Tiny bullet-hell spaceship shooter. Spent a decent amount of time designing and planning it, but the entire game was done within 3 hours of intense crunching.
First game where I made my own soundtrack, and tried an alternative art style (which was extremely successful). The biggest solo jam project too!
Platformer game where you can't jump, and must use explosions to navigate. My contribution was minimal, mostly C# coding for the gem mechanic.
Puzzle-platformer jam game with room rotation mechanic that was a good challenge to implement.
Did art for this jam game, we had a decently sized team and ended up with a nice atmospheric entry.
Jam game we made. Nothing particularly complex about it, platformer with gravity reversal mechanic.
Tiny platformer made under 12 hours. Nothing particularly hard or complex about it, but quite polished given the time limit.
Jam game. Quite successful gameplay idea, tons of different mechanics, first complex shader. Ended up quite solid.
First foray into 3D games as additional programmer. Nothing spectacular, but it was good learning experience.
One of my favorite works ever, done in a team of 2. The art, the music, the sound, the gameplay - it all just clicked together into a wonderful combination.
Weird and somewhat ugly little game assembled under a day. Features minigames, storyline and a possessed manager.
First solid jam game! All assets are hand-made (font excluded), the mechanics are well-defined and polished, steadily rising difficulty level.
Rhythm game for a jam. Was kinda hyped for it, but our artist ditched the team, so we ended up with placeholder art and little to no "juice" to work with.
A 72-hour jam game. A bit unfortunate entry- it has a lot of different mechanics and tidbits coded in, but I couldn't fit in the art into the time limit, and ended up with crude placeholders.
First group jam! I did the art, my teammates did programming+sound+design, the game ended up quite solid considering all of us were complete newbies.