Games
I make two games: Paperturns, turn-based tactics on a hex grid, and Riesgus, real-time conquest on a Risk map. Both have English and Spanish interfaces.

Paperturns is a hex tactics game for 2 to 4 players, local, online or against AI, with teams if you want them. You lead one of four elemental armies (fire, water, earth or air) across seeded maps where terrain, lakes, coasts, towns and routes change every game. Every attack shows its damage forecast before you confirm, including glancing (x0.8) and critical (x1.3) hits.
- 2 to 4 players, local, online or AI, with optional teams and optional fog of war
- Maps from 16x12 to 24x20 cells plus three hexagonal sizes, generated from a seed; two-player maps mirror terrain and routes
- Heroes start with one skill and a passive, learn or improve three skills, and gain battle XP up to level 5
- Online rooms are validated and saved by a server, so reconnecting restores your seat and the battle; local play runs without the server
Play Paperturns ↗RIESGUSv0.34.5
Riesgus is a real-time strategy conquest game on a Risk map, in the spirit of the Warcraft III Risk custom maps such as Risk Europe. You select a city, recruit units and invade; a garrison cannot leave until an allied unit replaces it, and completing a country pays gold and reinforcements. It runs in the browser and on Windows, for 2 to 16 players, with a Hard AI that does not cheat.
- Four maps, 2 to 16 players, ships and ports, minimap with attack alerts
- 17+ unit types driven by a single units.json file with a generated contract
- Difficulty levels up to a Hard AI that does not cheat
- Unity 6.3 LTS with URP, WebGL and Windows builds, own and CC0 art
Play Riesgus ↗