Hey there! I'm Jo Hanna (they/them)

I've been making videogames and board games professionally since 2015, and as a hobby since long before that! I believe that the best way to immerse your players in your game is through mechanics.

As a pixel artist I specialize in small sprites with complex, expressive animations. I love working with restrictions, and I consider myself especially suited to working on games that imitate the restrictions of old or imagined consoles.

I've been working mostly on smaller projects and freelance work for the bulk of my career so far, but I'm currently seeking employment at a small studio as a game designer, pixel artist, level designer, or Godot developer. If you think I might be the right fit for your studio, please let me know at JoVideoGamesHanna@gmail.com

Digital Games

Dungeon in a Bottle

2022. Concept, Mechanics, Level Design, Audio, Art
Steam or itch.io

Dungeon in a Bottle is a precision platformer about choosing the right kind of jump in claustrophobic situations. It was originally made for Ludum Dare 39, where it scored 30th in the fun category and 37th overall. Game jam Curator awarded it Best Game of 2017 in the "Juice" category.

Volley Hell / Fireball

2020. Concept, Mechanics, Level Design, Audio, Art, and Code by me.

itch.io


An experimental platform fighter mixed with a ball game. Sometimes known as "Fireball." I made this as a way to better learn Godot, and in that was it was a success. Along the way I got curious about how to make a fighting game complex and also accessible. Each character has (about) 4 normal moves, corresponding to each direction. In addition, they also have an 'R-Function', which is wildly different for each of them. The overall idea for the R-Functions was that they would modify the other moves in some way.

Dragoon Drop

Dragoon Drop is essentially a procedural puzzle game. Players take the role of the Dragoon later named Dandelion. You play a card by dragging to the left or the right of your character. Afterwards, all of the enemies move.

Some of the fun that came from this game was baiting enemies into hurting each other, often causing unexpected chain reactions. It scored 11th overall in Ludum Dare 41's Jam Category and won Boston FIG's "Most Compelling Game Mechanics" in 2019. It's also been stolen by a lot of online arcades, which is kind of an honor, I guess.

And a lot of other games, too

Lavender Crush. 2022. In-Game Art and Design

https://iznaut.itch.io/lavender-crush


Sir Blocksalot. 2022. Code

https://rumblepack.itch.io/sir-blocksalot


Dusk Strider. 2019.
Concept, Mechanics, Level Design, Art, Code.

https://rumblepack.itch.io/dusk-strider


Subnar. 2019. Audio, Art.

https://thebedbards.itch.io/subnar


Romi. 2017. Concept, Mechanics, Level Design, Audio, Art.

https://veryhandsome.itch.io/romi-demo


Cleanup on Crime Dragon Planet. 2017. Concept, Mechanics, Level Design, Art.

https://veryhandsome.itch.io/cleanup-on-crime-dragon-planet


E-Negative. 2017. Concept, Mechanics, Level Design, Audio, Art.

https://veryhandsome.itch.io/e-negative


Shot Shifters. 2017. Concept, Mechanics, Audio, Art.

https://thebedbards.itch.io/shot-shifters


Lost Kas. 2016. Concept, Mechanics, Level Design, Audio, Art.

https://veryhandsome.itch.io/lost-kas


Asteroid Swarm. 2015. Sound Design.

https://espiongames.itch.io/asteroid-swarm-2015


Destination Gravity. 2015. Concept, Mechanics, Level Design, Art.

https://veryhandsome.itch.io/destination-gravity


Static. 2014. Concept, Mechanics, Level Design, Audio, Art, Code.

https://rumblepack.itch.io/static-by-joe-hanna

Board and Card Games:


According to Plan, Original

Design and Development

A cooperative card game with competitive elements. You play as a gang of thieves in 1970’s, loosely based on Lupin III. The loop consists of 2 stages: a planning stage, where players work together to form a procedural plan to complete as many active jobs as possible; and a heist phase, where first new wrenches are thrown in, then the plan is executed. During the second stage, players can play new cards and affect the game to make up for unexpected problems, or to get a leg up on their fellow thieves.


Push! Push! made with Nash High

Mechanical Design, Art Direction, Card Design.

A grid-based collectable TCG designed to be a cut-and-play zine game. Using cards representing cute, chill monsters, players vie for space by pushing their opponent’s monsters off the grid.


Fear the Witch Eater, Original

Design and Development.

Made for the Flyover Indies Digital Zine Jam of 2020. An ill-conceived game that is only interesting because it involved a spin-the bottle mechanic as a randomizer and a legacy style mechanic where players added spells to a physical notebook that would then be available in future rounds.


Manifesto, Ouphe House Games

Design, Development, and Layout.

A spontaneous party game you don’t know you’re already playing. Two spymasters would each attempt to recruit the participants of a social gathering by discreetly passing them handbooks: tiny instruction books that tell you a game is afoot and give you a specific role to play in it. The aim is to use subtle signals to identify and then eliminate the other spymaster’s agents.


Dungeon Warming Party, Original

Design and Development.

A dungeon crawler in the vein of Descent. Featured an emergent monster AI system that was a lot of fun to think about but not very much fun to play.

Tactigon, Ouphe House Games

Mechanical Designs, Copy Writing, Editing, and Layout

An abstract strategy game in the vein of chess or stratego. Players set up their initial board state in secret, then take turns rolling dice and moving pieces based on the results. Units capture others based on their number and relative positions. It features dice resource management unit transformation mechanics.