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A member registered Feb 14, 2016 · View creator page →

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Hey, thanks for the kind words and good luck.

And I'm basically back to normal now except for a few small issues.

I'm currently trying to decide whether I should start porting to GMS2 right now and do the remaining rooms later so technically I'm already on a small break I guess. ;)

Anyway we'll see how it works out.

This is correct and here's some more context to anyone else seeing this:

Thanks, hopefully I can keep that trend going. :)

Hey, thanks, I'll keep trying my best. :)

Yep, Zordak is currently made in 1.4.

I've made a game for a jam using GMS2 and I've got a side project up and running there as well so I know some differences at least.

That being said, porting it over will very likely not just be a one button thing.

Luckily I'm not using the room editor in 1.4 for example so there are no rooms in the project file, so things like that can be avoided at least, but still, will likely take quite some time to get it ported.

And it's not like I have much of a choice if I ever want to get the game up and running on consoles for example, but that's for the far future.

GMS2 on an engine level is definitely better but there's a lot of other things I really dislike about it. (workspaces...)

Anyway, this reply has become 500x longer than I intended so I'll end it here, thanks for the good luck. ^^

Hey, thanks for trying the game, glad you like it. :)

Yeah that's a bit unfortunate as power has basically no use in the demo, I've been thinking of hiding it until you get an upgrade that uses it in order to avoid confusion.

And you actually can't charge until after the boss so makes sense you discovered that after beating it. ^^

I guess it could feel that way, but that would only be a problem in the demo so I'm not too worried about that.

The boss is still not 100% where I want it to be but it's good enough for now, glad to hear it was easy though since that's not usually the response I get, it's mostly the opposite.

And yes, this would be one of the first bosses depending on route.

Anyway, thanks for the feedback. ^^

I mean, it's not really that stressful, more so just annoying as I don't want anyone to get scammed by someone using my game.

But as mentioned in the devlog post, I can't really do much more other than tell people about this happening.

Anyway, thanks for the good luck. :)

Thanks, glad you like it. ^^

And yeah, the resolution makes things quite hard to see at times but eh, it is what it is. ;)

Hey, I'm glad to hear it and sorry for the somewhat late reply.

Yeah, that's true and it's definitely something I do at times, so gotta work on that for the future. :)

Sorry for the late reply, I definitely appreciate people reading the devlogs.

And yeah, it's definitely getting closer, a bit slow but still closer. ^^

Since I pretty much exclusively use PC myself the game will be released on PC first, after that I'll be thinking about consoles.

Hey, thanks, glad you like it.

Currently I'm using GameMaker Studio 1.4, I will be switching over to GameMaker Studio 2 in the future though.

Hey, thanks for trying the demo, I'm glad you liked it. ^^

Nice to hear that the boss worked out fine, it's still not quite where I want it yet, too much randomness going on so I'll be trying to reduce that in the future.

But other than that the boss is pretty much complete.

Glad you appreciate the game options, I try to add as many options as possible because:

1. I see no reason not to since it's usually a quick and easy thing to do.

2. It will help people improve their experience playing the game.

But I will say though, I'll be refactoring the menu a bit in the future to make it easier to understand, there's quite a bit going on right now.

Well, I appreciate that, currently the devlogs are a bit slow and usually short but hopefully that will change in the future again.

As for youtube, I'm currently not in a position where I feel like I can do this, too much background noise and literally no privacy where I live.

But anyway, thanks again for trying the game. :)

Hey, yeah that turned out to be kind of an issue.

But this game was just made for the game jam and won't be receiving any updates so it is what it is I guess.

Thanks for playing the game though. :)

Ei, obrigado por experimentar o jogo.

Que bom que você gostou e bom saber que funcionou bem. :)

Não falo o idioma, então usei o google tradutor, desculpe se a tradução está errada.


Hey, thanks for trying the game.

Glad you liked it and good to hear that it ran somewhat well. :)

I don't speak the language so I used google translate, sorry if the translation is wrong.

Hey, I know nothing about it other than the name so I can't say I have an opinion.

Hey thanks for playing, glad you liked it. :)

Thanks, glad you liked it. ^^

I played and rated yours too but ultimately never left a comment.

I had plans to release a video playing a bunch of games from the jam but got hit by numerous copyright claims on youtube (not sure which games caused it but the claims came from ContentID or whatever it's called) so I gave up and just deleted the video without ever publishing it.

I realize you didn't ask but the reason I mention is that my comment on your game was supposed to go with that video.

But that being said..

I'll just put my comment on your game in this reply instead so you at least get to read it, instead of it being lost forever:

"This was pretty cool, I'm a big fan of shaders and 3D in GMS so that's a plus for me.

Visuals were nice, got some graphical artifacts here and there but that's fine.

