my stuff

here's a bunch of random stuff i've made. music, games, animations. mostly unfinished. this is sorted by how finished / cool(?) i think each project is, "coolest" and most finished-est is leftmost.

i would put dates on these, but for a lot of these it's tough to pinpoint when it was started / finished / last edited. i jump around projects often.

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custom ruins in tacklebox

i feel like when i say "i made a couple custom ruins in tacklebox" that sounds pretty impressive or whatever, but my implementation was about as basic as you can possibly get lol. you can watch yt videos of the two custom ruins i made for tacklebox here and here.

ever since i first beat tacklebox, i've always wanted to mod the game, but at the time (and honestly still now) i had zero modding experience, zero experience in unity, and only a basic understanding of programming in gdscript (python). it was only about halfway through 2025 when i actually (finally) started trying to get into modding the game. going from "basic programming experience, but never modded a game before" to "creating a custom 3d level editor mod" was a bit much... but i never actually did make a level editor for the game.

the way i ended up making my two custom ruins for tacklebox was just by directly replacing a mesh in the game files... lol. emphasis on replacing, cause i don't even know how to add new files or meshes into the game, i only know how to replace files with something called UABEAvalonia. this is obviously really scuffed, and when doing this the textures are all screwed, so you have to play with the debug menu to change the textures to something you can actually see. i also don't have access to adding any kind of objects, like fish or pots or coins or anything like that, it's only a static, textureless mesh. and on top of all this, to install the map, you have to download my provided mesh and go through the exact steps i went through to change a mesh file in the game to the downloaded map mesh (more detailed info in the downloads for these maps, or here if for some reason the vids get deleted). so the install process is really verbose, which is unfortunate. but it also means you have to directly change the game files in your game's installation. so to uninstall it, the easiest way is to just reinstall the entire game.

despite all this, i'm still really happy with how these two maps turned out tbh. the first map, which you can see a video of here on youtube, was mostly a little thing to learn blender, but also to test stuff like scale, and how steep a slope needs to be before you can't walk on it, and stuff like that. then from there it turned into what you see today.

in the second map (yt video of it here) i really tried to make a ruin that felt like it could possibly be a base ruin in tacklebox (hopefully i achieved something in that aspect? lol). i think the platforming challenges in this map are.. fine, although in hindsight... eh. the way you enter the ruin is rough, and at the tippy top those sloped wall jumps are just annoying lol. i'm still happy with the composition of the map. it's kinda interesting how not having access to textures means you really can only focus on the forms of the shapes you are making.

i am happy with both of these maps but honestly i wouldn't recommend installing these unless you really really want to. the installation process isn't that bad, but yea they're probably just small enough to not warrant installing, so that's why i uploaded the vids of them.

roblox tycoon lol

i made a roblox tycoon with a friend some time in january 2025 lol. we finished it in febuary 2025 and i guess it's the first game i've ever finished and actually published. you can see the roblox page for it here, it's called "aimbot tycoon". you have a plot of land where you start with nothing other than a target that you click. when you click the target it gives you money. from there you can upgrade your base or whatever, and you make exponentially more money as you play.

essentially, it's an incremental / clicker game where you click targets that get harder and harder to click, due to them getting smaller and moving faster.

i've always wanted to make things with friends, whether that's games or music or whatever. and i've toyed around with making games with friends before (one of which being "pendulum" which i'll probably write about somewhere on this page) but none of these really got far. i assume it's because not everyone was equally as interested / invested as i was, i guess(?).

with this little roblox tycoon thing though, i think there's a few reasons why this one actually got finished. the first reason i think is just cause the friend who i made this with likes to play roblox lol. the second reason being, roblox's tool for making roblox games, "roblox studio", makes it really easy to create things with others (it's.. really good, genuinely). compared to like, godot for example, you need to make a github, invite your friend to that github, then from there you need to kinda plan around each other and you're always worried that like, changes you push will conflict with your friends changes, and stuff like that (at least that was my experience with making games with others in godot). but in roblox, basically you and your friend install roblox studio, you invite your friend to the project, then you can see their changes in real time, and that's it. it auto saves, you can both edit the project whenever you want, and generally it's just a good editor (which makes sense cause like a billion people play roblox every day).

the third reason for why this got finished, i think is cause there's already been (probably) thousands of tycoons made in roblox, so there's templates out there to get started, which we used. i think the template was most of the code for this game lol. so the only code we actually wrote was just the stuff with the targets, then we did all the "modelling" (the modelling just being primitive shapes mashed together directly in the editor), and that was it.

so it was a simple project made with what i assume are the best tools out there for making games with others, and we both were somewhat invested due to these factors i guess.

writing this now, almost two years later, i think i'm happy with it? it feels silly (and maybe even a bit embarassing?) to say i'm happy about a roblox game i made, especially since it's a tycoon. but i feel pretty confident in saying we did something new and novel with the format, and it wasn't just an incremental game. i'm also happy with it cause it was a thing i made with a friend, so this project is special to me because of that. (not that i need to justify why i'm happy with making a thing... i just thought i'd mention all that lol.)

"line bouncy"

i started this some time in november 2024 iirc, and think i would say this is the first actual game that i've finished? i wouldn't say it's a fun game, but i would say it is A Video Gameā„¢, and it is pretty much finished.

if you've ever seen that mario 64 ds minigame where you draw a line that turns into a trampoline for mario to jump off of (here's a yt vid of it), i essentially recreated that game, except the camera follows the mario and you need to bounce the mario over to the level exit. and every wall kills you.

there's 26 levels as of writing this, and some of those levels, i have never beaten! cause it's really easy to make levels in this that are way too hard. especially since later in the game i introduce a mechanic where there's some spots that don't let you draw trampolines. i could never find a kind way to introduce that mechanic, it's just evil. but i kept it anyway.

i think i've heard people say this before, but this is where i realized first hand that, when designing levels, it's way easier to make hard levels compared to making easy levels. "hard" is the default, and you need to work toward "easy". and it's hard to make hard levels fun, and it's even harder to make easy levels fun. i think this of course depends on the project, but yea for this game it definitely rings true.

i feel like this game idea could be.. something... but i couldn't find it, and i don't think nintendo found it either with that trampoline minigame in m64 ds, although that (of course) is better than this. it's fun to just draw lines and bounce the ball around, but i didn't know where to go after that. and a game like this where you collide with a goal object to progress was the first-and-worst (but easiest!) thing to do to build this idea. it's kinda frustrating when you have a rudimentary, kinda fun idea, but then you don't know where to take it, and also it might just be a novel for a short time, but after a little bit it gets stale. it's frustrating when you follow the fun and it leads to dead ends.

jaspevOS

this was a little animation of a fake OS called "jaspevOS" that i made in after effects some time in 2022. you can see it on yt here. it would be cool if i like... made this real.