Games Academy Autumn 2018/Spring 2019: Stabby Crabby

Stabby Crabby

Kooma Interactive

Kimmo Heinonen: Project Lead, 3D Artist
Kalle Vikström: Lead Artist, UI & Effect Designer
Jerri Ahonen: Programmer, 3D Artist
Suvi Kemppainen: Programmer

The (Crab) Meat of It

Stabby Crabby is a 3D survival arena shooter/”knifer”. The goal of the game is to survive as long as possible.

You play as a knife-wielding, gun-toting crab fighting against waves of mutated enemies on a trash-filled tropical island. You can slice enemies with a knife by pressing the left mouse button and shoot by pressing the right mouse button.

The main menu.

Slicing is fast but dangerous in close quarters, shooting gives you an edge by killing several enemies at once but bullets are sparse. Take your chances by diving into an oncoming enemy hoard to pick up an elusive bullet, shoot your way out or use the recoil to fly through the air to safety. Or just hack-and-slash all the way through!


The idea for the game came from the viral video of a real-life crab wielding a knife. The game quickly became a fun, quirky version of Devil Daggers with cartoony graphics. We wanted to keep the two different attacks and the waves of enemies spawned from bigger enemies as well as the survival aspect.

Originally we wanted to include a “power stab” super attack and high scores but ended up tabling them for now due to time constraints and unexpected delays. The latter being code for both programmers having surgery during development and being overly optimistic about recovery times. This also pushed the project from autumn to spring.

Screenshot of gameplay.

During development we played around with the idea of having a stamina bar so that the player cannot attack the enemies all the time. It ended up making the game less fun so it was taken out. There were also ideas for many more enemies with different attack behaviours. There was even a 3D model ready for another fearsome foe, but we opted to stick to the two we had for the final version instead of finishing something in a hurry.

The final game ended up a fun bout of slashing, shooting and dodging a hoard of zombie toasts spewed out by angry toasters. The core mechanics and enemy spawn system in place, the world of Stabby Crabby can be easily expanded in the future.

The game has not yet been released.

Games Academy Spring 2019 – Hey Hoy Houley Mouley


Team Members

Lauri Rantala – Programming

Mika Yli-Pentti – Programming

Julia Lammi – Art

Miska Koivulehto – Art


Game Idea
Hey Hoy Houley Mouley is a multiplayer arena brawler for 2 to 4 players. Players can battle on four different maps, where they try to push each other off the stage. If a player is hurt enough, their character will get stunned for a while and that’s when they can be easily shoved off the stage. Before each match players get to choose how many points are needed for the victory.

The game has three different weapons to choose from, in addition to unarmed attack, which is also a valid option for the most brawliest players. In a game of four people someone has to be unarmed. Each weapon has different stats, the spear for example has the longest range but does less damage and knockback. Sword does the most damage, but not as much knockback as the shield, which does the most knockback. It’s a Rock-Paper-Scissors sort of a  situation.

We got to our initial game idea pretty quickly. We had other ideas also, but this one stood out the most, and everyone felt like they could work with this kind of project. Our scope wasn’t too big, so we got mostly everything we wanted done by the deadline – except for environmental hazards. More game modes that would have fitted our vision of the game could have been made. Some of the art was left out of the game: e.g. character textures, due to one team member getting sick and unable to send the texture files.

Visual Design
Our graphical style was pretty clear from the beginning. We wanted to make somewhat simple and playful game, with lowpoly characters and levels. We had to plan our character designs so, that they could use same skeleton and animations, but managed to get them to look different enough from each other’s.

First we thought of creating a fully physics-based game with active ragdoll characters, but through some setbacks and lost time we opted for the middle ground. The characters now switch between animated and ragdolled states when they get stunned or killed. The scope for this project was just right to allow us to learn new stuff, but also have a finished product by the end of the semester.

Download the game!

Games Academy Spring 2019 – All That’s Left

Anthony Vanoostendorp – Project Manager, Artist
Teemu Niskanen – Lead Artist
Nikolai Jonasson – Artist
Vi Viro – Artist
Teijo Lukkarinen – Lead Programmer
Sami Sipari – Programmer
Ville Heikkinen – Programmer
Santeri Sivula – Programmer

Additional help: 

Pauli Ondruska – Audio

About the Game


All That’s Left is a level-based puzzle-adventure 3D game. You take control of Corious, a space-wandering tinkerer looking for signs of life, until his spaceship crashes on a deserted shattered world. The core game loop consists of platforming as well as solving puzzles using little robots called minibots, which Corious discovers on the first level. The player is able to send out minibots at any time and take full control of them. The goal of the game is to reach the end of each level in order to pick up a new spaceship part to repair it.


