Game jams
A rolling set of Godot games shipped through weekend jams — short, browser-playable side practice.
- Role
- Developer / co-designer
- Period
- 2024 – 2025
- godot
- game-jam
- html5
- indie
- side-practice
A rolling set of Godot games shipped through weekend jams — short, browser-playable side practice.
Files & links
A rolling set of jam entries. All Godot 4 with HTML5 export — playable in a browser, no install. Most are weekend builds with small jam teams.
Twenty seconds of jumpy action over a rising “inflation line.” Led development. Play it →
A black-comedy visual novel about surviving a corporate workday — dialogue choices have randomized consequences; survive to 5 PM with at least 1 nerve. Led development. Play it →
Real-time strategy: capture all enemy and neutral bases through drag-attack manoeuvres. Owned design, programming, AI, planet/ship asset generation, and the trailer. Play it →
Vampire-Survivors meets Magicka — collect runes, combine spells across slots, push through 10 rounds before the shadow takes you. Co-developed. Play it →
Resource-management strategy: gather forest materials, craft weapons at the right station, recruit units, defend the village. Co-developed. Play it →
Jams are forced shipping practice. A 20-second jam is a 20-second jam — you cannot scope-creep your way out of a deadline that fires whether you submitted or not. Every entry above is a constraint exercise: weekend window, browser-playable, no live ops, an end-state. The skill the jams keep sharpening is the same one I want from learning systems — finish on time, ship the smallest playable version, learn from real players.
Side-of-desk practice. New entries land when a jam theme fits the time window.