Desktropolis is an idle city builder that lives quietly at the bottom of your screen while you work, game, or study.
The game features deep customisation - city colors, phone cases, wallpapers, and landscapes - alongside mayor offers, mini-games, and disasters to keep things interesting. It's designed to coexist with your setup, not interrupt it.
Underneath the simple look there's a lot going on - buildings boost each other based on proximity, four distinct progression categories to optimise across, and a near-infinite combination space that rewards experimentation.
Built at Bean Juice Studios with a 3-person team. My work covers gameplay systems, save systems, and core game logic.
Puttler is a mini-golf puzzle game featuring wacky obstacles and a charming backstory. Build contraptions to score the golf ball under par across 14 courses and over 250 unique holes to solve.
Instead of swinging a club, you place pieces and run the simulation, tweaking things to get the ball in the hole - each level is a fresh physics puzzle with its own solution. My work covered the core systems, save systems, and a chunk of the level design across all the courses.
Bean Juice Studios' first commercial title, and a successful one - launched to a Very Positive reception on Steam.
Jinko was Bean Juice Studios' first shipped game - launched in August 2024. Getting something out the door for the first time is its own kind of milestone, and this was it.
Four modes cover everything from a competitive arcade mode to a full custom mode - where you set the gravity, spawn rate, and timing, then share your creation with a code. I built the custom mode, implemented the global leaderboard, and handled core systems and save systems throughout.
This is where it all started.