The idea for the game was already decided during the winter break. We took great inspiration from Clank’s side missions in the game Ratchet & Clank. We used the holidays and the first weeks to do some benchmarking and find more inspirations for the game. Initially the minibots were going to be automated, non-controllable robots that would walk in a straight line before encountering an object to interact with. We later realized our game was nothing but a walking simulator and that the game wasn’t that much fun. With the help of a teacher of ours, we decided to make the minibots controllable as well and this decision really added a whole new level of depth and layer for the core game loop. After this decision was made, development was much more swift when compared to the first month of just pure prototyping.


The minibots have three unique abilites; hacking, bombing and bouncing.
Below are gifs showcasing these abilities.

Hacking allows the minibot to hack consoles. These consoles can activate moving platforms, open doors, deactivate traps etc. The hacking ability is essential when it comes to solving puzzles, so put on your thinking cap and asses the puzzle in hand carefully.

Bombing does exactly what you might think it does. Make the minibot explode itself in order to kill pesky enemies such as frogs and scorpions. But watch out, the frogs can be unpredictable at times, so be ready to bomb them at a short notice.

Bouncing is a fundamental ability when it comes to traversing and platforming. Have a good grip of your joystick, since there will be some tight and precise platforming puzzles that will truly test your skills.

Game Contents

The game includes:
– Several control and volume options
– Save feature
– Intro Cutscene
– 8 levels
– End Scene with credits

We truly hope you enjoy this game project of ours. It is a culmination of 4 months of hard work.


This game is playable with keyboard & mouse as well as Xbox 360 controllers.

Move Character – WASD / Left Stick
Move Camera – Mouse / Right Stick
Jump – Spacebar / A
Zoom – Mouse Scroll / Triggers, Bumpers
Send out minibot – LMB / X
Hack – E / X
Bomb – RMB / B
Bounce – LMB / Y

Download the Game!
Discord Store: COMING SOON!

Games Academy Spring 2019 – Goblin Gold Rush

Goblin Gold Rush is a goblin-themed cartoony local versus arcade game for PC. The idea of the game is to collect as much gold as possible, all the while making sure your friends get as little. All is fair in gold and goblins, and stealing from your friends is more than recommendable… However, the environment might get in your way! The dungeon you’re stealing from is booby trapped, and flamethrowers, spike traps, gas and other dangers might slow you down.

The game can be played locally on PC with either keyboard or Xbox One controllers and it can be played with up to four players.

Team Tiera

Iida Kontkanen – Artist (color grading, level assets, etc. )

Marko Halin – Coder (Hazards, power-ups, menus, etc. )

Johannes Isoaho – Coder ( Round logic, player movement, etc. )

Sini Lehtovirta – Artist (animations, character design, etc. )

Mikael Vanninen – SFX, music


We came up with the idea for the game on the first day of the project and ended up sticking with it for the whole of the project. We wanted to make something new and different when compared to our earlier game, Actias Luna.

Level in development

Our work flow was pretty steady, but we ran into some problems during development. Our character model seemed to be deadset on not working, but we thankfully fixed it with the help of fellow students, We also had some problems with texturing, but we ended up deciding to go with a minimalist shader for the final game. Whatever problems came our way, we ended up overcoming them as a team.

The game itself game together towards the last few weeks of the project. We’re aiming to release the game on towards the middle of June, with release on PC.

Reference sheet for Goblo the Goblin


The idea is that the player needs to pick up as much gold and valuables as possible and take them back to their chest. Players can attack each other with their mallets, which causes the other player to drop all the gold they’re carrying, and thus other players can steal from you. Hazards and buffs spawn around the stage. Hazards can cause you to drop all their gold, and buffs can speed you up and shield you from damage.


Joystick – Move

A – Attack


WASD/keys – move

Space/0 – Attack


Goblin Gold Rush v0.5 (Google Drive) release coming up in Summer!

Games Academy 2019 – Runaway Bacon

RUNAWAY BACON – team Tsuit-tsait games

Download the Free version of Runaway Bacon now from »

In this fast paced local multiplayer, you battle against other players to see who is the one to escape the Slaughterhouse. Push and pull your friends in the grid based levels and see who will be crowned the king.


