The following games, for various reasons, did not make the cut to be featured in this portfolio. However, for the sake of preserving history, they will be remembered here.
Warning: There are varying degrees of quality amidst these dragons. Play at your own risk.
What are you to do when you want to make your first game, but have zero artistic talent or ability to code a physics engine? Why, make a text adventure, of course!
Coded in Visual Basic in high school, Fulchrine is one of Jared's very first projects in the history of his career.
And boy, does it look like exactly that.
The game features breathtaking set-pieces, including "click the correct key to open the chest!", "Press menu buttons to fight a dragon!", and "Take out a hydra by clicking its heads in order!"
Truly exciting stuff.
Battle Pong (2011)
A combination of Pong and Brick Breaker, both players attempt to bounce their ball past the other player's paddle, all the while aiming for power-up blocks in the center to give them an edge!
One of Jared's first GameMaker projects from high school that would eventually shape his aspirations for careers in the future.
It was also likely the project that gave him the least amount of headache compared to everything else he's ever made.
Extra Credits (2013)
Jared's first game jam game, recklessly smashed together in less than 48 hours with a team of three. The result was a simple Space Invaders-esque clone, starring fake credits as the enemies while the "credits scroll on the end of the world."
This game was the defining turning point in the poor innocent freshman's life. From this moment on, he knew for sure that he wanted to dedicate himself to a life of madness and insanity developing video games.
Back when "2D platformers with a twist" were all the rage, Jared tried to make one of his own for his first dedicated solo project. Change the force of gravity in any direction to guide your character to the goal line. Walk on walls, ceilings, or even change your momentum in midair!
Despite liking the initial prototype, various circumstances caused him to shift his attention to making and completing Cipher instead.
Like a Ninja (2013)
"You only get one!"
That was the theme for Jared's first Ludum Dare game jam. Naturally, he interpreted that to mean "You only get one second," and cranked out a split-second typing game.
Fun fact, even the developer has a difficult time beating the final boss sometimes. Creating this game led him to discover that he sucks at typing.
That Freaky Basement Feeling (2014)
Eager to learn Unity, yet woefully inexperienced in the world of 3D modelling and animating, Jared decided to take the easy way out and develop a horror game that took place in pitch blackness.
Save for a few lights that acted as "safe zones," the player was forced to use their ears to hear where unrendered monsters menacingly didn't move from their static positions while they growled, screeched, moaned, and whispered at the player. All gutteral sounds were lovingly made by Jared himself in a musty, non-soundproofed basement. Despite the obvious cheapness of the game, it still managed to make some people simultaneously jump away from the computer and forget they were wearing headphones.
The unfortunate tragedy is that this game was developed before Jared took any sort of version control seriously. The only living stable relic comes in the form of a unity.3d file that is no longer supported by most browsers. Significant work would have to be done in order to make the game WebGL compatible, so the game is no longer in a playable state.
The wonderful sound effects, however, have been preserved for all eternity, and can be found here. Jared takes no responsibility for any trauma that may be inflicted upon listening.
Created in a sparse 48 hours for a game jam, eStranged is the culmination of a team of four's efforts to make a unique puzzle game using the theme "Separation." The resulting fever dream that is the final product took 4th place out of approximately 20 teams.
Despite there being many cryptic messages written on the walls of the levels, and the "suggestion" of a deeper plot, the developers advise to just not think about it. Especially considering the fact that the ending was literally cut with nothing to replace it due to time constraints.
It turns out creating a stable, fun game as well as a unique, interwoven plot is not exactly easy to in a single a weekend. Lesson learned.
Time is Running Out (2014)
An eclectic cacophony of madness, Time is Running Out was developed during the Epic Game Jam, a jam that would constantly add new themes to the competition, including "running out of time," "super bacon," "tentacles," and "butt-to-butt teleportation."
And dammit if the team didn't try to include every single one of those themes.
The result is a single-player racing game where you race yourself. A ghost time-trial, of sorts. With no goal other than "beat yourself," the game was slightly lacking in content, but certainly not in art direction.
Cinema Jumper (2014)
This is what happens when you let students do a free-form "creative" project instead of writing an end-of-term paper for your Japanese Cinema class.
Developed while abroad in Japan, Cinema Jumper attempts to capture the direcorial styles of Akira Kurosawa, Yasujiro Ozu, and Kenji Mizoguchi through its level design.
Upon further reflection, this was way more work than a term paper, but it's too late to have regrets now.
TOO MANY BULLETS!!!!! (2015)
Taking the "bullet hell" genre to the absolute extreme, TOO MANY BULLETS!!!!! allows you to build an army out of the corpses of your slain enemies. Grow your legion and lay waste to everything in your path.
It became apparent VERY quickly that there was, in fact, too many bullets on the screen after a certain point, making it literally impossible to dodge everything. To compensate, the hitbox for the player character was removed, thus removing any shackles that would restrict them from inflicting total mayhem onto the screen.