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A member registered Aug 05, 2014 · View creator page →

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Jumping frogs is a nice idea for targets. Music and setting is also awesome. Maybe i missed it, but it'd be cool if there were little pickups to shoot as bonus target choices.

wow very cool, the first one was a big inspiration on my game still not dead, happy to see a 2nd one :) keep going !

just look at arcade survival shooters online and tower defense where you put turrets along a path. Your game is those two genres combined.

Levels i mean basic variation on the empty room. maybe four pillars, maybe a small dividing wall in the middle, maybe an area of lots of little rocks, any little variety which adds a bit more strategy. That's the tiles i added to still not dead, it just adds a little more thought about how to approach the fight, and incentives to use different weapon types, movements or tactics.

Very nicely done. good stuff guys

interesting ideas. i was actually saying that weapon does nothing in comparison to turrets. It feels like you're making a CODzombies type thing, so a survival shooter with some basic strategic choice added in. In that case id do more to level design and weapons, plus some more to give each run a narrative, like bosses, weapon upgrades, path choice upgrades..etc. Just an idea. You need to really hone in on what you're trying to make with this, and look at other models that have worked :)

great art and atmosphere. be nice to see where you go with it

played it again, its nice. very simple. if it was me i'd make the turrets as powerful as your weapon, so they both have equal importance. I liked the balance of maybe leaving walls left open to harvest money for turrets.

Really liked the simplicity of this. No nonsense or padding, but a nice concise design with good pacing, weapon improvement and ending on a high.

haha top comment

shit, glad this is getting another look. ill play it again and post any thoughts :)

Thanks, glad you liked it. Keep making games!

Atmosphere was spot on. I turned around on level 1 to find bonus ammo for being a PROgamer.the horror of finding none let me know, this is a basement with zombies. true dread. How'd you find my itch out of interest?

nice one, thankyou 😊

2 spooky

Its brilliant. My one comment is that i never used defence because C button is kinda hard to press, and attacking blocks anyway. In my opinion sometimes the best game design move is to remove or stip down features if they aren't useful.

How did you animate the stick figures in the cutscene, are they seperate sprites, or one large sprite? I used to do a lot of stick figure work under the name "greg-anims".

visual style is great (although those trees probably be less cartoony as multi-billboards)

gameplay is too minimal. so minimal that it may have worked better as a short film

ah fair enough

(2 edits)

No worries. Well i think personally each level should bring something new, so some new kind of mechanic or challenge and a lot of the early levels just repeat the same concept. For example: in my game skullface, the level structure was: introduce a new mechanic in a simple way, next level do it with a bigger challenge, and the third level do that mechanic but with another mechanic also intertwined - it was inspired by Portals dev commentaries so theres new challenges every level and a new mechanic every 3 levels. I also group mechanic types into worlds (first is basic, 2nd mostly jetpacking, 3rd is more puzzle themed) to add more variety too.

oh, how is python for this kind of thing? i use gamemaker for simplicity, but python might be fun.

if this is the highest fps on my beast of a pc then you should really look into refactoring/optimisation methods..

Solid start, but the level design is pretty weak - although i like the option for multiple routes. I'm guessing you could do a lot better today

awesome, thanks

DUGA community · Created a new topic cool

Seems really cool, i like this kind of game and level editor included with the proc-gen is awesome.

But the frames per second really sucks, and the mouse sensitivity is too low, also i cant find a weapon so i start games just punching dudes for ages.. be cool if you included settings in a txt file, for gameplay mods.

Pit achieved, awesome game. Shame i cant smash stuff or get a drink. Would be cool to see this as an rpg with more stuff..

Some depth issues: In future just set up some layers with enums (enum layers { floor, trash, people, player }, and give each object a layer in its create script (layer = layers.floor)- then reference the objects "layer" to decide its depth in a layer manager object or something. Much clearer than manually messing around with the "depth" values in gamemaker for every object.

looks v noice indeed

I understand that completely. Games take time to make.. there may be another way to do it that better fits the game though

Quests - sweet. Be cool if you earn actual stuff from missions like new areas or tricks

looks cool might have to give this a try

finished it, very cool. hope the game has more checkpoints for casuals like me

looks sick but i dont get why its in episodes, is each one a different character or something?

+ what can you do except skate and tag, are there missions like deliver pizza n stuff? i liked the missions in THUG where u start as a rookie and then move onto crazy shit like jumping helicopters (i made a bad sports game called tony eagle, its on gamejolt if ur interested)

ps - another bug is i spawned in a wall. wasnt a big deal as i could move out of it anyway

current best is the stage with 40 enemies. as i learn more of the game i realise a lot of my suggestions are stupid. fav tactic is using lazers and tryna fight enemies over a long distance

i read this:
Seems i cant open a GMS2 project ;__; maybe theres some kinda work around..

If i can get the project to open in GMS i can take a look and maybe refactor a bit (are u using scripts, macros, globals, state machines/enums, parenting?). Could also load most of the variables and such from a text file (.ini) so its easy to mod without even opening gamemaker. I had a very similar thing happen on still not dead, i smashed out the prototype in a month and after that had a hard time even looking at the project it was such a mess -__-' lessons learnt, i think in future i'll try to clean the code as i go :P

im guessin a lot of these ideas wouldnt work very well but itd def be fun to see how they play in game

also: holding down Rclick after a dash to sprint (but you cant shoot)

another idea: no chests/ammo/hp, but you get full health at the start of each stage. guns have 5-15 shots each but 1 in 3 enemies will drop their types gun (bit like hotline miami?), attacking without a gun does a crappy melee + but you can hold down click to throw a gun as a grenade. also some kind of progression you unlock the more you play, like access to harder areas, more skillful weapons / character types.

is there any chance i can get the GM project file ( is it GMS? cause i dont have 2.. ;_; ) to do some mods for this?
some ideas for options i wanna add to play around with are stuff like smaller maps, less ammo, health is a pickup not a drop, and a purchase system where things like dash/minimap/dodge..etc, need to be bought (maybe 1 point every level) so you have less to work with, making each system more valuable - but also meaning character customisation each run. If that's cool talk to me at: :)
ps - i did a similar pro/con system in my game Still Not Dead, but it was mandatory after each level and called blessing/curses haha

what do your door checks do?

lol pretty fun, i get rekt by peepaw all the time tho and give up aha

Seemed cool. I like this style and the inspirations. I got the duct tape and after that had no idea what to do, so after some trial n error pixel hunting i just quit

Awesome. Can only do the first few screens so i'll have to get further. What kind of techniques in gamemaker did you use to make this? Its pretty different to a lot of GM games on here.. thanks