A Trip in Time - 10 Flights is a collection of games based on the Balloon Trip mode in the NES game Balloon Fight. It was essentially the original Flappy Bird.
Discovery - Choose from 8+ different variations on the original formula. Play for a high score in each one!
In Control - Use the keyboard, a DualShock 4 controller, or an Xbox 360/Xbox One controller to play! I wrote the logic for the game to recognize when a controller is plugged in or disconnected and to display the pertinent info to you, the player.
Chiptunes - About as difficult as recreating the original game was recreating parts of the main theme. All sound effects and music were created by me using LMMS, an open-source music making software.
MM2:CR:TE is an experimental game that pits the player in the position of a marble trying to escape a maze. As the marble rotates, so too does the player's view. An overhead camera is available for a certain number of peeks. Different levels introduce new mechanics based on wall-visibility, a spinning, detached camera, and more. It may be tough to play for those sensitive to motion sickness.
The expanded Tournament Edition includes a speed-run timer. Try to beat your very best score!
4X modular hex board game with heroes, cards, and quests!
Team size:1, with special thanks to those who have helped me playtest it since its inception.
Equal footing - Each player starts with a balanced hero and the same hand of cards. Where you choose to go and what you choose to draw from there is up to you.
Modular map - The combinations are endless. Part of the fun is coming up with interesting maps to play on. If your creative juices aren't flowing, the game will come packaged with dozens of premade maps.
Buildings and resources - You start with two each of Farms, Houses, and Smithies. Which ones you build, and where, is totally up to you. Want more cards? Build houses. More Actions? Make smithies. Capture opponents' buildings for maximum benefit!
Paths of glory - There are several ways to win a game of Highlandia. You can play aggressively, attacking other players whenever possible, or passively, building Farms and completing quests. The choice is yours!
Beginner's Guide to Chanting
Made in 48 hours as part of the 2016 Global Game Jam.
Chant spells to interact with the environment. Check the physical book for a list of spells!
Designed with DualShock 4 in mind, but playable with keyboard:
Arrows = move/jump
Spacebar = enter chanting mode.
WASD = chant (triangle, square, x, circle)
Play and enjoy! If you want to get in touch with any of us, reach out via itch or my email address (email@example.com).
All donations will be equally split among the team members and probably used to feed them.
Download/Play at the bottom of this page!
Beginners Guide To Chanting Walkthrough #GGJ2016
Programmer TJ walks through our Global Game Jam 2016 game.
A competitive pipe maze game for 2-4 players.
Team size: 1
Abstract - Pipe Riders requires no reading, writing, or speaking skills. It is made up of shapes that are immediately identifiable by almost all ages. Connect the pipe pieces to your bucket to score!
Game changing - Every move changes the maze for the next player(s). The labyrinth is constantly changing, allowing strategic players to think several steps ahead.
Two's company - Great for two, three, or four players, Pipe Riders is a whole different game depending on how many people want to participate.
The card-flipping, deck-building game of strategic luck!
Team size: 1, with special thanks to those playtesters who helped me balance (looking at you, Tidal Wave...).
Part Dominion, part War, SWAR! (Strategic War, All Right!) comes from a love of simple pick-up-and-play design mixed with deckbuilding depth.
No hands - There are no resources to manage in SWAR!. Instead, players will draft their decks in turn, nabbing the rare cards when they hit the field and counter-picking when necessary. From there, play proceeds until a winner is crowned!
Strategic luck - Much of the strategy in SWAR! is during the draft phase, when players construct their decks. Players won't usually know what the next card in their deck is going to be, but they can make choices to swing battles to their favor.
SWAR! - If two monsters meet with equal PWR, it's time to Go To SWAR!. Each player plays two cards down then one card up. After those monsters are resolved, the down-facing cards are flipped up. Many of them have abilities that trigger when flipped up, swaying the war back and forth.
Synergy - Each color fits a certain playstyle. Mix and match to fit your preference, and always keep in mind what your opponent is drafting!
Simple math - Edutainment is dull, but SWAR! requires players to add and subtract numbers on the fly. This isn't going to teach you calculus, but it'll get you to brush up on your arithmetic.
A karmic adventure through a rich cultural landscape!
Team size: 12+. This game was developed in conjunction with the Young Indian Culture Group. Though I was the lead Game Designer on the project, it could not have been completed without the hard work and cooperation of Rathi Raja and the many students in the group. For a more complete list of credits, see the bottom of this page.
Keywords: In most games, keywords such as “tap”, “spell”, or “discard” have little to no meaning in an external context. In Karna’s Karma, the keywords are derived from Indian cultural ideas/beliefs. Players of all ilks of life will gain a better understanding of what is meant by “Papa”, “Punya”, “Deva”, and “Asura”, to name a few. When they leave the table, players will have a bit more worldly, cultural knowledge.
Cultural Tolerance/Understanding: In American school systems in particular, there is a Eurocentrism that primarily focuses on Greek/Roman mythology. Karna’s Karma introduces an equally robust Indian canon that students may otherwise never be privy to. Cultural tolerance and understanding comes from cultural knowledge. The more people know about others, the more they will appreciate them.
Playful Vocabulary - The cards in Karna’s Karma were written to subtly include high-level vocabulary words. Playing games is a natural, fun way to learn what words mean in context. While there is no vocabulary list included with the game, parents and teachers alike are encouraged to use the mini-stories on the cards as tools to teach players new words.
Going in circles vs. moving on - The roundabout sections of the game symbolize arrested development. If a player gets caught up circling the wagon, so to speak, she may never acquire enough cards to be victorious. There’s a balance that players should strike between staying near the beginning of the board and pushing forward towards later goals.
A Touch of Grey - Though they are definitively categorized as either good (Punya) or bad (Papa) for gameplay purposes, many of the situations on the cards fall in a sort of grey area between black and white. It is important that people, especially young people, understand that sometimes life deals you a hand with no good play, so to speak. Players of Karna’s Karma can use the game to spark conversations about charity, altruism, selfishness, or integrity.
Game Playtest Hosts: Nishant Bagul, Sangita Krishnamoorthy, Madhu Allu
Made as a challenge to see if I could make a 3D game using the 2D Processing IDE.
Team size: 2
Game design, programming, and music - Eric Guadara Sprites - Alonzo Steadman Special Thanks - Andy Wallace and LIU Post.
Radical Jumper is a psuedo-3D arcade jumper in which you score for being airborne but lose points if you crash into oncoming walls. It was created as my final project in the first semester of LIU Post's Game Design Masters program.
90% of all purchases/donations (up to ~$30,000) will go towards paying off tuition. The other 10% goes to itch.io for being radical. I don't expect to pay off my schooling from this game, but every penny helps!