Tools Used: Godot, GDScriptGame Description: Galaxy Grubhouse is a cooking puzzle game made for the Brackeys 2026.1 Game Jam. With a theme of Strange Places, you are the only human working in an alien restaurant needing to translate their orders to prepare their food. Our team ended up placing in the top 14% for innovation and top 37% overall out of 1427 entries. What I did: I created this project as a team of 3 with me working as a pseudo-lead and programmer. I programmed the foundation of the project's customer system, the food preparation system, and portions of the UI. What I learned: This game was the first time I led a team for a jam, so I had to quickly figure out how to not only organize my own work, but coordinate what needs to be done in a timely manner. In terms of the game, this is my first jam that I made without a controllable character, so it had a unique control scheme that I figured out. Try out Galaxy Grubhouse: Galaxy Grubhouse
Risky Slice
Tools Used: Godot, GDScriptGame Description: Risky Slice is a 2d high-risk high-reward fighting game made for the Brackeys 2025.2 Game Jam. With a theme of Risk it for the Biscuit, you have to duel your opponent and risk an instakill parry. I ended up placing in the top 15% for gameplay and top 30% overall out of 2276 entries. What I did: For this project I programmed the game independently working on the fighting mechanics, local multiplayer, computer AI opponent, UI, sound and animations (the art itself was provided). What I learned: With this jam, I had a lot more development time than my previous one so I had more time to add polish and have an increased scope like adding single and multiplayer. This was also my first time making an AI opponent, so it was fun to learn how to make it respond to player actions with a reasonable amount of difficulty. Overall I also got more comfortable with using Godot. Try out Risky Slice: Risky Slice
Space Loop
Tools Used: Godot, GDScriptGame Description: Space loop is a 2d space arcade shooter game made for the GMTK Game Jam. With a theme of Loop, your goal is to destroy the asteroids coming towards you, however your bullets loop around the screen potentially hitting you too. What I did: For this project I did all of the programming working on the shooting mechanics, the asteroid spawns and attacks, the looping mechanic, and all the art. What I learned: This project was my first solo jam. Unfortunately I also only had 1 full day to work on the game, so I had to learn how to have a manageable scope for my project, and what aspects of the project were the most important to prioritize. This was also my first Godot project, so I had to learn how Godot works. Try out Space Loop: Space Loop
Justice Well Played: The Prosecution's Case
Tools Used: Ren'Py, PythonGame Description: Justice Well Played: The Prosecution's Case is an educational story-based visual novel game developed for Impartial, a nonprofit focused on criminal justice reform. The game is a part of a series that takes on the perspective of Raven, who was wrongfully accused of a crime she did not commit and now must try to go through the legal system to clear her name. What I did: I created this game with a team of 5, where I was one of 2 main programmers. My primary focus was developing the witness questioning/cross examination system for 7 witnesses, and the evidence presentation system. What I learned: This was the first game I made specifically for a company, so I learned a lot about having to communicate with my boss to get feedback and make changes to the game based on what they'd like in a timely manner so that the game gets completed within our contracted period. This was also my first game I worked on in Ren'Py, so I had to learn a new engine for the game. Check out Impartial: Impartial
2D Game Engine
Tools Used: C++, SDL2, ZeroMQGame Description: 2D Game Engine is a fully custom game engine built from the ground up using the SDL2 library as its core framework. The game engine follows a component-based architecture, meaning any new features a user would want their game to have can be programmed as a component in the engine. These can be components like a win state, AI, or interactable objects. It also supports multiplayer functionality through a multithreaded client-server model implemented with the ZeroMQ library. What I did: I worked on this project with a team of 3 with all of us being programmers. I took on the role of developing the foundational engine code, the multithreading, parts of the multiplayer, and a few different components like the respawn and death system. Using the engine, I was able to create 3 different games: a platformer, a top down 1v1 shooter, and a flappy bird copy. What I learned: This is my favorite project I've made so far. It's very interesting learning to create the foundation on which the games themselves are made. I learned a lot about multithreading to increase performance, server-client multiplayer model, and component based architecture.
Espionausage: Wiener Takes All
Tools Used: GameMaker, GMLGame Description: Espionausage: Wiener Takes All is a blackjack-inspired stealth game developed for Ludum Dare 56, themed around Tiny Creatures. In the game, the player cheats at blackjack with the help of a tiny sausage companion, who tries to secretly swap cards, peek at the next card in the deck, or reveal the dealer's hidden card without getting caught. What I did: I worked under a team of four as one of two main programmers. My primary task was developing the blackjack portion of the game which I utilized a FSM to do so. What I learned: This project was my first jam I ever competed in, and I learned a lot working under a team. I learned from my team things like scope management, effective communication, and team dynamics with the artist and the sound engineer. I also learned how to use gamemaker, and transferring my skills in normal programming to game development. Download here: Espionausage: Wiener Takes All
Santa Quest
Tools Used: PuzzleScript Plus, HTMLGame Description: Santa Quest is a 2d puzzle platformer with a simple goal of getting to the top of the house to get to the chimney and deliver the presents, all the while avoiding obstacles like freezing wind, pit falls, and ice spikes. What I did: I was a primary programmer for this project in a team of 4. My main role was to program the movement and the obstacles like the ladders and spikes. What I learned: The main thing I learned with this project would be level design. With a very simple game, the best way to keep things interesting would be to design a more complex level. Play here: Santa Quest
Sleepy Vampire
Tools Used: PuzzleScript Plus, HTMLGame Description: Sleepy Vampire is a 2d puzzle game where the player plays as a vampire wanting to cover all the lights so that they can finally get some sleep in their coffin. What I did: I programmed this game individually working on the puzzle design, the light and box mechanics, and the art. What I learned: The main thing I learned with this project would be designing puzzles. I wanted to make the game teach the player through its mechanics as it becomes more difficult. This was also my first puzzlescript game, so it was fun to learn that engine. Play here: Sleepy Vampire
A Cold Night
Tools Used: Twine, HTMLGame Description: A Cold Night is a lighthearted choose-your-own-adventure murder mystery where the player's decisions determine whether they solve the case or not. What I did: I individually programmed and wrote the story for this game using twine's branching mechanics to make my story. What I learned: With this game since the programming wasn't too complicated, I mainly used this project to try to learn to write a fun story. Play here: A Cold Night