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CakeNeq Games

A member registered Oct 21, 2013 · View creator page →

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Fun little fan-game, but for a game called "Tremors: The Game", I would want a little more than "Dodge when graboid is close, then shoot-em up". But then for $2, a little walking tour of Perfection, with some targets to shoot is more than fair.

Would love to see this expanded into a full game at some point though. Tremors needs a game.

Fun little game :)

I think it's interesting, though without anything to pickup or a goal it's hard to tell if the movement fits the game you're actually aiming for.

Just based on the two rooms in the game right now, I'd say it's a novel way to navigate. My biggest gripe is that just getting to a specific spot is difficult beyond what I think is engaging. Once you get used to it, it's not impossible, but still doesn't strike me as engaging. Maybe an option to hold LMB to go straight would make it a tad more navigable without sacrificing simplicity or the challenge of changing directions accurately? 

Again without a goal/pickups/motivation/hazards, it's hard to judge if this movement scheme would work or not in the larger context of a game. 

Peaceful, engaging, and simple controls that result in faily deep options. Very nice.

A terrifying title. I believe I've taken actual damage to my physical form.

Good god the effect work in this is phenomenal. Great work!

Couple notes: 

  • Pixel art and animation are nice
  • Some animations (player idle and fireflies specifically) seem to be way too fast
  • right-stick having dead-zones enabled makes it hard to make small adjustments when you're close to zero on either axis
  • Aiming dots are not 1:1 with the arrow. especialy in the second target area, the dots made it to the target, but the arrow didn't (I'm guessing the arrow has a larger collider)
  • Personally not a fan of the grass movement. I feel like it looks weird when you stop and that a simple bump when you enter and returning to normal would be better feeling
  • Very little sound-design makes it all feel a bit dead.
  • Falling off a moving platform broke progression, as when I got back to the right spot to jump onto the platform again it was too far away. Maybe being able to trigger platforms with bow (mechanic?) or having them return after a short time would be good? 

Anyway, it's not bad, looks very nice, but without a more complete story/world/mechanics I don't see a lot that makes me want to come back for more yet.

I appreciate the feedback! We're definitely working on securing some better art, tightening up the player directions, and I'd personally never thought about how slow and clunky the tutorial is, so I'm adding a note to make it a little more engaging before final release. Thanks for giving it a spin!

GMEdit community · Created a new topic cast warning

I'm getting the below warning on a bunch of my collision checks since upgrading to the newer beta release. The checks all work as intended, and I realize that it's saying that that script doesn't return a bool, rather it returns an id of collided object. Though as far as GM is concerned, this still works as a bool T/F statement (since the id would be returned is > .5)

Note sure if I just need to turn the feature throwing this warning off. I've tried toggling some of the cast settings, but TBH I'm not 100% sure what I'm doing there.

Any guidance would be appreciated :)

Thanks fro the video! Really appreciate it!

Provider community · Created a new topic Bug Reports

Hey this is the quickest way to yell at the devs about broken stuff. Post yer bug and crash reports here.

Excellent! Thank you!

Great extension, but I found an issue that stumped me for a few days. in device_mouse_check_region_gui() if you feed it allignment (in my case fa_left and fa_top) it will only check for device 0, not whichever argument it was passed. 

I believe the error is in line 129 & 130.

It's also possble that i'm using an older version of the extension, in which case disregard

WOOOO Updated screens!! Relese/Demo coming soon?

Really interesting game :)

Lovely page and really great looking game. Putting the rest of us to shame! :)

Is it possible to disable Ctrl + scroll wheel to change font size? I can't count how many times I've exploded my font size or made it tiny while duplicating  or searching. I've tried looking up a way to do this, but it's pretty hard/specific to google. Any ideas?

I can provide you with the current files for the project I'm having this issue on. Is there a good contact email I can send it to?

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I'm having a bizzarely specific issue. When I search for obj_player it returns a different item (specfically scr_itemuse(which is a script)). It doesn't seem to do this with any other combination of Objects/Scripts. I've tried restarting the software and haven't noticed any changes. I'm still able to open the object manually, only the search function is having this issue.

Currently running Beta from December 28 on a windows 10 Laptop.

Update 0: reinstalled (completely deleted then re-downloaded) the Dec 28 beta, still got the same issue. When I reverted to the Stable March 24 release it seems to be working fine again. 

very helpful, thanks

Having a similar struggle. I've made a temporary solution by replacing the sprites of my folders, but it has to be done manually for each folder for both the open and closed states, which is a *huge* pain in the ass. Would be really cool to have a simple "Change default folder image" option.  I saw YellowAfterLife's reply, but I don't seem to be smart enough to figure out how the theme customization is supposed to work?


Not gonna lie, I squee'd a bit when I saw that builder line at the end. This incredible tool just got, like 67% more incredible. 

Thank you! :) Great tool btw.

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Minor bug: 

When drawing a sprite from an array, the bottom bar that helps you with which part of the draw_sprite_ext function you're filling in seems to use the comma in the array value as a comma in its arguments. This doesn't appear to change the execution of the code, just the tooltip. 

Running OSX Mojave 10.14.3, and the most current version of GMedit

Control + C & Control + V don't work on my system. It looks like I can Copy&Paste from Ace Demo. I don't use GMLive so I can't confirm/deny that.

On Mojave and I've had the same issue. Happy to see it's not just me.

Obviously it's pretty rough, but it's a great place to start. I really like the sort of hand-drawn animated look that you gave everything.  I think it works well with the simple gameplay and presentation.

I think it'd really help the game feel faster/more-tense  if there were also clouds going by or something like that to help you see how quick you're going. The solid blue background feels like you're staying still. It'd also be good to have some sort of scoring mechanic, as it is right now, there's no way to tell if you've done better or worse than previous runs. 

That being said, keep up the good work, and hit me up when you release your next title, I'd love to play it.

Feels like it's definitely lacking in feedback. As the player, you don't really feel the collisions, it all feels very mechanical and sterile. For a first effort, it's commendable, but rough.

  I'd also recommend changing the color scheme of this page, it's very hard to read.

That's likely because the version you're playing here is several weeks pre-release. The complete(and still receiving updates) version is available on or on Steam at their respective links. I'm, happy to see you've enjoyed your time with this WayDown Pre-Release version though!

Balls. I'll have this patched in a jiffy, thanks for letting me know!

Thumbs up, good stuff :)

Just want to voice once again that the game looks dope as hell and I can't wait to get my hands on it.

This is pretty alright ( ̄ー ̄)b

Awsome, patiently awaiting.

Eyyy, I thought the site said coming in May 2017, but now it says summer 2017. Am I losing my shit or was the release date moved?

Also, looks really cool, excited to see the final game. Good luck!

Wow, I'm not sure what this is but I'm intrigued.

Good Work, had a fun lil' time.