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A member registered Jan 06, 2019 · View creator page →

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Thanks! happy that you liked the game, a massive update for Miko Adventures is coming soon (Puffball update), for me personally I'm very comfortable with gdevelop and I have a lot more to show with it in the future :)
More cool advanced projects coming soon!

If you want to follow the development of new projects, you can follow Coriander Games here:

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Adding detail to level 4 - 5 - 6 and 7 right now, might take a month or more and then will share with you some new stuff hopefully, college takes all the time I have right now sadly.

Oh you're going to love those tutorials, worked so hard on them.

Goal was to make them:-
1- Easy to understand 👌
2- Cute 🦝
Adding details to level 4 soon!

Added Smooth Camera "feel really amazing"

Added a cute little transition when you enter a level.
Fixed some bugs with the diamonds count in all levels.
Fixed "bugs - added a lot more details" within level 


Next I'll work on the tutorial and will try to make it look a lot more pro and easy to understand.
Then I start re-creating level 7 from scratch which is going to take over a week, then I can say I have almost 55% of the game finished!

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Because You're my goal :)
Because Your experience, your feelings matter so much to me!
Press "C" to hide HUD in game anytime for full immersion in candy world :)

It's in my mind and in my to do list yeah, just don't know if it will ever happen or be good for the game or the player experience, but I promise I'll think about it after I release the Puffball update for the game :)

Thanks for the suggestion!


Coriander Games

Today is a big day for me, reached 900 downloads for Miko Adventures!

After more than 8 months, the support has just been incredible!
I'm so excited for the day I release the Puffball update!

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So here is a full comparison between Old and New HUD in Miko Adventures "Puffball update"

Would love to know your thoughts on this one!

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Day 6 out of 10

Today was all about graphics, colors and HUD
HUD looks pro now and a lot easier to understand when inside a level.
Good day!

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Bonus screenshot!!

Got a little better so I decided to work on this while recovering!
I guess that's day 5 out of 5 (Yay first milestone) now let's go for 10 days!

In case you missed the first look inside Miko Adventures (Puffball update)

Check it out and let me know what you think?
your feedback is always helpful : )

Feeling really sick (have a bad cold) but I can't stop working.

Day 4 out of 5
Was working today with this little guy.
A lot more physics bugs fixed.
Lot's of graphical bugs fixed.
Level 6 is almost finished.

Day 3 out of 5

Check this one out, finally a look inside the game.

Day 2 out of 5

Today was about external events in gdevelop.
Did a lot of cleaning.
Fixed a problem with mines not working well.
Fixed bugs with some of the movable objects.
Still a lot to do

So I decided to post game dev stuff everyday for the next 5 days then when I do that I’ll go for 10 days and so on until I can do it everyday, it’s really hard to keep it up with college and other stuff but I’ll do my best for sure.


Day 1 out of 5

Was working today on level 6 in @MikoAdventures

Fixed a lot of collision problems.

Fixed some assets.

Enhanced the physics system in game.

Optimization to the level.

A lot more small fixes.

Good day :slight_smile:

I see yeah, sorry for the inconvenience really, I don't really have a mac or linux to test it on, I get the feedback from people who have it before release, you're the first with a problem in linux sadly.
No other solutions at the moment but if I got the solution I'll get back to you, and if not then hopefully it will work with the new upcoming update :)

I just released new screenshots of it celebrating reaching over 1000 followers on twitter over here:

Have a nice day!



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Oh it's been a while :)
Just because I hit 1000 followers on twitter: 
I decided to celebrate with you this amazing moment by sharing with you screenshots of the brand new

"Miko Adventures (puffball update)" finally in 1080p
New enemies, mechanics, story elements, massive new world to explore (will be a surprise!!)
There will also be:-
1- Massive graphic improvments
2- Performance increase (up to 200% !!!)
3- More puzzles
4- A lot more diverse levels
5- More secrets to discover
You'll love it! Miko Adventures is being built with love just for you  

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Hi, thanks for letting me know, ok just try to install the game in a seperate, new directory and try again, if that didn't work then try to start the game as superuser (admin) and that should fix it.

