The following are games that I created and finished for several Ludum Dare 48 Hour Solo game jams. I started participating in these game jams not long after learning Unity in 2013 and have participated to 2020.
All the programming, art, sound effects, music, and design were done by myself in 48 hours.
I have included all submissions to show the growth over time with regards to time management, readability, bugs, and general design because I’ve felt like with each game completed I not only learnt a lot in the struggles overcome to get it to the point of completion, but also receiving feedback after submission and learning from each one’s flaws.
Despite the game's issues, I feel that they represent insight into my passion and interest in game design.
A Pipe Dream style game, with the twist of having looped tracks. Allowing the player to make more complex paths, replace old tiles, and stall for time.
My main focus for this game was to have a game with an engaging gameplay loop, a balance between planning and panicking. With the games systems being more intuitive than needing tutorials
The main issues with it were that scoring and upcoming tiles could've been clearer. Some manner of gameplay instructions were needed. And the random tile selection could've been fairer by weighting or using a Tetris like bag system.
A simple slow stealth maze game. The player can take their time to think through enemy movements, and their odds of having their hiding spot being investigated.
Keys will always spawn in the ends of the randomly generated halls, forcing players to corner themselves more as they need more keys and there are more guards. This game I paid special attention to atmostphere. Wanting to have the same underlying music of the game change depending on if you had been successful or were currently being chased.
Wanting to avoid floaty controls, I made each movement have to be a its own key press, a decision that made long repetitive hallways tedious to move through.
An Audiosurf inspired game, where not collecting batteries decreases the ambient lighting, making it harder to see and dodge. You can also spend energy to clear nearby enemies.
This game had control and movement issues, it was overly sensitive when changing between lanes making the fine control required for the high precision movement needed difficult. And high skilled players could move precisely enough to constantly spend energy on eternally clearing nearby enemies. Making the game overly punishing for slower players, and too easy for faster ones.
An arcade like 2.5D dodging game. This game was an exercise in scope management after the previous 2014 entry. A small and quick to play game, with enough time to add polish and some movement and visual options.
The game still had some visually confusing aspects, such as where your ship was and what it could collide with. But the experience of having a quick to achieve minimum viable product was valuable experience.
A racing game where your car accelerates slower than your opponents, but you can dig to the underground tunnels underneath and use them as shortcuts.
Majority of development time was lost on issues with the AI opponents. Because of it the rest of the game suffered. The player's car was unwieldy to control, there was no way to know what the maps looked like, so it became a frustrating game of trial and error, there's no clarity towards where you could and could not tunnel without staring entirely at the minimap, environment collisions were buggy.
And to hilariously top it all off: A bug in the games tutorial code would only show you the instructions if it was your second time playing.
This game was also the only game where royalty free music was used, due to a lack of time to create my own.
A very basic collect the white pixels, avoid the red pixels game.
The first game I made in Unity after some basic tutorials. Quite proud of having completed it and managing to make a complete game in that time frame, despite it's simplicity.
It has issues with clarity, while the near monochrome style can look nice, the player, collectables and exit are all indistinguishable when on top of each other, as well as not being able to tell the player's direction when not moving, and turning was slow making it less fun to control.