top of page

For now I'm making an expansion to the bullet hell game in the collection. The main thing I did is rewrite the code to allow more flexible enemies. Previously the enemies never moved and their bullets mostly did the same thing: shoot towards where you are. For an expansion I'd like to try different things like having them move back and forth, or having bullets that chase you around, things like that.

Today I reorganized the home page on this website. Now the games are sorted by how how proud I am of them, that way people can immediately figure out which games I'm the most happy with, and to find the games in order you use the top menu bar. While sorting the games by pride, it's a bit sad that a lot of games made with other people scored low, even though I learned a lot while making those games. But also the games at the very bottom, I came very close to just deleting them altogether. For now they'll still be around on the website, but after enough time maybe I'll just get rid of them forever.

It's the end of the year. To celebrate, I will quickly review all my games this year, from favorite to least favorite. Also if you count 2024 Collection as 4 different games, and the 2 versions of Battery RAM as 2 different games, then wow I released 12 games in a year (even if most of them are small ones).


S tier: Randomly Generated RPG. No surprise, I'm still proud of this game. Plus this is the game I put the most amount of time and effort into this year, complete with a bunch of side features like the encyclopedia.


A tier: Battery RAM. I think the original concept of the game was great, and I'm happy I improved upon it with the events. I'm also glad I tried out the undo feature. This game was definitely the most influential one in terms of improving my programming skills (Randomly Generated RPG's code was good in some places and suboptimal in others).


B tier: Flower Draft. A pretty simple tweak on Tussie Mussie but I like it. I especially like the player interaction and bluffing parts, I think those will be things to focus on for future card games (which I still want to take a hiatus on, but probably will return to them sometime next year).


B tier: 2024 Collection. I enjoyed doing 4 quick games in a month, will probably repeat it for December 2025 too. What's funy is that even though I think the 1st game was pretty good and most likely to turn into a full game, it didn't feel experimental enough. Meanwhile the other games were more experimental, and yet I like them less.


C tier: Turn-based Clash Royale. Didn't get released but I put in so much work on it that I figured I'd mention it on this list. This is the point where I'm no longer as proud of my work. But also I don't feel particularly excited by this game anymore. Maybe cause it's hard to balance, maybe cause it feels like an awkward and slower version of actual Clash Royale. I feel like if I actually finished this game, it would need some kind of overhaul.


D tier: Ivy Underground. Funny to put my Capstone game so low right? Maybe because the design had to be a compromise with a bunch of other people, but I'm not really so happy with it. I feel like the card and movement system needed more work. I'm not sure if any of the rest of the team is interested enough in fixing up the game either. The most memorable part for me was learning about spreadsheets though, that was very valuable.


D tier: Inventors Showcase. Replacing your played cards was a neat idea but I don't know if I executed it that well, and overall I feel that Battery RAM was a better execution of a game where you choose an action and then resolve your robots. Also it just lacks a bunch of my new coding improvements.


F tier: Pogo Marathon. These last 2 are games very quickly made in a somewhat mediocre game design class. I guess I slightly prefer this one but overall I don't think it's a very unique platformer (also it's a really hard game).


F tier: Archery Game. A big problem for Archery Game is that there's very little for players to do during the game, you just time a single button press.

Thomas Tang (DZ)

tt2195@nyu.edu

+1 (646) 236-5503

Redmond, WA

©2025 by Thomas Tang

bottom of page