5-Day Game Jam (October 2025)

Theme: “Death is an Opportunity”
Interpretation: “Death is an Opportunity — A Job Opportunity!”

With two artist, I participated in a five-day jam as the sole developer where we designed and delivered a playable game under a strict deadline with no prior planning. 

My role and responsibilities:

  • 100% of development and asset implementation.

  • Project planning and scope definition.

  • Time management and decision making under pressure.

  • Iterative feedback & communication for both gameplay and assert needs.

  • Setting realistic technical limits to ensure a playable build.


Due to time constraints, several features had to be cut, including additional environmental polish and vital tutorial gameplay sequence. Despite this, we successfully delivered a complete and functional project within five days. The projected was rated by 52 Users and landed within the top 13th percentile of submissions for overall and within the top 5% for creativity and visuals.

This project reinforced the importance of scope control, frequent testing, two-way feedback, and collaboration. Working with teammates preserved group and independent motivation to delivered a semi-polished project. This experience only goes to show how important it is to work with a team and the wonders it comes with.

“Death is serverd”

“Death is Served” is a small Indie game created in five days.
The team included two artist and myself as the sole developer. 

Set in the Land of The Dead, a witch (the player) finds themselves needing an escape. Equipped with skills from a past life, she takes a job in the afterlife, turning death into a new opportunity: a job opportunity!



The core gameplay loop centers around time-based order management and interactive minigames. The shift begins with a short grace period, allowing our witch to prepare raw ingredients ahead of time. Orders are communicated through the notepad and emoji bubbles. Recipe’s are made to be intuitive where they take the steps to make them is in reverse order to it’s name. 

For example, “Bloodied Baked Flesh” requires you to get flesh, bake it, then bloody it beneath the sink. 


From a technical standpoint, the project is built upon reusable systems for code and time efficiency. Multiple minigames share common interactive logic such as object dragging, collision handling, and completion flags. Meanwhile more complex minigames, such as the oven,  require careful layer and state management to maintain visual clarity and functionality.