The development began in mid January of 2019. The goal was to make a very simple game with a fun basic mechanic. Our target quickly became to create something like Crossy Roads with our own twist. With a team of couple vegetarians and tend to go a bit political, we then came up with the idea of pigs escaping a slaughterhouse.

The core mechanic is clear, 1-4 players trying to survive while shoving others to their doom. The levels are grid based and very easy to understand and play. We made various changes throughout the process, adding features like respawn and throwing.


We wanted to make something that would contrast the brutal basic idea of the game. We wanted Runaway Bacon to be as cute and welcoming as possible, just to throw a curveball with the violent effects and deaths of the pigs.

Runaway bacon was one of the Bit1 national student game competition finalists in 2019.


Jarno Lahtinen, Rene Schwarts, Venla Kähkönen, Juhani Nevala, Isabel Pohjanen and Anna Haaraoja

Visit our website for updates and further info about us:

Games Academy Spring 2019 – Treasure hunters: Cancri crew

Made by Team Relic

Johannes Kurula – Project manager, lead graphic artist

Milla Ranki – Graphic artist

Jaakko Panula – Lead coder

Leia Laaksonen – Coder

The vision of the game

In cold winter after many brainstorming iterations our team created a vision of a game where a player would be a treasure hunter who wants to find cosmic antique treasures inside a giant spaceship with huge vaults guarded by a variety of robots, the only part of this mythical and forgotten civilization that is in operational. In addition, we wanted to add the final challenge to the end of the level. So for this gig, the departure required much more than a cool hat, revolver and whip…


We had a lot of ideas for the game. Which we would had wanted to implement to our game. However, these ideas had to be divided into two camps. ”Must have” and ”Nice to have”. The ideas that went to the latest camp were bonus ideas to complement the game if time was enough to make them. Adding a new element to the game always also increases the amount of thinking and planning in the game process, so that the new part can work with other parts of the game as a whole.


The graphical style of the game is clear, low-polygon and hexagonal in shape. In terms of the colors in the game world, we strive to emphasize the visibility of objects and action when playing in levels.

In coding, we strive to create a functional and vibrant game world where player can influence the game world and encounter challenging enemy characters.

The game will be launched in in the summer and can be downloaded from there.

Games Academy Spring 2019 – Selenites: Maelstrom Whisperer

Team Fake Games
Team Members:

Programmers: Severi Jokiperä, Niko Matikainen
Artist and game design: Luiz Gustavo Bezerra de Lima e Silva
Sounds: Eetu Tähtinen
Music: Elias Laiho


Game Idea

A Hack ‘n Slash style game where you kill tons of enemies by attacking, grabbing, and throwing them, and have many ways to buff yourself, while the enemies get harder.

Game Mechanics

Move around and kill enemies by attacking, grabbing and throwing them. You use the “Maelstrom” mechanic to buff yourself temporarily, and the “Lapis” system to upgrade your stats by collecting things enemies drop.

The game works only on keyboard and mouse.


The game idea was very vague from the start, and that was good and bad. Good in the sense that we had pretty open hands to do what we want, but bad as the scope of the game became way too big way too fast.

Making the game has been a huge learning experience for all of us. Not only about making games, but also working as a team since we had never worked together before.  We’ve had our ups and downs but are stronger as individuals from now on.

Project review

We learned a couple things: If the scope gets way too big way too quickly, quantity gets in the way of quality.


The project is pretty broken, because way too many things had to be done way too fast, but some of the team is going to keep on working on the game, so maybe it’ll work better by the time you read this!


WASD – Move
Mouse – Look Around, Target Enemies
Left Mouse Button – Attack Enemies
Right Mouse Button – Grab Enemies
Right Mouse Button With Enemy Grabbed – Throw Enemy
Middle Mouse Button – Select Target
Middle Mouse Button With Enemy Grabber – Spin Enemy
Q – Start Maelstrom, use ASD to select color, and AD to move around.
I – Inventory
Esc – Pause



Games Academy Autumn 2018 – Space Runner



Space Runner is space themed 4 level long runner type game for Android. The players goal is to clear the levels while collecting coins to aim at higher scores. Space Runner also includes different types of powerups to help the player get through the levels without getting hit or help collect coins.


In the beginning of the project, each team member came up with one or two simple game ideas and together we voted for the best one and started working on it. 

The original concept was to make an endless runner type game, but after some months into the development we re-thought about the “game loop” and after receiving some advice we opted for a level based design.

We had a Google Play Store release in mind pretty deep into the development, but after delays and not having any easy means to release the game in there we gave up on it. The initial plan was to have a store to sell skins and powerup packs.

