I also enjoy taking part in game jams from time to time. You can find a few of the games I worked on below.
Frogged and Loaded finished 5th in the
Micro Game Jam 41, and won 1st place in both Enjoyment and Controls. I made this game with another
programmer in 2 days. It’s admittedly a fairly classic game jam character controller: you fire a
weapon and only its recoil lets you move. Since you play as a frog, we also wanted to add a
tongue-based grapple. We focused most of our efforts on making the game as juicy as possible, since
it’s something both me and my programmer friend really enjoy working on.
A lot of fine-tuning went into the controller as well, and I’m quite happy with the result.
Pew Piou is a multiplayer shoot’em up where, as
migratory birds, you and a friend must each rally as many birds to your group as possible.
To do so, you converse with the birds you encounter and convince them to join you. In gameplay, this
translates to raising a shield of the same color as the projectile they send, then passing through
it to reflect it. If you manage to reflect all projectiles from a bird, it will join your flock.
Pew Piou was made in 4 days by a team of 10 as part of our Master’s degree at CNAM-ENJMIN, with the
following constraints: it had to be a 2-player shoot’em up, use only 5 total inputs, and the
interactive experience had to last around 3 minutes.
Buddies Breakout is a Hotline Miami–inspired game where you can either play stealthily or go loud. The twist is that you can free your “buddies”, each giving you a new interaction in the level and a new ability. We made this game as a team of three over a week, working during evenings after our day jobs for the Brackeys Game Jam 2022.2. It finished 24th in the Fun category out of 514 entries.
DiveBomb is a game inspired by
the intro sequence of Saints Row 3.
We worked on it as a small team of first- and second-year students at 3Axes Institut for the Juicy Jam #1. I mostly
worked on coordinating the first-year students and integrating their work, which was a great
introduction to basic project management.
In the game, you are free-falling from a plane and must score as many points as possible by blowing
everything up. We chose this concept because we felt it would be easy to create satisfying juice
from it, which was the theme of the jam. The game finished in 3rd place.
Deep Cut is another Hotline Miami–inspired game that I worked on during a school game jam when I was in my second year at 3Axes Institut. It was made over 3 days, and I was the sole programmer for a team of 9 people. The twist is that you first explore the level without any hostile enemies, allowing you to inspect the weapons lying around. Once the level actually starts, the appearance of each weapon changes regularly, but keeps the original weapon’s behaviour. For example, if you spot a katana on the ground, it might later look like a fish, but it will still behave as a katana.