first game as part of a team. Magnus Coles made a few 3D models for it. Made as a test game as we were working together in the GMTK 22 game jam. Magnus made up the theme "to flow", so we made a tile-based strategy game where your goal is to keep the houses from getting destroyed by a nightly flood by building walls.


Join the Agglomeration! (2021) -

Made in 48 hours for the 2021 GMTK Game Jam, where the theme was "Joined Together", (rated in top 13% of all games, though in the top 5% for the category "Fun"), it's a game where connecting together square blobs joins them. Your goal is to connect all of them together, but you can only do that by connecting them in the right shape and order.


Centripetal Chaos (2020) -

Made in 48 hours for the 2020 GMTK Game Jam, where the theme was "Out of Control", (rated in top 46% of all games), it's a game where moving left or right causes the stage to accelerate left or right. It will probably make you dizzy if you're prone to motion sickness.


Crowd Control (2018) -

Made in 48 hours for the 2018 GMTK Game Jam, where the theme was "Genre without Mechanic", (rated in top 42% of all games), it's a wave-based survival game where enemies come at you on all sides and your only defense is your droppable bombs.


Friendly Murderous Cyclops (2017) -

Made in 48 hours for the 2017 GMTK Game Jam, where the theme was "Dual Purpse Design", (rated in top 6% of all games), this is a tile based puzzle game where the goal is to scare villagers to a goal without hurting them. Only problem is, moving also shoots a deadly laser from your eyes.


Fellervator (2017) -

Unfinished gravity-based tile game. Started as an idea to make a simple puzzle game where the only controls are left and right, then it became overly ambitious as I wanted to make all the levels connected in an overworld, but I never actually got to that because I had a really neat idea for combining the blocks together as jelly but I couldn't get it to work right. After restarting the code twice, this is what's left.


Floor 3: The Adventure (2015) -

Personal point and click graphic adventure game, and the sequel to Floor 2. With a 3 month development time, it's loaded with easter eggs, and it takes about 90 minutes to complete. It boasts multiple different characters that each solve puzzles in their own way. Over 1000 images were taken in the making of this game!


Not The Future (2014) -

Alternate Reality Game inspired by Notpron. A browser based puzzle game where you solve cryptic puzzles involving going into the source code and seeing whatever you can find. Also has a cryptic story and a non-linear design in case you get stuck!


Floor 2: The Adventure (2013) -

An idea for a very short adventure with real life pictures quickly spiraled out of control and had me working on it for 12 days straight, doing nearly nothing else. The result is a 25 minute imperfect game that is very personal, but I'm nevertheless proud of it. Packed with obtuse secrets that will never be found, the game was a ton of fun for me to make and to watch my friends play.


Hatman (2012) -

A platformer game inspired by Banjo-Kazooie and Metroidvania games. It was abandoned because of the immense amount of work that it would take to make the art style and game feel appealing. (Note that if you do play it, a certain crate has to be pushed left and a left button to be pushed, as there would have been a crane there.)


Lucid (2011) -

While not the first game I made, it was the first I made in Java, during a week where a snow storm canceled school for a week. I managed to distract my computer science class with this game for the whole period!


HatMan (2008) -

Completely different from the other Hatman game, this was my first attempt at a platformer. It was meant to be a level-based adventure like Mario, and in it you were to go to different worlds and collect the three crystals. I never finished the second level.


Snowmon and his Burgers (2006) -

My first game ever, made with GameMaker 6. You're meant to navigate to the level goal while avoiding the moving balls and stationary fire obstacles. The movement is pretty awful, since the controls are fairly unresponsive and you can't move diagonally, but what do you expect from a first game?