Nightlight is a simple game I made over the course of two weeks inspired by the Ludum Dare 39 theme ‘Running out of Power’.

Made using Unity.


The world has turned to night, and with it came creatures of darkness. To survive you must search for fuel to power the generator that provides light, keeping you safe, should the generator go off then game over will soon follow.


Search the map for fuel to power the generator.

Should the generator run out of fuel, you have 5 seconds to refuel before its game over.

Use your trusty torch to light your way, however it will only last so long before it will need recharging.

Be on the watch for night wolves and shadow wraiths that inhabit this world.



Move: W,A,S,D

Interact: F

Select option: Space

Small World Fighters


You can check out Small World Fighters from the links below:

Small World Fighters is a game that I originally made over 72 hours for LudumDare 38.

The game is a 2D multiplayer shooter/brawler game that supports upto four players locally, and features five different game modes, ‘control’, ‘battle’, ‘soul snatch’, ‘coinage’, and ‘orb hunter’.

This slideshow requires JavaScript.

0.09 update is now live.


  • New Level ‘The Crusher’, 3 new weapons, 3 new powerups, improved UI and much more!

You can read the full change log here…


In control players must fight over the control area that rotates around the world. Stand in the control zone and score points, the player with the highest number of points wins.

Battle is a traditional death match affair, where the aim is to score as many points as you can by eliminating other players.

In Soul snatch players only gain points by collecting the souls of their defeated opponents.

Coinage is a game type where coins rain from above, and the player with the most loot wins, watch out though death can have a heavy price.

In Orb Hunter, players gain points the longer they hold the floating orb, however, whilst the orb grants the player increased speed, they can no longer use a traditional weapon.

The game does feature some simple ai bots so you can play it solo, emphasis on simple.

I wanted to include another gamemode, along with a punch ability, unfortunately I ran out of time so will try for the post jam version.


The game does support single keyboard multiplayer but it is a bit cramped, therefore, XBox 360 controllers are recommended for multiplayer.

Xbox controls:
  • Move: left analogue stick.
  • Jump: A button.
  • Shoot: X button.
  • Punch: B button.
  • Roll: Y button.
Keyboard controls:

Player 1:

  • Move left: ‘a’.
  • Move right: ‘d’
  • Jump: ‘w’.
  • Roll: ‘s’.
  • Shoot: space.
  • Punch: ‘e’.

Player 2:

  • Move left: ‘j’.
  • Move right: ‘l’
  • Jump: ‘i’.
  • Roll: ‘k’.
  • Shoot: ‘;’.
  • Punch: ‘o’.

Player 3:

  • Move left: ‘left arrow’.
  • Move right: ‘right arrow’
  • Jump: ‘up arrow’.
  • Roll: ‘down arrow’.
  • Shoot: right shift.
  • Punch: right ctrl.

Player 4:

  • Move left: ‘num pad 4’.
  • Move right: ‘num pad 6’
  • Jump: ‘num pad 8’.
  • Roll: ‘num pad 5’.
  • Shoot: ‘num pad 0’
  • Punch: ‘num pad 9’.

Psychic World Runner

This was my entry for GameJolt’s #badboxart2017, based on the box art for the game Psychic World.

The game is a little clunky gameplay-wise as I ended up not having as much time to work on it as I had hoped I would.

The game is a simple infinite runner, where the goal is to go as far as you can whilst jumping over, destroying and rolling under random obstacles. Slow down and the ravaging monsters will kill you.


Run: d/right arrow.
Jump: w/up arrow,
Roll: d/down arrow,
Power Action: Space bar.


This slideshow requires JavaScript.

Background Music Credit:
‘Techno 80 – base loop’ by frankum available on Freesound

Court of Talis

  • Platform: Web, Windows, Mac, Linux;
  • Engine: Unity;

This game was made for LudumDare 35 game jame, with the theme shapeshift.

You can check out my submission page over at Ludum Dare here.


Court of Talis is a simple arena based game where the player must use shapeshifting and type matching to defeat waves of enemies.

Your aim is to simply survive as long as you can, using your shape shifting to match the enemies weaknesses to defeat them.


There are three types of enemy, each with their own unique attack, and three types of shape which the player can transform into. Each shape transformation has different perks, such as higher speed or stronger defence, but can only damage a single enemy type.


Court of Talis is available to download for Windows, Mac and Linux or can be played in a supported web browser.


All Ways Down

  • Platform: Android, Web, Windows, Mac, Linux;
  • Engine: Unity;

All Ways Down now on the Google play store!


  • New collectables,
  • Further improved and reworked menu UI,
  • UI animations,
  • Nvidia Shield Controller support,
  • Improved performance,
  • General improvements,

All Ways Down is available now on the Google Play store!

Get it on Google Play

Google Play and the Google Play logo are trademarks of Google Inc.
Parity update 01/03/2017

The parity update for All Ways Down brings both the WebGL and the standalone version up to date with the recently released Android version of All Ways Down (available now on the Google Play store).

