A top-down action RPG with four playable classes, each with its own combat
mechanics. Boss encounters are inspired by MMO raids.
I developed this live on stream while teaching. Students suggested designs and
submitted assets. The game was developed in 1-hour segments once a week for 2
months, providing an additional challenge on time.
01 · Four classes, four combat kits02 · Ability breakdown per class03 · Boss encounter, The Watcher04 · Student contributions in the credits
Playable
Dash 'N Slash
Engine · Construct 3
Team · Solo
Status · Complete, 2nd place game jam entry
A 2D puzzle platformer made for a game jam on the theme "A Different Type of
Combat." Game entry won 2nd place.
Levels are designed around repositioning enemies by attacking them and
teleporting to their new location. Inspiration for this game came from fighting
scenes in Dragon Ball Z, platforming in Celeste, and ice floor puzzles found in
Pokémon games. The game was completed within two weeks outside of work hours.
A 2.5D boss rush game with a combo-driven combat system. Incorporates input
buffering, animation canceling and cancel windows, defensive options, and
scripted encounters inspired by MMO raiding.
Currently working on the vertical slice.
01 · Boss telegraph02 · Attack combos
Playable
Interactive: Scrolling Backgrounds
A teaching interactive intended to introduce the concept of moving background
and the parallax effect within the context of game development.