Games

Almost none of the games described here have public-ready builds yet, but I'm slowly working on fixing that.
Thank you for your patience!

Note that almost all of these projects are on hold due to more resources being dedicated towards my newer projects. Some may see the light of day, others... well, you get the idea.

Also, this is not an exhaustive list of all the games I've worked on - just the ones I'm more fond of in some way. I might make a more complete list at some point, but considering my deadname is in the title of a chunk of my older projects, it's hard to include them.


Title Year(s) Description Download
unknown
????????????
2022- A JRPG taking inspiration from various RPGMaker games of the late-00s and early-10s, using what was left of ExaStar as a base. More details eventually. Demo
Coming soon...
Endless Attack REMIX!
Endless Attack REMIX!
2014, 2016, 2018, 2021- An endless cute-'em-up for DOS, Windows, Linux, and more. It's a remake/continuation of a game I originally made in 2014, which I couldn't continue work on due to missing source files. Prior attempts to do so were made in past years, but in 2021 I set down a clear path for the project, turning it into what it is today.
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Development is currently on hold as I wanted to prioritize the RPG mentioned above.
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Development journals for this game are available in the Blog.
Demo
Coming soon...
DOSWord
DOSWord
2022 A port of Wordle to DOS made in (less than) 24 hours. It requires at least a 486 and VGA mode 13h. It's open-source, too! Version 1
ExaStar
ExaStar
2016-2019 (rebase in 2020-2021) A wildly ambitious JRPG project I had plans for as far back as 2011. Things really began to take shape with the project's start in 2016, and progress was (slowly) made towards developing my own RPG systems from the ground-up. Things came to a halt around 2019 due to engine issues, and despite light rebasing taking place in 2020 and 2021, I never really got the project back up to speed.
It's probably for the better; given the plans I had in mind, ExaStar would have required a lot more time (3+ years) to develop. I've since moved on to smaller projects that I could see myself finishing within a reasonable amount of time... but it continues to live on in the back of my mind. Maybe one day it'll happen.
The systems I wrote for ExaStar would go on to be re-used for my current RPG project.
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Development journals for this game are available in the Blog.
N/A
FoxGame
FoxGame
(working title)
2020 Prototype for a side-scrolling platformer. You play as a foxgirl that can flip gravity for herself and other objects, suspend objects, and more. The project was the result of combining some game concepts of mine from years prior.

Development was shelved a few days after prototyping began, mainly due to concerns over gameplay fluidity. I might come back to it at some point.

Check out the prototype footage.
N/A
Infinite Demise
Infinite Demise
2016 A side-scrolling, roguelite platformer that I worked on just before I really began development on ExaStar.
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"There's a long journey ahead of you... Do you think you can make it?" That's what all the Runners, as we call them, say they hear.
The Fate of the 200. A path many have taken, yet have failed to even complete. Runners come and try their luck; but none survive. Some day, one will make it. But, we can only hope. The Fate of the 200 eventually became known to us as "The Deathtrap". But, even when we called it that, many still tried; and they still try to this very day.
We're waiting for an end to this madness. But it seems like it will never end...
N/A
TWINSTICKS
TWINSTICKS
2016 Aimed at being a "local multiplayer, twin-stick shooting, rage-inducing, friendship-ruining deathmatch arena".
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In TWINSTICKS, up to 4 players compete in one of the most craziest local multiplayer experiences ever. Pick from one of 16 different characters, choose and upgrade the weapons in your loadout, customize and tweak the game rules to your liking, pick one of the many maps, and FIGHT!
N/A.
I only made a couple of prototypes before shelving it for the future.
So I Killed an Army of Square Dudes
So I Killed an Army of Square Dudes
2015-2016 An experimental side-scrolling platformer in which you must switch between 3 different layers to explore puzzle-like, action-filled areas in a large, open world.
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Trouble's coming to Circumland. Quadriladia is putting their plan for world domination into action, starting with the release of their most powerful weapon: a vast army of Squares. Who's going to stop them?
Just some guy who had their house broken into.
Step into the life of Lenny, joined with his "sidekick" Leppy, in their quest to stop the vile plans of Quadriladia. Along the way, you'll meet odd and zany characters; some who help you, some who just want to crush you to bits. Using weapons that range from a gun that shoots spaghetti, to a weapon that can rip the fabric of the universe, traverse all of Circumland, jumping from one layer to the next, collecting the 9 keys that can unlock the doors to the headquarters of Quadriladia: the Quadroplex.
N/A
Flipper
Flipper
2014, 2016 Flip gravity as you fly endlessly across a procedurally-generated level! Working on it
(may come soon to iOS/Android, too!)
Build n' Test
Build n' Test
2016 BNT is a turn-based puzzle-strategy game. One player designs a level, and the other has to solve it! Then, the two switch. When the tester cannot beat the level, the designer gets a point; vice versa for when the tester solves the level. Best out of 3, 5, or more levels wins! N/A
The Monochrome Factory
The Monochrome Factory
2013, 2016 A platformer that takes place within one screen. It started out as a small game I made in 2013 called "Simple Platformer", wherein the game started out simple (run, jump, get to the end), but would gradually start piling on new concepts every few levels. The remake I did in 2016 (available here) missed a few of the concepts from the original. For example, in the 2013 version I played around with incorporating the mouse, picking up objects, etc.
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Avoid a plethora of hazards as you make your way to the other side of your workplace: a non-compliant, totally dangerous factory titled "The Monochrome Factory".
Time is not on your side. There are 60 levels, and you need to complete them all in 1 hour. Some are easy, but some will be extremely difficult; but with practice, 1 hour will eventually seem like too much time.
2016 Demo (Windows)
I accidentally completely broke the download for this one whoops
Elite Frog
Elite Frog
2015 Here it is: my magnum opus. /s
This game started off as a simple misunderstanding. In a Teamspeak server, one of us had misinterpreted the word "leapfrog" as "elite frog". After this was said and done, there was a suggestion to make a game about it.

And then the game was complete, only 5 days later.

Since this game was obviously designed as a joke, no more than the first level was implemented. If the game for whatever reason gets a lot of praise, I'll finish it (I guess).
(I was paid 25c since this game was apparently a bet)
- - -
​Meet Fred. Fred the Frog. He's here to kick the crap outta some intergalactic space dorks.
​Dodge spikes, robots, and a larger, more rage-inducing robot as you make your way to the head of a mysterious ship that has landed on Planet X3O5.
There's only one problem. Fred can't move left or right without jumping.
Browser version currently being fixed, check back later! Desktop versions coming soon.
Quality Games
The "Quality Game" Series
2015, 2016 ​These games were made to test GameMaker and GameMaker:Studio. They weren't taken seriously, however the second game actually did help with getting the hang of GMS and GML. Download AQG (Windows)
Download AQG2 (Windows)
MiniStick
MiniStick
2013-2014 A 2D Minecraft clone that I spent 1 and 1/2 years working on that I somewhat regret to this day.
At the very least, this was sort of my first foray into game development, being my most intricate project at the time. I once thought it was impressive, but looking back, wow this was by no means good.

I briefly came back to the game in 2017 after getting burnt out on ExaStar, and polished some things in the so-called "anniversary" update. I also added in tile-based terrain generation, a feature which I never thought was possible back in 2014.

Who knows, I might come back to this one day and do a true rewrite with actual gameplay - unlikely, as there are more unique, less derivative projects I could work on instead.
Eventually