Okay, I'm happy to oblige.
My first game was
Super Minesweeper attACK.
I wanted a standalone version of minesweeper that I didn't have to use microsoft store with, and was guaranteed that every puzzle could be solved with pure logic. The bulk of my work was designing an algorithm that would solve each generated puzzle using logic before presenting it to the user. If it couldn't be solved, it would regenerate it and try again.
My second game was
Acid Flip.
I wanted to make a parody of the many asset flips that were appearing on steam all made from the same asset pack called Unit-Z. It was a survival FPS featuring zombies. it was very basic and blocky like minecraft. I wanted to take the word flip and make it literal, crafting a gameplay loop that involved flipping gravity and throwing things into the air. The challenge would involve not flipping yourself too high and so the world includes safe spots that you could use to 'catch' yourself but not the enemies. The narrative concerned people using game assets so much that it manifested in the real world due to some pseudo science. I worked on adding more detail into the game assets and creating several interesting levels but even this was too much and unfortunately it remains unfinished. The main pitfall was that I bit off more than I could chew and struggled to design the last 2 levels.
My stress also reached a point after that, where it was hard to do any work in those complex systems. I've struggled to apply myself to complex things since then.
I do have a third project (
zelda style game) that I decided to work on from scratch to be sure I knew exactly how everything works. As I said though, it's a struggle these days.