cmdjewel
github
itch
cmdjewel is a match-3 game written for the terminal in Rust.
I wrote it to not only learn Rust by writing an actual project, but also because I was fed up with
how EA's versions of Bejeweled for mobile were riddled with ads while Bejeweled 2 for Android was a
buggy mess. I'm mostly just driven by the fact that I don't see much (foss for that matter)
Bejeweled remakes. I initially wrote it in Python, but decided to expand on it and rewrite it in Rust.
Green Armageddon
github
itch
Made for a club's Arcade Game Jam, and made to run on a Raspberry Pi 4B 4GB.
It's a Doom-themed shooter written in Godot where you have to score as much points as possible before time runs out.
I initially wanted it to have more art, more enemies, and custom textures but ran out of time.
You can quite tell that I needed to make more maps with TrenchBroom--and that I made this before I played Quake! I actually bought Quake just to have TrenchBroom stop giving errors about textures or some color palette.
It was also a struggle trying to get the game to perform well enough on a Raspberry Pi. That thing could barely run Doom, and I was trying to get it to run OpenGL!
Fun fact; the images used for the viewmodel is actually pre-transition me!
My arms have like, no hair on them now. And they're smaller. And really, really shiny.
Min Space
github
itch
Min Space was a game made for a hackathon (that I now help run; check out their website! i made that!). It initially featured one circuit, but I expanded on it by writing a map editor (the music for the map editor is the only music I wrote, excluding the title screen where i just paulstretched the main theme. credits for that go to the very talented Zirconova!!).
InfiniteShooter
github
itch
InfiniteShooter was the game I spent the most effort on. It's a rougelike vertical shooter written in Godot--and it's got its own Flatpak!
I didn't really know anything about Godot when I started it, or game design. Over the years it's picked up technical debt and design flaws that made it really hard to update it without doing a proper rewrite. It just wasn't fun, and something was visually lacking. That's what I get for jumping into a project without planning it first, though...
It started life as a HTML game... back when that was all I knew. It was a bunch of concepts at that point that I was slowly putting together... but I lost all the source code and didn't touch it for years. When I was supposed to make a Python game in grade 10, I chose to remake InfiniteShooter. I wrote my own engine on top of PyGame for it that featured animated sprites, shadows, polygons, animations, and multithreading (with... my own implementation of setInterval
, of all things). I decided to learn Godot by rewriting InfiniteShooter in it, in 3D, and it just kept going from there.