New features include:
  • New collectables system:
    Each level now contains a golden collectable.
  • New level rating system:
    Each level now has a rating system, where a level completion is rated based on whether the level is complete, if the player died or if the golden collectable was picked up.
  • Further improved UI, including new UI animations.
  • And finally the ability to alter some graphical settings, such as overall quality and Vsync.

Other changes include general performance tweaks, bug fixes, new save system, level tweaks, and the combining of continuous play(Story mode) and single level play.

Full Change log can be found here.


All – Ways – Down is a simple but challenging puzzle game, where the aim of the game is to try and navigate the level whilst collecting all of the growth pellets. The more pellets you collect the larger and heavier the player will become, and thus harder to control. When the player collects all of the pellets on the level they can then move to the next by hitting the goal button, but you will have to get to it first.

The player doesn’t move the ball directly, instead the player controls the game by rotating the whole level, and so the player must rely on the always downward force of gravity to move about.

This game was made for the Ludum Dare 34 game jam over 3 days, with the theme of growing and two button controls.

You can check out the original submission page here.


Rotate Level: A/D, Left/Right Mouse button, Left/Right Arrow, Left thumbstick(x360), left or right side of touch screen.

Pause game: Pause|Break, Start(x360).

Select: Enter, A button(x360).

Back/Cancel: Escape, B button(x360).

Available Now on:

Patent Paper Pusher

  • Current Version: 1.0;
  • Platform: Windows;
  • Engine: Unity;


Patent Paper Pusher is a simple Papers Please meets WarioWare sort of game, made for Loading Screen Jam(#LoadingJam) over a single weekend.</>



The aim of the game is simple, approve enough patents to meet your targets in order to keep your boss happy and last as many days as you can.

You play as a patent clerk who during the day must view and pass enough patents of a given set of criteria(in order to please his boss), miss the criteria enough times and it will be game over. Unfortunately patents are confusing and rather detailed for the poor clerk, so he initially speed reads through the patents, this saves time but gives less accurate information on the paper. However, for a more accurate view, the clerk can analyse a paper, but this uses up 10 units of his work hours.


After completing a full day the next will load, during this loading you will play one of three mini games based around the dreams of the patent paper pusher. Survive the night and all shall be well in his world. However, if you fail, the poor patent clerk will have a restless night, with morning coming sooner than he wishes. As a result, time will go quicker the following day, and so he will have less time to meet his targets.



D: Approve patent / Select right;

A: Reject patent / Select left;

W : Analyse patent / Select top;

S : Perform action / Select bottom;

esc : Exit to menu;

360 Controller:

A button: Approve patent / Perform action / Select bottom;

B Button: Reject patent / Select right;

X Button: Select Left;

Y Button: Analyse patent / Select top;

Back Button: Exit to menu;


  • Current Version: 0.32;
  • Platforms: Windows;
  • Engine: Unity;

TaO-VARG is a challenging action puzzle game where your goal as the player is to guide a Ballistic Acceleration ellipse(BALL for short) to the goal by using two special gravity particles: Thrusts and Orbits. Further, in order to successfully complete a level, not only must the BALL reach the goal, but it must do so within certain limits, these limits are imposed on the number of respective particles that can be used each level, with three pass marks(bronze, silver and gold) associated with how few(or many) the player uses. If the player reaches the goal but uses too many of a particular particle then they must try again.

The different passes requirements for a level.
The different passes requirements for a level.

In total there are currently 40 levels to beat, with the later levels becoming more and more challenging for the player. The levels start simple, but as the player progresses through the game they  will encounter a variety of obstacles, ranging from turrets, to lasers and even particle free zones.

An early TaOVARG level
An early TaOVARG level

TaOVARG can be downloaded now for Windows.

Windows Installer (Windows)

Standalone Package (Windows)


  • Current Version: 1.3;
  • Platforms: Windows;
  • Engine: Unity;


Mamore is a Unity game I made to enter the Indie Game Maker Contest 2015.

The aim of the Mamore is simple, to survive for as long as possible. The player does this by preventing enemies from reaching the lifeblock, which will absorb any enemy that comes in to contact with it. Enemies can be destroyed either through collision with the player or by purchasing special block traps and turrets; which are purchased with credits that are obtained from destroying enemy blocks. However, with each block the player destroys the harder the game gets, slowly increasing the number of incoming enemies along with their size.

When an enemy is absorbed by the lifeblock the lifeblock’s energy grows. As the lifeblock’s energy grows so too does its size, slowly expanding until it can expand no more, when this happens the lifeblock explodes and the game is over.




Download link: Mamore Standalone

Click ‘n’ PoP

Click ‘n’ PoP is the first game I made in Unity and therefore is a simple game. The goal is to simply click on a certain number of balloons of a given colour before time runs out. Each balloon popped gives the player a little bit more time along with increasing their score.

However, as the game progresses it gets harder by increasing the number of balloons on screen, increasing the number of balloons needed to be popped and reduces the time gained from popping a balloon. The game ends if the player runs out of time or clicks on the wrong colour balloon.


You can play Click’n’PoP in supported browsers here.