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Gamenio
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Hey everyone! I'm a gamedev with 10+ years of experience using GameMaker. I'm looking for artists (musics, sound designers, 2D artists) to make a team and build a game together.
Also, if you're a GameMaker Studio developer and you want to join, you can! (I'll take max 1 additional programmer, since more than that would probably be overkill for the jam, and detrimental for the management)
What do I want to achieve with this jam?
First of all, I want to work with a team, as it is not only the spirit of the jam but also since I've been doing mostly solo jams through the years.
Secondly, I would like to work with people that not only want to contribute with their main craft (drawing, music, programming, etc), but who would like to be part of the Game Design process, to be able to really create something together. This is not a requirement, so if you would like to join but are not intereseted in the Game Design part of the process, it would be ok.
What is my availability to work on the jam?
I can compromise to up to 2 hours per day during week days, and maybe more or less than that on the weekends, so I'm not expecting to make something very scope-ambitious here. If you would like to team up, please let me know what is your availability too!
My timezone is GMT-3
What can I do other than programming?
I can do 2D art, sound or music if required, although I'm not very good at those and it will probably take me a lot more time than to someone that's proficient in those disciplines.
I can also do project management, I'm used to work with Agile methodology, so we could create a Trello (or Jira board if the scope demands for it) to organize our work.
If you're interested in creating something together, you can answer here and leave contact information, or DM me on X at @GamenioDev
Thanks for reading :)
Hi! That's a very interesting idea! I've done some research and I don't think that would be possible with the .cdb files, but I've found the existence of the Yu-Gi-Oh! Api by YGOProDeck which could allow me to implement a feature to load .ydk deck files to do something similar to what you've suggested.
Thanks for the comment! I will try to work on this feature when I finish polishing the current app features.
Thank you! This was a lot of fun to make :)
About the training, yes, it's not even half cooked (I didn't even replaced the old bag sprite :P)
I want to add exactly that: hints for the player to learn the game in that mode and to really understand the controls of the game and the possibilities it gives.
Thanks for playing :D
Very interesting concept, I like the abstract art and how it matched the atmosphere of the music. I don't know if it has an ending of some sort because I lost :_
I'm a bit of a musician myself and still found it very hard when both headphones played different notes. When it was just the right headphone it was a lot easier. An "easy mode" with having a single sound to match would be appreciated.
Nice twist on flappy bird, the controls feel good. I would like to report you a bug. It seems like the "spawner" object is constantly moving slowly. After I reached a score of around 20-30, I noticed the creatures, hearts and coins started to spawn inside the game view. When I reached around 5-7 minutes of play time, the spawner was behind the player object.
Yes, definitely lacking a nice chiptune there. About the controls, I bet you probably are talking about the acceleration. I was trying to make the moving more interesting than "move left or right", so we gave the robot some wheels and it felt more fun to us. But yes, definitely makes it more difficult.
Thank you for playing!
I really liked the graphics and the music! They're very NESish. I really didn't get to play that much since I broke the game somehow.
I got to the backside of the bar, and on a window I found I guy I had to fight. When I killed it using a fire spell the game went to a black screen while still playing the music. I went to chrome's console and I found this. I hope it helps somehow.

It was very fun. I liked the perspective aiming, it was not hard to get used to. Maybe the power up usage could be improved if you won by chance defeating an enemy and not have it "for free" in certain levels, since it does provide a big advantage. Last screen (I assume) had an absurd difficulty increase, even with 6 bullets, after I got hit 2 times and lost the powerups it was impossible to stand anywhere withouth beign hit.
This really gave me the Game Boy vibes. The sound design is everything. Nice work on the SFX and on the music. I really liked the graphics as well and the game is fun. I did managed to get to the second level, but I died there because of the enemies with the pointing fingers. Those were unbeatable to me lol.
One thing that I think can be improved is the first boss battle. It has way too much HP. I found myself just shooting at it for at least 2 minutes, it got frustrating and boring due to it beign so hard to will and also losing a lot of lives there. Another thing I think may improve overall game feel is if you made the dragon shoot faster but damaging less. I think that would make the shooting feel more responsive.
The game doesn't plays very well. I think the main problem are the controls (I find it weird that attacking makes you move forward and accelerating with each click) and the collision with the enemies (I got stuck with one above my head trying to reach me out).
Nice work on the sounds. Mainly the music. I could notice the efforts put into those. Also, the outstanding sprite was with no doubt the main character.
I noticed you were going for a Sega Genesis beat 'em up styled game, so my advice on the collisions would be to allow players and enemies to overlap, since that's what happens normally in this games and also will prevent a lot of weird bugs like the one I mention.
Also about the controls, specifically on the attack, I think they would feel more natural to click each time for a single attack, and not doing an autocombo in the air. If you would like to go for the autocombo, maybe check if the first attack landed before doing the whole animation.
This game is really fun. I was kinda lost at first, since I didn't understood why when moving left I couldn't move to the right (same with up/down directions) until I realized it was a snake-like game.
Shooting the purple ball is very satisfying, with all the particles spreading and everything. The only "bad" thing is that I can't find where does it match the jam's theme.
Great work! :)
The game is fun. I liked the music, but some rewarding sfx would be appreciated. The graphics are also pretty cool.
I kinda struggled understanding how the game worked at first, since the basket pushes the flowers and I didn't expect that to happen, at least not when trying to pick up a target flower.
Good job :)
I encountered a bug: after finishing a match, I pressed the "go!" button again and the squares were all from one color (I don't remember if it was the same with wich I won my previous match). Anyway, clicking yellow ended the new match and the bug repeated. Score & clicks kept incrementing with each play also. I played from chrome on windows 10, if it's of any help















