Creating this game was both a thrilling and exhausting experience. After all, 18+ hours of non-stop coding for three days takes a toll on a dude.

But at the end of the day it’s the results that matter, and I personally feel like the game is fun and playable through and through.

In addition, coding this game gave me precious experience in the hardships of programming, and the huge amount of flexibility that is necessary to make stuff work and also, most importantly, the massive advantage that a clean and modular coding environment gives you even if it is not as fast to do.

Creating this game was both a thrilling and exhausting experience. After all, 18+ hours of non-stop coding for three days takes a toll on a dude.

But at the end of the day it’s the results that matter, and I personally feel like the game is fun and playable through and through.

In addition, coding this game gave me precious experience in the hardships of programming, and the huge amount of flexibility that is necessary to make stuff work and also, most importantly, the massive advantage that a clean and modular coding environment gives you even if it is not as fast to do.

Creating this game was both a thrilling and exhausting experience. After all, 18+ hours of non-stop coding for three days takes a toll on a dude.

But at the end of the day it’s the results that matter, and I personally feel like the game is fun and playable through and through.

In addition, coding this game gave me precious experience in the hardships of programming, and the huge amount of flexibility that is necessary to make stuff work and also, most importantly, the massive advantage that a clean and modular coding environment gives you even if it is not as fast to do.

From this game on, every time I have to code something, I put way more thought into it: does it have to be modular? Will I use it in the future? Will it give problems later? How much am I spaghettifying the code?

And so on...

From this game on, every time I have to code something, I put way more thought into it: does it have to be modular? Will I use it in the future? Will it give problems later? How much am I spaghettifying the code?

And so on...

From this game on, every time I have to code something, I put way more thought into it: does it have to be modular? Will I use it in the future? Will it give problems later? How much am I spaghettifying the code?

And so on...

“Enclosed” is my submission to the Global Game Jam of 2025. It is a first person puzzle game where the protagonist must escape its own house to go get a job, highlighting the many dangers one can face inside its own home.

“Enclosed” is my submission to the Global Game Jam of 2025. It is a first person puzzle game where the protagonist must escape its own house to go get a job, highlighting the many dangers one can face inside its own home.

“Enclosed” is my submission to the Global Game Jam of 2025. It is a first person puzzle game where the protagonist must escape its own house to go get a job, highlighting the many dangers one can face inside its own home.

This project holds a special place in my portfolio because it is the only project that I have fully programmed by myself without the help of anyone else.


I also had a minor part in creating some of the puzzles, setting up the levels and doing a whole lot of QA testing

This project holds a special place in my portfolio because it is the only project that I have fully programmed by myself without the help of anyone else.


I also had a minor part in creating some of the puzzles, setting up the levels and doing a whole lot of QA testing

This project holds a special place in my portfolio because it is the only project that I have fully programmed by myself without the help of anyone else.


I also had a minor part in creating some of the puzzles, setting up the levels and doing a whole lot of QA testing