Arcana

Project Overview

In Arcana, the player fights endless groups of monsters one after the other by drawing spells on his screen.

Monsters deal damage over time, hence the challenge lies in choosing the best spells and drawing them as quickly as possible.

What I did:

War of the Two Lillies

Project Overview

War of the Two Lillies (Wottl) is a 2-players hand-management card game that challenges players to do the most out of what they’re given.

Wottl is originally an exercise to make a game as imprevisible as possible while giving the players a lot of agency. To achieve this, I balanced the 52 cards by attributing special effects to every card and giving the strongest effects to the cards with the lowest base value.

Roving Shade

Project Overview

Roving Shade is a minimalist platformer that revolves around using kinetic energy to control the character’s jump height.

The faster the character goes up while running, the higher his jump will be. This mechanic that challenges the player’s sense of timing, combined with consistent physics, made this game an engaging die-and-retry.

What I did:

Justice & Guillotine

Project Overview

In Justice & Guillotine, you are in the Revolutionary Tribunal alongside other influent members of society. And none of  you will exit until someone has been executed.

Your goals—aside from avoiding death—are defined by your secret role and craft. These will overlap with some goals of the other players, allowing you to form fleeting alliances… that you can break at anytime, would your other goal become easier to accomplish.

Social Frenzy

Project Overview

Social Frenzy puts the player in the shoes of a sociopath who tries to appear normal. It isn’t meant to be an accurate depiction of mental illness but a disturbing experience about loneliness and not fitting in.

To survive, the player has to maintain both a high sanity and sociability. Both gauges deplete passively and can only be refilled via actions that jeopardize the other gauge.

What I did:

Lost Monastery

Project Overview

Lost Monastery is a map that slows the usually fast pace of Unreal Tournament to emphasise on tactic and team coordination rather than on personnal prowess.

I achieved this by placing few weapons on the map and by making positions easy to hold. This made every weapon a crucial objective and rewarded the team that coordinated beforehand to control the spawn with an easier fight.

What I did:

Miki The Little Witch

Project Overview

Miki The Little Witch is a Suicide Platformer in which the player embodies a witch who can die, resurect… and use her bodies as plateforms!

The player can have a limited number of bodies on the map at the same time, making the game a funny puzzle game that looks more like a die-and retry!

What I did:

Wild West Cities

Project Overview

Wild West Cities is a management, placement and negociation board game. Players will strive to build cities and their infrastructure. Because the resources are scarce, they will have to collaborate with other players to build efficiently. But only one will be remembered as the greatest architect of the West.

Halloween's Chaser

Project Overview

In Halloween’s Chaser, the player incarnates a child running away from the many dangerous obstacles preventing him from retrieving more candies.

The player will be put in one out of four situations and will have to respond accordingly. The farther the player goes, the less time they have to respond.

What I did:

Heimdall's Heirloom

Project Overview

Heimdall’s Heirloom is a text-based game in which the player is tasked with fixing the bridge between the worlds to prevent malevolent entities from swarming Earth.

To make the game more challenging, Heimdall’s Heriloom requires the player to manage his stats of health, gold, time and information.

What I did: