GAMES

GLOBAL GAME JAM 2016


Blood Mage Battle Royale

BLOOD MAGE BATTLE ROYALE

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Blood Mage Battle Royale is a game where 2-4 players try to kill each other using their blood magic. Every attack the player uses will make them lose a small amount of health, but killing another player will restore an amount of heath equal to the amount of health the victim had before the attack landed.

Robert Miller:

PROGRAMMER

Gregor Armstrong:

ARTIST


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Do No Harm

DO NO HARM

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A series of characters continue each other's quests to uncover the secret of a mysterious affliction that recurs in a city across millennia.

Kyle Des Jardins:

PROGRAMMER

Alex Jagim:

PROGRAMMER

Brianna Kastner:

CHARACTER ARTIST

Jerrod Barth:

CHARACTER ARTIST

Sam Concklin:

SOUND DESIGNER

Joseph Lax:

STORY AUTHOR

Hannah Stiff:

ENVIRONMENT ARITST

Kelly Sofian:

ENVIRONMENT ARITST


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The Nekonomicon

THE NEKONOMICON

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The Nekonomicon - This cat is trying to prevent a cataclysmic catastrophe. A game where we tried to fit in as many cat puns as possible.

Rhianna Guptill:

ARTIST

Stephan Cantero:

ARTIST

Aneta Szczerba:

ARTIST

Brian Rodgers:

PROGRAMMER

Joshua Estill:

PROGRAMMER

Jake Hilligoss:

PROGRAMMER

Matt Heerdegen:

SOUND DESIGNER


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Chant Simulatorrr

CHANT SIMULATOR

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Chant Simulatorrr is a game about communities that form from ritual. Players use chants to interact with each other and their environments. The original Idea for this game was for there to be a multiplayer game for players to be able to learn spells from chanting phrases in specific orders. These spells would allow players to change their color, size, speed etc. The game would be won when all the spells had been discovered. Players could attempt to communicate spells to each other through their limited chanting abilities. However, The project fell short of having actual spells, but I got the multiplayer and chanting aspects working for the game for the most part. This jam turned into an experiment in building a multiplayer game. The game is still pretty fun to run around and make random sounds with all of your friends!

Trevor Tomasic:

DESIGNER


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Pray To Win

PRAY TO WIN

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You're a role playing game character with no attack stat, you do however have 1 luck! The only way you'll win is to critical hit your way through battles, so you'd better pray to the RNG gods for good fortune! Literally. The combat system is based on appeasing the various Random Number Generator gods with tradeoffs.

Jake Rodelius:

DESIGNER


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Void

VOID

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In this game, the player cannot see anything. He/she must rely on audio to navigate the area, take out enemies, and escape the void. The player can only escape the void if he/she is holding the key. This key is being held by a random enemy. The player must listen for it, locate it, and destroy the enemy holding it. It is strongly recommended to play this game with headphones. Controls: (Android) Tap the screen: move forward one step Swipe up: attack Swipe down: jump back Swipe right: turn 90 degrees right Swipe left: turn 90 degrees left Once the game is beaten, the player can tap the screen to play again.

Michael Holwey:

DESIGNER


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OTHER GAMES 2015 - 2016


Dookie Descends

DOOKIE DESCENDS

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Become the bird that poops on cars. Dookie, the bird, enjoys flying above traffic and aiming his nasty scat for unsuspecting vehicles below. Play as Dookie and poop on as many cars as you can.

Michael Holwey:

TEAM LEAD / PROGRAMMER

Chad Watson:

PROGRAMMER

Nick Luciani:

PROGRAMMER

Leo Zhang:

PROGRAMMER

Stephan Cantero:

ARTIST

Kevin Adams:

CONCEPT DESIGNER







Space Raiders

SPACE RAIDERS

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James Klock



Justin Rodriguez-Hand



Jason Rodriguez-Hand









Gary's Chore Tour

GARY'S CHORE TOUR

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The player must safely drive to the grocery store, avoiding the obstacles on the road.

Dom Bavetta:

GAMEPLAY PROGRAMMER / ART DESIGNER

Chad Watson:

UI PROGRAMMING

Brad Strickler:

LEVEL DESIGNER / ARTIST / SOUND







The Puppeteer

THE PUPPETEER

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LUDUM DARE 2015


Hello Jello

HELLO JELLO

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You play as a gelatinous cube. In a limited amount of time, win by trampling all of the people and animals on the map.

