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A member registered Jun 01, 2016 · View creator page →

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Hello - does the asset need to be updated following then 2022.8 gamemaker update which changes the tile encoding or will it work correctly?


Hello, once again. Quick question:

Is there way to make it so that an NPC can only be interacted with from a specific direction?

Hello - me yet again with another question coupe of questions. 

1) What would be your advice for setting up multi hit attacks e.g fury swipes, double slap

2) What would be the best way to make a move that gets more powerful if used in succession e.g rollout, fury cutter

Great thanks for this, I'll give it whirl and see how I get on!

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Hi me yet again,

When viewing a monsters status from the menu, is there any way to make it so that if you press say the up / down or left / right keys, it'll change to the next monster instead of having to back out each time and select a new monster?


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Great, that's simple enough. Last question for now lol, where is the IV information held for each Mon? Is it held against each Mon or is it computed somehow? And does the way EVs and IVs work in this framework an exact copy or or there some differences?

Ah I see. Thank you, that makes sense. I'll check out those scripts and see what I can do there, thanks again. Another (hopefully easy one)

1) Is there a move / effect already set up to recover some HP relative to the attack i.e absorb or giga drain for example.

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Hi there again. Three new questions

1) What does the total stat do inside the monster setup stat array?

2) Can a move have multiple special effects? Example Dragon Dance, raise Atk and Speed?

3) Where is the stat increases upon level up dictated?

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Works well, great asset. Thanks for creating it!

Awesome thanks I'll try it out, appreciate the quick and professional support especially considering the sheer volume of my questions, sorry about that 😅

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Excellent thank you for the in depth reply, I'll have a look into what you've suggested. For my next question, is there an easy way to add the 'box' functionality into the main menu instead of accessing it from a specific place etc?

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New question. Once I've selected a move and it brings up the menu for selecting a 'target to attack' from the menu, where can I grab the monster id of the proposed target (the one highlighted in the menu) as in, the monster the player is thinking of attacking before it's confirmed? 

I'm implementing a battle cursor so that it highlights the enemy visually but I can only find the initial creation of the menu listing all the targets, not what the current proposed target is going to be based on this menu. If I'm going about it the wrong way feel free to correct me.

Okay, I understand and it makes complete sense. Thanks.

Awesome, thanks for the in detail response there, the support you're giving is top notch. 

As an aside, do you have any plan to implement any new features to the framework at any point, or is what is offered now the final product from you? More curious than anything, what you've already provided is an amazing product for games like this to get off to a great start so I'm very happy with the purchase :)

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Me again lol. Another few questions which may or may not already been included, if they have if you could point me to those move examples that would be great.

1) Is there a way for a move to increase the damage of certain move types e.g like weather effects - Rain - increase water and electric moves?

2) Is there the ability for multi-turn moves where you charge on one turn and attack on the next i.e Solar Beam

3) Is there the ability for moves such as Protect where all damage is negated?

4) Is there the ability to force a move to go first e.g Quick attack

5) Is there the ability to force a critical hit?

6) Is there a way to force an attack to never miss i.e Swift

Okay that's great thanks for your responses! I'll continue working on my prototype and I'm sure I will be back soon with more questions 😅

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Awesome thank you. Another couple of questions:

1)  where is the flashing white cursor code located? I can't for the life of me find that. 

2) Is there a 'delete file' feature already created or any other save file management implemented aside from saving and loading? (like overwrite or multiple saves from the same file etc)

Also, if there is a better means for me to ask questions/seek support then let me know :)

A new mon, like at the start of the game instead of the selector or a gift from an NPC for example, something like GetNewMon(monster) and it'd just go off and add it to the party if it can or a box if not, but I'll look into what you've said and go from there.  And I'll look into the global vars, appreciate the response. Great framework tho, I've had to do some bits for it to work at a smaller res but that was simple enough once I'd read through the code a bit.

Another question, I'd like to give items in the inventory little icons. I was thinking that I could just add this info into the init_item and then add some code to draw the icon sprite within the inventory menu, any reason this wouldn't work?

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Is there a script / function that I can easily call which adds a mon to the party? I'd also like to set it up so 2v2 is the standard, how do I go about that?

Ah I see. Thanks very much for getting back to me so soon, going to give this a whirl over the weekend 👍

Hi, this looks really good and I've played the demo for a bit and I just had a few questions for if certain functionality is included and if it isn't is there plans for it or would the engine be extensible enough to include it with some work my side.

- item to teach a move to a monster

- more than 4 moves per monster

- Abilities, special effects that each monster possesses (passive skills basically)

Thank you

Brilliant thank you, I'll check it out soon as I can :D

well that is much closer than I expected, thanks for taking the time to reply

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Awesome, do you have an ETA on v1.2 at all?

Hi - I can't seem to find an example of how to create the shockwaves effect? Is it included somewhere?


Congrats TacoBee :D

Pretty solid experience, clear you put a lot of effort into it. The aesthetic works well and there isn't anything jarring, its overall very cohesive. One improvement for me would be to work on the characters run animation, right now it feels quite flat and I think you could bring a lot more personality to the character by working on it.

Thank you, appreciate it. Unfortunately there was a lot to build in a very short space of time so content definitely suffered because of that.

This was a fun game to play. I like how each level had it's own theme and mechanic to overcome, it kept things fresh and interesting. One thing I found tricky was that the foreground and background tiles on the green/blue level (one with spikes) are very similar to each other so I found it difficult sometimes to tell the difference. Apart from that, it was a solid experience. My favorite was the block color switching level, very well designed.

