Games
This page showcases all of the games I have made. I'll start with the full-length games, and then include any minor projects or smaller credits as one-liners near the bottom.
This is my first major original game release. It took me almost three years to finish! It's a mashup of two things: the open world design of Nifflas games, most notably Knytt Underground;
and the player physics of Flicky on the Sega Genesis. It sounds like a weird combo, but I think it works really well. Unlike the former inspiration, this game also has many linear levels that you enter
from the overworld. I consider Sonafleki my magnum opus, and the project I am the most proud of (up to this point, at least...!).
Unlike some of the other games on this list, you don't need any "IWBTG" fangame knowledge to play this one. You're intended to enter the game with no knowledge, and leave with
a strong understanding of the game's physics. If you're not up for the challenge, Sonafleki has an ending that doesn't make you play all of the levels, so you can have an easier time with the game and
still see an ending.
I'd love to talk about the development process at some point in time. A central theme found in all of my games is that I take my life experiences and let them influence the levels and moods in the game.
Unlike my other games, Sonafleki is a very mature work compared to my others, as it was developed between when I was 19 and 21 years old. I spent a lot of time in isolation and in nature (for the jobs I worked over this period),
and this mood is reflected in the game (no need to worry; I'm in a better spot now).
I encourage everyone to at least give it a try! The game is free to download and has a runtime of about 10hrs.
This game was my last proper "IWBTG" fangame release. Although I never formally stepped away from the genre, this game was my way of shifting my focus towards making original games. I still stuck around
the community for a few years after, though, and made a few very small games in collaboration with other creators. At the time (2023), Superplanet was a culmination of everything I had learned from the past 4 years
of fangame design and programming. It was the first game where I learned how to efficiently draw stage graphics, design visuals, and use surfaces and shaders; I would carry many of these techniques into the development of Sonafleki.
The premise of Superplanet is still very interesting, and one that I'd like to revisit one day with a new game. At the time of development, I was really struggling with sticking to a new and long project. I would often plan a huge
fangame, work on it for 3-4 months, and then get bored of it and drop it in favor of a new project. For Superplanet, I thought this: "why don't I just plan 5 very small games, and then stitch them together in an 'anthology' style format?"
So contrary to popular belief, all five of the Superplanet games were made for the overall game, and were not just scraps from unreleased projects.
If Sonafleki was a winter game, Superplanet is a summer game. There are plenty of sunny stages and lots of grass. It's a very optimistic game compared to Sonafleki, though that's largely because the anthology format
allowed me to play around with more diverse themes and locations. Unlike some of my older games, which I look back on with a feeling that can only be described as "cringe", I have a soft spot for this game, and I sometimes wistfully look back
on the development cycle for this game.
I personally would not recommend this one if you've never played an "IWBTG" fangame before, but if you're feeling daring, there is an easy mode that most seasoned platform players would be able to clear.
Now we're getting to the really, really, REALLY old games. I made Panasonic Bluray when I was 16, during the COVID-19 lockdown year of high school. Virtual school gave me a lot of time to work on this game.
I remember ending my final virtual class of the day, shutting down my school laptop, and then turning on my personal computer (which I shared with my dad; sorry for kicking you off, Dad!) to work on this game for a few hours before dinner.
Because I was still a teenager when I made this game, I find Panasonic Bluray deeply embarrassing and immature. I only bring it up here because it's still a rather known and applauded game in the sphere of "IWBTG" fangames; it has over 80
reviews on Delicious Fruit (a rating website for "IWBTG" fangames), which only a hundred or so fangames have. It's weird knowing that a game that I made for fun when I was a teen is still enjoyed by many people today around the world. It's especially
weird to think that people connected with my 16-year-old sense of humor, which was memetic speak and references. I don't feel that Panasonic Bluray represents me well as the person I am today, but I don't mind thinking about it from time to time,
as a time capsule of what I used to be like almost a decade ago.
Below is a grab bag of games that are either collaborations, or very old and not worth talking about.