Hey there, I'm carlosfruitcup. An Indie Game Developer.
For the past 5 years, I've built multiple projects in multiple languages (GDScript, C++, C#, etc.), both solo and collaborating with others.
My main focus is creating strong gameplay systems, experimenting with custom frameworks and engine level programming, and publishing games on platforms such as Steam, Itch.io and Gamejolt.
Here are the games I've worked on.
TIME COWBOY (Early Access)
2025-Present [Solo] [Godot 4]

TIME COWBOY is a Fast-Paced FPS where you blast your way through History as a stubborn cowboy named Hank.
Features include:
- Over the Top Voice Acting (Cutscenes & In-Game)
- Taunt Parry
- ModulAI (Modular Enemy AI [Note: NOT LLM Related])
- Modular Weapon Class
As of 08/28/25, TIME COWBOY has achieved 170+ Wishlists on Steam, gaining nearly 100 within the first month of Early Access Release (08/14/25).
The game was promoted on Tiktok & Youtube Shorts and reached 44.1k total views.
Collaborated with 8 Voice Actors with a $300 (est.) budget.
Skills Gained:
- Collaborating & Communicating with Voice Actors
- Budget Management
- Marketing Coordination
times at the basement
2025 [Solo] [Godot 4]

times at the basement is a short horror game designed without jumpscares and relying on atmosphere and playing on the Player's paranoia.
Goober Fishing
2025 [Solo] [No Engine]

Goober Fishing is a fishing game made with SDL3 and C++, with gameplay and a custom lightweight engine created by me.
This project required that I implement my own update loop, handle memory, input and rendering without using a pre-existing game engine.
It was a huge step forward in my knowledge of C++ and SDL.
Skills Gained:
- Memory Management (Freeing & Loading Textures and Systems)
- Deeper C++ & SDL3 Knowledge
- Reusable UI Systems for Dynamic Text
- Creating a Custom Lightweight Engine (Input, Logic, Rendering)
Fruitcup Music Center
2026 [Solo] [Godot 4]

Fruitcup Music Center is an open source Music Player created in the Godot Engine with a mix of GDScript & C#.
It required I figure out solutions to problems I usually never encounter while making games. Like retrieving Metadata from Files and being able to display a list of 1000+ tracks without any major lag.
Skills Gained:
- Deeper C# Knowledge
- Optimizing File handling & reading
- Handling Licenses
ROKUZA (Roblox Yakuza Fan-game)
2025-2026 [Team] [Roblox]
Clip #1 provided by Oy, Clips #2-3 provided by Alt
ROKUZA is a Free For All Brawler based on the Yakuza Franchise, it was completely rewritten to have a cleaner codebase and avoid the issues presented in the original game.
I worked on the main combat mechanics and UI, listed below:
- Combat Mechanics (Combos, Finishers, Dash, Guard)
- Unique Skills
- Fighting Style Switching
- Heat (Gauge gained in Combat allowing for Super Moves aka 'Heat Actions')
- Saving and Loading of Player Data
- Displaying Player Health, Heat, Current Fighting Style, Achievements
- Taunting
ROKUZA's rewrite has improved the maintainability, plus with the more extendable system, now allows for easier production and release of updates.
The current version as of 10/29/25 has reached 2.6k visits on Roblox.
Skills Gained:
- Collaborating with others
- Creating a Basic Anti-Cheat
- Distinction between Client and Server
- Creating a Cross-Platform Game (Mobile, Console, PC)
Skills:
Technical & Programming:
- Godot (GDScript, Resource System, Signals)
- C++ (SDL3 + CLI Experience)
- C# (OpenTK + Godot Experience)
- Luau (Roblox Scripting)
- Java (Minecraft Beta 1.7.3 Modding)
- Python (Discord Bot)
Game Design & Mechanics:
- Fast-Paced FPS Design
- Level Design
- Combat Mechanics (Parry, Combos)
- Boss Design
- Weapon Design
Production & Collaboration:
- Team Collaboration
- Managing Voice Actors
- Marketing and Publishing on Steam, Itch.io and Gamejolt
Tools Used:
Game Engines:
- Godot Game Engine 3.x & 4.x
- Roblox Studio
Programming:
- Visual Studio
- MinGW
Art/Audio:
- LMMS
- Audacity
- Aseprite
- Krita
- Photopea
Collaboration/Misc.:
- Github