Rhianna Guptill:

ARTIST

Brian Rodgers:

PROGRAMMER

David Shaw:

PROGRAMMER / JELLO MAN

Trent Cornwell:

PROGRAMMER

Taylor Childers:

MUSIC






GLOBAL GAME JAM 2015


Near Miss

NEAR MISS

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The player is given a small playing field with many tiny enemies visible and 5 elements with which to attack the enemies. When the player aims and launches an attack, all non-immune enemies within an area of effect will be killed, but any enemies within a larger area who escaped the fatal blast will gain an immunity to this element for the rest of their lives. The player's goal is to eliminate all enemies as fast as possible. If any enemy becomes immune to all 5 elements, winning is impossible.

Sarah Fields:

DESIGNER / ARTIST

Ian Karlovsky:

DESIGNER / PROGRAMMER


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Pocket Cat

POCKET CAT

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A kitty aimlessly wanders between scenes. Swipe left and right to navigate and tap objects to interact with it. This is an ambient game - don't worry if you're not sure what to do.

Brian Rodgers:

PROGRAMMER

Rhianna Guptill:

ARTIST


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AdapTibbles

ADAPTIBBLES

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AdapTibbles is a tower defense game where you are protecting your planet in a macro side-view, from an alien invasion. An alien race known as 'Tibbles' has landed on your planet and the aliens are marching around, plundering your planet's resources in order to take them back to their ship. You must use simple bacteria in order to try to kill the aliens before they reach their ship each round and steal more of your resources. However, the trick is that these aliens evolve and adapt. Each time you kill aliens with a strain of bacteria, there will be that many aliens in the next round that are immune to that strain. If any of your planet's resources are depleted, one or more strain types of bacteria may become extinct, and you will not be able to use them for the remainder of the game. The game ends when all of the planet's resources have been stolen, and is left a ruined husk. So the question is--how long can you hold back the inevitable?

Bobbi Schultz:

PROJECT LEAD / ARTIST / DESIGNER

Robert Miller:

PROGRAMMER / DESIGNER

Payton Orr:

ANIMATOR / ARTIST / SOUND / DESIGNER

John Medwick:

PROGRAMMER / SOUND / DESIGNER


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Blocked

BLOCKED

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A classic-styled platformer game with many traps and different characters to choose from.

Jason Rodriguez-Hand:

DESIGNER


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Eileen

EILEEN

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A 2 dimensional game set in a 90's style home. Travel through the emotions of a housewife as she explores her home. Use WASD to navigate your house. Press W on staircases and Enter to scroll through text.

Kyle Des Jardins:

DESIGNER / PROGRAMMER / CONCEPT ARTIST

Erin Bendle:

ARTIST / DESIGNER

Kyle Peck:

DESIGNER / SOUND / STORY

Kevin Adams:

DESIGNER / ARTIST / STORY

Nick Luciani:

PROGRAMMER / DESIGNER

Chad Watson:

PROGRAMMER / DESIGNER

Arron Shular:

PROGRAMMER / DESIGNER


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Manta Raycer

MANTA RAYCER

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Race a flying manta ray on a secluded oceanic planet where decisions will bring about success or dismay. One path will lead straight to the finish while others might take a detour. It will be up to you to discover the secrets.

Nathan Clark:

3D ARTIST / PROGRAMMER

David Shaw:

3D ARTIST

Marissa Norrgard:

3D ARTIST / 3D ARTIST

Dakota Leonard:

MUSIC / PROGRAMMER

Jake Hilligoss:

SOUND / PROGRAMMER

Jasmine Seitz:

PROGRAMMER

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I'm Drunk, You're Insane, What do We do Now?

I'M DRUNK, YOU'RE INSANE, WHAT DO WE DO NOW?

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A board game with the story of two friends kicked out of a bar, one's drunk, one's insane, and cops have been called on them. What do they do now? For 4 - 8 players, working in teams of two.

