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Where did all the stars go?           

⏱️ One week to one month

👥 Solo dev

Where did all the stars go? is a collection of small video games & prototypes I've made over the years with a shared theme: surprising players using twists, be it narrative or gameplay, with an emphasis on dark atmosphere.

It currently counts 3 entry

⚙️Gdevelop

Guide us home           

Guide us home is a relaxing clicker when you must guide ships of an homeless species toward a new planet.  Each ship welcomed earn you points to unlock buildings, helping you increase your population more efficiently. However the game will become more eerie over time, revealing it's cosmic-horror nature in it's final. The planet takes the form of a creepy creature devouring it's inhabitants, defending itself since they started hurting the planet with their buildings.

Game design 100%

SOLO

CLICKER

HORROR

2D

SCI-FI

Full game walkthrough

SOLO

EXPLORATION

HORROR

2D

SCI-FI

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Game screenshots

             Necrocosmos

Necrocosmos is an exploration game set in an open world looping on itself. Using your mouse you control a ship venturing into a dark galaxy where all stars went missing, tasked by a strange entity to find them all to bring back the light: 12 collectibles obtained by completing various challenges, sometimes requiring observation, dexterity to avoid touching obstacles or wit to solve puzzles. There is no game over but getting your ship destroyed will make you respawn at a random point of the galaxy, the goal of the game being to make the player feel lost and isolated.

The game twist is that after bringing all the stars to the entity it devours them, condemning the universe to a neverending darkness.

Game design 50%

Level design 50%

Missing in action      

Missing in action is currently a prototype using placeholders (some visuals assets are from other games), but likely a future finished game like the others (with its own visuals). The game is a 2d sidescroller shooter when you play as a mecha pilot defending earth against an alien assault. The goal was to make the player feel overpowered at the start and they take all its power back. In the opening sequence you easily destroy waves of enemies, until you overheat, making you fall on the ground, where your still stronger than your opponents but end up getting overwhelmed.  This lead to the loss of your mecha, which drastically twist how the game feei, now your just a lone survivor, and no one will come to save you, your end is inevitable.

Game design 100%

SOLO

SIDESCROLLER

SHOOTER

2D

SCI-FI

Current prototype walkthrough

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