Global Game Jam 2016
In 2016, I participated in the Global Game Jam once again. It was the first time I was working at a jam all on my own, trying to gauge what I can do on my own and to see what happens if all the games style and content is only governed by one person: me. From the 29th to the 31th of January I had to once again wrap my head around the theme "ritual". One of the diversifiers (optional goals for the game) for this game jam was to create a game based on one of Shakespeare's works, so I decided to create something based on the famous "Hamlet" quote: "To be, or not to be". The result was a fun little pvp experiance called "To Run, Or Not To Run".
In "To Run, Or Not To Run", little Hamlet is on his way to the pit of death, constantly considering if he should realy die or rather live on.
Meanwhile, the forces of live try to convince Hamlet to live by throwing candy and underwear at him; and a ton of slowing sleeping pills for good measure. Player 1 controls Hamlet, trying to avoid the temptations of life, while Player 2 throws said temptations at him. Player 1 wins if Hamlet dies by reaching the pit of death before his will to die runs out; or by a sleeping pill overdose. Player 2 wins if Hamlet decides to live on as his will to die runs out, either because Player 2 feeds him enough candy and underwear, or because he does not reach the pit of death while being slowed from pills.
Meanwhile, the forces of live try to convince Hamlet to live by throwing candy and underwear at him; and a ton of slowing sleeping pills for good measure. Player 1 controls Hamlet, trying to avoid the temptations of life, while Player 2 throws said temptations at him. Player 1 wins if Hamlet dies by reaching the pit of death before his will to die runs out; or by a sleeping pill overdose. Player 2 wins if Hamlet decides to live on as his will to die runs out, either because Player 2 feeds him enough candy and underwear, or because he does not reach the pit of death while being slowed from pills.
As already mentioned, I did all work on this game on my own. Except for some small code pieces and one ore two textures I took from the internet, all code and assets where created by me.
I also made some adjustments to the game after the jam. Go to the "Play Online" section to play the current version of the game.
ACAGAMEJAM 2016
From the 1st of April to the 3rd of April I was part of a group of 5 people at the AcaGameJam 2016. The theme of the jam was "Pearls of the past" and we did a very small and basic 2D Pokemon clone called Pearlmon. In this game, all the monsters where animals or people that where a famous parts of history, like t-rexs, dodos, knights, Shakespeare and tax advisers.
To still be able to practice 3D-Art in a 2D-Project, I simply made screenshots of some quick sculpts I did. Those screenshots where than used as sprites for the creatures. This gave them a unique look.
Acagamics Hackaton 2016
At this hackaton, which ran from October 21st to October 23rd 2016, we where theoretically open to program any software we wanted - but practically, we are game-enthusiasts.
We created a simple dungeon crawler with a special audience interaction feature: People can use a chat to input commands that spawn enemies and obstacles, but can also heal the player or spawn the keys the player needs to progress. In the combination of beating monsters up and using the chat, we simply called our project "Chat Em Up".
Innogames Game Jam #10
The 10th Innogames Game Jam (October 28 to October 30) had the theme "Time Travel". We created a twin stick shooter with 2 different phases (past and future): In the past, weapons can be found to fight the boss - the "Chrono Blob", which is also the name of our game. But the boss can only be hurt in the future.
It was the first time we had someone actually create concept art. And it was fun creating fancy weapons (pictures below) and our awesome boss (picture above) using those artworks as references.