RUSTY HAYES / SELECTED WORK
Evil Brain / short-form development

Game Jams & Experiments

A game jam is a short, time-boxed challenge to create a game around a shared theme, often over a single weekend. Each entry includes its jam brief and surviving project or archival links; The Colonist can also be played right here in the browser.

The Colonist original title artwork, enlarged with nearest-neighbor pixel scaling
Featured project

The Colonist

A demented inversion of the classic lunar-landing game: pilot a spacecraft onto the surface of a populated planet, using your incoming landing gear as an unconventional weapon against the buildings and people below. Despite the retro presentation, carefully timing thrusters to use your ship as a wrecking ball turns a familiar landing challenge into addictive mayhem.

  • JamLudum Dare 32
  • ThemeAn Unconventional Weapon
  • ContributorsRusty Hayes — art, animation, game assembly; Charles Rowell / DJ Wildebeest — art, music and sound; SomePx — font
Download The Colonist for Windows (.exe) ↧

Historical executable, provided as archived software. Windows may warn about older or unsigned applications; assess compatibility and security before opening it.

Play The Colonist

Play the HTML5 edition here, or open it in a separate tab.

The Colonist Original HTML5 game build · 960 × 640

More jam entries

From insect swarms to puzzle mazes and compact shooters, these projects turn a jam prompt into a distinct playable idea.

Original artwork from The Swarm Is All

The Swarm Is All

Take command of a cockroach swarm on a single forest-floor battlefield. The goal is simple: overwhelm the ecosystem, bust open its piñata inhabitants and partake of their goodies until only the swarm remains.

  • JamLudum Dare 31
  • ThemeEntire Game on One Screen
  • TeamRusty Hayes — programming and animationRy4n64K — music and soundSomePx — fonts, graphics, and character design
Original artwork from Furiouser

Furiouser

A compact, combo-driven bullet-hell arena shooter. Dodge incoming enemies, unleash bursts of fire, and build your fury to deliver stronger attacks as the room fills with skeletons and other threats.

  • JamLudum Dare 37
  • ThemeOne Room
  • TeamRusty Hayes — art, programming, and animationRy4n64K — music and sound
Original artwork from Operation Blind October

Operation Blind October

Navigate a submarine by sonar, slipping past enemy torpedoes and deeper behind hostile lines. Befriending dolphins might help you survive a mission that could end in an underwater explosion.

  • JamLudum Dare 29
  • ThemeBeneath the Surface
  • TeamRusty Hayes — art, programming, and animation
Original artwork from CtrlShift

CtrlShift

A dimension-hopping maze built around the jam's interconnected-worlds prompt. Shift between different worlds to collect coins, navigate obstacles, and stay ahead of deadly minotaurs.

  • JamLudum Dare 30
  • ThemeConnected Worlds
  • TeamRusty Hayes — art, animation, programmingCharles Rowell — art, music and sound
Original artwork from Hearts

Hearts

A wave-based shooter where survival gets harder as you get stronger. Protect and maneuver your hearts through incoming enemies: keeping more hearts means more firepower, but a bigger formation to keep out of danger.

  • JamHam’s Heart Jam
  • ThemeHeart
  • TeamRusty Hayes — art and programming; Ry4n64K — music and sound; SomePx — fonts
Authentic Piloteer pixel-art title and combat interface from the 2018 game jam

Piloteer

An experiment in combining the fast-moving danger of an arcade space shooter with turn-based strategy. Instead of reacting to everything in real time, players plan their movement through incoming fire before the action unfolds. The team spent nearly the entire jam refining the combat system; even the game’s name and title screen came together in the final hour.

  • JamLudum Dare 41
  • ThemeCombine 2 Incompatible Genres
  • TeamRusty Hayes — art, animation, programmingHamish “Ham” McIntyre — art, sound, concepts
Team music and creative contributions

Additional Collaborations

Beyond developing my own jam games, I have joined other teams primarily as a musician, contributing music and ideas to projects with their own developers, artists and creative direction.

Go Pack Yourself official title artwork: a packed suitcase on a yellow background
Puzzle game · Music collaboration

Go Pack Yourself

A fast, spatial packing puzzle about squeezing more than 40 uniquely shaped belongings into a suitcase before time runs out. I supplied music and participated in the team's creative discussions.

  • JamLudum Dare 42
  • ThemeRunning Out of Space
  • My roleMusic; creative ideas
  • TeamGoCreateFun (original game page)
REACHER official artwork: a crimson ornate logo over clouds
Team jam · Music collaboration

Reacher

A Ludum Dare team project responding to the prompt “Sacrifices Must Be Made.” My involvement focused on music, alongside creative input as the team developed the game's concept.

  • JamLudum Dare 43
  • ThemeSacrifices Must Be Made
  • My roleMusic; creative ideas
Plants to Grow official title screen with credits and potted plants
Relaxed game · Music collaboration

Plants to Grow

A minimalist plant-growing game with an easygoing pace and a day–night cycle. I contributed music and ideas; surviving jam feedback singled out the soundtrack as a highlight.

  • JamLudum Dare 46
  • ThemeKeep It Alive
  • My roleMusic; creative ideas