Gameplay wise it was ok, nothing too spectacular but still very enjoyable.

Overall, good job, I like it."

So there you go, thanks for playing my entry. :)

Hey, thanks, glad you like most of it. :)

Sure, having a mode with no laser grid wouldn't be a bad thing, it actually already exists but it's one my cheats for testing.

I didn't think about it at the time but I should probably have left that and the level select option in but I didn't so I guess it is what it is for now.

And I understand it's a bit hard.. I didn't have much time for balancing, I only managed to fix a couple of things that even I felt was too hard when playing. (it's usually easier to play your own game you know)

But anyway, thanks for playing the game. ^^

Hey thanks. :)

Not exactly sure what you mean by "suddenly die" but I'm guessing the red grid from below reached you (it's constantly moving upwards) and that's basically the time limit for a level.

The same goes for if you throw a neon off the level then you die.

If any of those are not it then there's probably some bug going on.

Either way, thanks for playing. ^^

Thanks, and yeah it turned out a bit too hard.. didn't have much time for balancing so I understand. ^^

Hey thanks, yeah the old Doom / Quake / Unreal era of FPS is my go-to when making these types of games.

And yeah.. it turned out a bit too hard, didn't have much time for balancing so I get what you mean. ^^

Thanks once again, glad you like it. ^^

And you've heard this by now but I'll say it again for anyone else reading:

It ended up a bit too hard at times since I didn't have much time for balancing.

Thanks, glad you like it. :)

Yeah.. it ended up at bit too hard at times as my games usually do.

Thanks, glad you like it. :)

And yes, it ended up a bit too hard at times.

Thanks, glad you like it. :)

I try to include as many options as possible because I feel like there's no reason not to have options in a PC game, especially an FPS.

These options were a bit rushed though so there's no categorization and the sliders don't display properly, but eh.

I always try to go for the old school Quake / Doom graphics style and gameplay/feel when I make these games so definitely glad you like it. ^^

Hey thanks, yeah, I usually go for the old Quake / Doom graphics style when I make these games. ^^

And yeah sure, I can agree with that, the hitbox could have been a bit larger.

I had a little bit of trouble last minute with making it so you could only pick them up when looking at them so I guess I neglected the size a bit.

It will be at some point. :)

Thanks, glad you like it. ^^

Hey, thanks, glad you like it. :)

I like the oxygen mechanic as well, I just have to be a bit careful with it because if I don't balance it out well, it will just get tedious for a lot of people. ^^

Thanks, glad you liked it. :)

I guess it turned out pretty decent for the time spent and it being my first game jam.

And the goblins are probably my favorite thing about the game. ;)

Yeah, I kinda liked how this turned out and I actually continued adding things to this after the jam but ultimately never released it.

Maybe one day I'll make something like this again. ^^

Hey thanks, glad you like it. :)

Hey, thanks for trying the demo, glad you liked it. :)

I left a comment on youtube replying to your feedback.

Hey, sorry for the late reply and thanks for trying the demo.

So I watched the video, didn't really notice anything weird happening so got nothing to comment on there really.

As for your feedback:

Glad to hear the movement / feel is good.

Not sure about the input lag issue though, I haven't really noticed anything when testing myself but I only test on keyboard and 2 different controllers so not sure if that could be a factor.

Other than that, Vertical Sync could be a factor to input lag, pretty sure I have this turned on by default, turning it off could improve input latency but at the cost of possible screen tearing.

There's actually quite a lot of coyote time, so much so that you can probably jump after falling for a full tile (horizontally) depending on speed before falling off the ledge.

Glad you like the visuals and atmosphere as well, these two things are a pretty big factor for me when making the game.

Anyway, thanks again for trying the demo and making a video. :)

Also, I'm probably not going to subscribe, sorry, I pretty much only subscribe to friends and the like, I liked the video and left a comment to try and help out a bit at least.

Sorry for the late reply.

Glad you got it working, I didn't exactly test the Linux version very much.

I just booted up Ubuntu and confirmed it runs and if you did everything in the readme.txt file then I don't know why it wouldn't work.

But it is what it is I guess, glad you liked the game though. :)

Sorry for the late reply.

If you've tried everything in the README.txt file then I don't know what the issue is.

It worked for me when testing it in a virtual machine and also for others running native Ubuntu, so other than that I don't know what to tell you right now.

Maybe try the Windows version in Wine or something equivalent.

Hey, thanks for trying the demo. :)

I'm definitely going for the metroid vibe so glad you liked it.

And there's no release date yet, the only thing I can really say is: it's done when it's done.

Hey, thanks, glad you liked it.

I left a comment over on youtube. :)

Hey, thanks.

Yes, I use GML for the game and GLSL for the shaders. :)