Our final product includes most of our core functionalities we had originally planned on minus the store. It includes a well structured UI and menu structure as well 4 playable levels.


The character is controlled by using a swipe gesture to different directions on the screen. Swiping to sides moves the player inbetween 5 different lanes, swiping up makes the character jump and down swipe initiates a slide on the ground.

The player can take up to 2 powerups with them to the levels and the powerups feature 2 kinds of shields, a magnetism item to help collect coins, a resurrection item to bring back the character once and slowdown powerup to help get through fast paced instances.

Team Space Runner

Manuel Gabarron Cortes – Graphic artist

Henrietta Kontio – Graphic artist

Satu Kiintonen – Graphic artist

Justin Granger – Programmer

Juuso Etelämäki – Programmer


Games Academy Autumn 2018 – Atlanticide

Screenshots (alpha)

Destructible environment.
Active beam between the players. We didn’t have time to replace it with the final beam effect (visible right of the players).


Atlanticide is a co-op arcade action game with destructive environmental elements. It is based on the ancient Atlantis myths with some science fiction elements blended in. Players use alien shields to form a destructive beam between themselves, which is used to destroy the environment and also gather orichalcum, the game’s scoring mechanism.

The levels were timed and the aim was to add a “push your luck” element to the game. If the players got greedy and didn’t reach the level elevator (goal) in time, they would lose all of the gathered orichalcum. We wanted the game to have shifting levels, where portions of the level would rise and fall, changing the paths the players could take through the levels.


Atlanticide had a tumultuous birth. The fundamental game idea changed several times during development.

Evolution of the game

We first pitched the game as a co-operative survival game, where the players defend a slow moving cart (containing orichalcum) through a crumbling Atlantis. There would have been some sort of an energy field or a massive monster chasing the cart, which would have added a sense of urgency to the game. If the energy field / monster would reach the cart, the game would end. Non-player characters would push the cart and players could save more NPCs throughout the levels. More NPCs would make the cart move faster. Enemies would try to kill the NPCs, which would result making the cart move slower.

Next, we moved the game towards a co-op puzzle game. Here we spent the most development time in an effort of trying to make the game work. The player characters had different powers, but we couldn’t settle on what those player powers would be. We also struggled with the fact that it felt more fun to play as the character with a shield.

One month before the expected game release, we settled on a co-op arcade action game. This was the final game idea that everyone agreed upon. We didn’t reach such a consensus before during the project. The synopsis explains this game idea in detail.

Unfortunately, we were unable to advance the game to a releasable state.

Development screenshots

Character animation process.
Isometric level concept.

Gameplay controls

Character movement

  • Keyboard: WASD
  • Controller: left stick

Activate beam

  • Keyboard: e
  • Controller: right trigger

Pause menu

  • Keyboard: esc
  • Controller: start / menu / options

Download links

Click the link below to get the alpha version of the game.

Team Symmachia

  • Lauri Kosonen
    • programming, game design
  • Toni Mutanen
    • 3D modeling, rigging, skinning, animation, texturing, programming, level design, game design
  • Jaakko Liukkala
    • music, sound effects, programming, game design
  • Ville Niemi
    • programming, game design
  • Valtteri
    • level design, programming, game design

Games Academy Autumn 2018 – The calling of space knight

The game is 2D shoot ’em up genre game for PC. Where player pilot space knight’s spaceship in demonic realm on mission to doom those demons which were responsible for causing chaos and destruction in living realms kingdom’s in latest demonic invasion attempt.

Game’s main mechanic is simple. Gain as much points as possible by shooting demons, by collecting green orbs they drop and by avoiding dying. Gained score will be reviewed in the end of level.

The game’s artistict style blends together painting background style and pixel characters. Themes are knighthood, darkness and demons.

The game has six levels. Two of them has challening boss fight. There is six basic enemy types and seven different variations from them to encounter.


Small game, big challenger

This game project was chosen by team because it challenged everyone in the team to do something different and it was quite manageable by it’s work load. Many good ideas had to be cut from the project due to lack of time to do them. So much more could have been done for this kind of game. The game would need more polishing and content before it could be on markets. But it’s concept is totally playable right now on it’s current state.

We hope that we gave something new for this +30 year old game genre with this game.  🙂

Download link for the game:


Team Eclipse:

Johannes Kurula – Scrummaster, Graphic artist

Milla Ranki – Graphic artist

Niko Matikainen – Coder

Lauri Rantala – Coder