==PROJECTS==

~~Games~~

NAME

Lander: Blackout

SYNOPSIS

> TL;DR: Fly a spacship through mazes in complete darkness.

> ROLE: Solo developer

> STACK: C# and Unity 3D

> PLATFORMS: iOS, Android, Steam

> STATE: Alpha


> Play in browser

> Gameplay video

DESCRIPTION

My homage to one of my favorite games growing up, Lunar Lander, except it's in complete darkness. The only light in the game comes from your spaceship's thrusters.

The darkness mechanic makes you choose between seeing incoming obstacles and conserving fuel for conducting tight maneuvers. You aren't just left to your raw skills, though; from the beginning you have access to numerous powerups from shields to inertial dampeners. Every stat (fuel capacity, rotation speed, shield charges, etc...) in the game is customizable through the expenditure of Tech Points in the Hangar. You earn Tech Points by collecting Alien Head tokens, landing successfully, and other secret ways.

The game also features 6 unique wolrds that each present their own challenges across 11 levels; that's 66 levels plus a hidden world that can be unlocked giving access to an additional 11 levels. 77 levels!

NAME

Missile Commandish: Relaunched

SYNOPSIS

> TL;DR: Missile Commandish, but better.

> ROLE: Solo developer

> STACK: C# and Unity 3D

> PLATFORMS: iOS, Android, Steam

> STATE: Alpha


> Gameplay video

DESCRIPTION

While I am satisfied with Missile Commandish there is still more I want to do. That's where Relaunched comes in. This time made in a 2.5D style which adds more depth to the game, about .5 more depth. It will feature a campaign mode (you must manage numerous missile sites across your country), a retaliation mode (you should be able to attack back), new enemy weapons, better visuals, and an upgrade system.

NAME

The Unruled

SYNOPSIS

> TL;DR: A 2D action platformer made with hand drawn art.

> Role: Solo developer

> Stack: C# and Unity 3D

> Platforms: Steam

> State: Pre-production


> Gameplay video

DESCRIPTION

A 2D action platformer where the player plays as the last of "The Unruled", those made with blank paper, facing off against an invasion of "The Ruled", those made with lined or graph paper.

This one holds a special place for me as all the art is hand drawn and animated by me. My skills as an artist are capped at 12 year old level, so this game's art style leans hard into that. It's been fun putting this together as it pulls from my love for platformers like Megaman which I grew up trying to master (I've only been able to beat a few of the games).

The player's character "The Dude" is highly agile featuring abilities like dash, double jump, wall jump, wall slide, and a 360 degree firing arc. Though powerful The Dude is not invulnerable; you'll have to navigate increasingly difficult enemies and obstacles relying on your ability to master The Dude's skills.

NAME

Missile Commandish

SYNOPSIS

> TL;DR: An homage to the classic 1980s arcade game Missile Command.

> Role: Solo developer

> Stack: C# and Unity 2D

> Platforms: iOS, Android, browser, MacOS, Windows

> State: Released 2019


> Play in browser

> Gameplay video

DESCRIPTION

My homage to the classic arcade game Missile Command. This was my first game that I released on my own.

For some reason whenever I learn a new language I usually make a game for some reason I always make this game. So far it's been written in AGK (App Game Kit) BASIC, AGK C++, C++/SDL2, Unity and then again in Unity (because I lost the source code for the first iteration).

It was fun to work on as Missile Command was the first game I ever played in an arcade. My favorite thing about this game is an iOS review it received, "Great while playing on the toilet." This is possibly the best compliment a mobile game can receive.

~~Websites~~

NAME

CozzieCrumbs.com

SYNOPSIS

> TL;DR: Website for a small bakery.

> Role: Solo developer

> Stack: React, TypeScript

> Platforms: Browser

> State: Released 2024


> Delectible desserts

> Order

DESCRIPTION

A website I created for a local bakery, Cozzy Crumbs. Made with React and TypeScript. It features a Shopify web store where customers can order delectibles from. Was React overkill for this? Yes, but I felt like practicing my React skills at the time.

NAME

TheSenator.dev

SYNOPSIS

> TL;DR: This website.

> Role: Solo developer

> Stack: HTML, Vanilla CSS, Vanilla JavaScript, Web Components API

> Platforms: Browser

> State: Released 2024


> Link

DESCRIPTION

A brutalist website built with Vanilla JavaScript, the Web Components API, Vanilla CSS, and HTML.

~~Apps~~

NAME

The Electric Meatball

SYNOPSIS

> TL;DR: LLM agnostic, web based, AI chat app.

> Role: Solo developer

> Stack: React, TypeScript, Node.js, Express, SQLite

> Platforms: Browser, mobile, Progressive Web App (PWA)

> State: Closed beta

DESCRIPTION

An LLM web interface I made which is similar to ChatGPT's, or Gemini's, chat apps. It allows the user to use their own API keys and tokens and select any model to use (currently only OpenAI models are supported). It comes in two parts: a frontend UI (made with React and TypeScript) and a backend server (made with Node.js, Express, and SQLite). I host it on a local Linux web server, so I can use it wherever I am.

Currently it supports creating and editing "Meatballs" (think of GPTs or Gems) which can be assigned per chat, full chat thread history for any number of threads, and selectable LLM models to use per thread. Planned for the future is: file read support and management, memories that persist amongst all threads, and image creation and management.

The inspiration to build it was that I was spending A LOT of money on an Enterprise membership. After reviewing the API prices I knew I wasn't using $60 a month worth of tokens, so to save money I decided to build my own chat web app. I've gone from spending $60 a month for Enterprise to less than $30 in the last year.

NAME

Here For You

SYNOPSIS

> TL;DR: AI enhanced journaling application.

> Role: Solo developer

> Stack: React Native (mobile), React (PWA), TypeScript, Node.js, Express, SQLite (mobile), PostgreSQL (server)

> Platforms: iOS, Android, browser, PWA

> State: Closed beta

DESCRIPTION

An AI enhanced journaling app. Besides being a personal journal and mood tracker, this app allows the user to have their journal entries analyzed by AI and receive valuable feedback.

Initially this started as a personal journaling application and AI experiment. I modeled it after my style of journaling which is in short blurbs (think tweets) as it only allows for up to 1000 character journal entries; maybe about 1 page of text. Sure it's a lot more than a tweet, but I didn't want to totally limit myself. HFY also maintains memories across journal entries so the AI companion can give better analysis.

All data is stored locally, but can be backed up in the cloud. The mobile app was made with React Native, TypeScript, and SQLite and has a Node.js/Express backend supporting it (primarily for authentication). The PWA version was created with React and TypeScript and Mantine.