use buttons to navigate, or drag the panels directly
made over the course of ~2 weeks for the 2026 nes game jam. this was my first time working on a game with a team larger than two other people (and with voice actors!). i initially joined unsure of how much i was going to be able to contribute, and somehow ended up as the lead programmer, implementing the entirety of the core game loop and behaviors
given the fact that it had been a full year since i had even touched a game engine, i was pretty happy with how everything turned out! when we started development, we followed this tutorial i found on creating a beat-em-up in godot to get the ball rolling. while it did achieve that goal, it ended up not being a very good foundation to build new functionality off of, as the whole tutorial primarily uses inheritance instead of composition (if you're unfamiliar with that concept, here's a pretty good explanation ). this led to some rather unwieldy scripts that made it very difficult to keep track of new features. it desparately needs a rework, and perhaps it will get one at some point down the road if i'm feeling particularly ambitious lol
i started working on this game the summer after blippo 1, once i bought a course on making a 2d roguelike in godot by firebelley games. super good course, this was what finally made me understand how to properly organize/structure a project without things getting out of hand over time
i got the game to about 80% of where i wanted it to be that summer, then classes started again and i didn't end up adding the finishing touches for another full year. whoops
my submission to the 2024 GMTK game jam i did with jordan p. jordan. the theme was "built to scale", so we did a pufferfish game where you can only move by changing your size
i'm super happy with how this game turned out. we ended up ranking 46th out of 7500 submitted games, which was way better than i expected for my first jam
the only thing i wish we did differently was some parts of the level design. a lot of the levels have portions with flat horizontal services that are really easy to get stuck on and completely lose momentum without any way to get it back, which is not fun to experience
this was a practice game made to prepare for the 2024 GMTK game jam. the game loop is very simple and lacking in polish, but it was pretty fun to develop and helped get back in the groove leading up to the jam. art by jordan p. jordan
my first game, which i made over summer break in college by going through godot's 2d game tutorial and adding on any random features that came to me over time. the implementation was a bit sloppy (especially with the code–there exists a bug that allows the boss to spawn in the menu somehow), but i was pretty happy with how it turned out for my first attempt
started working on this game with jordan p. jordan and mckay earlier in 2025 before the momentum fizzled out. at the moment, the concept is a tower defense where you defend a hamster desktop pet from viruses using desktop shortcuts as the "towers". i'm hoping to pick it back up at some point, but here's a couple images of what's been made so far