Potato Reaper

Potato Reaper is an arcade shooter game that rewards players with quick reactions. How do you shoot? You use an actual crossbow: aim at the screen and reload the crossbow to shoot! The goal is to survive and score as many points as possible by reaping potatoes. As you advance through waves of incoming flying potatoes, the game gets progressively harder, but you also earn experience points which makes you stronger!

Potato Reaper at the 2022 Gotland Game Conference show floor

Team:

  • Faruk Osmanağaoğlu – Lead Designer and Producer
  • André Fuladianpour Dahl – QA and Design
  • Iliana Despoina Tompra – Graphics
  • Iver Adrian Bhutani – Graphics
  • Dani Waked – Programming
  • Jacob Bekele Jansson – Programming

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Pump Cart Panic

The two players have to escape from a crazy scientist whose beans they have stolen. For this they use a pump cart that they power with their own, bean enhanced, muscles. They will dodge obstacles and projectiles as the train moves closer and closer. Can they get to the end and save their lives?

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Team:

  • Airui Zhou – Project Manager, Scrum Master
  • Pim Hopstaken – Product Owner, Artist
  • He Hong – Artist
  • Henrik Strömberg- Programmer
  • Yali Li – Programmer
  • Hampus Ivarsson – Game Designer
  • Joel Andersson – Game Designer

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It Has Been Three Months

It Has Been Three Months takes the player into the world of Lou, whose phone they have just found. The interface of the game represents that of a modern day phone, allowing the player to enter Lou’s world through social media, photos and communication with her friend Cass. The player must use these tools to find out what happened to Lou before she went missing.

The game was developed with Unity, targeting PC platforms.

Team:

  • Dani Rizal – Product Owner and Writer
  • Nora Ekeblad – Producer and Writer
  • Rebecka Lewin – Programmer
  • Lovisa Walchshofer – Graphic Artist
  • Alva Wäppling – UI Artist

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Safe Cracker

“Safe Cracker” is a puzzle simulator arcade developed by Ocean’s Seven. It casts the player as an aspiring thief, whose goal is to infiltrate into the corporate offices and crack many of the various safes. Each safe is locked by three different types of puzzles, including a dial lock, electronic lock and a deadbolt lock. The progression is non-linear: the offices have the safe types randomized, as well as the codes/combinations. Additionally, the player needs to avoid getting caught while cracking safes.

Team:

  • Indre Grigaraviciute – Product Owner, Game Producer, Programmer
  • Nikita Krivosein – Programmer
  • Aleksandr Poliakov – Scrum master
  • Georgi Madzharov – Scripting
  • Christoffer Johansson – Quality Assurance, Sound design, Design
  • Kenny Hwang Chau – Art
  • Marcus Kajimalwendo – Art

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