Also it could mean low memory, which means you can try it on a stronger system with more ram and see what happens, Hopefully that helps :)

Also in case you didn't know I'm working on a massive new update for the game (puffball update) that will optimize the game to the maximum and add a lot of cool new adventures for Miko.

you can follow me on twitter for more details:



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Thanks a lot, make sure you follow up, there is a big update coming soon!

Thank you, I thought about it a lot and mostly I will go for it :)

I’m happy to announce that I’m currently working on a MASSIVE new update for Miko Adventures!

There will be new content, New gameplay mechanics, New adventures, New stories to tell about Miko, Performance will increase OVER 150% from the original released version. Massive new graphic improvements (Tons of world improvments to the point where I draw all the levels again, game now works in full HD resolution and everything is detailed and sharp now, and a LOT MORE!!), Basically it will be a whole new experience. (Seriously the update notes will be massive when it’s released) The update will most likely move the game from a free-to-play state into a paid state (a commercial title).

I just want to say that this was not possible without your amazing support on the game over the last 8 months and still to this day the support has just been amazing on the game, Expect some new cool updates soon! :purple_heart: Also … pssssst!!! here is a sneak peak :heart:

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So I'v released my game Miko's Adventures back in January this year, but I'm working on a new massive update for the game that I could potentially remove it from the free-to-play state into a paid state.
Now the new update will basically make it a whole new experience, So I was thinking to create a whole new page for this massive Update because I just don't want this update to be released in a very old page and I might not get the desired exposure I'm  really aiming for, also I don't want to confuse people from the old version or the new one while they are buying the game and things like that.
Basically what will change (New content - game name (slight change) - new screenshots - new cover - etc... a lot more).

So do you think the new page approach is the right thing to do here? I think it is but I'd like to hear your opinion on this too :)

Thanks a lot! Keep following there are amazing stuff coming soon!

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01001110 01100101 01110111 00100000 01000001 01100100 01110110 01100101 01101110 01110100 01110101 01110010 01100101 01110011 00100000 ?

Note: this is not inside the game it self but a separate project that I’ll implemented later into the game as it’s very complicated to work on this inside the game directly.

This is the hardest thing I’ve ever build and I almost gave up on it. Took almost a week of not sleeping and working so hard to fix bugs, annoying codes getting into each other and simplifying everything as much as I can.

As you can see here in this update:-

1- Enemies now can see (like for real though!)

2- They can hear (It’s true yeah!)

3- They can alert others based on sound or sight.

4- Their attack now can make a sound echo which alert other enemies, so if an enemy is alerted it’s best to stay away from and hide or fight him in a place with no other enemies!

5- I can control now if an enemy jump or even control if I want them to fall of a ledge or not!

6- Enemies now re-spawn back to their original point if they can’t find you (giving you a second chance if you alert an enemy).

7- There are stationary enemies (guard a specific point) and others that moves based on a path (guard a specific area) and more will be created!

8- Enemies can’t see you behind a wall (BUT they can hear you if you alert a nearby enemy).

9- Stealth might be a separate style in the game to deal with a situation (NOT 100% CONFIRMED YET).

What’s next ?

1- simplifying the whole code structure of the game (which will take a lot of time yes!) there are a lot of stuff that needs cleaning and a lot of unused objects (I need to get as much performance as I can because Miko Mind Dreamer will most likely be a demanding game).

2- Implement the new mechanic from the video you see above into the game (It will be messy and also will take a lot of time!).

3- After that I need to make a full chart of types of enemies and different kinds of them and give each one a separate personality to them!

That’s all for now… more videos of this will be uploaded over the next weeks!
Let me know what you think, I’d love to hear your feedback :slight_smile:
Stay awesome everyone!

You can run but you can’t hide!

Alright new devlog and new cool details added :- 1- Polished the dash effect (the speed of it and added new dusty effect)

2- Added swoosh effect to the sword attack which helps indicate if you really laded your hit or not

3- Enemies can follow you around and even jump (yup nothing can stop them … well almost!)

4- Sword attack now feels heavy and cool (new technique to measure if a hit is landed, more precise controls, new effects)

5- Screen shake is now implemented (Thanks a lot to my friend Kink and his awesome help)

6- Miko is now faster, more precise when he moves (A problem I had in Miko’s Adventures where the controls weren’t the tightest).

7- Almost every action have a cool down now, means you need to be strategic about using your weapons and tools.

