Projects
Go to my Itch.io page to find all my projects, or click of any of them here to read more about them!
Econeer
https://double-gezicht.itch.io/econeer
Description:
Econeer is a dynamic ecosystem survival game on an island. You play as a biologist, tasked to discover the strange creatures of the island, while trying to survive yourself.
You might find that the island reacts to your actions…
Collect data, track the animal population, and try to survive!
Role in project:
Designer, Producer, Programming, Implementing.
Role in project:
Designer, Producer, Programming, Implementing.
With a group of 6 people, we created this game in 7 weeks. Our goal was to have a player experience what it is like to influence a closed ecosystem, and so, we first focused on getting the dynamic ecosystem done using GOAP.
I designed the interactions the player would have with the ecosystem, and the means of feedback (the radar) that the player had in regards to their influence on the ecosystem.
Designing a functioning ecosystem is challenging and fun! The fact that the system is fully dynamic and has unique outcomes every time motivates me to look deeper into dynamic systems.
Due to the short period for this project (7 weeks), we used six of those weeks to build the ecosystem, which left little time for testing and balancing. It was a fun challenge!
I started the balancing process through excel-sheets with values for each creature, deciding what “stats” each creature and food-source should have to create a dynamic and interesting system. The testing of this in the last saw over 15 tweaks in values, using sped-up simulations to test the effectiveness of the creatures and foods.

Prototype: Rhythm Combat
https://double-gezicht.itch.io/econeer
Description:
A rhythm combat game with focus on Game feel, still in prototype stages, exploring the combinations of fast paced combat and music/rhythm based interactions. My personal goal is to make this game feel fun and fast paced. The goal player experience is to have the player be fully engaged in both the music and the game, creating a flow state where the player is able to anticipate the next events of the fight naturally through the music.
Role in project:
Solo developer, development, design, art direction
Role in project:
Solo developer, development, design, art direction.
Interesting:
I enjoy building Gamefeel and Fast-paced-action into this project, as it really challenges me in how movement, abilities and fun combat is experienced the best in a Rythm–game context. My friends and I are soon going to build this game into a proper experience, and I am excited!
Current challenges:
Knightfall Ascent
https://jimsolux.itch.io/nightfall-ascent
Description:
A 2D platformer game built with full focus on Game-Feel, containing a few simple mechanics that work together smoothly. The game contains visual and audio feedback, a straightforward tutorial and level design pacing based on the “Kishotenketsu” principle.
Role in project: (Solo Project)
Development, design, level design, art direction
Role in project: (Solo Project)
Development, design, level design, art direction
Interesting:
I heavily enjoy creating smooth gameplay and game-feel, and I experienced careful polishing of the few simple mechanics to be very enjoyable, going from a rough and random feeling movement system to a smooth, intuitive movement system.
Current challenges:
Cavern Glide
https://jimsolux.itch.io/i-found-a-slide-in-a-cave
Description:
A 3D platformer sliding game made for the “Rapid Prototyping” course, focused on a single, fast, and engaging mechanic. In just a week, I explored an accelerating sliding system, making it fun and action-packed with a level full of varied obstacles. By combining camera direction and WASD input, you gradually feel the weight of your body as a high–speed projectile.
The core mechanic was inspired by Counter-Strike’s “surfing.”
Role in project: (Solo Project)
Solo developer, development, design, art direction
Role in project: (Solo Project)
Solo developer, development, design, art direction
Interesting:
It was fun to create a sliding mechanic! The game-jam time limited refinement, and challenged me to develop a way of moving that felt fun and exciting.
Current challenges:
The Curator
https://jimsolux.itch.io/the-curator
Description:
A 3D Horror game made with a group of classmates, intending to invoke feelings of displacement, fear and morbid curiosity into something large, powerful and incomprehensible.
Role in project:
Designer, Producer, Development help
Role in project:
Designer, Producer, Development help
Interesting:
Shaping a terrifying and confusing experience was interesting, as a lot of iterations had to be made, considering diegetic and non–diegetic elements within the game.
Current challenges:
Gamilize
https://jimsolux.itch.io/gamilize
Description:
Gamilize is a game for game designers, aimed at bringing designers together and learning new things about game design. The players analyze elements of a chosen game using the game element categories cards, rank the element in the tierlist, and then make an attempt at bettering the chosen game by thinking of potential iterations to the chosen elements.
Role in project:
Design, Card Design
Role in project:
Design, Card Design
Interesting:
It was interesting to create a tool that helps Designers analyze game elements and discuss them in a group setting. It worked really well and lead to in-depth conversations that lead to valuable insights!
Current challenges:
Survival of the Antest
https://jimsolux.itch.io/survival-of-the-antest
Description:
An ant management game in which you create lines of ants to reach food sources while trying to avoid dangers and predators.
Role in project:
Solo developer, development, design, art direction
Role in project:
Solo developer, development, design, art direction
Interesting:
It was interesting for me to adapt a turn-based boardgame into a real time game while keeping the same premise (as was the assignment). It was interesting to create the food transportation mechanic digitally, and making it engaging in real time. This project also taught me a lot about coding and management in bigger systems.
Current challenges:
Manpain
https://jimsolux.itch.io/manpain
Description:
A shooter game created to simulate the negative experiences that female gamers have in online games. The game is centered around the concept of “Mansplaining”.
Role in project:
(Co) Designer, Developer
Role in project:
(Co) Designer, Developer
Interesting:
It was interesting to tackle different mechanics and elements that strengthen or weaken the experience of being bothered by people online. Giving the player too much power or making things too extreme work against the experience. It was an interesting challenge to find the right mechanics and balance for the intended experience.
Current challenges:
Space Captain – Trajectory Infinity
https://jimsolux.itch.io/space-captain
Description:
A 2D platformer game without gravity, part of a course called Rapid-Prototyping. You play as an astronaut in a spaceship that is falling apart, and your mission is to make your way to a shuttle to save your life.
Role in project:
Solo Project
Role in project:
Solo Project
Interesting:
It was fun to play with the physics engine of Unity and try to come up with some unique ways of moving the player, aligned with how one moves around in empty space.
Current challenges:
Most of my projects are found on my Itch.io page! Have a look!