GAMES
GLOBAL GAME JAM 2016
BLOOD MAGE BATTLE ROYALE
×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
DO NO HARM
×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
THE NEKONOMICON
×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
CHANT SIMULATOR
×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
PRAY TO WIN
×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
VOID
×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
OTHER GAMES 2015 - 2016
DOOKIE DESCENDS
×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
GARY'S CHORE TOUR
×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
LUDUM DARE 2015
HELLO JELLO
×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
×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
POCKET CAT
×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
ADAPTIBBLES
×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
BLOCKED
×A classic-styled platformer game with many traps and different characters to choose from.
Jason Rodriguez-Hand:
DESIGNER
EILEEN
×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
MANTA RAYCER
×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
I'M DRUNK, YOU'RE INSANE, WHAT DO WE DO NOW?
×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
THIS BOSS IS A SORE LOSER
×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
(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
GLOBAL GAME JAM 2013 - 2014
BOB THE BLOB
×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
GO HOME
×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
LUCID
×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
PSYPHER
×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
SAVING LARRY!
×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
SPACEMAN
×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
THE PRICE OF BLOOD
×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
GROUP GAMES 2013 - 2014
THROUGH THE LOOKING GLASS
×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