This page lists (almost) all the games I've ever uploaded. You can see most of these games in a nicer view on my itch page. Games listed here that are not visible on my itch page are secret NotExplosive lore just for readers of this site. There are some games that are more secret still, unlisted from itch AND unlisted here. That's non-canonical NotExplosive lore, (they're pretty boring and pretty bad, I promise you're not missing much).
Made in 6 months with Toby Murray, Sienna Blumstengel, Vitor Amado, Andrew Cunningham
My first commercial game ever, and the debut title of my company Secret Plan Games.
More thoughts on this game...Made in 72 hours for Ludum Dare 58 with my wife
Klondike Solitaire with a pick-3 power up system.
More thoughts on this game...Made in 96 hours for GMTK Game Jam 2025 with SonderingEmily, Nat Alison, Sam Lee, Katherine Sun, Ryan Yoshikami
An information game about social media
More thoughts on this game...Made in 72 hours for Ludum Dare 57 by myself
An open world Sokoban where you get items that give you super powers. Very similar to Duel-ity and In The Rain.
More thoughts on this game...Made in 72 hours for Big Mode Game Jam by myself
An attempted sequel to Function Conjunction. I don't think I stuck landing. Guess I'll have to try again!
Made in 72 hours for Ludum Dare 56 by myself
Made entirely by myself. All of the sound effects in the game were generated with FuncSynth, a tool I also made.
Made in 96 hours for GMTK Game Jam 2024 with Ryan Yoshikami, Isa Hanssen
Spiritual successor to Lay Down Your Roots.
Made in 12 hours for Made at the MADE by myself
The first ever game finished in SokoMaker, but it's barely a game.
Made in 48 hours for Global Game Jam 2024 by myself
A Vampire Survivor clone because I didn't like the theme.
Made in 48 hours for GMTK Game Jam 2023 with Ryan Yoshikami, The4thAD, CreatiFish
This game was made the day before I started this blog! I think finishing this game finally inspired me to actually put something together to collate my thoughts on my games. I have some interesting things to share about this game and I think a blog post would be a good format to share them.
More thoughts on this game...Made in 5ish days for Ludwig Game Jam with Adam Caflisch (Crashtroid)
The jam was 10 days long, but I was out of town for the first 5, so I frantically put my game together in 5 days. I think it's pretty OK for what it is, but it got eviscerated in the jam ratings. I used a track that Adam had already made beforehand.
Made in a few months by myself
I wanted to make "Wheel of Fortune but better." I think Wheel of Fortune works well as a game show (with contestants playing for real money), but kinda crappy as a party game to play with friends. It seems that the mobile and console ports of the game are trying to emulate the game show's exact format.
More thoughts on this game...Made in 72 hours for Ludum Dare 51 with Adam Caflisch (Crashtroid)
The theme was "Every 10 Seconds" which I think is a pretty bad theme, (it's almost good, "10 Seconds" would be a great theme!). In defiance of the theme, I implemented a mechanic that used the theme in a pretty stilted way. Then I proceeded to otherwise make a game based on a theme that almost won but didn't, "Harvest." Hilariously, "Harvest" did win as the theme for Ludum Dare 52.
More thoughts on this game...Made in 48 hours for GMTK Game Jam 2022 with Ryan Yoshikami
An attempt to recreate the magic of Lay Down Your Roots. It didn't work out that way.
More thoughts on this game...Made in one week for personal game jam among friends by myself
My gamedev friend group got together and created an imaginary "franchise," a cast of characters and rough story outline. The concept was a cartoon series that never made it past the pilot phase called "Beep 'n' Zap," a Robot and Wizard duo who go on adventures trying to assemble a Giant Robot.
More thoughts on this game...Made in 10 days for Global Game Jam 2022 with Andrew Murrlin (andrfw)
Prior to making this game he had pitched to me a game where you play as the knight from chess in a world consisting of other game board pieces (meeples, monopoly tokens, and of course other chess pieces). It was meant to be a grid-based puzzle game where you can only move in "L" shapes (aka legal knight moves). We never even got to the prototype phase with this project, but the spirit of this idea made it into Duel-ity!
More thoughts on this game...Made in 72 hours for Ludum Dare 49 by myself
Function Conjunction's less interesting younger brother. Similar to Function Conjunction, I had this game in my head for a while. But unlike Function Conjunction, the execution wasn't nearly as interesting.
More thoughts on this game...Made in 48 hours for GMTK Game Jam 2021 with Ryan Yoshikami
One of my personal favorites! Another game featuring Ryan Yoshikami's sound design talent. I had been sitting on the idea for this game in my head for a long time but never actually put it together. I envisioned a square plane where you are shown discrete points (stars?), and you need to build a curve that intersects all of those stars by composing mathematical functions together.
More thoughts on this game...Made in 72 hours for Ludum Dare 48 by myself
It's a "fishing game" with some cool procedurally generated art. It's rare these days that I participate in a game jam completely alone and this was one of those times.
Made in 72 hours for Global Game Jam 2021 with Ursagames
Since Ursagames and I had such a successful Global Game Jam in 2020, we decided to give it another go! Not quite as spectacular this time around but it was still fun to work with him.
Made in 48 hours for GMTK Game Jam 2020 with Ryan Yoshikami, Jessica Turner
I have a lot I want to say about Three in a Rogue, including that "classic" qualifier in the title. But I don't think I'm ready to talk about it yet.