Thank you for playing the game, I'm glad you enjoyed it :D

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Dude that was a sick video! You got me hyped just by watching it! Honestly, thanks for playing it and I'm glad you liked it so much. Like the end of the demo says, theres a whole lot more on it's way. There are also a few chests around with some extra cards in them. You can go into the deck builder from the menu if you play anymore.

The opening is awesome, great stuff. I've only played a few levels so far but it's pretty well designed. I did find that the first checkpoint in level six (the tire level) didn't activate for me for some reason

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Okay thanks I'll try again later


I think I'm missing something I can't seem to go anywhere apart from the yellow slime guy and the dagger. Is there more for me to find?


I've played a fair amount of this now, dying and retrying to feel that I've got a fairly good grip of it.


The pixel style is interesting and definitely unique. Most things looks nice however, there a few issues with larger pixel sizes for some objects which throw it off for me a little personally. Not as much as I thought however due to the dream like aesthetic. This is something that can be addressed later but appreciate it requires much more time.

Some of the objects look for a lack of a better word muddy and some look too barren i.e. the detail is a bit inconsistent.

I think in the vaporwave level there could be a little more contrast between the chequered background that's a wall and just the background. It changes color but can fade into one of the same-ish so can get a little confusing.

Overall though, it fits the aesthetic albeit with a few issues.

Music and SFX

These are all on point. I can't fault them at all. They compliment the graphics, the gameplay and the lore. Nothing to critique here.


Took me a little while to get used to this but once I got the hang of it and played around a few times on the levels I got to feel the differences between the weapons and their advantages and disadvantages against enemies. Controls are tight for this type of game, no hiccups there. The twin stick mechanic was tricky to get used to for me personally because when I play I always drift up on the right stick. Maybe in time when we get deadzone control this won't be an issue. 

Enemy variety is good, the designs I think mostly suit the level they are in pretty well and their attack patterns are straightforward to figure out but when combined together offer a significant challenge.

Level design is good but there are a few readability issues that i experienced personally whereby the same object was used in the background as the foreground but there wasn't a significant enough change in color/saturation for me to tell the difference. Mainly the pillars in the vaporwave level. Aside from that, I think the levels are planned well, I can see that it's not easy with the continuous camera view to get that feeling right so good job.

Powerups are interesting. I like that you can get them and I like the differences between the levels. The only thing I dislike about it is that you lose all of them when you get hit. At one point I was playing excellently and had both the laser and boomerang at max with the drop bomb at level 2. I got hit and lost everything. This was a little frustrating. Maybe you could only lose 1 powerup? perhaps the least levelled or something like that.

Lucid mode is sick and actually took me a while to activate for the first time. Love it.

Checkpoints. I feel like a checkpoint is needed after the sub-boss but at the same time, it would detract from the difficulty of the level. This is a tricky one, on one hand the difficulty is right and playing the level again allows you to get better, on the other hand I have to replay the whole level again if I die at the end, the boss on vaporwave was challenging. Take this with a pinch of salt for sure.

Difficulty as mentioned above is good, challenging but fair and you do  get better the more you play which is nice.

Polish/Other thoughts

The level of polish for the game feel and aesthetic is really good. The little details added for the start screen, the continue screen counting down faster if you press a button to burai flying off camera after a level (not to mention countless others). All of this really shows a lot of love and care for crafting a great experience. 

If there was one area that needs the most attention I would say the graphics, I think you could do some work here to unify them further and create a more consistent, chaotic dream world.

Overall, this was a fun game to play and unique in what it presented and how it presented it. Great job.

Hmm, interesting. So the elevator with the two crystals on it was already up and not down? What should happen is you shoot the two crystals to release the elevator and then you can go up to the next level.

It's been fine in the playtests I've been doing in the new version but I'll take a look to ensure it won't glitch.

Hi there,

Thanks very much for giving my game demo a try and I'm glad you enjoyed it so much. I'm working hard to make it better and finish it.

As for the elevator glitch, it happens when you die after taking the elevator upwards and it doesn't reset when you respawn at a save point. If this happens you should still be able to get the chest that is accessible once the elevator has been raised. Then you'll be able to access the door on the far right of the dungeon and finish the demo.  Tbh, you haven't got much left to do in this demo, maybe another couple of minutes.

If this isn't the case and there is another issue besides this one please let me know some more details (maybe some screenshots if you can).

Hi :)

Thanks for checking out my game and glad you enjoyed it! I don't make tutorials BUT my friend does you can find is youtube channel here baz he goes over the basics really well.

As for your feedback, I'm working on new scenes that'll make all the abilities you have clearer and how and when to use them. I'm adjusting it so you start with 4HP and I'm working on making the flower boss better too.

Again, thanks for playing. Also, it takes a little time but you can definitely do good stuff with pgmmv, way better than you can with rpgmv in terms of action games.

Hey man, thanks for playing and glad you enjoyed what's there so far, albeit if it was a little bit frustrating. I''m glad you found the controls fluid, however, everything can be improved and I've already made everything just that bit nicer with animations and input, especially concerning the attacking and upward slash. As for your questions:

1) It wasn't consciously intentional but I did love Jak and Daxter so it could very well have influenced his design subconsiously.

2) I will look into making the boss more structured. It was put together pretty quickly in the last couple of days in the contest so it can definitely be improved.

3) I've already lowered the zombie like creatures HP in my development version :)

Thanks again for playing and your feedback.

Ah okay, I get what you are saying now, thank you. I'll see what I can do to make this better.