back in early 2019, for some reason i decided it would be a good idea to enter a flatgame jam even though i didn't have the slightest idea how to make flatgames, or any other games.
and then i got sort of sucked into learning how to.
here's the game i eventually submitted for the jam, possibly the worst flatgame in the world, which is about rock pools and seashores and a little crab coming home to their fishfriend.
in which i continue trying to learn how to use construct2: a tiny seahorse. this one has like, collision and stuff. not really a flatgame, just a little cute thing.
construct2 attempt 3: baby's first platform game, made as a valentine gift for my partners. garden & snake
entered the ms paint jam just for the hell of it and made a tiny game about flying through space back home to your alien gf.
fuck this fanta can in particular: a small platform game about a sea slug who is unhappy to discover the fanta can in the mariana trench. (which is a real thing, btw). arrow keys to move & space to fire. it has levels! and an opening sequence! sound effects! pixel graphics!
no excuses!: an angry little pile of salt about ableism and capitalism.
this is around when i discovered that bitsy is a thing. i love bitsy. it has an awesome simple/retro look, it is very very easy to get started with but can be expanded, especially with hacks, into much more complex games.
for the most part i've been sticking with the simpler end of things, of course.
walk cycle: my very first bitsy. no real objective, just take a walk through some pixel woods before heading home.
the minotaur's tale: oh my god, if you had told me even a week before making this that i would be able to make a functioning roguelike i would've stared blankly at you and said "no." i don't know how i made this in a weekend, and it's not everything i wanted it to be, but at a basic level it works and i feel like that's a pretty big achievement.