Released in February 2024, Harvest Horizons is a relaxing and engaging farming simulation game.
Starting with a modest patch of fertile land and a handful of wheat seeds,
players can plant and harvest wheat, build infrastructure like wells to hydrate fields, recruit farmers to increase efficiency,
and explore the surrounding world. As the farm expands, players can store their harvest in wheat stores and set up vendors to sell produce,
earning coins to reinvest in their growing agricultural enterprise.
When developing this game I tried to emphasize reusability in my game classes, allowing for a wide varity of building tiles to exist without much
of a re-write being required, always with future releases in mind. The biggest and most noteworthy aspect I believe this project has is a randomly
generated terrain that stretches out endlessly in both the X and Y axis. This proved to be quite difficult because as the map expands to infinity,
memory quickly starts to become an issue, because of this I needed to implement quite a few processes to ensure the frame rate does not tank, Advanced
the system doesn't use up too many resources as the map scales out from gameplay.
With roughly 5,000 browser plays on Itch.io, this wasn't the resounding success I was hoping for, but it was still very enjoyable to not only code, but draw
all the pixelart for.
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Nightscapes is an experimental dark-fantasy action RPG built over a timeline of about nine months.
Players battle monsters, complete quests, and collect procedurally generated loot in a chaotic world of dark magic
and humor — all powered by real-time socket communication between browser and server.
This was my first real deep dive into making a multiplayer game from scratch, and I learned a lot
about networking, game architecture, and AI design along the way. some of the biggest challenges were ensuring
smooth synchronization between clients and server, ensuring to not be too resource or network intensive,
as well as creating a combat system that felt engaging and dynamic despite the technical limitations of a browser-based game. Key features include:
- Phaser Frontend: Custom scenes, AI behaviors, and stat-based combat system.
- Node.js + Socket.IO Backend: Real-time synchronization and multiplayer event handling.
- Procedural Item Generator: Infinite gear combinations with rarity and modifiers.
- Dynamic Monster AI: Enemies can heal, summon allies, and react to player actions.
- PM2 Deployment: Stable live instances and smooth updates during testing phases.
Although this has been semi-abandoned I would like to re-release this in a single player form so it can be more widely played, and is no longer server dependent.
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Stacked Idle is an idle/clicker game where players stack blocks to build the tallest tower possible.
Players can upgrade their stacking speed, unlock new block upgrades, and try to reach new heights.
In this modern twist on classics like Brick Breaker, you rush to break bricks before they are destroyed by the flame spouts that run along the bottom of each level.
Just when you think you have got it down, new challenges and feats are introduced to keep you on your toes in this whirlwind adventure!
I've always had an interest in idle games, so I decided to create my own take on the genre. The biggest challenge with this project
was definitlly getting the physics to behave property, as well as ensuring the game loop felt engaging despite the simple mechanics.
The neon look of the game and grungy aesthetic was inspired by classic arcade games and retro-futuristic themes. While the game was not very well received,
I still learned a lot about game design and development along the way. including how to balance progression systems and create engaging gameplay loops,
monitization strategies, and user retention techniques.
Phaser
Canvas
Monitization
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Where to even begin with Idle Plinko? This game when it comes down to it is an abomination of game design. This was one of the first games I ever started making,
long before I had a real grasp on object-oriented programming or game design principles. The end result is a hodgepodge of mechanics and systems that don't really work well together,
and yet, somehow, this is by far and away my most successful game to date.
The code is messy, as mentioned it was maybe 80% written before I really understood what I was doing, and sat on my drive for a couple years before I just decided to
finish and release it as-is. The game has a bizarre mix of idle mechanics, plinko physics, and upgrade systems that don't really mesh well together.
To date this game has approching One Million game plays, and thanks to inapp monetization it has also gone far to keep the lights on in my AWS account.
Despite its many flaws, Idle Plinko has found a niche audience that enjoys its quirky charm and simple gameplay. It's a testament to the idea that sometimes, even the most unconventional projects can find success in unexpected ways.
This project has always lived in the back of my mind as something I'd like to revisit and refactor properly one day, but for now I'm content to let it be my little oddity in the game development world,
many times I've opened up the code and just been so disoriented by how I approached things back then that I've just closed it and walked away. Maybe next time.
Phaser
Canvas
Monitization
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Infinity Break is a fast-paced arcade shooter where players pilot a spaceship through waves of enemies and obstacles. This project was made for a game jam,
the theme was to create a game using a palette of only eight colors. because of this the game has a very distinct retro aesthetic, reminiscent of classic arcade games from the 80s and 90s.
Written across the span of a week this is the first of this style of game I've ever made, with great sounds, tight controls, and a simple yet engaging gameplay loop, Infinity Break was a joy to both make and play.
Players can collect power-ups, upgrade their ship, and compete for high scores on the global leaderboard.
Phaser
Canvas
Leaderboards
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Over the years I've worked on a variety of smaller projects and prototypes, ranging from simple web apps to experimental games.
While these projects may not have received as much attention as my larger titles, they have been valuable learning experiences that have helped me grow as a developer.
A more comprehensive list of my games and projects can be found on my Itch.io profile, where I regularly upload new prototypes and experiments.
Feel free to explore and try out some of my other creations!
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