Heath Landon:

DESIGNER

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The Boss is a Sore Loser

THIS BOSS IS A SORE LOSER

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The Boss is a Sore Loser is a standard platformer consisting of two levels. At the end of the second level, the player is confronted by a weak boss character that, upon losing, vents their anger by destroying the level's goal post, rendering the level impossible to finish. When confronted with this dramatic turn of events, the players are left wondering "Well shoot, what do we do now?" I challenged myself to make this whole game by myself. I made all the assets myself (for better or worse), and the only script I had to borrow was a camera follow script packaged with Unity.

Gregor Armstrong:

DESIGNER

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(Zip file contains the game as a Mac application. If the app does not open, you may need to modify your security settings to allow apps to run that did not come from the app store)




GROUP GAMES 2014 - 2015


Driving With Drunks

DRIVING WITH DRUNKS

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GLOBAL GAME JAM 2013 - 2014


Bob the Blob

BOB THE BLOB

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When Bob, a small alien blob is trapped in a foreign lab, he must break out to ensure his own safety. Bob's ability to switch his gravitational pull and color enables him to escape but at a price - the lab is rigged with color sensitive traps and turrets, activating based on Bob's current color.

David Hartsough:

PROGRAMMER

Trevor Tomasic:

UI PROGRAMMER

Emily Ault:

ANIMATOR / LEVEL DESIGNER

Jordon Lamping:

CHARACTER DESIGNER / ANIMATOR

Quentin Young:

INTERFACE DESIGNER

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Go Home

GO HOME

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Jump between various universes to collect items and find your way home!

Ian Karlovsky:

DESIGNER / MUSIC

Dakota Leonard:

PROGRAMMER

Nick Luciani:

PROGRAMMER

Marissa Norrgard:

ARTIST

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Lucid

LUCID

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Left/Right arrows to move, space to jump.

Rhianna Guptill:

ARTIST

Ryan Hughes:

ARTIST

Michael Holwey:

PROGRAMMER

Alex Jagim:

PROGRAMMER

Brian Rodgers:

MUSIC / ART

Jacob Gruene:

LEVEL DESIGNER

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Psypher

PSYPHER

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This is a 3D puzzle in which the player must navigate a 3D space from only a 2D perspective. Players are given a randomly generated puzzle with some blocks lit, and others not. Players must click on blocks for them to change, however this will also change all adjacent blocks as well. Players win when all of the blocks are lit at the same time.

Robert Miller:

DESIGNER

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Saving Larry!

SAVING LARRY!

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Save Larry with the Power Nuts! If the game doesn't work how you want, refresh and it will almost certainly still not work.

Nathan Clark:

ARTIST / PROGRAMMER

Jake Hilligoss:

STORY / PROGRAMMER

Matt Heerdegen:

SPRITE SHEET CREATOR / PROGRAMMER

Dylan O'Quinn:

LEVEL DESIGNER / PROGRAMMER

Casey Gravelle:

SOUND / MUSIC

Brian Rodgers:

EXPORT PROGRAMMER

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Spaceman

SPACEMAN

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An astronaut finds himself stranded on an alien planet, where he is forced to search for fuel to make his escape. This adventure is not as it seems. 2D Platformer.

Joe Ruel:

PROGRAMMER / DESIGNER

Jack Stephens:

ARTIST / DESIGNER

Tony Opp:

LEVEL DESIGNER / DESIGNER

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The Price of Blood

THE PRICE OF BLOOD

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The Price of Blood takes a look at what it costs others when we take their lives in the name of our own goals. Using a camera of truth and a fistful of throwing stars, an assassin must take out their clients' number one enemy. Yet, when everyone looks like a potential kill/killer to an assassin, how will they find the correct target?

Dylan Jacobs:

PROGRAMMER / DESIGN

Heath Moore:

ARTIST

Kyle Peck:

SOUND

Jake Siegers:

DESIGN / PROGRAMMING

Aaron Shular:

ARTIST

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GROUP GAMES 2013 - 2014


Through the Looking Glass

THROUGH THE LOOKING GLASS

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Move with the arrow keys, run with shift. To skip to later levels, refresh the page (f5), type a number into the text box on the top right of the menu screen, and double click the box. There are ten levels in total.

Dylan Jacobs:

PROGRAMMER / DESIGN

Heath Moore:

ARTIST

Kyle Peck:

SOUND

Jake Siegers:

DESIGN / PROGRAMMING

Aaron Shular:

ARTIST