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Games & Prototypes

This section showcases a chronological journey through the prototypes and projects I’ve worked on. Each project reflects my exploration of new programming practices, design challenges, and game ideas.

Released Game

Wavebreaker Chronicles

This prototype experiments with adaptive difficulty, measuring and rewarding player performance. As enemies grow stronger, they grant more XP and score, encouraging players to push themselves to beat their previous records. With plans to release it on PC and Android soon.

Arcane Architect

In this project, I explored the concept of customizable spellcrafting, where players spend points to unlock modifications and build their own unique spellbook. The design allows for a variety of playstyles—whether you prefer a homing, high-damage spell, a rapid-fire machine gun effect, or a utility spell for navigating tricky environments. This idea combines both puzzle-solving and combat mechanics, encouraging experimentation and strategic thinking. I aim to further develop this concept into a dynamic puzzle/combat experience in the future.

World Eater

The next prototype is World Eater, a rogue-lite where almost everything in the world rewarded XP—whether devouring the grass under your feet, killing enemies, or solving mysteries in the depths. It was an interesting concept, but the development and art demands were high. I still believe it’s a solid idea that could work well with more resources.

Slime Wars

Slime Wars was a great learning project, featuring map generation, pathfinding, placeable turrets, and item generation for resource collection. It was a feature-complete RTS, but I pushed the boundaries by making the tiles moveable and changeable during gameplay. While it worked, the high demand on system resources, like CPU and graphics, forced the map size to be smaller, and ultimately, the concept didn’t feel fun enough to justify the gimmick.

Idle Farm

The idle farm game is an experiment in creating a small-scale farming game with limited space and tiles. Players can trade between their farms, adding a Factorio-like vibe to the idle gameplay. I believe this concept could be really fun with the right art style and clicker-style retention models.

Light in the Dark

This prototype experimented with linking the player's light to their health, where taking damage reduced visibility of the map and monsters. I realized this concept might not be fun, as limiting the player's light and agency is difficult to balance. Ultimately, I decided against continuing the design due to concerns about its scalability.

Mimic Lens

Mimic Lens" is an old-school dungeon crawler created for Game Jam 2024. I worked with a team of five to pull it together in a week. My contributions were focused on UI/UX design and a pressure plate puzzle. The game’s concept revolved around an adventurer trying to figure out which creature wasn’t the mimic. We placed 24th in the competition

Auto Clicker

I made an auto-clicker to practice SOLID principles. Not much to say here—it wasn’t really about making a full game, just honing my coding skills.

World Movers

World Movers is a game I released on Itch.io, where players control a forest nymph-like creature that grows and changes the environment. Starting in a void, players place tiles and manipulate them to grow new plants and create zones—such as forests, swamps, deserts, and mountains—using different combinations. I made this game after university, fully funded by myself, as a way to dive deep into creating a full game. You can play it on Itch.io.

Restoration

This prototype is close to my heart, and I’m probably going to make this game again in the future. It’s inspired by Princess Mononoke and the god elk, who both grows and destroys. The game focuses on a god restoring the planet to health. It was an early prototype, and I hit some scaling issues, but with my current experience, I’m half tempted to give it another go.

Counter Spell

This prototype was my third-year university project, called Counter Spell. It was a Dark Souls-inspired game where you countered enemies by choosing the right elements to fight back. It was an ambitious project for the time, but it served as a great tool for learning a wide range of game development systems and principles.

Witch's Brew

The Witch's Brew is a game I created with Huw Warren-Roberts, a friend I made at university. It’s an AR game still downloaded today on Itch.io. In Witch's Brew, players take on the role of a young witch who owns a potion shop, brewing potions through various minigames to sell to customers. The game features fantastic artwork by Eleanor Mitchell.

Argon Assualt

Argon Assault is a sci-fi on-rails space shooter I created to practice on-rail animations and develop cinematic sequences. I still think it looks really cool, and I definitely plan to use the principles I learned from this project in future games.

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