Escape From Planet Earth

Escape From Planet Earth is a multidisciplinary live-action game made for Dextrophobia Rooms, designed to serve as an entertainment service for festivals, team buildings and other social events. The game can involve 100+ players and features cooperative team play elements revolving around solving puzzles, managing resources and fast-paced competitions against other teams. It gradually scales from small minigames within your team to games involving all of the players. Besides making the general design and some of the mechanics in the mini puzzles, I've written and directed an exclusive 30-minute movie that was made to serve as a branching narrative force, giving the players options for moral choices and emerging them into the story and atmosphere of the game. 

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Crawler

Crawler is a direct homage to old school dungeon crawlers and the team's mutual love for cyberpunk and Blade Runner. We took the idea of an agent running a Voight Kampff test on a potential android and we turn it upside down. In Crawler you are an evil AI disguised as a human trying to hack into a mainframe full with Snatchers. You wander through a procedurally generated maze in a typical rougelike fashion. And if there is an encounter with a Snatcher, he will put you through the Voight Kampff test. Your response will be measured by your answers to a series of questions and by the wide range of facial expressions you can select. Find the terminals, avoid Snatchers with your special AI tools and pretend to be human if caught. Easy, no?

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2022: A Midspace Journey

What happens if you combine the FTL layout with the Among Us setting in a reverse-horror survival colony sim where your primary goal is the crew's lethal demise? Well, you get this game! You play as the evil AI (imagine that HAL9000 and Shodan had a kid) controlling a spaceship full of innocent crew members. During the night you can enter the crewmates' dreams when they sleep and figure out their deepest fears. During the day you can manipulate the ship or induce hallucinations with a deckbuilding mechanic. The goal - try to lower everyone's sanity level so they would commit suicide before the ship reaches its final destination. And try not to raise the SUS level, otherwise the crewmembers will shut you down from the mainframe.

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Short Circuit

Short Circuit is a 2nd place winner in Sofia Game Jam 2020: a puzzle game where you need to repair a broken arcade machine in order to play the game installed on it. The interesting thing about it is that the game is played simultaneously on two layers. You have to constantly rearrange the circuit boards and the wires connecting them in order to give the arcade's input controls electricity and a function (such as jump, move left, move right, pick up, etc.). On the other hand you also need to solve the puzzle in each level, while switching the circuit boards and considering your limited amount of wires. 

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Mistreat Fighter

Mistreat Fighter is a domestic 1v1 insult fighting game where you compete with words instead of fists in the eternal battle between men's and women's ego. This game is made in 48 hours for the 2018 Game Maker's Toolkit game jam themed "Genre without Mechanic". It gathers inspiration from Monkey Island's classic insult sword fighting and tactical turn-based rpg card games such as Magic The Gathering. Your main goal in the game is to choose proper topics to argue based on the mood of your opponent. Some of them deal a huge amount of damage if your enemy is angry but have no effect on a calm person and vice versa. The enemy will have a chance to defend himself with a counter-argument and decrease the taken damage. All attacks and defenses have a different impact on the mood of the characters. If your mood meter drops down you enter a "panic attack" where you can't use defense against the enemy attacks. 

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The Cuckoo's Nest

As a 3rd place winner in Sofia Game Jam 2019 this FMV game puts you in the shoes of a humble bartender that needs to take care of his various clientele and keep his bar intact. The gameplay seamlessly switches you between resource management (try to sell more drinks and use the money to refill your products) and adventure/puzzle mechanics (you constantly have to chat with different clients while pouring them drinks, traverse through branching dialogue trees and try to learn as much as possible for each client). Your final goal is, of course, to end up with more money. This means pouring the favourite drinks of each client and at same time not wasting them punch-drunk because they won't be able to order more drinks. Some of them can't handle certain types of alcohol, others hate each other... It's up to you to figure that out.

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KROKODИL

KROKODИL is one of these game ideas that you regret not finishing for the rest of your life. Although it didn't end up where we wanted it had quite a huge potential to get there. Being a 1st award winner in Sofia Game Jam 2018 and earning a special prize and mentorship from Ubisoft, me and my team decided to continue its development. What you can see in the jam demo is an adventure game disguised as an audio surveillance puzzler set in an 80s dystopian soviet country. The idea is that you control an undercover agent from a van and all you can do is hear the sounds from the wire he wears and give him a little guidance via the vintage gear you have in your van. Much like its obvious inspiration (Papers Please) all the HUD elements and user interaction is implemented within the gear you use: terminal, tape recorder, walkie talkie, oximeter, etc. Our most genius idea we began developing for the "never-released-demo" was procedurally generated content which allowed for a completely different playthrough and puzzle solutions without messing up the narrative linearity. 

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Rolling Wild

This is a couch multiplayer game for three people with a really simple idea: you are a balloon trying to push around other balloons into spikes. And all your control is reduced to Inflate and Deflate the air inside you and, thus, change your size. Inflating air makes you bigger and stronger which means that you will rotate slower and it will be more difficult for other players to push you around. Deflecting air makes you more vulnerable but, on the other hand, it makes you faster and gives you the ability to dash yourself if you deflated all your air at once and timed your rotation right. Gravity also has to be considered while you perform your acrobatic skills: smaller balloons are heavier and fall downwards, while bigger balloons float upwards.

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Crocodile

Crocodile is a hardcore pen'n'paper experience and requires a Dungeon Master and а bunch of pens and papers in order to be played. The DM creates a labyrinth of walls, loot and obstacles (and a crocodile) within a 10x10 square field. The other players are wanderers in this dark cave, competing for the one true treasure. The most interesting feature here is the fog of war: everybody can hear the others' turns (which involve one move and one action) but nobody knows the starting position of the other players. Armed with 3 bombs, 5 bullets and one unique special action all players must search for the treasure while keeping track of each other's turn and blindly discover the pattern of the level. 

Major Tom

Major Tom is far from calling itself a game (or even a demo) but it is my first attempt to create a game and thus it is still close to my heart as I consider it a turning point in my career. I designed all of the locations, story, characters and puzzles for this adventure point and click game, but the development process went as far as this vertical slice of the first level of the game. If you wish you can wander around the level and enjoy this naive tribute to classic adventure games, sci-fi and pop culture.

It's coded entirely on javascript and can be played here.