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Chequered Ink

A member registered Aug 20, 2015 · View creator page →

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Congratulations all!

Well done to everyone for taking part, congratulations to the top 20 in each category for the public vote (that just includes us, exciting!)

This jam has been a hugely positive experience and really one of the best things to come out of it is the amount of useful feedback / constructive criticism / feature requests we've seen when browsing the comments. It's really going to help us take our game further so thanks everybody for that and thank you YoYo Games for hosting!

Thanks for playing & including us in your video :)

Thanks for the comment!

No worries, in response to a similar point in other reviews we're pondering the idea of maybe having a speed setting in future versions. That way players of higher or lower skill levels can set the game how they want it - or even complete all the levels at various different speeds for replayability.

Haha, we didn't design the game for ease-of-cheeto-eating but we're very pleased to hear it came through as an unintended bonus! :P

Sorry for the delayed reply - yes multiplayer does require at least one gamepad. Player 1 can use the keyboard, but additional players need additional controllers.

It's quite difficult - but fun to play once you get hang of the controls! I love the visual effects, especially the neat little holes in the background which seem to reveal a whole world of particles beneath. I also like the inclusion of a cute character but abstracted into the neon style - something I also tried to do in my game. You definitely pulled it off! nice work.

Thanks, glad you enjoyed it!

That feedback is useful, but it's also definitely a tough balance to achieve. Because the resetting the level every time comes with its own problems to be solved: everything snapping back to its start position at once can be visually jarring, so we could hide it with a fade-out fade-in... but then that adds time to the game between attempts which might be frustrating.

I do agree though that it seems just more universally "fair" if the player is presented with the same challenge every time they die, rather than all of the obstacles being in different positions every time. It's something we'll have to think long and hard about for a solution!

Thanks Evan - as I've just posted in a reply below it might be a cool idea to add a speed setting in future to make the game more inclusive / accessible and add some replayability (because players could always start easy and then play again at a harder speed later). Something to think about :)

Wow! Thanks, that's a particularly glowing review ;)

Yep music-wise we definitely need more tracks in any future version. I think it fits the game well but a single track on repeat over 40 levels / 2 hours is bound to get annoying eventually, so in agreement with you there. I also wonder whether we could add difficulty levels or accessibility settings in future... so maybe you could choose the setting of your ship's speed. It would add replayability too I guess - players might want to retry all the levels in gradually higher speeds!

Thanks for the review and the useful feedback.

Thanks! :) Yeah as with my reply to a comment below, will definitely be looking at re-ordering the levels in future versions based on how many fails made in each one when testing.

Thanks - and you make a very good point! For future versions I think what I'm going to do is play the game through a few times and then re-order the levels based on how many times I failed each one... I'd have done that for this jam if I had more time. Heck, I could have implemented some anonymous analytics to pull that data from everyone's playthroughs if I'd had an extra week haha. Feedback much appreciated, cheers!

You should add some screenshots at least, so us GameMaker users can see what we're missing out on ;)


Thanks for playing :)


Thank you!

Thanks! Yes we're hopefully releasing a more detailed version in future and it will definitely have an options menu with volume control :)

Thanks :)

Thanks :)

Super cool use of those stacked 2D sprites to create a 3D effect running through the whole game. Nice music, although the sound effects overpower in places.

At times it was hard to get my ship in the right place because of the perspective. And those flashy death particles could definitely trigger a bad reaction in photosensitive people - so it'd be nice to make them a little more comfortable to make the game more inclusive.

Nice visuals and an interesting way to reveal the map with that sort of "fog of war" mechanic. It both adds and takes away from the experience - because it's super cool to look at but turning the whole camera with the mouse doesn't feel as smooth and easy as it could do.

Good sound design and nice effects for the glowing blood splatter and the particle-like bullets. A good entry.

Interesting puzzle game with decent progression of mechanics, nice graphics and nice music. Compared to other entries it seems a little less "neon" because the graphics are shaded in a more sort of flat way.

Neat visuals which follow the theme and a very interesting idea for a mechanic which is well executed.

Ah I see! In that case it's likely that I thought I was plugging it in, but wasn't quite managing it - so yeah any extra visual feedback on that would be great.

For more feedback I guess another thing that could improve it is maybe the white outlines when you hover over plugs/sockets could be drawn above the hedges? Sometimes I found it hard to pick up a plug because I couldn't see it, even though I knew it was somewhere close to me behind a hedge.

I really appreciate the wacky humour and innovation behind the game mechanic here, it's pretty neat. It's quite hard to keep track of the controls under the pressure of waves of enemies coming at you - but it's cool once you get the hang of it.

What was done well

  • Very good graphics and animations which give the game impressive overall visuals
  • Appreciated the gamepad controls, which feel much more smooth and natural than keyboard
  • Nice music


  • The game showing the tutorial sequence again after dying damages the replayablity a little bit
  • It is quite hard - enemy bullets doing 100% damage and moving pretty much as fast as the player means I died often. I think this game would be better with a healthbar so you have more time between deaths to get used to the controls & appreciate the visuals.

Thank you :)

Thanks Bart :)

Nice little top-down arena shooter with some decent visuals and fun game play.

Very very cute visuals, story/concept and some neat mechanical stuff going on here which isn't necessarily that easy to do in GameMaker.

For future improvement: I'd much prefer it if the plugs prevented you from walking too far (i.e. got "stuck" in the plug socket) rather than came unplugged, because when they come unplugged off-screen you have to keep going back and doing the same work over again.

Extremely clever underlying mechanic which doubles-up as a really impressive visual style. I do like the idea here, and the levels are cleverly thought through. It's always a bit frustrating when a game's main difficulty comes from not being able to see what you're doing, but you know what you're getting into from the start with this one!

Visually very impressive - although my PC is rubbish so I could only play comfortably on the lower quality. I'm always impressed by what you can do with 3D in GameMaker Xor!

The game play leaves a lot to be desired though. It's quite buggy - after each run through I have to close the game and re-open it because it stops counting when I go through the rings. And the font does not get reset between playing the game and going back to the instructions screen so the instructions are suddenly a lot bigger :P

Like breakout but a lot more difficult because like 70% of the time you're not breaking any bricks - it's quite difficult to direct the ball to exactly bricks of the same color as your paddle even with a little forward planning. I do like the graphics and some of the swishy animations and effects you have going on though, the game seems well polished.

The use of 3D is interesting, and it certainly follows the theme of neon!

I find it a little hard to play because all that camera movement makes me dizzy - but I liked the idea.

Nice work - superb visuals especially the effect of the sun chasing you up the screen. It's actually a shame if you're playing well enough you don't get to see the sun as much haha.

Good gameplay with a nice take combining and endless runner & 360-degree platforming.


Thanks for the feedback - it's definitely appreciated. We're hoping to add more levels and (fingers crossed) add this to our catalog of Nintendo Switch games in future. So we'll take on board what you've said.