Stardust Voyager
A space Roguelike shooter demo with procedurally generated levels and full gamepad + keyboard/mouse support. My main project right now.
From tiny pixel games to 3D indie titles, I enjoy the whole journey from one line of code to a living world. Always tinkering with Unity, Godot, and my own engines.
Frontend, backend, client, and tooling โ I can build it all. I love polishing the dev experience and crafting little tools that boost efficiency.
I believe "shipping it" beats "thinking it through." Currently crafting my own indie game and small tools โ feel free to watch and build together.
A space Roguelike shooter demo with procedurally generated levels and full gamepad + keyboard/mouse support. My main project right now.
A WebGL-based casual puzzle game that runs purely in the browser, with a level editor and community sharing.
A self-built pixel animation and map editor with hot reload, frame preview, and one-click sprite sheet export.
A multiplayer online prototype with a custom state-sync framework, focused on low-latency feel.
A pixel-art action RPG with hand-drawn sprites and a performance-friendly ECS architecture, driven by story exploration.
A physics puzzle game with a self-built lightweight physics engine, featuring community-submitted levels voted on regularly.
Began with my first Pygame mini-game and officially set off on the indie path.
Studied Unity and the graphics pipeline in depth, shipping my first effect-laden demos.
Released my first playable demo on itch.io and got my first batch of player feedback.
Built efficiency tools like PixelForge, handing repetitive work to scripts.
Finished a custom Netcode framework and shipped the Neon Arena multiplayer prototype.
Polishing a full indie game with a Steam release in sight.