After a two-year break from game development, I joined MechJam IV, and for the first time, I wasn’t working alone. I had the opportunity to collaborate with an amazing composer experienced with Wwise and FMOD.
At the start of the project, I was overly ambitious and ended up designing numerous enemies and features. This was the plan I originally had in mind:


By the time we submitted the game, we had zero hours of sleep, only three enemies, three weapons, poor aesthetics, and no polish.
Through this experience, I learned a tough lesson: beware of scope creep, as it can turn a good idea into a complete mess.
Despite the challenges, I really enjoyed working with my teammate Unconscious Motifs. He created an incredible dynamic OST for the game, which, along with the buildings I designed as props, were probably the best parts of the project.




The game is rough around the edges, but it's still playable, give it a try.