8- Enemies are now faster, more determined (And they will be even more determined in the future as I might use a new technique for them to move around the world “still in progress”).

9- Bullet time is added when an enemy dies, giving you a a sign that you killed that enemy (Thanks for Kink’s help).

10- A lot more (But I promise I will cover them in future updates)

That’s all for now! I hope you like what you see so far :slight_smile:


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Come join me while I create some assets for Miko Mind Dreamer from existing assets I have :slight_smile:
Hope you enjoy watching :slight_smile:

Created Wall jump platforms and it's ready and optimized to be used in game anywhere! These platforms are 90% done for now!

Optimizing platforms…

All I'm going to say right now is check what he has on his back

(Still a WIP) I'll share what he can do with it soon!
I worked so hard on this :)

Wait ... what?

Ice ball is also done!

Last 2 days were crazy, I did a lot of new stuff (I will share them soon!)

Don't forget to let me know what you think?

Somebody call the ambulance, Miko is on FIRE!!!
(Fire ball is finally done :D) Let me know what you think ?

Alright these last days were pretty cool in Miko Mind Dreamer…

1- Finished and polished the fire ball attack
2- Finished and polished the ice ball attack
3- Finished and polished one of the hardest things I worked on in Gdevelop5 (It’s a secret that will be revealed very soon).
4- Fixed a lot of bugs in Miko’s animations (all of them were caused by hitting several buttons together so the animation wasn’t working properly, this is fixed now).
5- Added particles to Miko when he is walking, running or grabbing a ledge (increases the game feel)
6- Made some adjustments that makes Miko now so smooth to control for example :-
—you can change your weapons or tool while running or even jumping or in the air (This opens a whole new possibilities in the gameplay which I think I might add and if it worked, it’s going to be CRAZY COOL!)
—You can dash backwards now (YEAH).
7- Added some restrictions to Miko’s movement like:-
—You can’t use a tool (the secret that I will reveal soon) while you are climbing a ladder or wall jumping (This makes the player use his controls based on the environment).
Are you going to climb? then remove that tool
Are you going to solve puzzles maybe? grab that tool
And so on, this makes Miko feels heavy and everything have a purpose.
8- Climbing ledges while climbing sometimes might give you a small boost to keep Miko going but it’s still a work in progress (and I don’t know if I’m going to keep it or not).

What’s next on the list ?
1- Tomorrow I might just set down and clean my events and resources, folders and so on, I don’t want to start working on something new and I have a mess to clean (Which I do have yeah,lot’s of it :smile: )
2- polishing the sword attacks (I hope I can do some combos, I don’t know yet and I can’t promise anything) This one is REALLY going to take a while to polish! I hope not… (I might lose my mind on this one).
3- Play some games (I might get into a mental breakdown if I keep working like that for more than 15 hours everyday, this is not healthy, I need to chill out!).

After that ? We go into the second most important part in the game, ENEMIES! But I won’t touch that until Miko is looking and feeling almost perfect (Yes I love him!)

Now every couple of weeks or months I will do a recap like this post saying what’s been poppin’
Stay awesome!

Next update might come tomorrow with some cool stuff to see!

Oh so you thought you can wall jump only one way ?

(psst! walking particles still in progress!

Why my game takes so long to make ?

Bro look the fire ball turns into smoke now!! :o

Yeah that might be the reason why people don't engage, It helped me too with my game but you know I was saying to improve it and make it just more visible, because it's the most important part on itch.

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I'm just wondering about something on
is the devlog section has very low traffic ?
I mean I see a lot of awesome games there from other developers but when I enter it's mostly the developer updates and new features he added into his game and just showing his hard work in the game ...

But no comments, no engaging, etc... , I mean if there engaging with the posts it will be just 1 person or 2 but not that much going on.

I use pictures, gifs, videos on my own devlog and it doesn't matter that much because there is not that many traffic in the section except for the developers themselves.

In my opinion, Devlogs are so important in the game development world as it shows the process of creating the game you love and care about, I love but I'm starting not to like the devlog section of it, I feel that something is missing or it's just buried down there.

I Just thought to share my opinion maybe I'm missing something ...

Don't you think the devlog section needs some improvements or is it just me ?

I'm back and something is happening ..