Made in 3 hours, then 6 hours, then 9 hours for Triple TriJam by myself
My first narrative focused game since Puppertrator. I'd never posted any non-comedic writing before making this game, so it was a huge step outside my comfort zone. Alpha Beta Gamer wrote a very nice article about it. It's always surprising to see stuff like this, like not only did another human I've never met play my game, they then took the time to write about the game and their experience with it.
More thoughts on this game...Made in 72 hours for Ludum Dare 46 with Ryan Yoshikami
One of my favorites! The first game I made with Ryan Yoshikami. I pulled triple duty as Designer, Programmer, and Artist.
More thoughts on this game...Made in 72 hours for Global Game Jam 2020 with Ursagames
The last pre-pandemic game I ever made. We both liked the premise of this game on paper but we didn't really have it "working" until about 3 hours before the deadline. I remember saying multiple times to Ursagames, "I hope this game is fun." With just a few hours to spare, we managed to borrow one person from another team to do a playtest for us and he seemed to have fun which was a huge relief.
Made in a few months by myself
Nina Freeman liked the first Gale and encouraged me to take it further. When I showed her Second Draft she had suggested that I should submit it to IGF and Indiecade. I did, but was rejected from both. The day I got the second rejection letter, I posted the game in its current state to itch as a free game.
More thoughts on this game...for Ludum Dare 45 with Josh Squires
This game later inspired Duel-ity. It's also the origin of ouch.ogg and blem.ogg. This game did surprisingly well in the jam, making top 100 overall. I didn't have high expectations for it, in fact, I didn't even spend the full 72 hours on it. I think the weird art style along with the tight level design resonated with people.
Made in 7 days for Game Grumps Game Jam by myself
A jam submission to a jam I was running.
Made in about one week for Tasting Room Jam 2 by myself
A pretty low effort submission, I had half an idea and a quarter the energy to make a game.
Made in 2 hours for WWU Game Jam Spring 2019 by myself
I wasn't planning on participating in this jam, but 2 hours before submission time I had a fun idea for a joke game that would only really "make sense" in the context of a school game jam.
More thoughts on this game...Made in 36 hours for WWU Game Jam Winter 2019 by myself
An attempt to make SpyParty a couch co-op game. I use controller vibrations to send secret information to players and I still think that was really clever. I'm not sure if anyone outside of my immediate friend group has played this game. But it's a fun game to pull out when I have company over.
More thoughts on this game...Made in 7 days for LÖVE Jam 2019 by myself
Made in 2 days for LÖVE Jam 2019, then polished for 5 days and submitted to Tasting Room Jam
More thoughts on this game...Made in 6 hours for Meditations by myself
I was invited to participate in Rami Ismail's Meditations. I made a successor to Jump Rope Game
More thoughts on this game...Made in 1 month for GitHub Game Off 2018 by myself
I sometimes imagine a sequel to this game and it (the game in my head) is the best game I've ever made. That immense pressure makes it impossible to ever actually make it. I have attempted to make Lens 2 at least 4 times (depends on what counts as an "attempt"). I plan on making a longer blog post about this topic.
More thoughts on this game...Made in 36 hours for WWU Game Jam Fall 2018 with Ashlyn Brandenberger
Mechanically this is a spiritual successor to Speed Date Shuffle, but I think SDS is better.
Made in 7 days (non-contiguous) for Tasting Room Jam 1 by myself
I made this game during the week I graduated college. I remember putting the finishing touches (at least, finishing-enough touches) on this game at my parents house with a just barely-unpacked desktop computer, sitting on the floor.
More thoughts on this game...Made in 72 hours for Ludum Dare 40 with Kristin Mays, Michal Korniewicz (Cadillac Loops)
An attempt to recreate the magic of Puppertrator (game 4). Made with the same team. Where Puppertrator had pretty generic point-and-click gameplay, Speed Date Shuffle tries to do something different.
Made in 72 hours for Ludum Dare 37 with Kristin Mays, Michal Korniewicz (Cadillac Loops)
One of my favorites! Kristin Mays did incredible on the art, it was the first game we worked on together that didn't feature pixel art and the game is far better for it.
More thoughts on this game...Made in 36 hours for WWU Game Jam Spring 2016 by myself
I showed this game to a friend years later and the first thing she said just looking at it was "woah, that's fun!" I've never had such a genuine reaction of excitement to any game I've made prior to this one. It's my first "fun" game!
More thoughts on this game...Made in 20 minutes by myself
This was the first game I finished outside of a game jam. It was made to prove exactly that. I asked myself "what is the simplest possible game you could make and still call it a game. I came up with the concept for a one-button jump rope game, reused some assets from another unfinished project, and got to work. I remember it was 9:00 on a school night, close to when I should be going to bed. I told myself "that's fine, this will only take about 20 minutes" and I held myself to that.
More thoughts on this game...Made in 72 hours for Ludum Dare 34 with Kristin Mays
My first "canonical" game. It was also a game that gave me a big revelation about video game AI: If you want AI that behaves like a player, it should have the same controls that a player would have. In the case of KoBK, movement is restricted to two inputs and you can't steer and control your velocity at the same time. The AI controlled krill, have the same two-input controls the player does, but they have code to determine which "buttons" they should be pressing. I used this insight in Pest Control (game 32) 8 years later
More thoughts on this game...