For the past years, I have been developing games as research prototypes, design experiments or just for fun. I have collected some of them, which are in reasonably playable states.
This game prototype was created during Global Game Jam 2017. From the game jam's theme, I decided to create gameplay inspired by the idea of resonance. The core mechanic was validated with a paper prototype, leading to a digital version in Game Maker. In the end, this took around 12 hours from concept to the final uploaded version (I could not dedicate the whole weekend to the jam, this year.) Implemented in Game Maker Studio.
I created this prototype at Global Game Jam 2016. It is a light turn-based strategy game of resource management. Essentially, the player receives requests from various wizards in a fantasy kingdom in which permits are necessary to cast spells. The player then must judge the costs and payment before accepting the requests -- the goal is to accumulate as much gold as possible during 14 days of in-game time. This time, as I spent quite some time working with the game rules, the prototype ended with some really crude, almost abstract graphics. Implemented in Processing 3.
This was my game for Global Game Jam 2015 (along with João Luiz Bernardes Jr.) Although it uses programmer graphics and has just a few stages, it is quite playable. It is a cooperative two-player game in which players must press a single key to activate the current command in a queue, when appropriate to reach the stage's goal. As a result, both players must come up with a plan -- will both of them move both robots, or will they split the controls? Maybe one will make the vertical movements, while the other worries about the horizontal moves? Implemented with the jaws.js library for HTML5 games.
This experimental game was created for Global Game Jam 2013 (along with Francisco Tupy and João Luiz Bernardes Jr.) It is a game about the balance between action and inaction, anxiety and indifference. Players must resist the urge to simply keep shooting arrows, and time their actions in order to keep the rhythm of the various elements of the game. Therefore, it is a rhythm game, but not a frantic one. Implemented in Processing.
This game was created during Ludum Dare 25. The premise and gameplay are inspired by the concept of Villain in narratives -- more specifically, in Propp's narrative functions. Rather than being the hero who defeats the villain, players act as the villain whose actions will actually shape the hero's adventure. Implemented with the jaws.js library for HTML5 games.